Profile | Register | Calendar | FAQ | Search | Home 

VWBB : Powered by vBulletin version 2.2.6 VWBB > FreeSpace Watch > FreeSpace 1/2 MODs Discussion > Suggested improvemets w/Source code
Pages (14): « 1 [2] 3 4 5 6 » ... Last »   Last Thread   Next Thread
Author
Thread Post New Thread    Post A Reply
ZylonBane
Face

Registered: Apr 2002
Location: Kansas City, KS
Posts: 134

quote:
Originally posted by daveb
With the inherent RLE compression in the ANI's you could have an animated set of textures to simulate very slowly changing window lights on ships.
Or organic ships with pulsing skin (see: B5 Shadow Battlecrabs).

__________________
ZylonBane's opinions do not reflect those of the management.
That's [url=http://home.att.net/~clay.h/fs2/violition.htm]VOLITION[/url]!

Report this post to a moderator | IP: Logged

Old Post 04-25-2002 07:19 AM
ZylonBane is offline Click Here to See the Profile for ZylonBane Find more posts by ZylonBane Add ZylonBane to your buddy list Edit/Delete Message Reply w/Quote
EdrickV
Face

Registered: Apr 2002
Location:
Posts: 57

1. Document Special-Check. (Well, this would have been 1. but after looking at the sources it's looking like it only does one thing and I already know about that.)

2. Fix some error messages in Fred2 when the actual SEXP will work. (Examples: The Robotech MOD's semi-transforming Veritechs have a turret subsystem you have to destroy with set-subsystem-strength. Fred2 doesn't like you using that on Alpha 1. Big ships are capable of doing more actions then FRED2 thinks, I got a cruiser type ship to do ignore-ship on me even when FRED2 said it wouldn't work.)

3. Port the code to a compiler that's available for free.

4. Hot-swappable MODs. Assuming "pack files" are the VPs it looks like there's built in code that could make that easier to do, but I'm not sure yet since I haven't looked through everything. See: cfile_refresh() in cfile\cfile.cpp

5. AI-Attack in addition to AI-Chase 'cause AI-Chase isn't that good for cap ships and other methods are not always usable. With AI-Attack a cap ship won't go chasing after another ship, just close to firing range and attack it.

6. SEXPs to rearm ships.

7. Compile and post some of the little programs, like POFView, so those of us who don't have MSDev 6.0 can check them out. If POFView is as picky as FS2 and FRED2 it could make a better model viewer for checking if a model's geography is within FS2's expectations.

8. The big one: An architecture independent Linux engine that can run well with 32 MB of RAM. (A port to PS2Linux would be cool. FS2 on your TV.)

PS There is an end-mission SEXP, it's just not listed:
#define OP_END_MISSION_DELAY (0x0017 | OP_CATAGORY_UNLISTED)


Edit2: OP_END_MISSION_DELAY apparently doesn't work.

Edit: 9. Fix FRED2 so that when you assign a ship/wing to enter/leave via a particular ship's hangar it FRED2 won't change it if you go back into that ship/wing's editor.

__________________
The three most dangerous things in the world are a programmer with a sodering iron, a hardware type with a program patch, and a user with an idea.

Last edited by EdrickV on 04-25-2002 at 08:54 AM

Report this post to a moderator | IP: Logged

Old Post 04-25-2002 08:49 AM
EdrickV is offline Click Here to See the Profile for EdrickV Click here to Send EdrickV a Private Message Visit EdrickV's homepage! Find more posts by EdrickV Add EdrickV to your buddy list Edit/Delete Message Reply w/Quote
EdrickV
Face

Registered: Apr 2002
Location:
Posts: 57

1. Document Special-Check. (Well, this would have been 1. but after looking at the sources it's looking like it only does one thing and I already know about that.)

2. Fix some error messages in Fred2 when the actual SEXP will work. (Examples: The Robotech MOD's semi-transforming Veritechs have a turret subsystem you have to destroy with set-subsystem-strength. Fred2 doesn't like you using that on Alpha 1. Big ships are capable of doing more actions then FRED2 thinks, I got a cruiser type ship to do ignore-ship on me even when FRED2 said it wouldn't work.)

3. Port the code to a compiler that's available for free.

4. Hot-swappable MODs. Assuming "pack files" are the VPs it looks like there's built in code that could make that easier to do, but I'm not sure yet since I haven't looked through everything. See: cfile_refresh() in cfile\cfile.cpp

5. AI-Attack in addition to AI-Chase 'cause AI-Chase isn't that good for cap ships and other methods are not always usable. With AI-Attack a cap ship won't go chasing after another ship, just close to firing range and attack it.

6. SEXPs to rearm ships.

7. Compile and post some of the little programs, like POFView, so those of us who don't have MSDev 6.0 can check them out. If POFView is as picky as FS2 and FRED2 it could make a better model viewer for checking if a model's geography is within FS2's expectations.

8. The big one: An architecture independent Linux engine that can run well with 32 MB of RAM. (A port to PS2Linux would be cool. FS2 on your TV.)

PS There is an end-mission SEXP, it's just not listed:
#define OP_END_MISSION_DELAY (0x0017 | OP_CATAGORY_UNLISTED)


Edit2: OP_END_MISSION_DELAY apparently doesn't work.

Edit: 9. Fix FRED2 so that when you assign a ship/wing to enter/leave via a particular ship's hangar it FRED2 won't change it if you go back into that ship/wing's editor.

__________________
The three most dangerous things in the world are a programmer with a sodering iron, a hardware type with a program patch, and a user with an idea.

Last edited by EdrickV on 04-25-2002 at 08:54 AM

Report this post to a moderator | IP: Logged

Old Post 04-25-2002 08:49 AM
EdrickV is offline Click Here to See the Profile for EdrickV Click here to Send EdrickV a Private Message Visit EdrickV's homepage! Find more posts by EdrickV Add EdrickV to your buddy list Edit/Delete Message Reply w/Quote
Shrike
BWO Team Member

Registered: Jul 2000
Location: Lo-Fidelity All Star
Posts: 2273

PS2 FS? Are you friggen NUTS? That would suck bigtime...... you wouldn't be able to run 90% of the controls.

Plus, you can't mod, or make campaigns..... blah to that.

__________________
WE ARE HARD LIGHT PRODUCTIONS. YOU WILL LOWER YOUR FIREWALLS AND SURRENDER YOUR COMPUTERS. WE WILL ADD YOUR INTELLECTUAL AND VERNACULAR DISTINCTIVENESS TO OUR OWN. YOUR FORUM WILL ADAPT TO SERVICE US. RESISTANCE IS FUTILE.

Report this post to a moderator | IP: Logged

Old Post 04-25-2002 08:53 AM
Shrike is offline Click Here to See the Profile for Shrike Click here to Send Shrike a Private Message Visit Shrike's homepage! Find more posts by Shrike Add Shrike to your buddy list Edit/Delete Message Reply w/Quote
Shrike
BWO Team Member

Registered: Jul 2000
Location: Lo-Fidelity All Star
Posts: 2273

PS2 FS? Are you friggen NUTS? That would suck bigtime...... you wouldn't be able to run 90% of the controls.

Plus, you can't mod, or make campaigns..... blah to that.

__________________
WE ARE HARD LIGHT PRODUCTIONS. YOU WILL LOWER YOUR FIREWALLS AND SURRENDER YOUR COMPUTERS. WE WILL ADD YOUR INTELLECTUAL AND VERNACULAR DISTINCTIVENESS TO OUR OWN. YOUR FORUM WILL ADAPT TO SERVICE US. RESISTANCE IS FUTILE.

Report this post to a moderator | IP: Logged

Old Post 04-25-2002 08:53 AM
Shrike is offline Click Here to See the Profile for Shrike Click here to Send Shrike a Private Message Visit Shrike's homepage! Find more posts by Shrike Add Shrike to your buddy list Edit/Delete Message Reply w/Quote
Bobboau
BWO Team Member

Registered: Jul 2000
Location: belleville IL USA
Posts: 1428

make an sExp that disables SSM,
alow more than one SSM and have them referenced in the weapons.tbl to the targetting lazer that it is for

but first off, some one get fighter beams to work!!!

__________________
Bobboau, bringing you products that work ......... In theory

Report this post to a moderator | IP: Logged

Old Post 04-25-2002 09:02 AM
Bobboau is offline Click Here to See the Profile for Bobboau Click here to Send Bobboau a Private Message Find more posts by Bobboau Add Bobboau to your buddy list Edit/Delete Message Reply w/Quote
Bobboau
BWO Team Member

Registered: Jul 2000
Location: belleville IL USA
Posts: 1428

make an sExp that disables SSM,
alow more than one SSM and have them referenced in the weapons.tbl to the targetting lazer that it is for

but first off, some one get fighter beams to work!!!

__________________
Bobboau, bringing you products that work ......... In theory

Report this post to a moderator | IP: Logged

Old Post 04-25-2002 09:02 AM
Bobboau is offline Click Here to See the Profile for Bobboau Click here to Send Bobboau a Private Message Find more posts by Bobboau Add Bobboau to your buddy list Edit/Delete Message Reply w/Quote
karajorma
Murdock

Registered: Jul 2001
Location:
Posts: 1234

1) In FS2 if an enemy fighter or bomber is disabled or disarmed it automatically blows up after a minute or so. Make this optional.

2) Fix kamikaze so that any ship can kamikaze into any other ship

3) Fix special explosion so that ships with big amounts of damage explode immediately.

__________________
Questions about FS3? Questions about Fred? Questions about missions? Questions about adding new ships to your games?

[URL=http://homepage.ntlworld.com/karajorma/freespace/intro.html]Karajorma's Freespace FAQ [/URL] (now with added GE goodness)

Supreme Overlord of The Mercury Affair Campaign.

FREDder, Modder, Story design and general busybody for [URL=http://www.3dap.com/hlp/hosted/mindgames/Background.html] Mind Games[/URL]

Report this post to a moderator | IP: Logged

Old Post 04-25-2002 09:03 AM
karajorma is offline Click Here to See the Profile for karajorma Click here to Send karajorma a Private Message Find more posts by karajorma Add karajorma to your buddy list Edit/Delete Message Reply w/Quote
karajorma
Murdock

Registered: Jul 2001
Location:
Posts: 1234

1) In FS2 if an enemy fighter or bomber is disabled or disarmed it automatically blows up after a minute or so. Make this optional.

2) Fix kamikaze so that any ship can kamikaze into any other ship

3) Fix special explosion so that ships with big amounts of damage explode immediately.

__________________
Questions about FS3? Questions about Fred? Questions about missions? Questions about adding new ships to your games?

[URL=http://homepage.ntlworld.com/karajorma/freespace/intro.html]Karajorma's Freespace FAQ [/URL] (now with added GE goodness)

Supreme Overlord of The Mercury Affair Campaign.

FREDder, Modder, Story design and general busybody for [URL=http://www.3dap.com/hlp/hosted/mindgames/Background.html] Mind Games[/URL]

Report this post to a moderator | IP: Logged

Old Post 04-25-2002 09:03 AM
karajorma is offline Click Here to See the Profile for karajorma Click here to Send karajorma a Private Message Find more posts by karajorma Add karajorma to your buddy list Edit/Delete Message Reply w/Quote
Skullar
Babylon Project

Registered: Apr 2001
Location: yes
Posts: 1184

animated backgrounds are a nice idea..

For example we could play a video file simulating a battle taking place at a distance....

Of course , we would also need the opportunity to CHANGE the background ingame ! That means this battle-ani can stop after a while...

I want colored Commanims - this is covered with one of the point mentioned above.

And an end-mission sexp is the most wanted thing of them all !!!!

__________________
Freespace 2 : The Babylon Project team member
http://freespace.volitionwatch.com/babylon
-----------------------------
The sun is quite warm,
the universe is fairly large
and I have a loose mouth.

Report this post to a moderator | IP: Logged

Old Post 04-25-2002 09:03 AM
Skullar is offline Click Here to See the Profile for Skullar Click here to Send Skullar a Private Message Find more posts by Skullar Add Skullar to your buddy list Edit/Delete Message Reply w/Quote
Skullar
Babylon Project

Registered: Apr 2001
Location: yes
Posts: 1184

animated backgrounds are a nice idea..

For example we could play a video file simulating a battle taking place at a distance....

Of course , we would also need the opportunity to CHANGE the background ingame ! That means this battle-ani can stop after a while...

I want colored Commanims - this is covered with one of the point mentioned above.

And an end-mission sexp is the most wanted thing of them all !!!!

__________________
Freespace 2 : The Babylon Project team member
http://freespace.volitionwatch.com/babylon
-----------------------------
The sun is quite warm,
the universe is fairly large
and I have a loose mouth.

Report this post to a moderator | IP: Logged

Old Post 04-25-2002 09:03 AM
Skullar is offline Click Here to See the Profile for Skullar Click here to Send Skullar a Private Message Find more posts by Skullar Add Skullar to your buddy list Edit/Delete Message Reply w/Quote
ZylonBane
Face

Registered: Apr 2002
Location: Kansas City, KS
Posts: 134

quote:
Originally posted by Skullar
For example we could play a video file simulating a battle taking place at a distance....
You could also pour kerosene on your computer and light it...

__________________
ZylonBane's opinions do not reflect those of the management.
That's [url=http://home.att.net/~clay.h/fs2/violition.htm]VOLITION[/url]!

Report this post to a moderator | IP: Logged

Old Post 04-25-2002 09:10 AM
ZylonBane is offline Click Here to See the Profile for ZylonBane Find more posts by ZylonBane Add ZylonBane to your buddy list Edit/Delete Message Reply w/Quote
ZylonBane
Face

Registered: Apr 2002
Location: Kansas City, KS
Posts: 134

quote:
Originally posted by Skullar
For example we could play a video file simulating a battle taking place at a distance....
You could also pour kerosene on your computer and light it...

__________________
ZylonBane's opinions do not reflect those of the management.
That's [url=http://home.att.net/~clay.h/fs2/violition.htm]VOLITION[/url]!

Report this post to a moderator | IP: Logged

Old Post 04-25-2002 09:10 AM
ZylonBane is offline Click Here to See the Profile for ZylonBane Find more posts by ZylonBane Add ZylonBane to your buddy list Edit/Delete Message Reply w/Quote
sandwich
United Space

Registered: Dec 2000
Location: Jerusalem, Israel
Posts: 928

- Dropping a mission on the FS2.exe automatically loads that mission
- add missing scroll bars (esp. command briefing at 640x480)
- Larger texture sizes
- Fix various .TBL size/entry limits
- FRED2 plays sound files from inside .VP's
- glowing textures (think an Arcadia with the yellow and white parts glowing, or a Ravana with those freaky red lines glowing)
- add support for barrel-roll orders to capships in FRED2 and FS2

__________________
"He who laughs last thinks slowest."
"Just becase you're paranoid doesn't mean they're not out to get you."
"To err is human; to really screw up you need a computer."
Creator of the [url="http://www.geocities.com/sandvich/"]Sandvich Bar[/url]

Report this post to a moderator | IP: Logged

Old Post 04-25-2002 09:10 AM
sandwich is offline Click Here to See the Profile for sandwich Click here to Send sandwich a Private Message Visit sandwich's homepage! Find more posts by sandwich Add sandwich to your buddy list Edit/Delete Message Reply w/Quote
sandwich
United Space

Registered: Dec 2000
Location: Jerusalem, Israel
Posts: 928

- Dropping a mission on the FS2.exe automatically loads that mission
- add missing scroll bars (esp. command briefing at 640x480)
- Larger texture sizes
- Fix various .TBL size/entry limits
- FRED2 plays sound files from inside .VP's
- glowing textures (think an Arcadia with the yellow and white parts glowing, or a Ravana with those freaky red lines glowing)
- add support for barrel-roll orders to capships in FRED2 and FS2

__________________
"He who laughs last thinks slowest."
"Just becase you're paranoid doesn't mean they're not out to get you."
"To err is human; to really screw up you need a computer."
Creator of the [url="http://www.geocities.com/sandvich/"]Sandvich Bar[/url]

Report this post to a moderator | IP: Logged

Old Post 04-25-2002 09:10 AM
sandwich is offline Click Here to See the Profile for sandwich Click here to Send sandwich a Private Message Visit sandwich's homepage! Find more posts by sandwich Add sandwich to your buddy list Edit/Delete Message Reply w/Quote
Bobboau
BWO Team Member

Registered: Jul 2000
Location: belleville IL USA
Posts: 1428

precompiled lightmaps
for example, on the Hyperion cruser (TBP) there is a spot light along the sides, right now the light is just there in the textures, with light maps there could be a tiled map and a light placed then a lightmap compiler would go through and make a light map for it,

also it would be nice if we could have sprites for lights, look at the cone shaped aura comeing from lights in RF, I want that, with real dynamic lights to back this up (optional)

__________________
Bobboau, bringing you products that work ......... In theory

Report this post to a moderator | IP: Logged

Old Post 04-25-2002 09:12 AM
Bobboau is offline Click Here to See the Profile for Bobboau Click here to Send Bobboau a Private Message Find more posts by Bobboau Add Bobboau to your buddy list Edit/Delete Message Reply w/Quote
Bobboau
BWO Team Member

Registered: Jul 2000
Location: belleville IL USA
Posts: 1428

precompiled lightmaps
for example, on the Hyperion cruser (TBP) there is a spot light along the sides, right now the light is just there in the textures, with light maps there could be a tiled map and a light placed then a lightmap compiler would go through and make a light map for it,

also it would be nice if we could have sprites for lights, look at the cone shaped aura comeing from lights in RF, I want that, with real dynamic lights to back this up (optional)

__________________
Bobboau, bringing you products that work ......... In theory

Report this post to a moderator | IP: Logged

Old Post 04-25-2002 09:12 AM
Bobboau is offline Click Here to See the Profile for Bobboau Click here to Send Bobboau a Private Message Find more posts by Bobboau Add Bobboau to your buddy list Edit/Delete Message Reply w/Quote
aldo_14
Hannibal

Registered: Jul 2001
Location: Glasgow, Scotland
Posts: 882

Just double (or remove) the HUD limits - i'll take a look at that once I get home and check the HUD.tbl comments - ship limits, and ramp up the possible turret count.

Methinks we should try and crank up all the predefined limits before we start making the really big changes - that way we can instantly help things.

BTW, how are we actually going to be able to distribute the changed stuff?

__________________
VBB Survivor - Mar 2001 to 12 April 2002 - 1107 posts

Hit it 'til it gives up....

[URL=http://www.3dap.com/hlp/hosted/reciprocity]RECIPROCITY[/URL] [URL=http://www.3dap.com/hlp/hosted/reciprocity/demo.html]The Luyten Incident[/URL]
[URL=http://www.3dap.com/hlp/hosted/reciprocity/casualtiesofwar/main.htm]Casualties of War[/URL]
ICQ: 119819902

Report this post to a moderator | IP: Logged

Old Post 04-25-2002 09:36 AM
aldo_14 is offline Click Here to See the Profile for aldo_14 Click here to Send aldo_14 a Private Message Visit aldo_14's homepage! Find more posts by aldo_14 Add aldo_14 to your buddy list Edit/Delete Message Reply w/Quote
aldo_14
Hannibal

Registered: Jul 2001
Location: Glasgow, Scotland
Posts: 882

Just double (or remove) the HUD limits - i'll take a look at that once I get home and check the HUD.tbl comments - ship limits, and ramp up the possible turret count.

Methinks we should try and crank up all the predefined limits before we start making the really big changes - that way we can instantly help things.

BTW, how are we actually going to be able to distribute the changed stuff?

__________________
VBB Survivor - Mar 2001 to 12 April 2002 - 1107 posts

Hit it 'til it gives up....

[URL=http://www.3dap.com/hlp/hosted/reciprocity]RECIPROCITY[/URL] [URL=http://www.3dap.com/hlp/hosted/reciprocity/demo.html]The Luyten Incident[/URL]
[URL=http://www.3dap.com/hlp/hosted/reciprocity/casualtiesofwar/main.htm]Casualties of War[/URL]
ICQ: 119819902

Report this post to a moderator | IP: Logged

Old Post 04-25-2002 09:36 AM
aldo_14 is offline Click Here to See the Profile for aldo_14 Click here to Send aldo_14 a Private Message Visit aldo_14's homepage! Find more posts by aldo_14 Add aldo_14 to your buddy list Edit/Delete Message Reply w/Quote
EdrickV
Face

Registered: Apr 2002
Location:
Posts: 57

quote:
PS2 FS? Are you friggen NUTS? That would suck bigtime...... you wouldn't be able to run 90% of the controls.


Not PS2 FS2, PS2Linux FS2. Sony's going to release a kit for the PS2 with a 40Gig HD, Ethernet adapter, USB keyboard + mouse, and a Linux dist modified from a Korandra dist itself modified from Red Hat. It's a nice toy for anyone who's wanted to program on a console, though the kit does limit what you can do with some of the hardware. If we get a Linux port of the FS2 engine that uses SDL and Open GL I will try and compile it on my kit. (Along with lots of other things.)

__________________
The three most dangerous things in the world are a programmer with a sodering iron, a hardware type with a program patch, and a user with an idea.

Report this post to a moderator | IP: Logged

Old Post 04-25-2002 09:43 AM
EdrickV is offline Click Here to See the Profile for EdrickV Click here to Send EdrickV a Private Message Visit EdrickV's homepage! Find more posts by EdrickV Add EdrickV to your buddy list Edit/Delete Message Reply w/Quote
All times are EST. The time now is 10:04 AM. Post New Thread    Post A Reply
Pages (14): « 1 [2] 3 4 5 6 » ... Last »   Last Thread   Next Thread
Show Printable Version | Subscribe to this Thread

Forum Jump:
Rate This Thread:

Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is OFF
vB code is ON
Smilies are ON
[IMG] code is ON
 
Contact Us - Volition Watch >
Powered by: vBulletin Version 2.2.6 - Copyright ©2000-2002, Jelsoft Enterprises Limited.