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FSF Ashrak
Post Count Weenie

Registered: Sep 2001
Location: Estonia
Posts: 1362

capship player turrets well it could work if it was a first person shooter you control ship moovement like in FS and then you switch to gunnary control and shoot there where your mouse targeting thingie is

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Old Post 05-07-2002 04:35 PM
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Ashark
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Registered: May 2002
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capship player turrets well it could work if it was a first person shooter you control ship moovement like in FS and then you switch to gunnary control and shoot there where your mouse targeting thingie is

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Old Post 05-07-2002 04:35 PM
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hayabusa
Murdock

Registered: Jun 2001
Location: Warszawa Polska
Posts: 385

quote:
Originally posted by FSF Ashrak
capship player turrets well it could work if it was a first person shooter you control ship moovement like in FS and then you switch to gunnary control and shoot there where your mouse targeting thingie is

I remember playing Fighter Squadron, WWII sim. You could pilot several bombers and switch between location so that as pilot you could guide the plane, as gunner shoot as bombardier you were able to drop bombs and so on, it worked quite good so you could act as every single crewman of B17, I think in case of cap ships it should work in quite the same way since their crew is numerous and it`s not a one person fighter.
<-BTW good thing in here ! gratulations to guy who placed it!

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Old Post 05-08-2002 03:19 PM
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hayabusa
Murdock

Registered: Jun 2001
Location: Warszawa Polska
Posts: 385

quote:
Originally posted by FSF Ashrak
capship player turrets well it could work if it was a first person shooter you control ship moovement like in FS and then you switch to gunnary control and shoot there where your mouse targeting thingie is

I remember playing Fighter Squadron, WWII sim. You could pilot several bombers and switch between location so that as pilot you could guide the plane, as gunner shoot as bombardier you were able to drop bombs and so on, it worked quite good so you could act as every single crewman of B17, I think in case of cap ships it should work in quite the same way since their crew is numerous and it`s not a one person fighter.
<-BTW good thing in here ! gratulations to guy who placed it!

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Old Post 05-08-2002 03:19 PM
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SadisticSid
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Registered: Nov 2001
Location: Birmingham, UK
Posts: 38

Some little, but essential things (except the 3rd person cameras) which might be a good start:


  • First and foremost: Removal or expansion of TBL limitations - the ships one primarily, but also those on the music and sound tables. If there is one thing causing problems for present-day mods, this is the most prevalent.
  • Better parsing on ships.tbl and weapons.tbl. I imagine we've all noticed that modifying the standard ships file makes things like the Bastion and Boudicea appear on the list, despite their 'do not show' tags. The weapons section in the techroom invariably crashes when the weapons.tbl file is modified, too...
  • Third person cutscenes and launch anims would be nice - but I ask that you program in a function to somehow skip them. There's nothing worse than watching a long scene numerous times because you've died or failed (such as in Blood Omen 2 or FF - yeuch).
  • Get rid of the friendly-fire beam damage modifier - if you get caught in a friendly beam you should die with the same speed as an enemy. I hate that unrealism.
  • Get rid of the ship limit in missions. It makes huge fleet engagements impossible to create in FRED2 and those that you can get away with often crash FS2. Our systems can handle a lot more polygons than they could in '99.
  • 3D missile trails! I'd love to see a Q2 railgun-type weapon mounted on fighters - the same thing could make some interesting capship weapons as well.
  • Make asteroids in asteroid fields capship-targetable! In FS1 the Galatea would blast some of the incoming rocks to smithereens in certain missions. In FS2 the Iceni just merrily rammed its way through them without firing a shot. There might be a problem with beam weapons against asteroids, but I'm sure you could program in an exception so they didn't fire.
  • Custom warpout POFs go without saying - or at least allow us to choose a texture for jumps (f.ex. like the B5 guys have done).
  • Fix the problem with user-created corvettes being incredibly vulnerable to regular laser (pulse) fire despite their higher hitpoints. If the Darkness corvette has 90000 hitpoints it shouldn't die to Maxim blasts faster than a Deimos with its 50000 points.


Good luck with it, anyway.

Sid.

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Old Post 05-08-2002 09:32 PM
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SadisticSid
Face

Registered: Nov 2001
Location: Birmingham, UK
Posts: 38

Some little, but essential things (except the 3rd person cameras) which might be a good start:


  • First and foremost: Removal or expansion of TBL limitations - the ships one primarily, but also those on the music and sound tables. If there is one thing causing problems for present-day mods, this is the most prevalent.
  • Better parsing on ships.tbl and weapons.tbl. I imagine we've all noticed that modifying the standard ships file makes things like the Bastion and Boudicea appear on the list, despite their 'do not show' tags. The weapons section in the techroom invariably crashes when the weapons.tbl file is modified, too...
  • Third person cutscenes and launch anims would be nice - but I ask that you program in a function to somehow skip them. There's nothing worse than watching a long scene numerous times because you've died or failed (such as in Blood Omen 2 or FF - yeuch).
  • Get rid of the friendly-fire beam damage modifier - if you get caught in a friendly beam you should die with the same speed as an enemy. I hate that unrealism.
  • Get rid of the ship limit in missions. It makes huge fleet engagements impossible to create in FRED2 and those that you can get away with often crash FS2. Our systems can handle a lot more polygons than they could in '99.
  • 3D missile trails! I'd love to see a Q2 railgun-type weapon mounted on fighters - the same thing could make some interesting capship weapons as well.
  • Make asteroids in asteroid fields capship-targetable! In FS1 the Galatea would blast some of the incoming rocks to smithereens in certain missions. In FS2 the Iceni just merrily rammed its way through them without firing a shot. There might be a problem with beam weapons against asteroids, but I'm sure you could program in an exception so they didn't fire.
  • Custom warpout POFs go without saying - or at least allow us to choose a texture for jumps (f.ex. like the B5 guys have done).
  • Fix the problem with user-created corvettes being incredibly vulnerable to regular laser (pulse) fire despite their higher hitpoints. If the Darkness corvette has 90000 hitpoints it shouldn't die to Maxim blasts faster than a Deimos with its 50000 points.


Good luck with it, anyway.

Sid.

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Old Post 05-08-2002 09:32 PM
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hayabusa
Murdock

Registered: Jun 2001
Location: Warszawa Polska
Posts: 385

[QUOTE]Originally posted by SadisticSid
Some little, but essential things (except the 3rd person cameras) which might be a good start:
[list]

  • [b]First and foremost: Removal or expansion of TBL limitations - the ships one primarily, but also those on the music and sound tables. If there is one thing causing problems for present-day mods, this is the most prevalent.
  • Better parsing on ships.tbl and weapons.tbl. I imagine we've all noticed that modifying the standard ships file makes things like the Bastion and Boudicea appear on the list, despite their 'do not show' tags. The weapons section in the techroom invariably crashes when the weapons.tbl file is modified, too...
    [QUOTE]

    I definitely agree with all points but I`d like to pay attention to these ones, since there are problems with moding the .TBL files.
    Yesterday, I tried to pick up several add-ones (weapons & ships) it took me 2 hrs and after that time I had to remove almoust all of them because something crashed and FS 2 gone highly instable.
    I`l retry today and hope be able to put finally MBlaster ACannon and Trinity all together with Valk2 Peregrine Dakha and Stentor.
    BTW, I`d like to say thanks to all guys who created these MODs, they`re just great and I wish I could see everyone at the same time in game ( when I placed the ships I was just about the Ships.tbl limit).

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  • Old Post 05-09-2002 01:06 PM
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    hayabusa
    Murdock

    Registered: Jun 2001
    Location: Warszawa Polska
    Posts: 385

    [QUOTE]Originally posted by SadisticSid
    Some little, but essential things (except the 3rd person cameras) which might be a good start:
    [list]

  • [b]First and foremost: Removal or expansion of TBL limitations - the ships one primarily, but also those on the music and sound tables. If there is one thing causing problems for present-day mods, this is the most prevalent.
  • Better parsing on ships.tbl and weapons.tbl. I imagine we've all noticed that modifying the standard ships file makes things like the Bastion and Boudicea appear on the list, despite their 'do not show' tags. The weapons section in the techroom invariably crashes when the weapons.tbl file is modified, too...
    [QUOTE]

    I definitely agree with all points but I`d like to pay attention to these ones, since there are problems with moding the .TBL files.
    Yesterday, I tried to pick up several add-ones (weapons & ships) it took me 2 hrs and after that time I had to remove almoust all of them because something crashed and FS 2 gone highly instable.
    I`l retry today and hope be able to put finally MBlaster ACannon and Trinity all together with Valk2 Peregrine Dakha and Stentor.
    BTW, I`d like to say thanks to all guys who created these MODs, they`re just great and I wish I could see everyone at the same time in game ( when I placed the ships I was just about the Ships.tbl limit).

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    I`m not the king of your minds...

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  • Old Post 05-09-2002 01:06 PM
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    IceFire
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    Geo-mods is probably impractical. The game was never written to do that. Decals we probably can do...thats probably what the Lightsaber on the wall effect is.

    Friendly fire beam damage modifer? What are you talking about? Friendly beams nail me just as badly as enemy ones do. The only difference is that most of the time, you get hit by a friendly Slasher beam and only on the edge so you get thrown away. Shivan beams are all direct fire so if you stray into them its not moving out of your way.

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    Old Post 05-09-2002 01:29 PM
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    BabProj Team
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    Geo-mods is probably impractical. The game was never written to do that. Decals we probably can do...thats probably what the Lightsaber on the wall effect is.

    Friendly fire beam damage modifer? What are you talking about? Friendly beams nail me just as badly as enemy ones do. The only difference is that most of the time, you get hit by a friendly Slasher beam and only on the edge so you get thrown away. Shivan beams are all direct fire so if you stray into them its not moving out of your way.

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    Old Post 05-09-2002 01:29 PM
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    kalahari
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    Registered: May 2002
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    Whee! slow it down!

    Freespace 2 does not recognize just how fast the new processors are. It has become unplayable. If you change nothing else except improve the ability of the game to run on the newer fast machines at a playable speed I will be a very happy camper.

    Thanks

    kalahari

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    Old Post 05-11-2002 07:23 PM
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    kalahari
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    Whee! slow it down!

    Freespace 2 does not recognize just how fast the new processors are. It has become unplayable. If you change nothing else except improve the ability of the game to run on the newer fast machines at a playable speed I will be a very happy camper.

    Thanks

    kalahari

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    Old Post 05-11-2002 07:23 PM
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    FSF Ashrak
    Post Count Weenie

    Registered: Sep 2001
    Location: Estonia
    Posts: 1362

    yup damage decals

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    Old Post 05-11-2002 08:25 PM
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    Ashark
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    yup damage decals

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    Old Post 05-11-2002 08:25 PM
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    Alphakiller
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    Re: slow it down!

    quote:
    Originally posted by kalahari
    Freespace 2 does not recognize just how fast the new processors are. It has become unplayable. If you change nothing else except improve the ability of the game to run on the newer fast machines at a playable speed I will be a very happy camper.

    Thanks

    kalahari




    wrong. something else is wrong with your computer. FS2 runs like a dream on my 1.4 Thunderbird; as well as other people's 1800+s and the like.

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    Old Post 05-12-2002 04:02 PM
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    Alphakiller
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    Re: slow it down!

    quote:
    Originally posted by kalahari
    Freespace 2 does not recognize just how fast the new processors are. It has become unplayable. If you change nothing else except improve the ability of the game to run on the newer fast machines at a playable speed I will be a very happy camper.

    Thanks

    kalahari




    wrong. something else is wrong with your computer. FS2 runs like a dream on my 1.4 Thunderbird; as well as other people's 1800+s and the like.

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    Old Post 05-12-2002 04:02 PM
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    Stargazer_2098
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    I agree with everthing else said here; BUT I would like to add one new thing: Free-Flight option.
    So that you can explore a starsystem, or go to other stars where you can trade goods and so on. Trading will also be a welcomed change to the usual shoot-dodge-shoot-stay-alive gameplay of Freespace 2.
    There is many games that can demonstrate what I mean. I think of something like I-War II meets Noctis V.

    Oh, and also, if you wonder what Noctis is, go to http://members.designheaven.com/~44/noctis.html . Its a freeware game that lets you explore an entire galaxy at will; of course, this wont be possible in Freespace 2 (it will at least be pretty difficult to incorporate).


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    Old Post 05-12-2002 04:35 PM
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    Stargazer_2098
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    I agree with everthing else said here; BUT I would like to add one new thing: Free-Flight option.
    So that you can explore a starsystem, or go to other stars where you can trade goods and so on. Trading will also be a welcomed change to the usual shoot-dodge-shoot-stay-alive gameplay of Freespace 2.
    There is many games that can demonstrate what I mean. I think of something like I-War II meets Noctis V.

    Oh, and also, if you wonder what Noctis is, go to http://members.designheaven.com/~44/noctis.html . Its a freeware game that lets you explore an entire galaxy at will; of course, this wont be possible in Freespace 2 (it will at least be pretty difficult to incorporate).


    Stargazer.

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    Old Post 05-12-2002 04:35 PM
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    EdrickV
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    There is code in FS2 designed to put a damage cap on friendly fire beam damage. It does not seem to affect just the player's ship though so I wouldn't go changing it. It might screw up the balance of the regular campaign plus all the MODs out there. And if you want a higher cap just play on a higher difficulty rating. A fighter hit by a big beam would probably be vaporized. And being vaporized by a friendly ship is not fun. Considering that the line of sight code doesn't always work very well, missions that play fine now might be screwed up if you didn't have the friendly fire damage cap. Imagine an escort ship accidently taking out a freighter or transport you're guarding with a beam. I've seen instances of ships firing through ships on the same team to hit enemy ships. Oh, and that friendly fire thing would work for the other teams too so it's not really unfair. (Whether it's unrealistic or not is a matter of opinion. If you were the guy controlling a beam turret would you fire it at an enemy ship if friendly ships were in the way?)

    As far as that "free flight" idea, I personally think that you'd get better results by using an engine designed for that sort of thing. FS2 is a mission based space flight sim. Not a strategy game. There are lots of the latter around. Some of them online mulitplayer ones.

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    Old Post 05-12-2002 08:00 PM
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    EdrickV
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    There is code in FS2 designed to put a damage cap on friendly fire beam damage. It does not seem to affect just the player's ship though so I wouldn't go changing it. It might screw up the balance of the regular campaign plus all the MODs out there. And if you want a higher cap just play on a higher difficulty rating. A fighter hit by a big beam would probably be vaporized. And being vaporized by a friendly ship is not fun. Considering that the line of sight code doesn't always work very well, missions that play fine now might be screwed up if you didn't have the friendly fire damage cap. Imagine an escort ship accidently taking out a freighter or transport you're guarding with a beam. I've seen instances of ships firing through ships on the same team to hit enemy ships. Oh, and that friendly fire thing would work for the other teams too so it's not really unfair. (Whether it's unrealistic or not is a matter of opinion. If you were the guy controlling a beam turret would you fire it at an enemy ship if friendly ships were in the way?)

    As far as that "free flight" idea, I personally think that you'd get better results by using an engine designed for that sort of thing. FS2 is a mission based space flight sim. Not a strategy game. There are lots of the latter around. Some of them online mulitplayer ones.

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    Last edited by EdrickV on 05-12-2002 at 08:08 PM

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    Old Post 05-12-2002 08:00 PM
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