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karajorma
Murdock

Registered: Jul 2001
Location:
Posts: 1234

quote:
Originally posted by Alikchi


You should set it as an option in FRED2 as to who shoots what.



The reason I suggested colours is that it's simpler that way. You set it in FRED which colours attack which. That's far simpler than defining the enemies for each individual ship.

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Old Post 04-26-2002 12:20 AM
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karajorma
Murdock

Registered: Jul 2001
Location:
Posts: 1234

quote:
Originally posted by Alikchi


You should set it as an option in FRED2 as to who shoots what.



The reason I suggested colours is that it's simpler that way. You set it in FRED which colours attack which. That's far simpler than defining the enemies for each individual ship.

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Old Post 04-26-2002 12:20 AM
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Ace
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Registered: Jul 2000
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quote:
Originally posted by karajorma

That's far simpler than defining the enemies for each individual ship.



No, he meant that you should be able to select for a color how they react to other colors. (i.e. does green attack all other colors, ignore some, etc. etc.) This is more flexible then hard-coding "magenta hates all" it allows people to customize each "color faction."

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Old Post 04-26-2002 01:32 AM
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Ace
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Registered: Jul 2000
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quote:
Originally posted by karajorma

That's far simpler than defining the enemies for each individual ship.



No, he meant that you should be able to select for a color how they react to other colors. (i.e. does green attack all other colors, ignore some, etc. etc.) This is more flexible then hard-coding "magenta hates all" it allows people to customize each "color faction."

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Old Post 04-26-2002 01:32 AM
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DTP
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Registered: Jul 2000
Location: Denmark
Posts: 55

quote:
Originally posted by YodaSean
All I want is support for bigger resolutions! Like 1280*1024. That shouldn't be too hard too do...



hard no, time consuming yes.

all of HUD elements and ani`s would have to be rescaled to that resolution, We dont have the original MAX scene files used to render the animations in the first place, & rescaled animations would at the very least look very ugly.

and so far i can tell, that you would have to redesign 60-70% of the code to understand that resolution.

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Old Post 04-26-2002 01:46 AM
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DTP
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Registered: Jul 2000
Location: Denmark
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quote:
Originally posted by YodaSean
All I want is support for bigger resolutions! Like 1280*1024. That shouldn't be too hard too do...



hard no, time consuming yes.

all of HUD elements and ani`s would have to be rescaled to that resolution, We dont have the original MAX scene files used to render the animations in the first place, & rescaled animations would at the very least look very ugly.

and so far i can tell, that you would have to redesign 60-70% of the code to understand that resolution.

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Old Post 04-26-2002 01:46 AM
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ZylonBane
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Registered: Apr 2002
Location: Kansas City, KS
Posts: 134

quote:
Originally posted by Orange
In-game cutscenes as in ...
Interesting. I don't know how complex this would be from the back end, but from a FRED2 perspective it should be dead simple. I think you could get away with as few as two new SEXPs...

cutscene-attach-camera
-- ship or waypoint (if player ship, resume player control)

cutscene-point-camera
-- target ship or waypoint (if same as attached, point straight ahead)
-- panning transition speed
-- track target? (optional)

This reminds me of a minor rendering bug in FS2. When you switch viewpoints, the "space debris" sprites render in their old location for a frame. So if you switch to a ship that's looking at your previous viewpoint, you'll see a brief flash of it.

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Old Post 04-26-2002 01:55 AM
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ZylonBane
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Registered: Apr 2002
Location: Kansas City, KS
Posts: 134

quote:
Originally posted by Orange
In-game cutscenes as in ...
Interesting. I don't know how complex this would be from the back end, but from a FRED2 perspective it should be dead simple. I think you could get away with as few as two new SEXPs...

cutscene-attach-camera
-- ship or waypoint (if player ship, resume player control)

cutscene-point-camera
-- target ship or waypoint (if same as attached, point straight ahead)
-- panning transition speed
-- track target? (optional)

This reminds me of a minor rendering bug in FS2. When you switch viewpoints, the "space debris" sprites render in their old location for a frame. So if you switch to a ship that's looking at your previous viewpoint, you'll see a brief flash of it.

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Old Post 04-26-2002 01:55 AM
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ltnarol
Murdock

Registered: Dec 2001
Location: GTD Haydon
Posts: 357

support for higher resolution maps would have to be done through hacking the 3d accelerator wouldnt it? Is there a way around this so it can be hardcoded into the game engine itself?

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Old Post 04-26-2002 02:46 AM
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Ace
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Registered: Jul 2000
Location:
Posts: 1477

quote:
Originally posted by ZylonBane
Interesting. I don't know how complex this would be from the back end, but from a FRED2 perspective it should be dead simple. I think you could get away with as few as two new SEXPs...

cutscene-attach-camera
-- ship or waypoint (if player ship, resume player control)

cutscene-point-camera
-- target ship or waypoint (if same as attached, point straight ahead)
-- panning transition speed
-- track target? (optional)




Even simpler then that Zylon, for cutscenes simply have a set of cutscene waypoints.

Now in the object data in FRED, you have position, rotation, etc. the camera faces straight forward on the waypoint.

Just place these waypoints where you want them, and select what their rotation is for camera angles.

Each waypoint also has a "time" option in it's FRED entry, this is the time it takes the camera to move and rotate from the last waypoint to the current one in milliseconds (ms) (this holds true to the briefing screens which are also in ms camera switches)

Panning can be done with two waypoints in the same position, but with different rotation angles.

Ontop of this, you have sexpts to switch between camera waypoints, in these sexpts you can pick if you want the camera to fade, just cut to the next waypoint, etc.

Overall, the waypoint code for all of this is already there, it should save time from doing more complicated and convulted in-game cutscene ideas.

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Old Post 04-26-2002 03:23 AM
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Ace
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Registered: Jul 2000
Location:
Posts: 1477

quote:
Originally posted by ZylonBane
Interesting. I don't know how complex this would be from the back end, but from a FRED2 perspective it should be dead simple. I think you could get away with as few as two new SEXPs...

cutscene-attach-camera
-- ship or waypoint (if player ship, resume player control)

cutscene-point-camera
-- target ship or waypoint (if same as attached, point straight ahead)
-- panning transition speed
-- track target? (optional)




Even simpler then that Zylon, for cutscenes simply have a set of cutscene waypoints.

Now in the object data in FRED, you have position, rotation, etc. the camera faces straight forward on the waypoint.

Just place these waypoints where you want them, and select what their rotation is for camera angles.

Each waypoint also has a "time" option in it's FRED entry, this is the time it takes the camera to move and rotate from the last waypoint to the current one in milliseconds (ms) (this holds true to the briefing screens which are also in ms camera switches)

Panning can be done with two waypoints in the same position, but with different rotation angles.

Ontop of this, you have sexpts to switch between camera waypoints, in these sexpts you can pick if you want the camera to fade, just cut to the next waypoint, etc.

Overall, the waypoint code for all of this is already there, it should save time from doing more complicated and convulted in-game cutscene ideas.

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Ace
There are old pilots, and there are bold pilots; but no old bold pilots.
-Chuck Yeager

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Old Post 04-26-2002 03:23 AM
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ZylonBane
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Registered: Apr 2002
Location: Kansas City, KS
Posts: 134

Big problem with "cutscene waypoints"-- they can't move.

FS already supports jumping the rendering POV all over the mission area with user key commands, so why not just leverage that existing ability with SEXPs? By attaching the camera to a moving object, you could easily use existing SEXPs to trigger events as the camera approaches. You could have the camera follow a ship, break off to look at something else, even warp out.

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Old Post 04-26-2002 03:39 AM
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ZylonBane
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Registered: Apr 2002
Location: Kansas City, KS
Posts: 134

Big problem with "cutscene waypoints"-- they can't move.

FS already supports jumping the rendering POV all over the mission area with user key commands, so why not just leverage that existing ability with SEXPs? By attaching the camera to a moving object, you could easily use existing SEXPs to trigger events as the camera approaches. You could have the camera follow a ship, break off to look at something else, even warp out.

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Old Post 04-26-2002 03:39 AM
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ltnarol
Murdock

Registered: Dec 2001
Location: GTD Haydon
Posts: 357

suggestion:

Being able to enter and leave subspace without ending a mission, same for nebulas

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Old Post 04-26-2002 03:41 AM
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ltnarol
Murdock

Registered: Dec 2001
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Posts: 357

suggestion:

Being able to enter and leave subspace without ending a mission, same for nebulas

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Old Post 04-26-2002 03:41 AM
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Bobboau
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Registered: Jul 2000
Location: belleville IL USA
Posts: 1428

I'm sure there must be a way to preload and procese two or more mission files to have the second one start imediatly

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Old Post 04-26-2002 04:15 AM
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Bobboau
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I'm sure there must be a way to preload and procese two or more mission files to have the second one start imediatly

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Old Post 04-26-2002 04:15 AM
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ltnarol
Murdock

Registered: Dec 2001
Location: GTD Haydon
Posts: 357

couldnt we find a way to do the transitions instead? it would look rather silly if a ship suddenly goes from inside nebula to somewhere far away from it. I was thinking more along the lines of making nebulas more like how they made asteriod fields, so they have a specific area, and you can enter and leave the nebula that way. Same kind of thing for subspace, only it would only be enterable and leavable at nodes.

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Old Post 04-26-2002 04:40 AM
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Bobboau
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Registered: Jul 2000
Location: belleville IL USA
Posts: 1428

well, yes, there would be a transition sequence of course

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Old Post 04-26-2002 04:42 AM
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ZylonBane
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Registered: Apr 2002
Location: Kansas City, KS
Posts: 134

quote:
Originally posted by Bobboau
I'm sure there must be a way to preload and procese two or more mission files to have the second one start imediatly
You'd likely have to touch a lot of routines to do this. Besides initialization, you've got campaign code, red alerts, persistent variables, and, ummm... other stuff.

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Old Post 04-26-2002 05:26 AM
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