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Messages - Nuke

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Tmp2 / BSG 419 - Daybreak, Part I
« on: March 14, 2009, 02:09:44 PM »
after an hour of getting their asses kicked and things blowing up a massive deus ex machina will occure and everyone will be happy.

on the other hand im kinda hoping the universe implodes.

Tmp2 / BSG 418 - Islanded in a Stream of Stars
« on: March 12, 2009, 09:49:41 AM »
yer better off purring the big guns on the heavy industrial ships. they would last a few seconds longer in a fight.

Tmp2 / Earth is only 2,000 ly from the Colonies? (spoilers for No Exit)
« on: February 20, 2009, 03:38:55 PM »
also remember that everything in space is moving. and seldom does anything move in a straight line. 2000 years is alot of time for stuff to move around.

also relativistic effects really dont start to seriously ramp up until you get to about .6 c. so you would need to be going about 0.75 - 0.999999999999999999999999999999 c for time dilation to start kicking in to a useful level.

Nukemod-Children of Shiva / weretf are the vp files?
« on: January 15, 2009, 04:56:57 PM »
well all the stuff ive been doing in script i decided to do in c, and code dev takes time.

Tmp2 / Is BtRL actually dead? (Nope. -Omni)
« on: October 19, 2008, 06:56:14 AM »
its all about putting boot to ass and getting the modders to make stuff, before they learn the true nature of capitalism and realize that time is money and that its better put towards, um, working to pay the bills :D

Tmp2 / Confirmed Start Date for Season 4.5
« on: October 16, 2008, 09:29:24 AM »
knowing them they will save the last 4 episodes for 2012

$2 whores? where? :pimp:

Tmp2 / How do you enable TrackIR?
« on: October 14, 2008, 02:02:35 AM »
update your games list in the trackir software (and that too if youre version is old, they updated a few months ago i think).

Tmp2 / Battlestar PC Case Mod.
« on: August 28, 2008, 01:13:18 AM »
pretty cool.

Nukemod-Children of Shiva / weretf are the vp files?
« on: August 07, 2008, 05:50:31 AM »
thats because the mod is not in a vp file yet. just stick the nukemod folder in the freespace2 folder.

Tmp2 / 64 bit binaries / sources
« on: August 03, 2008, 05:48:36 AM »
i dont think thats possible at the moment. from what i know all pointer math in the engine is still 32 bit only. that would need to be switchable between 32 and 64 bit before a 64 bit compile would be possible. though some coders may be working on that problem.

Tmp2 / Joystick profilers... even in Vist & XP-64 FOUND
« on: July 27, 2008, 04:06:03 AM »
i dont like it, it doesnt let you map axes from various other controllers as axes on a virtual controller like ppjoyjoy, or ch control manager, or controllermate for mac lets you. for such a profiler to be more useful that the software you get with every joystick out there, it would need to have virtual controller capability. if the ppjoy guy would continue working on ppjoy id be willing to pay for the software (assuming it gets expanded to work on win64 and allows for more axes, buttons, and hats to be visualized, as the old version only let you map 8 axes and 16 buttons), since its something that every joystick user on the net can use.

Tmp2 / Un-Dock window support.
« on: July 23, 2008, 02:51:07 PM »
woodshop rudder pedal, who woulda thought. might want to use one of these instead of the game port interface. i have 2 sets of ch pedals so i just use those. people say they are too close together but its the exact same spacing you get in a cessna.

as for the multi screens, yes freespace has worked with spanned displays, not windowed. i dont see why one of those matrox multi monitor boxes wont work for a basic wide panel.

thing is it would be cool if you could tell the engine the size, pozition and orientation of the monitor, and use that data to set up the camera and then render the scene to it. you could have your main monitor up front and then like 2 monitors on either side to give you a full set of cockpit windows. then you'd span them in the video drivers. but alas the engine does not directly support multiple camera andle renderings per frame. but then, could it be hacked in with scripting?

the short answer is yes. here is an example of an rtt panel working in the freespace engine. theyre its merely a screen which is displaying what is in essence a turret camera. so it can be possible to have multiple camera angle renders simultaneously. if one works theres no reason more wont.

assuming rendering the scene to a texture would work properly (it only sorta works), you could say set the camera orientation for the left side monitor, set up a camera in scripting, then from that camera render to a texture of equal resolution to the monitor on which you will need it displayed. then draw that texture at the correct screen coords. repeat for other screens.

already you're looking at a big problem, the game will want to render to the completely spanned screen. assuming your using 1280 x 1024 screens (its better they all be the same resolution) and you span left to right, that essentially treats the monitors as a 3840x1024 screen. lots of frame buffer. so you use the same trick you do at the death screen, where there are upper and lower bars produucing a letterbox effect. cept you put 1280 pixel wide bars on the left and right of the rendering, leaving those parts of the frame buffer blank, a clean slate to render your cameras textures to. of course this requires a minor engine tweak.

now right now is where youl all want to go out and get an sli setup. if i want to drop 200 bucks i could get a second 8800 gts 640mb. best bet is to get as much video memory as possible. the 8800 gtx (ultra or otherwise) in a dual sli setup would be your best bet, giving you the most video memory to work with. geforce 9s i dont really like, lots of the newer cards are just 512s. the 9600 gso 768 might be good. the dual gpu cards have a gig but youre really just having 512 per gpu. the reason you go with nvidia is cause i hear crossfire only works with d3d and fs oly really plans to support open gl. remember for this purpose you want the most video memory to cover all that extra framebuffer.

for smaler panel screens and mfds, what you do is take an old pda on a usb cable. then you write some software. all you essentially need to do is stream graphics from the game, possibly as procedurals or as a compressed texture, to the pda and then have a simple application on the pda side to recieve that data and display it. i can get surplus ipaqs a dime a dozen, you just need an arm compiler for windows ce, then use the activesync interface. this of course requires some engine changes. though it may be possible to do shared memory with scripting. have the game output the memory address of whatever graphics you want to stream out to a text file, a host app can scan that file and attempt to read from that address, and if possible compress the data and stream it over to the pda for rendering. complicated? probibly :D

Tmp2 / What about G-force
« on: June 16, 2008, 08:25:53 PM »
i dont see how this is hard to do. just fade to black if the turn rate excedes x. you could probibly use a radial gradient as a map for the whole thing, and multiply its opacity value. sorta like the way its done in combat flight sims.

gsuits merely lessen the effects of g forces, they do not prevent them.

im used to mid season breaks lasting a couple months at most, the way cable networks do things is rather odd.

looks like the way earth is i seemed to have fulfilled my evil misanthropic plan to destroy the earth. im so clever :D

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