Author Topic: freespace 3! (demo in progress)  (Read 136667 times)

Star Dragon

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freespace 3! (demo in progress)
« Reply #15 on: February 27, 2007, 01:52:17 PM »
Why construct a vp NOW? you're "adding 50 ships". Totally over-complicating a ground floor "mod"

*I need to get some popcorn the flamage is about to begin on two boards* ;)
"Don\'t think of it as being out-numbered, think of it as having a WIDE target selection!"
 
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takashi

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« Reply #16 on: February 28, 2007, 01:38:33 AM »
or the joinage :)

saruman178

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« Reply #17 on: February 28, 2007, 01:59:33 AM »
I can help with writing.

saruman178

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« Reply #18 on: February 28, 2007, 02:03:48 AM »
WOw i looked at your hard light Thread and some of the people other there are fairly unfriendly to say the least

Unknown Target

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« Reply #19 on: February 28, 2007, 02:59:01 AM »
Most of vets on Hard Light are vets over here too. So it's not like he's getting much of a different response. There's just more vets over there to tell him off than there is over here.
If you want your bugs fixed and features added, you gotta get us coders! See the help wanted thread if you want to help out!


takashi

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« Reply #20 on: February 28, 2007, 04:20:12 AM »
da beam weapon:

beamity!

Unknown Target

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« Reply #21 on: February 28, 2007, 04:51:02 AM »
You can't just copy/paste the entry into the forum?

EDIT: Er, ok, takashi...you know that's not even a beam, right? That's just a laser bolt...
On top of that...um, wow. GTB beamity? Yea...
« Last Edit: February 28, 2007, 04:55:17 AM by Unknown Target »
If you want your bugs fixed and features added, you gotta get us coders! See the help wanted thread if you want to help out!


StarSlayer

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« Reply #22 on: February 28, 2007, 04:56:31 AM »
Can we see a screenshot of this thing in action?
"Exodus from Genesis"
[SIGPIC][/SIGPIC]

Unknown Target

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« Reply #23 on: February 28, 2007, 04:56:57 AM »
Oh yes please...
If you want your bugs fixed and features added, you gotta get us coders! See the help wanted thread if you want to help out!


karajorma

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« Reply #24 on: February 28, 2007, 07:33:45 AM »
Quote from: saruman178;58255
WOw i looked at your hard light Thread and some of the people other there are fairly unfriendly to say the least


If you take a look at my FAQ you'll soon see why.

Quote
How about we get the community together and write our own FS3?

After questions about FS3's release date this is one of the sorest points in the community. Posting a topic like this on one of the FreeSpace boards is actually more likely to get you insulted than simply asking when FS3 is coming out. While that question is merely naive this one carries a rather subtle insult. After all if the solution is so simple wouldn't the community have to be idiots not to have thought of it before? The fact is that the idea has been brought up several times before. It came up shortly after the FS2 source code was released when for the first time not only could we make a new story for FS3 but also improve the engine to do it. The idea was rejected then for several reasons and continues to be rejected every time it comes up for many of the same ones.


Now given that how we feel about getting the community to make FS3 can you imagine how pissed off people are likely to be when some newbie arrogantly claims he can make FS3 without the rest of the community?

Star Dragon

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« Reply #25 on: February 28, 2007, 03:23:02 PM »
Was it Vengence that just went through the FS* ringer a little while back? (poor guy). I think he recovered well though. :D (Hurricane!)

The search button here and on HLP could enlighten you a bit about how people would react to your "mod" in regarads to those initials and the prospects of joining/encouraging it.

But pls continue, I think we're all pins and needles... ;)
"Don\'t think of it as being out-numbered, think of it as having a WIDE target selection!"
 
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My powers outside the Robotech section are weak. (as it should be)

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fsi.scsi

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« Reply #26 on: February 28, 2007, 04:40:55 PM »
Dear Takashi,

Please lower your cocaine intake for a few days, and then come back and review your thread.

Sincerely,
fsi.scsi

P.S.: Your dealer is a crook.

http://www.hard-light.net/forums/index.php/topic,43026.0.html

takashi

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« Reply #27 on: February 28, 2007, 08:29:45 PM »
the beam weopon still is a bolt? time to do more tweaking.....

and no, im not trying to do this by myself. i want as many community members as possible to help out with this.

@fsi.scsi: :wtf:

Unknown Target

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« Reply #28 on: February 28, 2007, 08:32:04 PM »
Tweaking? Takashi, you don't "tweak" that entry - you basically rewrite it. There's practically nothing in there that's correct. I suggest you take a look at the Freespace Wiki over on Hard Light to find out how to do it.
If you want your bugs fixed and features added, you gotta get us coders! See the help wanted thread if you want to help out!


takashi

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« Reply #29 on: February 28, 2007, 08:47:47 PM »
kay. first time i've attempted a weapon like this.....



edit: rewrote and perfected! expect screenshots soon! (game warden somehow removes the spaces.)

#Primary Weapons

;-----zodiac beam by taka
;
$Name:                          GTB-4 zodiac BK-5
+Title:                                 XSTR("GB-4 zodiac", -1)
+Description:
XSTR(
"experimental
Level X Hull Damage
Level X Shield Damage", -1)
$end_multi_text
+Tech Title:                XSTR("GTB-4 zodiac BK-4", -1)
+Tech Anim:                     Tech_GTW-66_Maxim_Gun
+Tech Description:
XSTR(
"all information on the fighter-mounted beam weapon is classified level phi. all that is available to GTVA pilots is the name and type of weapon. possesion of classified information on this weapon is punishable by labor cmp service and/or death. image has been replaced for safety.,", -1)
$end_multi_text
$Model File:                    none ; laser1-1.pof
@Laser Bitmap:                  laserglow01
@Laser Color:               023, 243, 249
@Laser Length:               0.0
@Laser Head Radius:            0.60
@Laser Tail Radius:            0.60
$Mass:                          105.05
$Velocity:                      1000.0          ;; speed of the weapon (initially) -- may or may not change
$Fire Wait:                     4.2            ;; in seconds
$Damage:                        40            ;; NOTE: for beam weapons this is kind of a "continuous" damage applied every few fractions of a second that the beam is on.
$Armor Factor:                  2.0
$Shield Factor:                 0.9
$Subsystem Factor:              0.5
$Lifetime:                      40.0            ;; How long this thing lives
$Energy Consumed:               0.20            ;; Energy used when fired
$Cargo Size:                    0.0             ;; Amount of space taken up in weapon cargo
$Homing:                        NO
$LaunchSnd:                     124             ;; The sound it makes when fired
$ImpactSnd:                     88              ;; The sound it makes when it hits something
+Weapon Range:               5000         ;; Limit to range at which weapon will actively target object
$Flags:                         ("beam")
$Icon:                          iconNewton
$Anim:                          Newton
$Impact Explosion:              ExpMissileHit1
$Impact Explosion Radius:       13.0
$BeamInfo:
   +Type:                  3            ;; 0 - 4 are valid #'s
   +Life:                    2.5            ;; how long it lasts once the beam is actually firing
   +Warmup:                 5            ;; warmup time in ms
   +Warmdown:                5            ;; warmdown time in ms
   +Radius:                 1.0         ;; muzzle glow radius in meters
   +PCount:               12            ;; particles spewed every interval
   +PRadius:               1.2            ;; particle radius
   +PAngle:               65.0         ;; angle of the random "cone" where the particles are generated
   +PAni:                  particleexp01   ;; particle ani
   +Miss Factor:            6.0 5.0 4.0 3.0 1.5    ;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams)
   +BeamSound:               121            ;; the looping beam-firing sound
   +WarmupSound:            122            ;; associated warmup sound
   +WarmdownSound:            123            ;; associated warmdown sound
   +Muzzleglow:            thrusterglow01   ;; muzzle glow bitmap
   +Shots:                  3            ;; only used for TYPE 3 beams
   +ShrinkFactor:            0.0         ;; what percentage of lifetime where beam starts shrinking (0.1 == 10% life left)
   +ShrinkPct:               0.0         ;; what percentage of max width we subtract per second
   $Section:                        ;; one section of the beam (you can have up to 5)
      +Width:               2.0            ;; width of the section
      +Texture:            beam-yellow      ;; texture for this section
      +RGBA Inner:         255 255 255 255   ;; rgba values (only for non-textured beam compiles)
      +RGBA Outer:         150 150 150 10   ;; rgba values (only for non-textured beam compiles)
      +Flicker:            0.1            ;; how much it flickers (0.0 to 1.0)
      +Zadd:               2.0            ;; hehe
   $Section:                        ;; one section of the beam
      +Width:               6.0            ;; width of the section
      +Texture:            beam-dblue2      ;; texture for this section
      +RGBA Inner:         160 160 0 255   ;; rgba values (only for non-textured beam compiles)
      +RGBA Outer:         60 60 0 10      ;; rgba values (only for non-textured beam compiles)
      +Flicker:            0.1            ;; how much it flickers (0.0 to 1.0)
      +Zadd:               1.0            ;; hehe
   $Section:                        ;; one section of the beam
      +Width:               8.0            ;; width of the section
      +Texture:            beam-dgreen      ;; texture for this section
      +RGBA Inner:         255 0 0 255      ;; rgba values (only for non-textured beam compiles)
      +RGBA Outer:         60 0 0 10      ;; rgba values (only for non-textured beam compiles)
      +Flicker:            0.1            ;; how much it flickers (0.0 to 1.0)
      +Zadd:               0.0            ;; hehe

     

#End
« Last Edit: February 28, 2007, 09:29:46 PM by takashi »