https://wiki.hard-light.net/api.php?action=feedcontributions&user=Akenbosch&feedformat=atomFreeSpace Wiki - User contributions [en]2024-03-28T11:40:18ZUser contributionsMediaWiki 1.31.7https://wiki.hard-light.net/index.php?title=Multimedia_Files&diff=12646Multimedia Files2007-09-20T22:45:10Z<p>Akenbosch: /* EFF */</p>
<hr />
<div>The FreeSpace 2 Open engine is able to use several different '''mediamedia file formats''' for audio, animation and video playbacks. Retail FreeSpace 2 used the [[Wikipedia:Wav|.WAV]] and '''.ANI''' file formats, but the currently the FreeSpace 2 Open supports several [[Wikipedia:Ogg|.OGG]] container files as well. Support for [[Wikipedia:Mp3|.MP3]] file format was removed in favor of the .OGG. Game engine also supports special '''.EFF''' animations.<br />
<br />
==OGG==<br />
'''.OGG''', or Ogg (see [[Wikipedia:Ogg|Ogg file format]]), is a file format for compressed multimedia files and a popular competitor to [[Wikipedia:Mp3|.MP3]]. Unlike MP3, Ogg uses an open-source, open-standard format and a permissive license, both of which allow it to be incorporated into the FS2_Open source code. Also unlike MP3, Ogg is a [[Wikipedia:Container_format|container format]], meaning that it can contain video data (via the [[Wikipedia:Theora|Theora codec ]]) in addition to audio data (via the [[Wikipedia:Vorbis|Vorbis codec]]).<br />
<br />
Since Ogg delivers significantly smaller file sizes than [[Wikipedia:Wav|.WAV]], while retaining substantially the same level of audio quality, it is becoming more and more frequently used in FSO-targeted mods. Ogg is not, however, a lossless format -- i.e., it is not possible to exactly reconstruct the original data from an .OGG file because some is "lost" in the conversion process. This is not usually a problem, however, because a high-quality .OGG file is usually indistinguishable from the source. The lossless counterpart to Ogg Vorbis is [[Wikipedia:Free_Lossless_Audio_Codec|.FLAC]], which can be contained in Ogg also.<br />
<br />
Vorbis uses a quality parameter between -1 and 10 as a measure of quality. 5 is the default, giving around 160kbps. The higher the number, the higher the quality, but anything over 5 is probably pointless.<br />
<br />
Audacity and Goldwave are two popular programs that allow .WAV files to be converted to .OGG Vorbis audio. Audacity is Free Software, while Goldwave is shareware that ceases to function after a period of time. [http://www.rarewares.org/ogg-oggdropxpd.php oggdropXPd] is an useful drag-and-drop encoder.<br />
<br />
==WAV==<br />
The most common sound file format. WAVs are uncompressed and take up a larger amount of space than almost any other sound file type, so consider converting them to the [[*.OGG|.OGG]] format (supported only by SCP) before including them in your campaign. Audacity and Goldwave are two examples of programs that can make this conversion. [http://www.rarewares.org/ogg-oggdropxpd.php oggdropXPd] is an useful drag-and-drop encoder.<br />
<br />
==ANI== <br />
FreeSpace uses the .ANI format for animation effects. It can be used either for an effect (explosions, etc.), an interface animation, or as a ship texture.<br />
*[http://www.swooh.com/lorenzo/files/aniview11.exe AniView, an ANI-viewing utility]<br />
*[http://www.swooh.com/lorenzo/files/anib32b2.exe AniBuilder, a utility that can create ANI files out of a series of 16 bit images]<br />
<br />
===Creating an ANI file===<br />
<br />
Using AniBuilder (link provided above), one can create new .ANI files from .AVI movies.<br />
<br />
To create your own .ANI:<br />
<br />
#Set up a scene in a 3D animation program or in FreeSpace. Volition used [[Wikipedia:3ds_Max|3ds Max]] (an expensive modeling program) for their animations.<br />
#Using a free recording software such as for example [http://www.planetgamecam.com GameCam] to record the scene.<br />
#Use for example [http://www.radgametools.com/bnkdown.htm Bink] to convert the AVI into a series of 16-bit (or less) PCX files, as AniBuilder will not accept non-PCX images, or images of more than 16 bit color depth. <br />
#Use AniBuilder to convert the PCX files to an ANI.<br />
<br />
==EFF==<br />
FreeSpace 2 uses the .EFF ASCII format text files to store information about animated effects. These animated effects can be used for various effects such as in game animations and animated textures. please note that this is a fso feature, and is not supported by retail<br />
<br />
===Creation of EFF animation===<br />
*For EFF animation all the individual frames of the animation have to be present in one of the [[Graphic Files|graphic file formats]] supported by the game engine.<br />
*All files related to the .EFF animation have to named so that the name of actual .EFF animation forms the basic structure of the filename. <br />
**'''Graphic files''' add the 4 digit number - that identifies the frame where the file is used - after the animation name, starting from 0 (example_0000.dds, example_0001.dds etc.)<br />
**'''ASCII file''' contains the information of the animation (example.eff)<br />
<br />
===Contents of .EFF file===<br />
<br />
====$Type:====<br />
*Defines the file format of the graphics file used for the .EFF animation<br />
*Syntax: '''''String''''', for example ''DDS''<br />
<br />
====$Frames:====<br />
*Defines the length of the number of the frames in the animation<br />
*Syntax; '''''Integer'''''<br />
<br />
====$FPS:====<br />
*Used ''optionally'' to define the '''frames per second''' value for the animation<br />
*Syntax: '''''Integer'''''<br />
<br />
====the example=====<br />
<br />
lets say you have three .dds (tga and pcx are also acceptable) files (named 1_000, 1_0001, and 1_0002) you want too make an animation, but dont want too huse anibuild and therefore comprimise quality.<br />
<br />
your .eff file would be like this:<br />
<br />
filename (the filename, not infformation too be entered. must match up with characters before _xxxx in frames): 1.eff<br />
<br />
*''$Type: DDS''<br />
*''$Frames: 3''<br />
*''$FPS: 5''<br />
<br />
this .eff effect file would display one frame after another at 5 a second, skipping back to the beginning at the end. please note .eff cannot be used for streaming files (head animations, icons, mainhall, cbanis, ect.) and is meant ONLY for weapon/explosion effects and animated textures.<br />
<br />
[[Category:File Types]]</div>Akenboschhttps://wiki.hard-light.net/index.php?title=Multimedia_Files&diff=12645Multimedia Files2007-09-20T22:43:36Z<p>Akenbosch: /* EFF */</p>
<hr />
<div>The FreeSpace 2 Open engine is able to use several different '''mediamedia file formats''' for audio, animation and video playbacks. Retail FreeSpace 2 used the [[Wikipedia:Wav|.WAV]] and '''.ANI''' file formats, but the currently the FreeSpace 2 Open supports several [[Wikipedia:Ogg|.OGG]] container files as well. Support for [[Wikipedia:Mp3|.MP3]] file format was removed in favor of the .OGG. Game engine also supports special '''.EFF''' animations.<br />
<br />
==OGG==<br />
'''.OGG''', or Ogg (see [[Wikipedia:Ogg|Ogg file format]]), is a file format for compressed multimedia files and a popular competitor to [[Wikipedia:Mp3|.MP3]]. Unlike MP3, Ogg uses an open-source, open-standard format and a permissive license, both of which allow it to be incorporated into the FS2_Open source code. Also unlike MP3, Ogg is a [[Wikipedia:Container_format|container format]], meaning that it can contain video data (via the [[Wikipedia:Theora|Theora codec ]]) in addition to audio data (via the [[Wikipedia:Vorbis|Vorbis codec]]).<br />
<br />
Since Ogg delivers significantly smaller file sizes than [[Wikipedia:Wav|.WAV]], while retaining substantially the same level of audio quality, it is becoming more and more frequently used in FSO-targeted mods. Ogg is not, however, a lossless format -- i.e., it is not possible to exactly reconstruct the original data from an .OGG file because some is "lost" in the conversion process. This is not usually a problem, however, because a high-quality .OGG file is usually indistinguishable from the source. The lossless counterpart to Ogg Vorbis is [[Wikipedia:Free_Lossless_Audio_Codec|.FLAC]], which can be contained in Ogg also.<br />
<br />
Vorbis uses a quality parameter between -1 and 10 as a measure of quality. 5 is the default, giving around 160kbps. The higher the number, the higher the quality, but anything over 5 is probably pointless.<br />
<br />
Audacity and Goldwave are two popular programs that allow .WAV files to be converted to .OGG Vorbis audio. Audacity is Free Software, while Goldwave is shareware that ceases to function after a period of time. [http://www.rarewares.org/ogg-oggdropxpd.php oggdropXPd] is an useful drag-and-drop encoder.<br />
<br />
==WAV==<br />
The most common sound file format. WAVs are uncompressed and take up a larger amount of space than almost any other sound file type, so consider converting them to the [[*.OGG|.OGG]] format (supported only by SCP) before including them in your campaign. Audacity and Goldwave are two examples of programs that can make this conversion. [http://www.rarewares.org/ogg-oggdropxpd.php oggdropXPd] is an useful drag-and-drop encoder.<br />
<br />
==ANI== <br />
FreeSpace uses the .ANI format for animation effects. It can be used either for an effect (explosions, etc.), an interface animation, or as a ship texture.<br />
*[http://www.swooh.com/lorenzo/files/aniview11.exe AniView, an ANI-viewing utility]<br />
*[http://www.swooh.com/lorenzo/files/anib32b2.exe AniBuilder, a utility that can create ANI files out of a series of 16 bit images]<br />
<br />
===Creating an ANI file===<br />
<br />
Using AniBuilder (link provided above), one can create new .ANI files from .AVI movies.<br />
<br />
To create your own .ANI:<br />
<br />
#Set up a scene in a 3D animation program or in FreeSpace. Volition used [[Wikipedia:3ds_Max|3ds Max]] (an expensive modeling program) for their animations.<br />
#Using a free recording software such as for example [http://www.planetgamecam.com GameCam] to record the scene.<br />
#Use for example [http://www.radgametools.com/bnkdown.htm Bink] to convert the AVI into a series of 16-bit (or less) PCX files, as AniBuilder will not accept non-PCX images, or images of more than 16 bit color depth. <br />
#Use AniBuilder to convert the PCX files to an ANI.<br />
<br />
==EFF==<br />
FreeSpace 2 uses the .EFF ASCII format text files to store information about animated effects. These animated effects can be used for various effects such as in game animations and animated textures. please note that this is a fso feature, and is not supported by retail<br />
<br />
===Creation of EFF animation===<br />
*For EFF animation all the individual frames of the animation have to be present in one of the [[Graphic Files|graphic file formats]] supported by the game engine.<br />
*All files related to the .EFF animation have to named so that the name of actual .EFF animation forms the basic structure of the filename. <br />
**'''Graphic files''' add the 4 digit number - that identifies the frame where the file is used - after the animation name, starting from 0 (example_0000.dds, example_0001.dds etc.)<br />
**'''ASCII file''' contains the information of the animation (example.eff)<br />
<br />
===Contents of .EFF file===<br />
<br />
====$Type:====<br />
*Defines the file format of the graphics file used for the .EFF animation<br />
*Syntax: '''''String''''', for example ''DDS''<br />
<br />
====$Frames:====<br />
*Defines the length of the number of the frames in the animation<br />
*Syntax; '''''Integer'''''<br />
<br />
====$FPS:====<br />
*Used ''optionally'' to define the '''frames per second''' value for the animation<br />
*Syntax: '''''Integer'''''<br />
<br />
====the example=====<br />
<br />
lets say you have three .dds (tga and pcx are also acceptable) files (named 1_000, 1_0001, and 1_0002) you want too make an animation, but dont want too huse anibuild and therefore comprimise quality.<br />
<br />
your .eff file would be like this:<br />
<br />
filename (the filename, not infformation too be entered. must match up with characters before _xxxx in frames): 1.eff<br />
<br />
$Type: dds<br />
$Frames: 3<br />
$FPS: 5<br />
<br />
this .eff effect file would display one frame after another at 5 a second, skipping back to the beginning at the end. please note .eff cannot be used for streaming files (head animations, icons, mainhall, cbanis, ect.) and is meant ONLY for weapon/explosion effects and animated textures.<br />
<br />
[[Category:File Types]]</div>Akenboschhttps://wiki.hard-light.net/index.php?title=GTSC_Faustus&diff=11246GTSC Faustus2007-08-09T04:20:09Z<p>Akenbosch: /* Veteran Comments */</p>
<hr />
<div>{{FS12_Ships}}<br />
{{shipimage|image=[[Image:Faustus320x240.jpg]]|caption=The GTSC Faustus}}<br />
<br />
==Description:==<br />
<br />
===FS1 Tech Room Description===<br />
The Faustus Science vessel was, and still is, a civilian craft. However, in the 14 years since the Terran-Vasudan war began, more and more of these were commissioned by the GTA in order to pursue military research. However, its obvious value, poor fighting capabilities, and lack of speed make it a prime target for enemy ships; hence, you will rarely find many of these anywhere near the front lines of battle.<br />
<br />
===FS2 Tech Room Description===<br />
The GTSC Faustus is primarily a class of civilian research vessels. During times of peace, they serve as mobile laboratories for scientists in many disciplines. During wartime, however, Faustus vessels are commandeered by the military, mostly for weapons research. It was on a Faustus ship, during the Great War, that Shivan shield technology was first reverse-engineered from a captured Shivan fighter. Faustus vessels have poor armor and only a few weak turrets for defense. Only desperate circumstances find a Faustus anywhere near the front lines.<br />
<br />
===Developer Notes===<br />
None<br />
<br />
===Veteran Comments===<br />
''This ship is less well armored than the [[GTT Elysium]] while having a much bigger target profile and also has horrible turret placement. There's really nothing tactically viable about this ship, so don't ever treat it like it is. This should be at the top of your priority list, because a couple of [[GTM Cyclops|Cyclops torpedos]] will take this brick down.''<br />
<br />
''dont mind the above advice. HL-7s and Rockeyes can do the job just as well, so your better off saving those torpedos for larger targets.''<br />
<br />
==Performance:==<br />
===Statistics===<br />
{|<br />
|-<br />
| style="width:200px" | '''[[Technical_Terms_and_Definitions#Type|Type]]'''<br />
| style="width:200px" | Science vessel<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]'''<br />
| N/A<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Manuverablity|Manuverability]]'''<br />
| N/A<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]'''<br />
| 25.0 - 35.0 mps<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Max Afterburner Velocity|Max Afterburner Velocity]]'''<br />
| N/A<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Armor|Armor]]'''<br />
| N/A<br />
|-<br />
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]<br />
| 3 000<br />
|-<br />
| [[Technical_Terms_and_Definitions#Shields|Shields]]<br />
| N/A<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Length|Length]]'''<br />
| 162 m<br />
|}<br />
<br />
===Armaments===<br />
<br />
*'''[[Technical_Terms_and_Definitions#Turrets|Turrets]]'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=2 style="background:#351515;"| '''Freespace 1'''<br />
| colspan=2 style="background:#300505;"| '''Freespace 2'''<br />
|- align="center"<br />
| style="width:120px" |Turret Type<br />
| style="width:60px" |Amount<br />
| style="width:120px" |Turret Type<br />
| style="width:60px" |Amount<br />
|- align="center"<br />
| [[Terran Turret Weak]]<br />
| 3<br />
| [[Terran Turret Weak]]<br />
| 3<br />
|- align="center"<br />
| [[GTW ML-16|ML-16 Laser]]<br />
| 3<br />
| [[GTW Subach HL-7|Subach HL-7]]<br />
| 3<br />
|}<br />
<br />
[[Category:Ship]]</div>Akenboschhttps://wiki.hard-light.net/index.php?title=Feature_Requests&diff=10076Feature Requests2007-06-21T23:38:32Z<p>Akenbosch: /* orders for bomber turrets */</p>
<hr />
<div>This page is primarily to serve as a database for feature requests for the Source Code Project.<br />
<br />
== New Requests ==<br />
<br />
=== orders for bomber turrets ===<br />
currently, bomber turrets only attack your target. which makes them usless as defensive weapons. the idea is to be able to order your turret and make it useful. added comm options would be:<br />
<br><br />
*turret: (keypress shift-1),<br><br />
-protect me <br><br />
-sync to gun (acts as a gunpoint)<br><br />
-attack my target<br><br />
-defend all friendlies<br><br />
-attack any hostile<br><br />
*all turrets: (keypress shift-2)<br><br />
-protect me<br><br />
-sync to gun (acts as a gunpoint)<br><br />
-attack my target<br><br />
-defend all friendlies<br><br />
-attack any hostile<br><br />
<br><br />
(this idea is modified from one from the thread "actualy useful bomber turrets")<br />
<br />
:*'''Supported By:''' several comunity members<br />
<br />
=== infinite landscapes ===<br />
the ability to have a landscape (ground model) that repeats infinately. alot like the current sytem of just making landcapes and placing a few, but toggleable in FRED.<br />
added option in "backround editor" would be:<br />
landscpae model<br />
<br />
:*'''Supported By:''' freespace: arcade (unadvertised mod)<br />
<br />
=== multiple shield meshes ===<br />
kinda self explanatory<br />
you can have an individual shield mesh for each part of the ship. it would also allow you to shield certain turrets, important parts, ect. and not shield everything else.<br />
<br />
:*'''Supported By:''' freespace: arcade (unadvertised mod)<br />
<br />
=== sliding movements for submodel animations ===<br />
just like a telescope extending. perhaps a +slide direction: x, y, z, and +slide distance: (in meters) added to the animation code.<br />
<br />
:*'''Supported By:''' several anonymous comunity members<br />
<br />
<br />
=== Toggleable subsystems ===<br />
Support for subsystems that can be turned on and off (ie when 'off', act as though they never existed - are untargetable, leave behind no damage LOD, do not take damage, cannot be collided with, etc.) This would be useful for ships where someone might want to remove or swap a subsystem (ie fighter cockpits could have Terran and Vasudan versions). The ability to do this with turrets too would be great.<br />
:* '''Supported By:''' Shadows of Lylat, Twisted Infinities, [[Fringespace]], The Sagitta Project<br />
<br />
=== Limited Sensor Range For Non-Primitive Sensors ===<br />
<br />
Self-explanatory.<br />
:*'''Supported By:''' Starforce<br />
<br />
=== Minefields ===<br />
<br />
Just like asteroid fields, only they're mines, and they explode violently instead of burning up. <br />
<br />
:*'''Supported By:''' Starforce<br />
<br />
=== Ship headlights ===<br />
<br />
Ship headlights/floodlights that actually cast light on objects.<br />
<br />
:*'''Supported By:''' Starforce<br />
<br />
=== Maximum asteroid number increase ===<br />
<br />
From 256 to 1024+ (possibly use depth culling to reduce rendering load).<br />
<br />
:*'''Supported By:''' Starforce<br />
<br />
=== Gatling Turrets ===<br />
Support for Gatling gun turrets, which work same as a regular multipart turret but has an extra subobject (child of the barel) that rotates while the turret is firing.<br />
:* '''Supported By:''' Nukemod - Children of Shiva, The Sagitta Project<br />
<br />
=== Submodel Animation Triggers & Upgrades ===<br />
Trigger Requests:<br />
* Subspace - Performs animation on entrance to supspace, and undoes when a ship comes out of subspace, and acts as a initial position if the "mission takes place in subspace" flag is set.<br />
*Weapon Fire - Performs animation when weapon is fired and undoes it before the weapon can fire again.<br />
*Sexp - Animation triggered by sexp.<br />
*Flight Control - Triggered by the the activation, toggle or motion of a particular flight control.<br />
Requested Upgrades:<br />
*Support for "model-relative" movement in addition to "current submodel position-relative" movement that already exists.<br />
*Incremental movement - moves a submodel to the position indicated, but does not undo the motion.<br />
*Glowpoint linking - Make it possible to activate/deactivate/toggel a certain bank/slot of glowpoint(s).<br />
*Counter-rotate option - allow an object to inherit its parent's motion while counter-rotating, usefull for translation effect.<br />
*Increase heirarchy depth instance limit to at least 10 levels of heirarchy.<br />
*Simple linked animation support - Support for animations liked with flight controls and other variable setting ship controls, usefull for making animated cockpit controls, control surfaces, and thrust vectoring nozzels.<br />
:* '''Supported By:''' Nukemod - Children of Shiva, Twisted Infinities, [[Starfox:_Shadows_of_Lylat|Shadows of Lylat]], [[Fringespace]], The Sagitta Project<br />
<br />
=== 3D Muzzle Flashes ===<br />
Support for pof based 3d muzzel flashes. perhaps also add variables for scale factor and fade speed. <br />
:* '''Supported By:''' Nukemod - Children of Shiva<br />
<br />
=== Arrays and Other Collections ===<br />
Support for FRED using arrays or other collections (or both) in a similar fashion to variables as there is currently no way to directly associate two variables with each other. Obviously some way to search the collection for a certain value would be needed. <br />
:* '''Supported By:''' MindGames, [[The Babylon Project]], Twisted Infinities<br />
<br />
=== Warping Without Vortex ===<br />
Adds another checkbox to the arrival and departure cues for ships and wings, to disable rendering of the warp vortex, but will preserve all other aspescts of conventional warping, such as the arrival/departure speeds and deceleration/accelleration. Current option to disable warp rendering, will cause ship to appear and disappear without movement.<br />
:* '''Supported By:''' [[The Babylon Project]], [[Fringespace]]<br />
<br />
=== Convergence Firing ===<br />
Also called "X-Firing", allows a weapon to have secondary source effects so that a weapon can appear to gain a charge boost from converging fire from other sources on the model. Could be either a beam or a standard primary. Would require additional data in the weapon table entry, for effects to be used and timing of the secondary prior to the main firing sequence, as well as data on the turret entry in the ships table, indicating co-ords for where the secondary effects will originate, and the number of secondary sources.<br />
:* '''Supported By:''' [[The Babylon Project]], [[Fringespace]]<br />
<br />
=== Adjustable Weapon Convergence ===<br />
<br />
Add an ability in-game to adjust the distance from the firing points where a fighter/bomber's weapons will converge on a specific point, in distance from the ship (i.e. 100 m, 300 m, etc).<br />
<br />
:* '''Supported By:''' [[Beyond the Red Line]], [[Star Wars Conversion]], [[Fringespace]]<br />
<br />
=== Cinematic Controls ===<br />
<br />
Add in a large number of commands in FRED to make in-mission cut scenes easier to do and with more exact control. The full list is as follows:<br />
* FirePrimary (Ship) (# seconds)<br />
* FireSecondary (Ship) (# times)<br />
* FireCM (Ship) (# times)<br />
* FireTurret (Ship) (Turret) (Target <co-ords or ship>) (# times)<br />
* MoveRotation (Ship) (Degrees)<br />
* MoveSmoothFP (Ship) (Waypoint)<br />
* IgnoreAllButOrders (Ship)<br />
* UseAfterburner (Ship) (# seconds)<br />
* ForwardShields (Ship) (# Times)<br />
* RightShields (Ship) (# Times)<br />
* RearShields (Ship) (# Times)<br />
* LeftShields (Ship) (# Times)<br />
* TogglePrimaryB1 (Ship)<br />
* TogglePrimaryB2 (Ship)<br />
* ToggleSecondaryB1 (Ship)<br />
* ToggleSecondaryB2 (Ship)<br />
* ToggleSecondaryB3 (Ship)<br />
* SetDoublePrimary (Ship)<br />
* SetDoubleSecondary (Ship) (Bank)<br />
* CounterDestroysMissile (Target Ship) (Firing Ship)<br />
<br />
:* '''Supported By:''' The Sagitta Project<br />
<br />
== In Progress ==<br />
=== Customizable ship types ===<br />
Add a new table (or an addendum to ships.tbl) that would allow modders to turn on and off individual aspects of ship types, as well as define new ones. Type should be settable in the $Flags: variable, just as it is now, and the :V: defaults should be integrated so that they may be overriden by mods.<br />
:* '''Supported By:''' [[The Babylon Project]], Twisted Infinities, [[Fringespace]]<br />
<br />
== Partially Complete ==<br />
<br />
=== Side Multipart Turrets ===<br />
Support for fully rotating turrets on the sides of ships.<br />
:* '''Supported By:''' [[Beyond the Red Line]], [[The Babylon Project]], [[Wing Commander Saga]], Nukemod - Children of Shiva<br />
<br />
'''Implemented. See [http://www.hard-light.net/forums/index.php/topic,43524.0.html Bobboau's Turret Build]''' ''However'', changes have since been put '''on hiatus''' due to code incompatibilites, in both stable and HEAD builds.<br />
<br />
<br />
== Implemented ==<br />
<br />
=== Flak Screen ===<br />
Ability to set detonation range/time for flak shots so that flak weapons could fire at approaching ships beyond their 'detonation range' thus generating a flak screen in front of the approaching ships with the flak explosions. Preferably with little variance in the exact detonation time as there is always a little variance in normal flak explosions. Beams already support this sort of firing with +range: option.<br><br />
[[User:Wanderer|Wanderer]] 10:56, 9 Dec 2005 (GMT)<br />
:* '''Supported By:''' The Apocalypse Project<br />
<br />
=== Submodel Animation Triggers & Upgrades ===<br />
*Afterburners - Performs animation when afterburners are used and undoes the anumation when they go off.<br />
*Turret Fire - Performs animation when a particular turret is fired and undoes it before the turret can fire again.<br />
<br />
=== Muzzle Flashes and Turrets ===<br />
Extented support for muzzle flashes so that all turreted weapons could use the muzzle flashes.<br />
:* '''Supported By:''' [[Starfox:_Shadows_of_Lylat|Shadows of Lylat]], Twisted Infinities</div>Akenboschhttps://wiki.hard-light.net/index.php?title=Feature_Requests&diff=10075Feature Requests2007-06-21T23:38:13Z<p>Akenbosch: /* orders for bomber turrets */</p>
<hr />
<div>This page is primarily to serve as a database for feature requests for the Source Code Project.<br />
<br />
== New Requests ==<br />
<br />
=== orders for bomber turrets ===<br />
currently, bomber turrets only attack your target. which makes them usless as defensive weapons. the idea is to be able to order your turret and make it useful. added comm options would be:<br />
<br><br />
*turret:(keypress shift-1),<br><br />
-protect me <br><br />
-sync to gun (acts as a gunpoint)<br><br />
-attack my target<br><br />
-defend all friendlies<br><br />
-attack any hostile<br><br />
*all turrets: (keypress shift-2)<br><br />
-protect me<br><br />
-sync to gun (acts as a gunpoint)<br><br />
-attack my target<br><br />
-defend all friendlies<br><br />
-attack any hostile<br><br />
<br><br />
(this idea is modified from one from the thread "actualy useful bomber turrets")<br />
<br />
:*'''Supported By:''' several comunity members<br />
<br />
=== infinite landscapes ===<br />
the ability to have a landscape (ground model) that repeats infinately. alot like the current sytem of just making landcapes and placing a few, but toggleable in FRED.<br />
added option in "backround editor" would be:<br />
landscpae model<br />
<br />
:*'''Supported By:''' freespace: arcade (unadvertised mod)<br />
<br />
=== multiple shield meshes ===<br />
kinda self explanatory<br />
you can have an individual shield mesh for each part of the ship. it would also allow you to shield certain turrets, important parts, ect. and not shield everything else.<br />
<br />
:*'''Supported By:''' freespace: arcade (unadvertised mod)<br />
<br />
=== sliding movements for submodel animations ===<br />
just like a telescope extending. perhaps a +slide direction: x, y, z, and +slide distance: (in meters) added to the animation code.<br />
<br />
:*'''Supported By:''' several anonymous comunity members<br />
<br />
<br />
=== Toggleable subsystems ===<br />
Support for subsystems that can be turned on and off (ie when 'off', act as though they never existed - are untargetable, leave behind no damage LOD, do not take damage, cannot be collided with, etc.) This would be useful for ships where someone might want to remove or swap a subsystem (ie fighter cockpits could have Terran and Vasudan versions). The ability to do this with turrets too would be great.<br />
:* '''Supported By:''' Shadows of Lylat, Twisted Infinities, [[Fringespace]], The Sagitta Project<br />
<br />
=== Limited Sensor Range For Non-Primitive Sensors ===<br />
<br />
Self-explanatory.<br />
:*'''Supported By:''' Starforce<br />
<br />
=== Minefields ===<br />
<br />
Just like asteroid fields, only they're mines, and they explode violently instead of burning up. <br />
<br />
:*'''Supported By:''' Starforce<br />
<br />
=== Ship headlights ===<br />
<br />
Ship headlights/floodlights that actually cast light on objects.<br />
<br />
:*'''Supported By:''' Starforce<br />
<br />
=== Maximum asteroid number increase ===<br />
<br />
From 256 to 1024+ (possibly use depth culling to reduce rendering load).<br />
<br />
:*'''Supported By:''' Starforce<br />
<br />
=== Gatling Turrets ===<br />
Support for Gatling gun turrets, which work same as a regular multipart turret but has an extra subobject (child of the barel) that rotates while the turret is firing.<br />
:* '''Supported By:''' Nukemod - Children of Shiva, The Sagitta Project<br />
<br />
=== Submodel Animation Triggers & Upgrades ===<br />
Trigger Requests:<br />
* Subspace - Performs animation on entrance to supspace, and undoes when a ship comes out of subspace, and acts as a initial position if the "mission takes place in subspace" flag is set.<br />
*Weapon Fire - Performs animation when weapon is fired and undoes it before the weapon can fire again.<br />
*Sexp - Animation triggered by sexp.<br />
*Flight Control - Triggered by the the activation, toggle or motion of a particular flight control.<br />
Requested Upgrades:<br />
*Support for "model-relative" movement in addition to "current submodel position-relative" movement that already exists.<br />
*Incremental movement - moves a submodel to the position indicated, but does not undo the motion.<br />
*Glowpoint linking - Make it possible to activate/deactivate/toggel a certain bank/slot of glowpoint(s).<br />
*Counter-rotate option - allow an object to inherit its parent's motion while counter-rotating, usefull for translation effect.<br />
*Increase heirarchy depth instance limit to at least 10 levels of heirarchy.<br />
*Simple linked animation support - Support for animations liked with flight controls and other variable setting ship controls, usefull for making animated cockpit controls, control surfaces, and thrust vectoring nozzels.<br />
:* '''Supported By:''' Nukemod - Children of Shiva, Twisted Infinities, [[Starfox:_Shadows_of_Lylat|Shadows of Lylat]], [[Fringespace]], The Sagitta Project<br />
<br />
=== 3D Muzzle Flashes ===<br />
Support for pof based 3d muzzel flashes. perhaps also add variables for scale factor and fade speed. <br />
:* '''Supported By:''' Nukemod - Children of Shiva<br />
<br />
=== Arrays and Other Collections ===<br />
Support for FRED using arrays or other collections (or both) in a similar fashion to variables as there is currently no way to directly associate two variables with each other. Obviously some way to search the collection for a certain value would be needed. <br />
:* '''Supported By:''' MindGames, [[The Babylon Project]], Twisted Infinities<br />
<br />
=== Warping Without Vortex ===<br />
Adds another checkbox to the arrival and departure cues for ships and wings, to disable rendering of the warp vortex, but will preserve all other aspescts of conventional warping, such as the arrival/departure speeds and deceleration/accelleration. Current option to disable warp rendering, will cause ship to appear and disappear without movement.<br />
:* '''Supported By:''' [[The Babylon Project]], [[Fringespace]]<br />
<br />
=== Convergence Firing ===<br />
Also called "X-Firing", allows a weapon to have secondary source effects so that a weapon can appear to gain a charge boost from converging fire from other sources on the model. Could be either a beam or a standard primary. Would require additional data in the weapon table entry, for effects to be used and timing of the secondary prior to the main firing sequence, as well as data on the turret entry in the ships table, indicating co-ords for where the secondary effects will originate, and the number of secondary sources.<br />
:* '''Supported By:''' [[The Babylon Project]], [[Fringespace]]<br />
<br />
=== Adjustable Weapon Convergence ===<br />
<br />
Add an ability in-game to adjust the distance from the firing points where a fighter/bomber's weapons will converge on a specific point, in distance from the ship (i.e. 100 m, 300 m, etc).<br />
<br />
:* '''Supported By:''' [[Beyond the Red Line]], [[Star Wars Conversion]], [[Fringespace]]<br />
<br />
=== Cinematic Controls ===<br />
<br />
Add in a large number of commands in FRED to make in-mission cut scenes easier to do and with more exact control. The full list is as follows:<br />
* FirePrimary (Ship) (# seconds)<br />
* FireSecondary (Ship) (# times)<br />
* FireCM (Ship) (# times)<br />
* FireTurret (Ship) (Turret) (Target <co-ords or ship>) (# times)<br />
* MoveRotation (Ship) (Degrees)<br />
* MoveSmoothFP (Ship) (Waypoint)<br />
* IgnoreAllButOrders (Ship)<br />
* UseAfterburner (Ship) (# seconds)<br />
* ForwardShields (Ship) (# Times)<br />
* RightShields (Ship) (# Times)<br />
* RearShields (Ship) (# Times)<br />
* LeftShields (Ship) (# Times)<br />
* TogglePrimaryB1 (Ship)<br />
* TogglePrimaryB2 (Ship)<br />
* ToggleSecondaryB1 (Ship)<br />
* ToggleSecondaryB2 (Ship)<br />
* ToggleSecondaryB3 (Ship)<br />
* SetDoublePrimary (Ship)<br />
* SetDoubleSecondary (Ship) (Bank)<br />
* CounterDestroysMissile (Target Ship) (Firing Ship)<br />
<br />
:* '''Supported By:''' The Sagitta Project<br />
<br />
== In Progress ==<br />
=== Customizable ship types ===<br />
Add a new table (or an addendum to ships.tbl) that would allow modders to turn on and off individual aspects of ship types, as well as define new ones. Type should be settable in the $Flags: variable, just as it is now, and the :V: defaults should be integrated so that they may be overriden by mods.<br />
:* '''Supported By:''' [[The Babylon Project]], Twisted Infinities, [[Fringespace]]<br />
<br />
== Partially Complete ==<br />
<br />
=== Side Multipart Turrets ===<br />
Support for fully rotating turrets on the sides of ships.<br />
:* '''Supported By:''' [[Beyond the Red Line]], [[The Babylon Project]], [[Wing Commander Saga]], Nukemod - Children of Shiva<br />
<br />
'''Implemented. See [http://www.hard-light.net/forums/index.php/topic,43524.0.html Bobboau's Turret Build]''' ''However'', changes have since been put '''on hiatus''' due to code incompatibilites, in both stable and HEAD builds.<br />
<br />
<br />
== Implemented ==<br />
<br />
=== Flak Screen ===<br />
Ability to set detonation range/time for flak shots so that flak weapons could fire at approaching ships beyond their 'detonation range' thus generating a flak screen in front of the approaching ships with the flak explosions. Preferably with little variance in the exact detonation time as there is always a little variance in normal flak explosions. Beams already support this sort of firing with +range: option.<br><br />
[[User:Wanderer|Wanderer]] 10:56, 9 Dec 2005 (GMT)<br />
:* '''Supported By:''' The Apocalypse Project<br />
<br />
=== Submodel Animation Triggers & Upgrades ===<br />
*Afterburners - Performs animation when afterburners are used and undoes the anumation when they go off.<br />
*Turret Fire - Performs animation when a particular turret is fired and undoes it before the turret can fire again.<br />
<br />
=== Muzzle Flashes and Turrets ===<br />
Extented support for muzzle flashes so that all turreted weapons could use the muzzle flashes.<br />
:* '''Supported By:''' [[Starfox:_Shadows_of_Lylat|Shadows of Lylat]], Twisted Infinities</div>Akenboschhttps://wiki.hard-light.net/index.php?title=Feature_Requests&diff=10074Feature Requests2007-06-21T23:37:52Z<p>Akenbosch: /* orders for bomber turrets */</p>
<hr />
<div>This page is primarily to serve as a database for feature requests for the Source Code Project.<br />
<br />
== New Requests ==<br />
<br />
=== orders for bomber turrets ===<br />
currently, bomber turrets only attack your target. which makes them usless as defensive weapons. the idea is to be able to order your turret and make it useful. added comm options would be:<br />
<br><br />
*turret:(keypress shift-1),<br><br />
-protect me <br><br />
-sync to gun (acts as a gunpoint)<br><br />
-attack my target<br><br />
-defend all friendlies<br><br />
-attack any hostile<br><br />
all turrets: (keypress shift-2)<br><br />
-protect me<br><br />
-sync to gun (acts as a gunpoint)<br><br />
-attack my target<br><br />
-defend all friendlies<br><br />
-attack any hostile<br><br />
<br><br />
(this idea is modified from one from the thread "actualy useful bomber turrets")<br />
<br />
:*'''Supported By:''' several comunity members<br />
<br />
=== infinite landscapes ===<br />
the ability to have a landscape (ground model) that repeats infinately. alot like the current sytem of just making landcapes and placing a few, but toggleable in FRED.<br />
added option in "backround editor" would be:<br />
landscpae model<br />
<br />
:*'''Supported By:''' freespace: arcade (unadvertised mod)<br />
<br />
=== multiple shield meshes ===<br />
kinda self explanatory<br />
you can have an individual shield mesh for each part of the ship. it would also allow you to shield certain turrets, important parts, ect. and not shield everything else.<br />
<br />
:*'''Supported By:''' freespace: arcade (unadvertised mod)<br />
<br />
=== sliding movements for submodel animations ===<br />
just like a telescope extending. perhaps a +slide direction: x, y, z, and +slide distance: (in meters) added to the animation code.<br />
<br />
:*'''Supported By:''' several anonymous comunity members<br />
<br />
<br />
=== Toggleable subsystems ===<br />
Support for subsystems that can be turned on and off (ie when 'off', act as though they never existed - are untargetable, leave behind no damage LOD, do not take damage, cannot be collided with, etc.) This would be useful for ships where someone might want to remove or swap a subsystem (ie fighter cockpits could have Terran and Vasudan versions). The ability to do this with turrets too would be great.<br />
:* '''Supported By:''' Shadows of Lylat, Twisted Infinities, [[Fringespace]], The Sagitta Project<br />
<br />
=== Limited Sensor Range For Non-Primitive Sensors ===<br />
<br />
Self-explanatory.<br />
:*'''Supported By:''' Starforce<br />
<br />
=== Minefields ===<br />
<br />
Just like asteroid fields, only they're mines, and they explode violently instead of burning up. <br />
<br />
:*'''Supported By:''' Starforce<br />
<br />
=== Ship headlights ===<br />
<br />
Ship headlights/floodlights that actually cast light on objects.<br />
<br />
:*'''Supported By:''' Starforce<br />
<br />
=== Maximum asteroid number increase ===<br />
<br />
From 256 to 1024+ (possibly use depth culling to reduce rendering load).<br />
<br />
:*'''Supported By:''' Starforce<br />
<br />
=== Gatling Turrets ===<br />
Support for Gatling gun turrets, which work same as a regular multipart turret but has an extra subobject (child of the barel) that rotates while the turret is firing.<br />
:* '''Supported By:''' Nukemod - Children of Shiva, The Sagitta Project<br />
<br />
=== Submodel Animation Triggers & Upgrades ===<br />
Trigger Requests:<br />
* Subspace - Performs animation on entrance to supspace, and undoes when a ship comes out of subspace, and acts as a initial position if the "mission takes place in subspace" flag is set.<br />
*Weapon Fire - Performs animation when weapon is fired and undoes it before the weapon can fire again.<br />
*Sexp - Animation triggered by sexp.<br />
*Flight Control - Triggered by the the activation, toggle or motion of a particular flight control.<br />
Requested Upgrades:<br />
*Support for "model-relative" movement in addition to "current submodel position-relative" movement that already exists.<br />
*Incremental movement - moves a submodel to the position indicated, but does not undo the motion.<br />
*Glowpoint linking - Make it possible to activate/deactivate/toggel a certain bank/slot of glowpoint(s).<br />
*Counter-rotate option - allow an object to inherit its parent's motion while counter-rotating, usefull for translation effect.<br />
*Increase heirarchy depth instance limit to at least 10 levels of heirarchy.<br />
*Simple linked animation support - Support for animations liked with flight controls and other variable setting ship controls, usefull for making animated cockpit controls, control surfaces, and thrust vectoring nozzels.<br />
:* '''Supported By:''' Nukemod - Children of Shiva, Twisted Infinities, [[Starfox:_Shadows_of_Lylat|Shadows of Lylat]], [[Fringespace]], The Sagitta Project<br />
<br />
=== 3D Muzzle Flashes ===<br />
Support for pof based 3d muzzel flashes. perhaps also add variables for scale factor and fade speed. <br />
:* '''Supported By:''' Nukemod - Children of Shiva<br />
<br />
=== Arrays and Other Collections ===<br />
Support for FRED using arrays or other collections (or both) in a similar fashion to variables as there is currently no way to directly associate two variables with each other. Obviously some way to search the collection for a certain value would be needed. <br />
:* '''Supported By:''' MindGames, [[The Babylon Project]], Twisted Infinities<br />
<br />
=== Warping Without Vortex ===<br />
Adds another checkbox to the arrival and departure cues for ships and wings, to disable rendering of the warp vortex, but will preserve all other aspescts of conventional warping, such as the arrival/departure speeds and deceleration/accelleration. Current option to disable warp rendering, will cause ship to appear and disappear without movement.<br />
:* '''Supported By:''' [[The Babylon Project]], [[Fringespace]]<br />
<br />
=== Convergence Firing ===<br />
Also called "X-Firing", allows a weapon to have secondary source effects so that a weapon can appear to gain a charge boost from converging fire from other sources on the model. Could be either a beam or a standard primary. Would require additional data in the weapon table entry, for effects to be used and timing of the secondary prior to the main firing sequence, as well as data on the turret entry in the ships table, indicating co-ords for where the secondary effects will originate, and the number of secondary sources.<br />
:* '''Supported By:''' [[The Babylon Project]], [[Fringespace]]<br />
<br />
=== Adjustable Weapon Convergence ===<br />
<br />
Add an ability in-game to adjust the distance from the firing points where a fighter/bomber's weapons will converge on a specific point, in distance from the ship (i.e. 100 m, 300 m, etc).<br />
<br />
:* '''Supported By:''' [[Beyond the Red Line]], [[Star Wars Conversion]], [[Fringespace]]<br />
<br />
=== Cinematic Controls ===<br />
<br />
Add in a large number of commands in FRED to make in-mission cut scenes easier to do and with more exact control. The full list is as follows:<br />
* FirePrimary (Ship) (# seconds)<br />
* FireSecondary (Ship) (# times)<br />
* FireCM (Ship) (# times)<br />
* FireTurret (Ship) (Turret) (Target <co-ords or ship>) (# times)<br />
* MoveRotation (Ship) (Degrees)<br />
* MoveSmoothFP (Ship) (Waypoint)<br />
* IgnoreAllButOrders (Ship)<br />
* UseAfterburner (Ship) (# seconds)<br />
* ForwardShields (Ship) (# Times)<br />
* RightShields (Ship) (# Times)<br />
* RearShields (Ship) (# Times)<br />
* LeftShields (Ship) (# Times)<br />
* TogglePrimaryB1 (Ship)<br />
* TogglePrimaryB2 (Ship)<br />
* ToggleSecondaryB1 (Ship)<br />
* ToggleSecondaryB2 (Ship)<br />
* ToggleSecondaryB3 (Ship)<br />
* SetDoublePrimary (Ship)<br />
* SetDoubleSecondary (Ship) (Bank)<br />
* CounterDestroysMissile (Target Ship) (Firing Ship)<br />
<br />
:* '''Supported By:''' The Sagitta Project<br />
<br />
== In Progress ==<br />
=== Customizable ship types ===<br />
Add a new table (or an addendum to ships.tbl) that would allow modders to turn on and off individual aspects of ship types, as well as define new ones. Type should be settable in the $Flags: variable, just as it is now, and the :V: defaults should be integrated so that they may be overriden by mods.<br />
:* '''Supported By:''' [[The Babylon Project]], Twisted Infinities, [[Fringespace]]<br />
<br />
== Partially Complete ==<br />
<br />
=== Side Multipart Turrets ===<br />
Support for fully rotating turrets on the sides of ships.<br />
:* '''Supported By:''' [[Beyond the Red Line]], [[The Babylon Project]], [[Wing Commander Saga]], Nukemod - Children of Shiva<br />
<br />
'''Implemented. See [http://www.hard-light.net/forums/index.php/topic,43524.0.html Bobboau's Turret Build]''' ''However'', changes have since been put '''on hiatus''' due to code incompatibilites, in both stable and HEAD builds.<br />
<br />
<br />
== Implemented ==<br />
<br />
=== Flak Screen ===<br />
Ability to set detonation range/time for flak shots so that flak weapons could fire at approaching ships beyond their 'detonation range' thus generating a flak screen in front of the approaching ships with the flak explosions. Preferably with little variance in the exact detonation time as there is always a little variance in normal flak explosions. Beams already support this sort of firing with +range: option.<br><br />
[[User:Wanderer|Wanderer]] 10:56, 9 Dec 2005 (GMT)<br />
:* '''Supported By:''' The Apocalypse Project<br />
<br />
=== Submodel Animation Triggers & Upgrades ===<br />
*Afterburners - Performs animation when afterburners are used and undoes the anumation when they go off.<br />
*Turret Fire - Performs animation when a particular turret is fired and undoes it before the turret can fire again.<br />
<br />
=== Muzzle Flashes and Turrets ===<br />
Extented support for muzzle flashes so that all turreted weapons could use the muzzle flashes.<br />
:* '''Supported By:''' [[Starfox:_Shadows_of_Lylat|Shadows of Lylat]], Twisted Infinities</div>Akenboschhttps://wiki.hard-light.net/index.php?title=Feature_Requests&diff=10073Feature Requests2007-06-21T23:32:45Z<p>Akenbosch: /* New Requests */</p>
<hr />
<div>This page is primarily to serve as a database for feature requests for the Source Code Project.<br />
<br />
== New Requests ==<br />
<br />
=== orders for bomber turrets ===<br />
currently, bomber turrets only attack your target. which makes them usless as defensive weapons. the idea is to be able to order your turret and make it useful. added comm options would be:<br />
<br />
turret:<br />
-protect me (keypress shift-1)<br />
-sync to gun (acts as a gunpoint)<br />
-attack my target<br />
-defend all friendlies<br />
-attack any hostile<br />
all turrets: (keypress shift-2)<br />
-protect me<br />
-sync to gun (acts as a gunpoint)<br />
-attack my target<br />
-defend all friendlies<br />
-attack any hostile<br />
<br />
(this idea is modified from one from the thread "actualy useful bomber turrets")<br />
<br />
:*'''Supported By:''' several comunity members<br />
<br />
=== infinite landscapes ===<br />
the ability to have a landscape (ground model) that repeats infinately. alot like the current sytem of just making landcapes and placing a few, but toggleable in FRED.<br />
added option in "backround editor" would be:<br />
landscpae model<br />
<br />
:*'''Supported By:''' freespace: arcade (unadvertised mod)<br />
<br />
=== multiple shield meshes ===<br />
kinda self explanatory<br />
you can have an individual shield mesh for each part of the ship. it would also allow you to shield certain turrets, important parts, ect. and not shield everything else.<br />
<br />
:*'''Supported By:''' freespace: arcade (unadvertised mod)<br />
<br />
=== sliding movements for submodel animations ===<br />
just like a telescope extending. perhaps a +slide direction: x, y, z, and +slide distance: (in meters) added to the animation code.<br />
<br />
:*'''Supported By:''' several anonymous comunity members<br />
<br />
<br />
=== Toggleable subsystems ===<br />
Support for subsystems that can be turned on and off (ie when 'off', act as though they never existed - are untargetable, leave behind no damage LOD, do not take damage, cannot be collided with, etc.) This would be useful for ships where someone might want to remove or swap a subsystem (ie fighter cockpits could have Terran and Vasudan versions). The ability to do this with turrets too would be great.<br />
:* '''Supported By:''' Shadows of Lylat, Twisted Infinities, [[Fringespace]], The Sagitta Project<br />
<br />
=== Limited Sensor Range For Non-Primitive Sensors ===<br />
<br />
Self-explanatory.<br />
:*'''Supported By:''' Starforce<br />
<br />
=== Minefields ===<br />
<br />
Just like asteroid fields, only they're mines, and they explode violently instead of burning up. <br />
<br />
:*'''Supported By:''' Starforce<br />
<br />
=== Ship headlights ===<br />
<br />
Ship headlights/floodlights that actually cast light on objects.<br />
<br />
:*'''Supported By:''' Starforce<br />
<br />
=== Maximum asteroid number increase ===<br />
<br />
From 256 to 1024+ (possibly use depth culling to reduce rendering load).<br />
<br />
:*'''Supported By:''' Starforce<br />
<br />
=== Gatling Turrets ===<br />
Support for Gatling gun turrets, which work same as a regular multipart turret but has an extra subobject (child of the barel) that rotates while the turret is firing.<br />
:* '''Supported By:''' Nukemod - Children of Shiva, The Sagitta Project<br />
<br />
=== Submodel Animation Triggers & Upgrades ===<br />
Trigger Requests:<br />
* Subspace - Performs animation on entrance to supspace, and undoes when a ship comes out of subspace, and acts as a initial position if the "mission takes place in subspace" flag is set.<br />
*Weapon Fire - Performs animation when weapon is fired and undoes it before the weapon can fire again.<br />
*Sexp - Animation triggered by sexp.<br />
*Flight Control - Triggered by the the activation, toggle or motion of a particular flight control.<br />
Requested Upgrades:<br />
*Support for "model-relative" movement in addition to "current submodel position-relative" movement that already exists.<br />
*Incremental movement - moves a submodel to the position indicated, but does not undo the motion.<br />
*Glowpoint linking - Make it possible to activate/deactivate/toggel a certain bank/slot of glowpoint(s).<br />
*Counter-rotate option - allow an object to inherit its parent's motion while counter-rotating, usefull for translation effect.<br />
*Increase heirarchy depth instance limit to at least 10 levels of heirarchy.<br />
*Simple linked animation support - Support for animations liked with flight controls and other variable setting ship controls, usefull for making animated cockpit controls, control surfaces, and thrust vectoring nozzels.<br />
:* '''Supported By:''' Nukemod - Children of Shiva, Twisted Infinities, [[Starfox:_Shadows_of_Lylat|Shadows of Lylat]], [[Fringespace]], The Sagitta Project<br />
<br />
=== 3D Muzzle Flashes ===<br />
Support for pof based 3d muzzel flashes. perhaps also add variables for scale factor and fade speed. <br />
:* '''Supported By:''' Nukemod - Children of Shiva<br />
<br />
=== Arrays and Other Collections ===<br />
Support for FRED using arrays or other collections (or both) in a similar fashion to variables as there is currently no way to directly associate two variables with each other. Obviously some way to search the collection for a certain value would be needed. <br />
:* '''Supported By:''' MindGames, [[The Babylon Project]], Twisted Infinities<br />
<br />
=== Warping Without Vortex ===<br />
Adds another checkbox to the arrival and departure cues for ships and wings, to disable rendering of the warp vortex, but will preserve all other aspescts of conventional warping, such as the arrival/departure speeds and deceleration/accelleration. Current option to disable warp rendering, will cause ship to appear and disappear without movement.<br />
:* '''Supported By:''' [[The Babylon Project]], [[Fringespace]]<br />
<br />
=== Convergence Firing ===<br />
Also called "X-Firing", allows a weapon to have secondary source effects so that a weapon can appear to gain a charge boost from converging fire from other sources on the model. Could be either a beam or a standard primary. Would require additional data in the weapon table entry, for effects to be used and timing of the secondary prior to the main firing sequence, as well as data on the turret entry in the ships table, indicating co-ords for where the secondary effects will originate, and the number of secondary sources.<br />
:* '''Supported By:''' [[The Babylon Project]], [[Fringespace]]<br />
<br />
=== Adjustable Weapon Convergence ===<br />
<br />
Add an ability in-game to adjust the distance from the firing points where a fighter/bomber's weapons will converge on a specific point, in distance from the ship (i.e. 100 m, 300 m, etc).<br />
<br />
:* '''Supported By:''' [[Beyond the Red Line]], [[Star Wars Conversion]], [[Fringespace]]<br />
<br />
=== Cinematic Controls ===<br />
<br />
Add in a large number of commands in FRED to make in-mission cut scenes easier to do and with more exact control. The full list is as follows:<br />
* FirePrimary (Ship) (# seconds)<br />
* FireSecondary (Ship) (# times)<br />
* FireCM (Ship) (# times)<br />
* FireTurret (Ship) (Turret) (Target <co-ords or ship>) (# times)<br />
* MoveRotation (Ship) (Degrees)<br />
* MoveSmoothFP (Ship) (Waypoint)<br />
* IgnoreAllButOrders (Ship)<br />
* UseAfterburner (Ship) (# seconds)<br />
* ForwardShields (Ship) (# Times)<br />
* RightShields (Ship) (# Times)<br />
* RearShields (Ship) (# Times)<br />
* LeftShields (Ship) (# Times)<br />
* TogglePrimaryB1 (Ship)<br />
* TogglePrimaryB2 (Ship)<br />
* ToggleSecondaryB1 (Ship)<br />
* ToggleSecondaryB2 (Ship)<br />
* ToggleSecondaryB3 (Ship)<br />
* SetDoublePrimary (Ship)<br />
* SetDoubleSecondary (Ship) (Bank)<br />
* CounterDestroysMissile (Target Ship) (Firing Ship)<br />
<br />
:* '''Supported By:''' The Sagitta Project<br />
<br />
== In Progress ==<br />
=== Customizable ship types ===<br />
Add a new table (or an addendum to ships.tbl) that would allow modders to turn on and off individual aspects of ship types, as well as define new ones. Type should be settable in the $Flags: variable, just as it is now, and the :V: defaults should be integrated so that they may be overriden by mods.<br />
:* '''Supported By:''' [[The Babylon Project]], Twisted Infinities, [[Fringespace]]<br />
<br />
== Partially Complete ==<br />
<br />
=== Side Multipart Turrets ===<br />
Support for fully rotating turrets on the sides of ships.<br />
:* '''Supported By:''' [[Beyond the Red Line]], [[The Babylon Project]], [[Wing Commander Saga]], Nukemod - Children of Shiva<br />
<br />
'''Implemented. See [http://www.hard-light.net/forums/index.php/topic,43524.0.html Bobboau's Turret Build]''' ''However'', changes have since been put '''on hiatus''' due to code incompatibilites, in both stable and HEAD builds.<br />
<br />
<br />
== Implemented ==<br />
<br />
=== Flak Screen ===<br />
Ability to set detonation range/time for flak shots so that flak weapons could fire at approaching ships beyond their 'detonation range' thus generating a flak screen in front of the approaching ships with the flak explosions. Preferably with little variance in the exact detonation time as there is always a little variance in normal flak explosions. Beams already support this sort of firing with +range: option.<br><br />
[[User:Wanderer|Wanderer]] 10:56, 9 Dec 2005 (GMT)<br />
:* '''Supported By:''' The Apocalypse Project<br />
<br />
=== Submodel Animation Triggers & Upgrades ===<br />
*Afterburners - Performs animation when afterburners are used and undoes the anumation when they go off.<br />
*Turret Fire - Performs animation when a particular turret is fired and undoes it before the turret can fire again.<br />
<br />
=== Muzzle Flashes and Turrets ===<br />
Extented support for muzzle flashes so that all turreted weapons could use the muzzle flashes.<br />
:* '''Supported By:''' [[Starfox:_Shadows_of_Lylat|Shadows of Lylat]], Twisted Infinities</div>Akenboschhttps://wiki.hard-light.net/index.php?title=Feature_Requests&diff=9984Feature Requests2007-06-20T19:15:11Z<p>Akenbosch: </p>
<hr />
<div>This page is primarily to serve as a database for feature requests for the Source Code Project.<br />
<br />
== New Requests ==<br />
<br />
=== sliding movements for submodel animations ===<br />
just like a telescope extending. perhaps a +slide direction: x, y, z, and +slide distance: (in meters) added to the animation code.<br />
<br />
:*'''Supported By:''' several anonymous comunity members<br />
<br />
<br />
=== Toggleable subsystems ===<br />
Support for subsystems that can be turned on and off (ie when 'off', act as though they never existed - are untargetable, leave behind no damage LOD, do not take damage, cannot be collided with, etc.) This would be useful for ships where someone might want to remove or swap a subsystem (ie fighter cockpits could have Terran and Vasudan versions). The ability to do this with turrets too would be great.<br />
:* '''Supported By:''' Shadows of Lylat, Twisted Infinities, [[Fringespace]], The Sagitta Project<br />
<br />
=== Limited Sensor Range For Non-Primitive Sensors ===<br />
<br />
Self-explanatory.<br />
:*'''Supported By:''' Starforce<br />
<br />
=== Minefields ===<br />
<br />
Just like asteroid fields, only they're mines, and they explode violently instead of burning up. <br />
<br />
:*'''Supported By:''' Starforce<br />
<br />
=== Ship headlights ===<br />
<br />
Ship headlights/floodlights that actually cast light on objects.<br />
<br />
:*'''Supported By:''' Starforce<br />
<br />
=== Maximum asteroid number increase ===<br />
<br />
From 256 to 1024+ (possibly use depth culling to reduce rendering load).<br />
<br />
:*'''Supported By:''' Starforce<br />
<br />
=== Gatling Turrets ===<br />
Support for Gatling gun turrets, which work same as a regular multipart turret but has an extra subobject (child of the barel) that rotates while the turret is firing.<br />
:* '''Supported By:''' Nukemod - Children of Shiva, The Sagitta Project<br />
<br />
=== Submodel Animation Triggers & Upgrades ===<br />
Trigger Requests:<br />
* Subspace - Performs animation on entrance to supspace, and undoes when a ship comes out of subspace, and acts as a initial position if the "mission takes place in subspace" flag is set.<br />
*Weapon Fire - Performs animation when weapon is fired and undoes it before the weapon can fire again.<br />
*Sexp - Animation triggered by sexp.<br />
*Flight Control - Triggered by the the activation, toggle or motion of a particular flight control.<br />
Requested Upgrades:<br />
*Support for "model-relative" movement in addition to "current submodel position-relative" movement that already exists.<br />
*Incremental movement - moves a submodel to the position indicated, but does not undo the motion.<br />
*Glowpoint linking - Make it possible to activate/deactivate/toggel a certain bank/slot of glowpoint(s).<br />
*Counter-rotate option - allow an object to inherit its parent's motion while counter-rotating, usefull for translation effect.<br />
*Increase heirarchy depth instance limit to at least 10 levels of heirarchy.<br />
*Simple linked animation support - Support for animations liked with flight controls and other variable setting ship controls, usefull for making animated cockpit controls, control surfaces, and thrust vectoring nozzels.<br />
:* '''Supported By:''' Nukemod - Children of Shiva, Twisted Infinities, [[Starfox:_Shadows_of_Lylat|Shadows of Lylat]], [[Fringespace]], The Sagitta Project<br />
<br />
=== 3D Muzzle Flashes ===<br />
Support for pof based 3d muzzel flashes. perhaps also add variables for scale factor and fade speed. <br />
:* '''Supported By:''' Nukemod - Children of Shiva<br />
<br />
=== Arrays and Other Collections ===<br />
Support for FRED using arrays or other collections (or both) in a similar fashion to variables as there is currently no way to directly associate two variables with each other. Obviously some way to search the collection for a certain value would be needed. <br />
:* '''Supported By:''' MindGames, [[The Babylon Project]], Twisted Infinities<br />
<br />
=== Warping Without Vortex ===<br />
Adds another checkbox to the arrival and departure cues for ships and wings, to disable rendering of the warp vortex, but will preserve all other aspescts of conventional warping, such as the arrival/departure speeds and deceleration/accelleration. Current option to disable warp rendering, will cause ship to appear and disappear without movement.<br />
:* '''Supported By:''' [[The Babylon Project]], [[Fringespace]]<br />
<br />
=== Convergence Firing ===<br />
Also called "X-Firing", allows a weapon to have secondary source effects so that a weapon can appear to gain a charge boost from converging fire from other sources on the model. Could be either a beam or a standard primary. Would require additional data in the weapon table entry, for effects to be used and timing of the secondary prior to the main firing sequence, as well as data on the turret entry in the ships table, indicating co-ords for where the secondary effects will originate, and the number of secondary sources.<br />
:* '''Supported By:''' [[The Babylon Project]], [[Fringespace]]<br />
<br />
=== Adjustable Weapon Convergence ===<br />
<br />
Add an ability in-game to adjust the distance from the firing points where a fighter/bomber's weapons will converge on a specific point, in distance from the ship (i.e. 100 m, 300 m, etc).<br />
<br />
:* '''Supported By:''' [[Beyond the Red Line]], [[Star Wars Conversion]], [[Fringespace]]<br />
<br />
=== Cinematic Controls ===<br />
<br />
Add in a large number of commands in FRED to make in-mission cut scenes easier to do and with more exact control. The full list is as follows:<br />
* FirePrimary (Ship) (# seconds)<br />
* FireSecondary (Ship) (# times)<br />
* FireCM (Ship) (# times)<br />
* FireTurret (Ship) (Turret) (Target <co-ords or ship>) (# times)<br />
* MoveRotation (Ship) (Degrees)<br />
* MoveSmoothFP (Ship) (Waypoint)<br />
* IgnoreAllButOrders (Ship)<br />
* UseAfterburner (Ship) (# seconds)<br />
* ForwardShields (Ship) (# Times)<br />
* RightShields (Ship) (# Times)<br />
* RearShields (Ship) (# Times)<br />
* LeftShields (Ship) (# Times)<br />
* TogglePrimaryB1 (Ship)<br />
* TogglePrimaryB2 (Ship)<br />
* ToggleSecondaryB1 (Ship)<br />
* ToggleSecondaryB2 (Ship)<br />
* ToggleSecondaryB3 (Ship)<br />
* SetDoublePrimary (Ship)<br />
* SetDoubleSecondary (Ship) (Bank)<br />
* CounterDestroysMissile (Target Ship) (Firing Ship)<br />
<br />
:* '''Supported By:''' The Sagitta Project<br />
<br />
== In Progress ==<br />
=== Customizable ship types ===<br />
Add a new table (or an addendum to ships.tbl) that would allow modders to turn on and off individual aspects of ship types, as well as define new ones. Type should be settable in the $Flags: variable, just as it is now, and the :V: defaults should be integrated so that they may be overriden by mods.<br />
:* '''Supported By:''' [[The Babylon Project]], Twisted Infinities, [[Fringespace]]<br />
<br />
== Partially Complete ==<br />
<br />
=== Side Multipart Turrets ===<br />
Support for fully rotating turrets on the sides of ships.<br />
:* '''Supported By:''' [[Beyond the Red Line]], [[The Babylon Project]], [[Wing Commander Saga]], Nukemod - Children of Shiva<br />
<br />
'''Implemented. See [http://www.hard-light.net/forums/index.php/topic,43524.0.html Bobboau's Turret Build]''' ''However'', changes have since been put '''on hiatus''' due to code incompatibilites, in both stable and HEAD builds.<br />
<br />
<br />
== Implemented ==<br />
<br />
=== Flak Screen ===<br />
Ability to set detonation range/time for flak shots so that flak weapons could fire at approaching ships beyond their 'detonation range' thus generating a flak screen in front of the approaching ships with the flak explosions. Preferably with little variance in the exact detonation time as there is always a little variance in normal flak explosions. Beams already support this sort of firing with +range: option.<br><br />
[[User:Wanderer|Wanderer]] 10:56, 9 Dec 2005 (GMT)<br />
:* '''Supported By:''' The Apocalypse Project<br />
<br />
=== Submodel Animation Triggers & Upgrades ===<br />
*Afterburners - Performs animation when afterburners are used and undoes the anumation when they go off.<br />
*Turret Fire - Performs animation when a particular turret is fired and undoes it before the turret can fire again.<br />
<br />
=== Muzzle Flashes and Turrets ===<br />
Extented support for muzzle flashes so that all turreted weapons could use the muzzle flashes.<br />
:* '''Supported By:''' [[Starfox:_Shadows_of_Lylat|Shadows of Lylat]], Twisted Infinities</div>Akenbosch