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What is needed for BC2.....
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Raven Night

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Post Posted: 02-03-2004 04:37 PM Post subject: What is needed for BC2.....

Ok, here are the basic needs for BC2......more will be added to the list, and items that are done will be marked as such. I know some of these items are already done, so if you can indicate what you have completed, I will add it to the list.

Explosive Effects

Plasma leakage
Debri from strikes
Extra wreckage
Better fires in damage areas
Sparks from damaged areas
Flickering lights in heavy hits
Ship shake from heavy hits
Multiple angle shockwaves
Slow spreading shockwaves
More realistic destruction sequence
On bridge precursor to destruction sequence
Model implosion
Lifeboats in destruct sequence
Supernova screen whiteout
Expanding globe shockwave (slow)

Model Effects

Animated cannons
Moving wings
Blinking lights
Animated buzzards
Animated shuttle doors
MVAM
Core ejection
Visual weapon type change
Lifeboats
Mine deployment
Screen shake on heavy hit to your ship

Bridge Effects

Light change for red alert
Fires
Death of bridge members
Damage/smoke on bridge
Communication with other parts of the ship
Crew change stations
Bridge shake on heavy hit

Menu items

Cloak (sensor)
Fire while cloaked
Icons to replace some commands
Power reroute
Micromanagement
Fire all weapons all targets
Fire all weapons one target
Abandon ship (lifeboats)
Capture ship
Eject core
ECM
ECCM
Ram deployment (Infinity)
Deploy fighters
Call back fighters
Shield management
Diagnostics
Mine deployment

Interaction effects

Multiple choice in response

Gameplay effects

Use joystick (flight control mode)

Map effects

Enter atmosphere
Land on planet
Planet change on close with planet
Animated planets
Dynamic plasma fields
Texture change on planet during play

I will add others as needed....the Infinity will need many more for fleet management and invasion control. Remember....anything that has been done, just say so here and I will update the list.


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Post Posted: 02-03-2004 04:51 PM Post subject: Re: What is needed for BC2.....

Explosive Effects

Plasma leakage - Has been done
Lifeboats in destruct sequence - Has been done by NxDefiant

Model Effects

Animated cannons - If you mean turrets, ask Uss Apollo
Moving wings - Should be possible
Blinking lights - Is done by NanoByte
Animated buzzards - Has been done
Animated shuttle doors - Should be possible
MVAM - Done
Core ejection - Done
Visual weapon type change - Please be more specific

Menu items

Cloak (sensor) - Please be more specific
Fire while cloaked - Almost done, but Admiral Ames can be more specific
Icons to replace some commands - About to do some tests
Power reroute - Working on it
Micromanagement - Working on it
Fire all weapons all targets - Trying to make it work
Fire all weapons one target - Should be possible
Abandon ship (lifeboats) - I believe this has been done by NxDefiant
Capture ship - Done
Eject core - Done
ECM - I'm not sure what you mean with this
ECCM - Ditto
Ram deployment (Infinity) - I'm working on a ramming mod, so I suppose this could also be done (the ramming already works)
Deploy fighters - Has been done, well sort of...
Call back fighters - Has been done
Shield management - Working on it

Interaction effects

Multiple choice in response - Is possible, it has been done in E3M1

Gameplay effects

Use joystick (flight control mode) - Is possible with a programmable joystick/pad

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Post Posted: 02-03-2004 05:00 PM Post subject:

ECM is electronic counter measures. It will tie in with the inaccurate phasers mod. The idea is that phasers should be 100 percent accurate UNLESS someone uses ECM, which would cause them to be inaccurate depending on the level of ECM applied. The ship effected can use ECCM to counter the effect. You are jamming the targeting computers from your opponent, and he can in turn jam your jam transmission.

Sensor cloak is a free ECM, or ECM that cannot be jammed. It is a lesser cloak that dampens emmisions and warp signature, but does not eliminate them or bend light around the object. In other words, when activated, it makes the target untargettable for a time and at a certain distance, but does not mask the target. You can still see it, you just cant fire on it. It only works out to a certain distance.....when you get too close to the target, your targetting system can then see it. Also, a probe launched at the target will render the sensor cloak inert.

Give me a percentage on what you have completed, and I will update the list to show you have the item and how much you have finished on it.


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Post Posted: 02-03-2004 05:19 PM Post subject:

nx defiant told me that bc was originally supposed to support joysticks, im looking through it now trying to figure out how/if i can add support for it.


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Post Posted: 02-03-2004 05:21 PM Post subject:

Bridge Effects

Light change for red alert -Working on it right now.

Fires -if i am not mistaken, there is fire on a bridge

Death of bridge members -not possible

Damage/smoke on bridge -smoke is already there, damage might be possible in the future

Communication with other parts of the ship -should be doable through the contact engineer scripts.

Crew change stations -we can get them to change stations temporarily, but they must change back.

Bridge shake on heavy hit -already occurs


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Post Posted: 02-03-2004 05:30 PM Post subject:

Can we change the look of the bridge officer then?

Here is my concern......the story requires two of your bridge members to die in the game. Now, the death sequence can be, and would probably be done in a cutscene anyway, so what I need to do is show a new officer in that officer's place. This is very important to the story line.

Also, can someone make a short vid showing the fire and bridge shake? I would like to view it so I can see if it needs improvement.


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Post Posted: 02-03-2004 05:46 PM Post subject:

Raven Night wrote:
ECM is electronic counter measures. It will tie in with the inaccurate phasers mod. The idea is that phasers should be 100 percent accurate UNLESS someone uses ECM, which would cause them to be inaccurate depending on the level of ECM applied. The ship effected can use ECCM to counter the effect. You are jamming the targeting computers from your opponent, and he can in turn jam your jam transmission.

That should be possible.

Quote:
Sensor cloak is a free ECM, or ECM that cannot be jammed. It is a lesser cloak that dampens emmisions and warp signature, but does not eliminate them or bend light around the object. In other words, when activated, it makes the target untargettable for a time and at a certain distance, but does not mask the target. You can still see it, you just cant fire on it. It only works out to a certain distance.....when you get too close to the target, your targetting system can then see it. Also, a probe launched at the target will render the sensor cloak inert.

That should also be possible...

Quote:
Give me a percentage on what you have completed, and I will update the list to show you have the item and how much you have finished on it.

Power reroute - about 5%
Micromanagement - about 4%
Fire all weapons all targets - 10%
Ram deployment (Infinity) - 40% but that is just generally speaking, I'm not sure what you have in mind Raven.
Shield management - 7%

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Post Posted: 02-03-2004 05:50 PM Post subject:

Raven Night wrote:
Can we change the look of the bridge officer then?

Here is my concern......the story requires two of your bridge members to die in the game. Now, the death sequence can be, and would probably be done in a cutscene anyway, so what I need to do is show a new officer in that officer's place. This is very important to the story line.

Also, can someone make a short vid showing the fire and bridge shake? I would like to view it so I can see if it needs improvement.

I'm working on something similar.

But if you want to change them so you have mission 5 to have set A, and in mission 6 set B, then that should be possible.

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Post Posted: 02-03-2004 06:12 PM Post subject:

Model subsitiution. From my limited knowledge, Bridge.py (or similar) loads up specific models at the start of a game, if you can change this then it should be straight forward.


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Post Posted: 02-03-2004 06:14 PM Post subject:

Armondikov wrote:
Model subsitiution. From my limited knowledge, Bridge.py (or similar) loads up specific models at the start of a game, if you can change this then it should be straight forward.

Well, I am thinking of deleting the current model and creating the new one...

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Post Posted: 02-03-2004 09:16 PM Post subject:

Actually, I have worked quite a bit, and the bridge.py for a given bridge doesnt control the characters textures, like it should. it is somehting that is in the works.

As far as console catching fire, and crew putting it out and such, its not possible. The animations of a crew are completely random. The only controled animations are the facing the capt, and the extras first and last animations. Which are in themselves still randomly timed.

As far as crew go, what you see out right now is about the limits.

In fact, as far as bridges go period, what is done, is about the limits. We are experimenting with new effects, and new model limits, but they are just experiments. I wouldnt attept to release any of them just yet.


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Post Posted: 02-03-2004 10:45 PM Post subject:

Viper Leader wrote:


Death of bridge members -not possible



Now, I'm no programmer but I heard something about a relieving officers mod, could you tie this in and have it automatically relieve them? Just a thought.


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Post Posted: 02-04-2004 12:26 AM Post subject:

Ok guys, do what you can, but remember to share with me any ideas or problems you may have......I am famous for finding solutions to problems that I know nothing about. Ask Nano Wink


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Post Posted: 02-04-2004 12:33 AM Post subject:

Heh like I have said before: Ravens ALWAYS right!


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Post Posted: 02-04-2004 12:43 AM Post subject:

MLeoDaalder wrote:
Raven Night wrote:
Can we change the look of the bridge officer then?

Here is my concern......the story requires two of your bridge members to die in the game. Now, the death sequence can be, and would probably be done in a cutscene anyway, so what I need to do is show a new officer in that officer's place. This is very important to the story line.

Also, can someone make a short vid showing the fire and bridge shake? I would like to view it so I can see if it needs improvement.


But if you want to change them so you have mission 5 to have set A, and in mission 6 set B, then that should be possible.


I think it can actually even be done in the space of a single mission - unmodded BC has Korvus (sp?) replace Felix for a while, after all...


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Post Posted: 02-04-2004 01:26 AM Post subject:

I have never used the Relieving mod. I have had nothing but problems with the Engineering scripts.


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Post Posted: 02-04-2004 03:13 AM Post subject:

I thought some of the extras can "die" or fall ova and look dead in the single player game. Im sure this has happened to me before.

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Post Posted: 02-04-2004 04:41 AM Post subject:

Hey Raven could we get a better Red Alert Klaxon in there too Wink


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Post Posted: 02-04-2004 04:11 PM Post subject:

Cloaked Firing - 95% Done, currently ships (both AI and Player) use cloak firing and such and damage is transfered

Left To Do:
- Animation
- Specific management over cloak weeknesses (Subsystem Loss, Detectable Via Certain Ways, Etc.)
- Framerate improvement

Also don't know if you want it but I have also scripted:

Gemini Effect - Creates a temporary duplicate of target for a specified amount of time

Left To Do:
- Animation

Holo Generator - Makes you look like your target to fool them into thinking its one of them

Left To Do:
- Animation
- Variables like how close you are to the target


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Post Posted: 02-04-2004 04:40 PM Post subject:

admiral ames, i was planning on making a cloak detect for normal cloak, maybe i could try with fire while cloaked too, ill talk to you on msn.


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Post Posted: 02-04-2004 08:20 PM Post subject:

Alert Klaxons are extremely simple to do. I can add them to a bridge in a few minutes.


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Post Posted: 02-04-2004 09:52 PM Post subject:

Actually lynx, i was asking about the Ambient bridge sound. I have had the klaxon changed for some time now. As well as the doors


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Post Posted: 02-04-2004 11:05 PM Post subject:

Ambient noise must be held somewhere else then. Possibly hardcoded? In the original BC, commanding from the Bridge was pretty crap and more gimmicky than anything so I'm not surprised that its modding capabilities are limited.

Holo emitter and Gemmini effect, I never thought that was possible.


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Post Posted: 02-04-2004 11:13 PM Post subject:

*Joke* Ok you two break it up, break it up.


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Post Posted: 02-04-2004 11:33 PM Post subject:

See, here is the funny thing about the ambient, I know the exact file used by the game. I can switch it out. but i cant find where it is referenced in any scripts


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Post Posted: 02-05-2004 12:58 AM Post subject:

Viper Leader wrote:
See, here is the funny thing about the ambient, I know the exact file used by the game. I can switch it out. but i cant find where it is referenced in any scripts


Um.. LoadBridge.py line 359 perhaps?


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Post Posted: 02-05-2004 02:16 AM Post subject:

Nooooo!!!!!!!!!!!!! Programers speak!!!! I'm being left out!!!!!!!


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Post Posted: 02-05-2004 02:27 AM Post subject:

Yes. That would be the master control for it. But the override provided by Paramount in the SDk does not work.

The override, is added to the Bridge.py

In the case of the EntA, it is added to EnterpriseABridge.py

and the line added is SUPPOSED to override the stock bridge noise. But it doesnt. The overrides work for red alerts and doors, but not the bridge.


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Post Posted: 02-05-2004 05:09 AM Post subject:

Armondikov wrote:
Holo emitter and Gemmini effect, I never thought that was possible.


It is now, lol

They work very simply in principle. Holo emitter gets your target and gives you the model of your target. Hardpoints don't change and weapons and cloak are disabled.

Gemini creates a duplicate of the target ship close to it with the same damage levels ect. It will operate for an amount of time definable in a ship plugin before disappearing.


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Post Posted: 02-05-2004 05:49 PM Post subject:

Completely off topic... Armondikov, like the sig - glad to see im not the only northumberlander here.

As for the work you guys are doing - bloody excellent


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