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does this sound like a good idea |
yes |
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66% |
[ 20 ] |
Yes it would please make it soon |
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0% |
[ 0 ] |
heck yah |
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26% |
[ 8 ] |
No never do this it would be no good |
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0% |
[ 0 ] |
no |
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3% |
[ 1 ] |
its a really bad idea and should never be attempted |
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3% |
[ 1 ] |
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Total Votes : 30 |
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Nebula
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1701-E
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I may not be much of a scripter but I think it sounds pretty plausable.
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Enterprise2153
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I agree how possibal is this exactly?
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gdluque
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Beautiful idea Neb... but i think that we need somebody like Defiant here...
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Nebula
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Mark
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beautiful idea indeed.. the scripting is very plausable however this will only work on ships made for this mod (it will require each subsystem to have individual maps in order for them to change)
in theory you could make new textures each would carry one of the different variances however if you plan on doing more then 5 subsystems it would become more or less impossible.
also think about the textures your putting into memory, if its a high res ship like cgsovy it may cause serious slow down
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Nebula
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Mark
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thats a brief explanation of my proposal.. it would save memory compared to the standard texture swapping idea and should make mapping for this mod alot easier
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Nebula
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MLeo
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CaptAidy1701
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Nebula
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Nebula
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gdluque
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It could be really nice...
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bren
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you wont get a "glow halo" around the impulse engines that way.
just check Anduril's Connie.
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Nebula
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Gareth
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if this ever gets going, we could possibly use the same technique to heat up the front of the hull, maybe when a ship enters a planet's atmousphere, perhaps?
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sfc3fan
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Would be a great mod but wouldn't you need a new set of impulse textures for each ship.......
just a sugestion but if it is going to be made wouldn't it be a good idea to work it into my ST:NF project since that is re-hardpointing and reworking all the ships that goes into it, It means that every ship will eventually get this feature
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MLeo
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sfc3fan
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MLeo wrote: | A mod should be robust enough to handle a ship not having certain features. |
Yes thats true i was just making a sugesstion which might have made things easier.
that and i've been suffering from a touch of insomnia so thinking hasn'r been one of my strong points, lattley.. 
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USS Sovereign
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An adjustment to the SDT or something similar to it should allow you to grab those instances simply just define at which speed the textures would themselves.
For example <1000
load blah, blah texture
<2000
load another texture
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MLeo
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USS Soverign wrote: | An adjustment to the SDT or something similar to it should allow you to grab those instances simply just define at which speed the textures would themselves.
For example <1000
load blah, blah texture
<2000
load another texture |
Adjustments aren't always the way to go.
Sure, the SDT is doing something _remotely_ similar...
You better check out my Bridge Plugin when it comes out, that does something more in this way...
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USS Sovereign
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I don't agree with this one. The best way to keep all scripts compataible and stable is using the same set of code.
SDT IMO is stable enough and should be used as a basis for it.
Well that's just the way I think.
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MLeo
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USS Soverign wrote: | I don't agree with this one. The best way to keep all scripts compataible and stable is using the same set of code.
SDT IMO is stable enough and should be used as a basis for it.
Well that's just the way I think. |
It shouldn't.
It's only executed (and then only 1 time) when the ship is loaded.
Nor does it have the ability to "remember" what currently is the texture, it's a dumb program that just changing something according to the data it get's.
Changing it to support this is something like changing a N64 to do something an PC of similar specs does by nature. Sure, it is possible, but is it the way to go?
What one could take from SDT is how it changes the textures, and how it get's the ship plugin (and how to access information in it, though there are some things I wouldn't suggest as I did there).
[EDIT] I don't mean to bash you here or anyone or even this idea. But there are things that suit this kind of changes, but changing the SDT for this isn't one of them. Changing lost_jedi's targettable plasma streams to do collecting through the bussards is, since it is very closely related.
If you want an (small) elaboration on my analogy with the N64, then here it is:
You can outfit an N64 with a harddrive, connectors for a keyboard and mouse. But will it be able to do all the features of a PC with the same amount of CPU power and Ram?
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lost_jedi
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Sorry to interrupt folks,
http://www.startrekaustralia.com/startrek/federation/avenger/1024x768/avenger016.jpg
This has a pretty neat effect of engine glows. If I am right, this could be achieved with a couple of long bilboards attached to the impulse engine position that increase in size as you go faster?
If its done on a per ship basis in the autload folder on the even of addship. This way people can chance texture to their liking and apply an RGB mask to the texture so that they can have it the right colour for their race.
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MLeo
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Perhaps not as nice, but something in that line...
Please note, you don't need to make a distiction between 2 ships (atleast, not that I'm aware of).
Just use an event handler and attach it to App.ET_OBJECT_CREATED and then just cast the "source" of the event to a ship and if it's not None, then you are dealing with a ship of which you can then get the plugin from.
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How to beat the Black Screen Of Death and Script problems Also handles Console/Screen/Error report/dump.
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USS Sovereign
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Hehe, everybody has their views on things and this is mine and most simplest of all ideas.
You say whatever you want to me. But your comparison is not as realistic nor BC engine allows such large scale comparisons you made.
Every script based or involved just uses existing original scripts needed for it.
So if you want to work on this for a month, 2, 3 or more even you're still going to use some scripts as basis for this idea. I just admit what I would do in this situation.
This would cut back time and preserve your nerves, but hey what do I know 
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MLeo
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USS Soverign wrote: | Hehe, everybody has their views on things and this is mine and most simplest of all ideas.
You say whatever you want to me. But your comparison is not as realistic nor BC engine allows such large scale comparisons you made. |
I admit, my analogy is far fatched, though I hoped it would get the idea over better that way.
Quote: | Every script based or involved just uses existing original scripts needed for it. |
No it doesn't.
FTech doesn't use any old scripts as base. Nor does FoundationTriggers, or even the Foundation itself.
Quote: | So if you want to work on this for a month, 2, 3 or more even you're still going to use some scripts as basis for this idea. I just admit what I would do in this situation.
This would cut back time and preserve your nerves, but hey what do I know  |
No it won't.
For your idea to work, you would have to redo SDT from the ground up, so what I said would still be true.
Nor do I think it would save time...
At the basis of the script your trying to make, lies the following:
pShip.ReplaceTexture(NewTexture, OldTexture)
SDT also uses that at it's core. If that's what you mean by base this new script from it, then ok, point for you...
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How to beat the Black Screen Of Death and Script problems Also handles Console/Screen/Error report/dump.
BC Technical FAQ [Last updated 26/12/2005]
"Trust me, I'm a con artist" - Moist von Lipwig, "Going Postal, Discworld"
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USS Sovereign
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Okay I've got better things to do than argue with no purpose. Who ever takes over this project will decide which way it will be done, although I would say SDT has many more useful stuff than you say but no matter.
FTech is based on ATP3 is it not?!
It's a successor for it and there is a beta over here in the forums somewhere it uses the same set of code as ATP3 so this just proves my point.
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MLeo
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USS Soverign wrote: | Okay I've got better things to do than argue with no purpose. Who ever takes over this project will decide which way it will be done, although I would say SDT has many more useful stuff than you say but no matter. |
Apart for the stuff I just mentioned, not much.
Bridge Plugin is a way more suitable candidate for code re-use.
This could be even done in FTech.
Quote: | FTech is based on ATP3 is it not?! |
For the final time, NO!
Not in the slightest!
The only thing might be FoundationTriggers, but it only uses that.
Merely some of the plugins use certain functions that are converted to a more general use.
Quote: | It's a successor for it and there is a beta over here in the forums somewhere it uses the same set of code as ATP3 so this just proves my point. |
Sort of a successor, more of a replacement which works entirely via plugins...
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How to beat the Black Screen Of Death and Script problems Also handles Console/Screen/Error report/dump.
BC Technical FAQ [Last updated 26/12/2005]
"Trust me, I'm a con artist" - Moist von Lipwig, "Going Postal, Discworld"
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