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Hi. I am working on a big plug-in project with a small team of 6 or so, and I have a couple questions...
Graphics- how much control is there over smoke, explosions, engine/ship glowing, etc? "Ships" in this mod are not spacecraft and it may look kind of awkward if they have blue flashing lights, smoking weapons, leave a blue trail, and blow up when attacked =p
Gun/Turret limits- when you set the gun or turret flag on an outfit, does this actually do anything to the weapon? Would it, for example, choke if I called an IFF decoder a turret? OR is it just for ndividual ship limits?
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Graphics: Literally everything you see in EVN is changeable (well, except maybe the black background for space, which would be a problem for you). Most "smoke" is simply particle effects, as are many of the small explosions. All ship graphics, including engine glow, running lights, etc. can be overrided. Guns: I doubt that setting an oütf to be a turret will bomb if it's not actually a weapon. It'll just be a limiting factor. Say, that gives me an idea... how about an extra sensor upgrade that takes the place of one of your turrets? Cool...
-Matt
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Originally posted by Restorer: **Graphics: Literally everything you see in EVN is changeable (well, except maybe the black background for space, which would be a problem for you). **
Actually the background is changable. you could make the background green to simulate grass but the starfield is unchangable from the way it looks.
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On background- I already have this colored- backgrounds will be greenish-brown depending on where you happen to be, and all systems will have -1 murkiness to eliminate the starfield. I guess trial by error will determine gun/turret flags...
I plan on using one for max number of spells, and the other will be one with all armor-type items set with the same flag to keep people from wearing several suits of armor.
There is an outfit property that gives extra gun/turret slots, right? I know the one Sigma thing does it...
I remember reading somewhere in the Bible that weapons can't have a second property, and somewhere else (As an example) that you could make them slow you down... can they have a second outfit property or not?
Originally posted by solistus: **I remember reading somewhere in the Bible that weapons can't have a second property, and somewhere else (As an example) that you could make them slow you down... can they have a second outfit property or not?
**
Outfits can have up to four properties, but can only count as one weapon/ammunition apiece. For example, you can create a weapon that slows you down and decreases your fuel capacity or create a sensor upgrade that slowly drains fuel but decreases the distance from the the center of the system you can jump. For example, anyway...
Originally posted by solistus: Graphics- how much control is there over smoke, explosions, engine/ship glowing, etc?
Quite a bit, you'll find. Your main challenges may be the hyperspace effect (accelerate and flash) which can't be changed, but you can force players and AI ships to use hypergates instead.
Gun/Turret limits- is it just for ndividual ship limits?
thanks for the help everyone!
On hyperspace- can the sound be changed? That would be a slight improvement... I'll beta test it with and without forced hypergate travel. I would be kind of nice, in some ways, but it would get rather annoying I suspect.
So the only restriction on weaps is they have to be the 'first' effect of an outfit? that sounds reasonable. Could you have a disposable weapon that treats itself as its ammo then? Or would this confuse it?
Originally posted by solistus: **thanks for the help everyone!
On hyperspace- can the sound be changed? That would be a slight improvement... **
Yes. Check out 'snd ' resources 128, 129, and 130. Note that the sound you paste in will have to be the normal jump sound. It should take up the same amount of time as the current one, but it could presumably take less.
** So the only restriction on weaps is they have to be the 'first' effect of an outfit? that sounds reasonable. Could you have a disposable weapon that treats itself as its ammo then? Or would this confuse it? **
This has been endeavored in a lot of customizable games, but unfortunately it's not possible in EVN.
Originally posted by solistus: Could you have a disposable weapon that treats itself as its ammo then? Or would this confuse it?
So a primary ModType of 1 and a secondary ModType of 3? You could try it. You can also flag weapons not to display when they have 0 ammo, if that's what you mean...
Also, I'm pretty sure hyperspace sounds can be as long as you want. The game used to adjust for this; it still should. Be aware that slow/fast jump flags in your ship resources will change the pitch slightly, and that the x2 sound should be exactly half as long as the regular one.
-reg
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