time to be the ever so flamed voice of reason...
it's still a lot of work.
alleg players aren't much of graphic fans (duh)
alleg doesn't receive any funding (donations yes... but it's not much)
development is time consuming
the back-burner is already over-flooded
games already take to much time
the work might span over 2 years. by then something important might happen...
etc
Dead stations
Endri wrote:QUOTE (Endri @ Mar 9 2007, 11:04 AM) Since we are talking about stations, would it also be possible to add some explosions while the station is taking damage. I mean when it hits 50% hull for example there is a small one, and at 25% there is a bigger one. Just two would be fine, to give some visual representation of damge as opposed to simply watching a bar go down. I know people are thinking baddle damaged textures but I figure that's too much trouble of a code change right now. But I think the explosions would not be too difficult to implement.
Well, I was thinking what might also work is create an "explosion graphic" that was displayed when a missle object is removed (detonated, timed out w/e) Might be a bit easier then constantly checking base health, and it also could extend to ships.
--Strike700
Apparently a California "cabin" is any place more than 4 blocks from a McDonalds.
I wrote a patch for that last year. Sooner or later it will find it's way into the code. Sadly I included some other stuff (impact effects on ships from missiles) so I might have to create a smaller patch just with the explosion code to get it into the game, as people here are a little rabid about gameplay changes /wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
/Avalanche



Any technology, no matter how primitive, is magic to those that do not understand it. (Mark Stanley, Freefall, 1999)
Quod licet Iovi, non licet bovi
12/27/07 20:48:39: <Player in trouble> (all): Run its AVA



Any technology, no matter how primitive, is magic to those that do not understand it. (Mark Stanley, Freefall, 1999)
Quod licet Iovi, non licet bovi
12/27/07 20:48:39: <Player in trouble> (all): Run its AVA
Meh. For ease of coding, just make all dead bases from any faction use the same dead base model... something generic. Later, if it seems to work out, unique faction models can be made, code can be added and cores updated.
Salvage constructor... hmm. This kind of ruins the whole scorched "earth" theory of the game. I guess it could be left up to the core devs if they want to allow Salvage Con research. Maybe an additional Game Setting option? Options are good.
Salvage constructor... hmm. This kind of ruins the whole scorched "earth" theory of the game. I guess it could be left up to the core devs if they want to allow Salvage Con research. Maybe an additional Game Setting option? Options are good.
that would be exp20bmp.mdl_SRM_Strike700 wrote:QUOTE (_SRM_Strike700 @ Mar 9 2007, 10:41 PM) Well, I was thinking what might also work is create an "explosion graphic" that was displayed when a missle object is removed (detonated, timed out w/e)
--Strike700
http://www.freeallegiance.org/forums/index...ost&p=63980
someone may make a highres version, of it whether that would be bigger i don't know.
but a different one for when it dettonates as opposed to times out could be cool
Last edited by madpeople on Sat Mar 10, 2007 2:12 pm, edited 1 time in total.
well, just leave it with the dead bases for now, that should make things interesting enoughNoir wrote:QUOTE (Noir @ Mar 10 2007, 07:49 AM) Meh. For ease of coding, just make all dead bases from any faction use the same dead base model... something generic. Later, if it seems to work out, unique faction models can be made, code can be added and cores updated.
Salvage constructor... hmm. This kind of ruins the whole scorched "earth" theory of the game. I guess it could be left up to the core devs if they want to allow Salvage Con research. Maybe an additional Game Setting option? Options are good.
-
Anguirel
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Please don't use Thorium. From a core-perspective, that's a valid tech rock which may see use in future cores. IIRC, there are two other rock types available. Gold (all tech bases) and Water (nothing can build). I suggest using Water, if it actually exists.
If we ever get a more robust core file system, we can discuss making dead stations capturable/repairable in some fashion. Until then, I'd rather they either end up unusable, or that only tech-bases go to dead stations (normal asteroid) with bases that build on normal rocks ending up completely destroyed.
If we ever get a more robust core file system, we can discuss making dead stations capturable/repairable in some fashion. Until then, I'd rather they either end up unusable, or that only tech-bases go to dead stations (normal asteroid) with bases that build on normal rocks ending up completely destroyed.

"I disapprove of what you say, but I will defend to the death your right to say it" - Beatrice Hall, The Friends of Voltaire
I am still working on getting the spawning to work correctly. I will make sure it gets propper settings so nothing can build on it.
/Avalanche



Any technology, no matter how primitive, is magic to those that do not understand it. (Mark Stanley, Freefall, 1999)
Quod licet Iovi, non licet bovi
12/27/07 20:48:39: <Player in trouble> (all): Run its AVA



Any technology, no matter how primitive, is magic to those that do not understand it. (Mark Stanley, Freefall, 1999)
Quod licet Iovi, non licet bovi
12/27/07 20:48:39: <Player in trouble> (all): Run its AVA
I agree with Noir, just use a new, default, destroyed base model. Make it a station with dumbed down properties (cannot dock, launch, rip, no scan, etc), not a rock. This is an aesthetics thing at the moment, future dev can deal with special destroyed station, salvage, etc, which would be much easier when we expand/improve the core.
On destruction of base, 'build' destroyed base or key into the code that turns a regular sup into an advanced sup and avoid the 'build' code. Which ever is easier to code and results in the new model. I think the build might be nicer with a modified build 'sphere' that looks like an explosion, so the model just doesn't change from the base to the destroyed base all at once.
On destruction of base, 'build' destroyed base or key into the code that turns a regular sup into an advanced sup and avoid the 'build' code. Which ever is easier to code and results in the new model. I think the build might be nicer with a modified build 'sphere' that looks like an explosion, so the model just doesn't change from the base to the destroyed base all at once.

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[unless it tastes bad, then it is yours.]



