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There are currently 63 users playing Freelancer on 30 servers.
August. 17, 2019
The Starport Forum Index > All Posts (.Nx)

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Re: Request: Numeric nanobots and shield batteries

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What the hell are you talking about and why you take it personal? I do not care about your mod and do not tell you anything to do. I even have no idea what mod do you make.
I only noticed that community has some potential to do crazy stuff that can put FL alive, but prefer to do something strange. That was only an impersonal discourse.

Posted on: 3/19 22:16
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Re: Request: Numeric nanobots and shield batteries

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Goddamn whats wrong with you people
You can hook up something like hull pts and output weapon damage what may result a killer-feature mod with variative battle system of new level (relatively to existing) by mixing some damage modifications, upgrades and etc, but you find some mechanics that is absolutely senseless from the point of view of game design interesting?

Posted on: 3/19 17:19
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Re: Request: Numeric nanobots and shield batteries

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Not sure thats a quite easy hack as far as these values shall now be constantly sent to other clients what is unlikely to be performed currently in a game. Thats not the same as hp/shield values which already were existing there.

edit: As far as i remember, using bots/bats considered unethical in fl multiplayer, and imo that has the reason as far as that mechanics actually has no sense bcuz it doesn't really bring any variative tactical momentum into battle system but just make battles longer.

Posted on: 3/18 20:45
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Re: Custom Ship Pilots

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Do you really need that solution yet it's impossbile to change pilot during game run and they remain premade in any case?
Only case i see is having different pilots for same ship f.e. for various factions, but i am not sure there is enough variety of pilots in fl. If it is supposed that you add new models of them, ok nvm then. Btw if yes, recheck their models for fl consistency requirements, that may be the crash problem.

Posted on: 3/17 12:48
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Re: about .ale editing

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Consider having CRC calculator, it should be somewhere in downloads here. CRCs are an encoded nicknames of stuff so they should match new names if you've changed any.

Posted on: 3/15 16:03
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Re: Modern design

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Yeah i partially agree too so nvm. Only thing is i think we still can make something with a game, but this is a theme for another topic maybe some time later.

Posted on: 3/12 3:58
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Re: Modern design

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But what about FL2? Do you think it is not possible to collaborate and make vanilla remaster and some further expansion?

Posted on: 3/3 15:51
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Re: Modern design

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Imo forum engine is not enough for that system and features, as TSP is not only a forum but also a wiki, gallery and few other custom mechanics. Perefectly it should be a custom engine or something more expandable without cruthces, relying on js rather than php.

Posted on: 2/27 15:31
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Re: Modern design

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Instant PMs and usable gallery section would be cool too.
Okay nvm, let me know if i can be helpful with my stuff one day.

Posted on: 2/27 1:48
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Re: OpenGL Rendering

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Looks like some of the maps in full list i got are excluding each other or something, or some of their particular means are crossing. Nvm, i'll have a try soon.

Posted on: 2/21 20:36
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Re: OpenGL Rendering

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Quote:

Your reflection RGB texture is also a way to do it (actually I had it included in my shader), but I came to the conclusion that it is easier just to use one base colour texture for everything and do the rest with the greyscale textures / material parameters. This also saves memory and bandwidth.


Yeah i also do this and to differ it (for scratches or worn effects f.e.) i use material blending by some dirt masks, where almost same materials have different reflection values.
Got ya, just my inverted reflection glossiness.

Quote:
Metalness just defines how much of the reflection is based on the color texture. If it is 0 the reflection will just be pure white colour like plastic.


So its a kind of linear dodge multiplier of typical reflection map? Dont get it.

I've found a pic how Fresnel reflections work with an IOR value. So it basically applies that mechanics to reflection map and power of reflection is defined by IOR value.
I am not aware if rasterisation engines is capable of this or it is RT only, but would like to hear your opinion:
Open in new window

As i know that mechanics is considered most realistic in term of reflections.

Posted on: 2/21 15:18
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Re: OpenGL Rendering

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Okay ty. But i still cant figure out what is roughness and metalness.
In my workflow i have:
reflection - map for a color and intensity of reflection, somehow multiplied by Fresnel IOR value with base of 1.6. I guess full mechanics of this is almost something as your specular intensity, but using a falloff of Fresnel type. Is that possible in games?
reflection glossiness - a grayscale map or value for smoothness of reflection, where value of 1 making reflection sharp as plain reflection map without modification, and values around 0.75-0.65 making it much more realistic for metals;
Open in new window

asssigning a map allows this at certain places. Is that the one you call roughness?

edit: i've just found that one: https://docs.chaosgroup.com/display/CWVRAYMAX/Metalness
but i still cant get why roughness shall be used in some "glossiness" in BRDF (not the same as reflection glossiness i told above, i dont know what is that). Anyway i dont own that version of vray that has "metalness", although i still can attempt to draw it, but for that i need to figure out what exactly it does.

Posted on: 2/21 12:39
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Re: OpenGL Rendering

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Nice ones. May you say a set of maps your engine is accepting/requiring for input?
I've learned some easy unwrap techniques for light models like stations and i have some time to try something.

Posted on: 2/21 2:09
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Modern design

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Hey, whats up with a concept i've suggested some time ago? I found it lying om my drive and wonder why not to ask.
If you're looking forward to upgrading current one one day, i can optimize it a while, include any wishes on what may seem unfit or bad, add dynamic width support and offer an upgrades of some parts like pms and gallery to bring some usability.
I've heard you have troubles with webmastery, but this one supposed to fit existing logics without any (or at least major) reprogramming, although i think we can find someone in a community to put it on some rails.
Care you?

Posted on: 2/20 15:54
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Re: Some theoretical gameplay questions

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Okay if that one looks like a bullshit, i have another, technical one.
I'm in a mess with engies of ships and how theoretically ideal they shall work. One friend told me that this is possible to make an engines system in a spacesim based on a real-world physics. I tried to understand him but got almost nothing.
The point is to invent an engine system that will remain FL dynamics and features (0-100% max speed achieving times, movement physics, etc), but:
- allow speed variations between ships, f.e. Defender shall have less speed than the Patriot;
- engines supposed to be changeable between ships, f.e. some Liberty faction manufactures an engine that is suitable to the whole lineup of ships of one size class (i dont think that vanilla system with a unique engine for every ship is a good decision cuz it is not correct as realistic manufacturing process and also neglects any sense to throw them into market);
- have realistic or close to realistic parameters to be variable and their logics.

I've managed to create an interesting one, but it is unrealistically uses a ship mass in its logics.
Ship's mass determines the required output power of an engine to achieve 100% max speed that is fixed per ship.
Engines have an ouptut power and sum (assuming some ship can carry more than one engine) of them suggested to match ship's required output power in order to achieve 100% max speed, but when they does not match, resulting max speed can be above or beyond 100% max speed, what variates a gameplay and basically is a second point of implementation of marketable engines.
So, (max speed with 100% output power match = MS; mass = M; engine output power=OP; all values are imaginary just to show logics, %s are just relative and supposed to be numerical megawatts or kinda)
If ship has M=100 and MS=100, with OP=120% max speed = 120;
If ship has M=120 and MS=100, with OP=120% max speed = 110;
If ship has M=80 and MS=100, with OP=120% max speed = 140;
If ship has M=100 and MS=100, with OP=80% max speed = 80;
If ship has M=120 and MS=100, with OP=80% max speed = 60;
If ship has M=80 and MS=100, with OP=80% max speed = 90.
Steerings, acceleration etc supposed to fit same logics but actially i have no idea how they work IRL, im a dumb non-technical designer and need help.

That seems fine as casual gameplay mecanics but looks like a total bullshit again in term of realistic physics and i dont think it can be acceptable by public.

Question is: whats your opinion and how do you see an engines system in an ideal game in a case that they shall fit terms at stat of msg.

Posted on: 2/11 19:42
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