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Starcluster test
Indie
Moderator
I decided to upload this and show it to you. It a crude, but working starcluster. Gives you some rough idea how space travel could work.
[url]http://mods.firstones.com/buda5/devtemp2420/Buda5_clustertest.zip[/url]
Btw, doing 50 systems is going to be a pain.:eek:
[url]http://mods.firstones.com/buda5/devtemp2420/Buda5_clustertest.zip[/url]
Btw, doing 50 systems is going to be a pain.:eek:
Comments
One thing I thought of playing it though is instead of having all the destinations off one lagrange point, have different ones so you have to travel a bit through hyperspace to a point where you jump back. And also, if you're a fighter, when you are in a preset position, you can send command signals to the jumpgate to activate it to let you out again.
But again, good job :)
[I]red.[/I] :)
[QUOTE][i]Originally posted by Indie [/i]
[B][I]red.[/I] :) [/B][/QUOTE]
At first: Nice job!
At Hyperspace: The background of the "Hyperspace System" was red for me, but - like The Claw - I didn't recognized a nebular like the red Alien nebular in the last mission of I-War2. I used the newest Ship Pack.
Travelling through Hyperspace sounds good for a variety mission design ;) .
Side note: Although I'm not the best pilot I collided with my Warlock too often with the Jumpgate (it was funny to see an empty hyperspace flight but it didn't make any sense :p) .
The actual hyperspace effect is the same as in EOC so I can't think of any other files that are missing that could be causing it. I just changed the colors and depth of the EOC nebula a little:
[IMG]http://mods.firstones.com/buda5/iwar2/images/hyperspace001s.jpg[/IMG]
Contents:
; Buda5 hyperspace - based on the alien cloud:
;
;
; (c) 2001 Particle Systems Ltd. All Rights Reserved
;
; alien_cloud_10000k.ini
;
; Template for 10,000km alien cloud
;
; Revision control information:
;
; $Header: /iwar2/resource/sims/regions/alien_cloud_10000k.ini 1 8/04/01 14:36 Will $
;
[Class]
name=icNebula
[Properties]
; 10000km sphere
radius=10000000
; Red
colour=(0.3,0.05,0.03)
; Use alien texture
texture_url = texture:/images/sfx/alien_cloud
; reduced visibility
depth = 8000
How do you plan to do insystem travel (no LDS): cut-scenes or hyperspace too?
ps. Why should we need 50 star systems? :eek:
pps. I think the systems on the map should be spread evenly around the hyprspace. A bit clearer that way.
LOOKS GR8... bout time we had it, lol.. only a few things i noticed
1. you don't always have to go to hyperspace be4 you go to another jump location.
2. the capsule space animation is yucky (would you like me to make a scene of going thru a jumppoint? something like the capsule scene idea, just replacing the capsule space with a orange JP on one side and a blue on the other and you traveling thru them) assuming were gonna use capsule space as the actual JUMP, and then have to go thru hypserspace to get to any other jumpgate.
3. LDS... we have to have some form of it to account for the LONG distances in normal space... else the game is unplayable... we could just call it time compression i suppose?
4. Jumpgate needs to be bigger, lol
other than that i was SUPREMELY impressed. i liked it alot.
Yeah. It looks like this is a feature of EOC: Any l-point is automatically connected to other l-points in-system. A workaround is to have only one jumpgate per system.
2:
Hell, yeah! :) I'd remove the animation entirely if I knew how (or where is is...). Some kind of short flash animation to replace it would be even better.
3:
I don't like LDS. I'd rather have cutscenes of ship fly-bys. Besides, its easier to script if the player is limited to certain locations. I've also been thinking of creating mini-planets, so you could actually fly around them with normal thrusters.
I've been working on improving the system generation tools. If I can code a GUI for them it would make things a lot easier.