Thickness no, but the colour/material can be changed.
[QUOTE=DaApocalypse;23776758]Thickness no, but the colour/material can be changed.[/QUOTE]
Shoop da whoop!
I was just wondering about thickness because sometimes links get messy :saddowns:
In which case I prefer to make my links invisible...
Unless... Link waypoints?
:psyduck:
Link waypoints would be quite nifty. A tool to remove the links would also be a good idea. :)
links that can be broken when they intersect a physics model? i.e. things can cut them
That would be neat, but I think it would cause more problems than it's worth. A tiny glitch, or lag, or accidentally running into the edge of the map could cause random links to cut.
[QUOTE=JamesCLK;23776379]Its really just an issue with how physics are handled diferently between players and props (q-physics, v-physics, and a lot to do with the source engine, as it wasen't designed for being used like this).
Once that hurdle is over, we might be able to expect M-maps (remember that idea?), full 360 player rotation on all 3 axises (with camera movement, shattered horizon style?), and lots more...
[/QUOTE]
The problem we have is that we can't even do m-class any more without serious problems, and that is not going to happen any time soon. The luckiest chance we will have with that is if Garry adds gm_queryphys as default, with LUA hooks.
[QUOTE=LokiSan;23783408]The luckiest chance we will have with that is if Garry adds gm_queryphys as default, with [B]Lua[/B] hooks.[/QUOTE]
And that won't happen until clientside prediction is finished in queryphys, which might take some time.
Link waypoints are planned.
[QUOTE=JamesCLK;23774445]No ships being docked to it, and the reason it might look familiar is that I posted an earlier Cruiser sized vessel that looks a bit similar (blame my building style). :ms:[/QUOTE]
It looks kind of like a snowspeeder, just the basic shape of it.
[editline]05:08PM[/editline]
[QUOTE=DaApocalypse;23785953]Link waypoints are planned.[/QUOTE]
That should be helpful. I was going to ask if we needed to worry about wires phasing through props to become visible on the outside of our ships, but I think nodes will make wires tidier.
I doubt it. If links were breakable, every time your ship spazzed out they'd all break. Currently, when your two devices get a certain distance from each other, they fade away and become unlinked. But when you bring them back together, the link fades back in and they're linked again.
Wow. Amazing work. I just started my own server with space build, and then came upon this thread. I am very, very excited for this and can't wait to see more!
Also, any idea on if you would release some sort of SDK package or something so mappers could make levels towards Frontier?
As surfur said, any plans to release a SVN link or something? just to see what its like for us clients?
[QUOTE=30Spartan300;23788046]As surfur said, any plans to release a SVN link or something? just to see what its like for us clients?[/QUOTE]
I doubt that fronteir is at that stage just yet. or thats what we've been told.
And time for the timeless moto: It'll be done when its done.
[QUOTE=30Spartan300;23788046]As surfur said, any plans to release a SVN link or something? just to see what its like for us clients?[/QUOTE]
I was stating for after it was released. I have been mapping for quite some time and i'm tempted to play around with Space mapping.
When we get into beta, I plan on releasing the fgd and a template for mappers to play with.
[QUOTE=DaApocalypse;23791000]When we get into beta, I plan on releasing the fgd and a template for mappers to play with.[/QUOTE]
Awesome, thanks!
[url]http://developer.valvesoftware.com/wiki/Valve_Time[/url]
At this point, refer to the above.
Haha, I remember this from like 2 years ago and it blew me away even then.
We started this project less than a year ago.
[QUOTE=DaApocalypse;23798769]We started this project less than a year ago.[/QUOTE]
oh my bad, I meant 1 year ago (it felt like 2 years waiting for it though!)
Haha I can see why it would seem like two years... I swear the more I see about this / hear about it makes me just want it more... Can't wait to see more pictures! :biggrin:
[QUOTE=DaApocalypse;23798769]We started this project less than a year ago.[/QUOTE]
But we're using valve time...
So they started at the dawn of time?
[editline]09:38PM[/editline]
Or when the pc was invented?
[QUOTE=antlion01;23808079]So they started at the dawn of time?
[editline]09:38PM[/editline]
Or when the pc was invented?[/QUOTE]
Both. It was obviously re-continued once the PC was invented.
[QUOTE=NightExcessive;23811501]Both. It was obviously re-continued once the PC was invented.[/QUOTE]
Dawn of time was when the idea for Frontier came about, then planning until electricity and computers were discovered/invented, then Frontier creation began once computers were strong enough to handle the sheer awesome. Frontier mod will be completed December 20, 2012. We'll get to play for a bit before Earth kicks the bucket.
Out of sheer curiousity, how large is the Solar system map in the videos? It looks monstrously large, like gm_botmap_v3 huge.
It's pretty large; it took me a long time to fly around the system in a rocketship made of a couch and power 10,000 thrusters. Is there some sort of spacial lag that makes the map seem bigger than it really is?
The largest SB map I've ever played on was the old GRp_numbersomething map, that had like 9 planets; I think they're about the same size. Although I could be completely off.
Not really no. There is planetary gravity and whatnot, but don't think that was implemented when you played.
The map is the size of the hammer grid. Nothing is really used to make the map seem bigger, but the planets themselves aren't all that big in comparison to other maps. There's currently 7 planets and the moon.
Yes but you can place the planets so that it seems so and the asteroid station on grp_iras was my favorite
Also space ship I built for frontier
[media]http://www.youtube.com/watch?v=r5HJlF5ki9Q[/media]
Looks nice
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