[QUOTE=CowThing;23940809]Vanilla ships look way better than SBEP ships.[/QUOTE]
100% Agree.
[QUOTE=CowThing;23940809]Vanilla ships look way better than SBEP ships.[/QUOTE]
Indeed they do. There is simply much more creativity in Vanilla (as well as PHX in some cases).
[QUOTE=DaApocalypse;23786255]I doubt it. If links were breakable, every time your ship spazzed out they'd all break.[/QUOTE]
That reminds me of the good days of SpaceBuild. When you would make a nice ship, send it out into space where the nograv causes it to black hole, followed by the spam of links breaking apart. Shortly after, the entire contraption would exlode from cold damage (back when CDS actually worked).
That is why I usually did resource farming. Very fun to handle resources, except for the random reactor explosions which occred quite frequently.
[QUOTE=Datsun;23942758]That is why I usually did resource farming. Very fun to handle resources, except for the random reactor explosions which occred quite frequently.[/QUOTE]
That's something I can agree with to 100%. When I make ships, I just give them some caches and leave all active support on the ground.
If we were to get some kind of space-RP again, I'd probably be a resource dealer and not an explorer.
I remember in SB2 when I used to set up mass driver networks from planet to planet :3:
It'll be great when we can sit and remember the stuff we will have done in frontier.
"Remember the time *Insert Name* forgot to put his helmet on when he went outside the station? *insert name 2* Nearly pissed himself laughing"
Twill be epic.
[QUOTE=Galoi;23946600]It'll be great when we can sit and remember the stuff we will have done in frontier.
"Remember the time *Insert Name* forgot to put his helmet on when he went outside the station? *insert name 2* Nearly pissed himself laughing"
Twill be epic.[/QUOTE]
Most definitely... Or how about:
[I]Person1: Omg, he just launched himself out of the trash shoot...
Person2: WHAT?! HAHAHAAHAHAHAH...
Person1: Where'd he go?
Person2: HAHAHAHAHAH.
Person3: Wut
[/I]
[offtopic]
But one thing I would love to do with these kinds of gamemodes is make all stuff require energy. (Energy Powered Thrusters / hoverballs / whatever) It would make getting to space a lot more realistic in the sense that you can't just make a thrust endlessly create force without consuming something. I know LS3 has Energy Powered thrusters but no one uses 'em, so we'd have to enforce it somehow... ... Maybe they'll do this in Frontier :smile:
[/offtopic]
[QUOTE=Diet Taco;23947270]Most definitely... Or how about:
[I]Person1: Omg, he just launched himself out of the trash shoot...
Person2: WHAT?! HAHAHAAHAHAHAH...
Person1: Where'd he go?
Person2: HAHAHAHAHAH.
Person3: Wut
[/I]
[offtopic]
But one thing I would love to do with these kinds of gamemodes is make all stuff require energy. (Energy Powered Thrusters / hoverballs / whatever) It would make getting to space a lot more realistic in the sense that you can't just make a thrust endlessly create force without consuming something. I know LS3 has Energy Powered thrusters but no one uses 'em, so we'd have to enforce it somehow... ... Maybe they'll do this in Frontier :smile:
[/offtopic][/QUOTE]
That would be great for my plans.
Create a Fully functioning Normandy SR2.
I'm not sure if this'll be in your hands, but I think that the maps should have a system where instead of bumping into an invisible wall, players should instead get "lost in deep space", and die, along with all their stuff - with warnings of where "deep space" is. This would prevent inconvenient and random jolts that cause prop-blackholes.
That's actually a pretty nifty idea, only problem is that you'd have to sacrifice map space for the "deep space" area. Also there's the problem of accidentally bumping into the wall if you make a big turn in, say, a battle.
[QUOTE=LemONPLaNE;23955169]That's actually a pretty nifty idea, only problem is that you'd have to sacrifice map space for the "deep space" area. Also there's the problem of accidentally bumping into the wall if you make a big turn in, say, a battle.[/QUOTE]
I recall that someone once managed to mess with Source engine, and they got a pretty huge sea-based map, but I don't know what happened to that; anyone know? Because if the same principle hasn't been broken by updates, it could be applied to frontier maps, and give huge amounts of space (at the cost of never being able to see all the planets at once)
[QUOTE=ggrifi;23957750]I recall that someone once managed to mess with Source engine, and they got a pretty huge sea-based map, but I don't know what happened to that; anyone know? Because if the same principle hasn't been broken by updates, it could be applied to frontier maps, and give huge amounts of space (at the cost of never being able to see all the planets at once)[/QUOTE]
I think that was the same thing as the M-Class, which is very broke.
[QUOTE=LokiSan;23957866]I think that was the same thing as the M-Class, which is very broke.[/QUOTE]
Well hopefully Half Life: Episode 3 will require huge maps.
EDIT: after all, it IS going to be in forests/arctic conditions, so there should have to be vast expanses of map
[QUOTE=ggrifi;23957750]I recall that someone once managed to mess with Source engine, and they got a pretty huge sea-based map, but I don't know what happened to that; anyone know? Because if the same principle hasn't been broken by updates, it could be applied to frontier maps, and give huge amounts of space (at the cost of never being able to see all the planets at once)[/QUOTE]
You might be talking about harbor2ocean. Two harbors in opposite corners, an oil rig, and an island. There's no special principle involved at all, it just has an "occluder grid" that prevents you from seeing the entire map at once.
It's really easy to get lost in that map.
So why hasn't that been done for SB maps? Couple that with lack of light and area portal things, and you only render like a small area around you. Less laggy? Is it even possible to do what I just described?
[QUOTE=ContiX;23963548]So why hasn't that been done for SB maps? Couple that with lack of light and area portal things, and you only render like a small area around you. Less laggy? Is it even possible to do what I just described?[/QUOTE]
Problem is, occluders look like shit if you don't know what you're doing. Making them look nice often includes the adding of fog, which would not really fit the setting.
Would it still look bad with little to no lighting?
Probably, since you wouldn't see the skybox.
[QUOTE=LemONPLaNE;23964045]Problem is, occluders look like shit if you don't know what you're doing. Making them look nice often includes the adding of fog, which would not really fit the setting.[/QUOTE]
a map set inside the depths of a gas nebula?
Now that would be interesting. Not fun, but interesting.
[QUOTE=ggrifi;23967423]a map set inside the depths of a gas nebula?[/QUOTE]
I think it would be fun. Like no one know where to go, you you have to build a some sort of radar system that helps you out. I think i would enjoy it.
Fog causes lag, though; wouldn't that defeat the purpose? Can you imagine an entire map full of lag, no matter where you were?
[QUOTE=ContiX;23974227]Fog causes lag, though; wouldn't that defeat the purpose? Can you imagine an entire map full of lag, no matter where you were?[/QUOTE]
welcome to my world...
WAIT... not any more, since i got a better GPU :D
[QUOTE=The Rizzler;23974480]welcome to my world...
WAIT... not any more, since i got a better GPU :D[/QUOTE]
You be quiet, you. :) I'm stuck where you were, hence my biggest concern with Gmod is lag.
Random thought; have any of you ever played the Star Wars: Jedi Knight (Dark Forces II) map "Purgatory"? I was thinking about large maps, and the map is so OBSCENELY LARGE as to be at *least* ten times as big as the largest Gmod map ever made; does the source engine suck that much, that it can't beat an engine written in like 1995 or earlier?
Fog does not cause lag. Particles do.
Believe me ContiX, I'm in the same position as you.
On the subject of maps: Source is written to be compact. Think about it, none of Valve's maps take up more than half of the Hammer grid, yet some of them seem huge. GMod is the only game where this concern comes up.
Particle effect fog causes lots of lag. Fog created by a env_fog_controller causes only minimal lag from some calculations, but often reduces lag because it occludes everything beyond a certain point.
Now, am I the only one which is thinking about multi-map systems?
If we're saying why Valve doesn't want to increase the grid size, why can't we talk about why they need only half of the grid?
Or did Valve use black magic to transport the player between maps, when a certain point in the map is reached?
Or is it only possibile by building the largest and most complex supercomputer which we would call "The Great Interserver", which woud connect all (approved) GMod servers, to allow interserver travel?
[offtopic]
And just to bug aVoN, we would need to build "The Second Great Interserver" to force him to make 9 chevron travel possible by Stargate. [/offtopic]
[QUOTE=oficcerthegeek;23992226]Now, am I the only one which is thinking about multi-map systems?
If we're saying why Valve doesn't want to increase the grid size, why can't we talk about why they need only half of the grid?
Or did Valve use black magic to transport the player between maps, when a certain point in the map is reached?
Or is it only possibile by building the largest and most complex supercomputer which we would call "The Great Interserver", which woud connect all (approved) GMod servers, to allow interserver travel?
[offtopic]
And just to bug aVoN, we would need to build "The Second Great Interserver" to force him to make 9 chevron travel possible by Stargate. [/offtopic][/QUOTE]
Interserver travel has, as you probably know, been worked on for a long time. Turns out that the lag created when moving an entire contraption from server to server is pretty much unbearable.
If this wasn't the case, I'd love either a Freelancer/X series Jumpgate system or an Elite/Frontier/Infinity/Evochron Renegades system with Hyperspace drives.
Hey, I know a way to make interserver travel! But we'll probably more money than the entire world has, by all means.
Let's hire NASA computer engineers, to build "The two Great Interservers", the computers which would transfer contraptions between servers. The hard part is the bridge between them
So, we couldn't transfer entire contraptions Valves way? Because that's the better idea, I think. I also would think that it would take the smaller time to load, since the Interserver way first you would need to connect to the interserver, and after that, to the destination server.
[QUOTE=oficcerthegeek;23992226]
Or did Valve use black magic to transport the player between maps, when a certain point in the map is reached?[/QUOTE]
You know those loading screens between areas in HL2?
If the maps are well made then size wont be a massive issue anyways.
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