• Final Frontier
    673 replies, posted
[QUOTE=NightmareX91;45302771]I might host this again. I've lost my map file, though.[/QUOTE] I've got your BSP. If that's what you want.
I'm pretty sure I've nailed the major console bugs, and piloting has been re-implemented. I've also added a couple of different missile types and improved long range scanning.
Sweet. I have no coding skills but really hoping for a co-op FTL beta someday.
[QUOTE=Jeremey Kingrey;45304054]I've got your BSP. If that's what you want.[/QUOTE] If you could upload it and send me a PM, that'd be great.
Scanning: [vid]http://puu.sh/a0Lsm/0cfba862ff.mp4[/vid] Salvaging: [vid]http://puu.sh/a0Lj9/efa25116ec.mp4[/vid] Shooting: [vid]http://puu.sh/a0LKZ/be959b5c1a.mp4[/vid] Spiloting: [vid]http://puu.sh/a0Mk8/24c435d74b.mp4[/vid]
Is everything from /systems/ automatically loaded, or do I need to do some additional integration?
[QUOTE=Ott;45320446]Is everything from /systems/ automatically loaded, or do I need to do some additional integration?[/QUOTE] It should automatically find any new systems you put in there, and the same applies to /sgui/ and /weapons/.
I'm not saying I just spent 3 hours making a 100% efficient shield module, but I totally did that. 64/64 efficiency :D Some of the modules I burned through [url]http://puu.sh/a1QHi/39985f5705.jpg[/url] A mountain of the modules I burned through [url]http://puu.sh/a1QOW/2141734fa4.jpg[/url] The Result! [url]http://puu.sh/a1QZE/9a284e6346.jpg[/url]
Now in the workshop for anyone that wants to test it: [url]http://steamcommunity.com/sharedfiles/filedetails/?id=282752490[/url]
How does the modules "Efficiency" work?
[QUOTE=deathdude202;45333113]How does the modules "Efficiency" work?[/QUOTE] From what I have found out about the Modules just through playing the gamemode, I think its Power VS Shield. (Green VS Blue) in the way that they have to work together. If you have more blue then green squares, there will be more shield then power to the module, so while you have a much better shield on that module, the power on it is lower, so it will take longer for that modules shield to recharge. However, I don't think individual module shields are much at the moment, as it would seem they just loose both no matter what on attackers that hit it... I myself hope that individual shields for modules will be implemented at some point where it takes the blue first, then the green... However, though, all of this mentioned in this comment are just what it seems when I play the gamemode... I could be wrong. Please someone correct me if I am...
As it was explained to me when the gamemode loads it creates a perfect green/blue template for shield, power, and life support at random. A module will have an efficiency calculated by adding the value of each tile. A tile that matches the template is worth 4 points. A tile that is not damaged but doesn't match is worth 1 point, and a damaged tile is worth 0 points. The sum of the tiles divided by 64 is a value between 0 and 1 for the efficiency. When I was making the perfect module I created pairs of modules with 15 damaged tiles and one working tile in the same spot. (1 blue and 1 green per pair) I then put the pair in engineering and compared the two. Whichever module was more efficient was spliced with my "perfect" module. So my "perfect" module went from 1 tile worth 4 points and tediously increased to 16 tiles worth a total of 64 points.
My server's up: 80.229.11.147
Hi, I have 4 new bugs with this build. 1) blue ship scan is inaccessible and constantly beeping. (Persistent through map resets) 2) I can click e on a console, only to still have my crowbar out while moving the cursor. Clicking swings crowbar instead of interacting with the console. [This bug is fixed by reconnecting, but seems to be caused by bug #1] 3) Engineering splicing is not functioning, hitting splice causes module covers to close and immediatly reopen with no splicing actually done. 4) A stock (when the map loaded, Janus Missle Mk 1) missle in the orange ship caused all module bays in the weapons room to close immediatly when opened. Removing the missile module solved the problem, but that exact module was not accepted back into the weapon slots. (new salvaged weapons were ok). BTW: I Love the color coded directions on the security tab. Explains everything so nice and effectively.
Thanks jakeman20, I'll look into those in the morning.
[QUOTE=jakeman20;45343517]Hi, I have 4 new bugs with this build. 1) blue ship scan is inaccessible and constantly beeping. (Persistent through map resets) 2) I can click e on a console, only to still have my crowbar out while moving the cursor. Clicking swings crowbar instead of interacting with the console. [This bug is fixed by reconnecting, but seems to be caused by bug #1] 3) Engineering splicing is not functioning, hitting splice causes module covers to close and immediatly reopen with no splicing actually done. 4) A stock (when the map loaded, Janus Missle Mk 1) missle in the orange ship caused all module bays in the weapons room to close immediatly when opened. Removing the missile module solved the problem, but that exact module was not accepted back into the weapon slots. (new salvaged weapons were ok). BTW: I Love the color coded directions on the security tab. Explains everything so nice and effectively.[/QUOTE] I can't seem to replicate any of your problems.
[QUOTE=NightmareX91;45346809]I can't seem to replicate any of your problems.[/QUOTE] I pushed a couple of fixes late last night which may have solved these, but let me know if any of those issues happen again. [editline]10th July 2014[/editline] [vid]http://puu.sh/a53uc/8f010189f4.mp4[/vid]
Oh my goodness... It's beautiful. Someone on the server just yesterday said that you should add windows. I told them you were getting the essentials down first, but ho-boy are those visuals beautiful.
This looks amazing, good luck with this project. May even host a server for it :)
Windows update is now on the workshop, although I'm not really happy with the window geometry. On that note, are there any experienced mappers that would like to redo the ship?
A few suggestions : How I believe ship customization should work: There will be a screen you can assess, from that you can replace rooms on your ship with other variations [still serving the same function just looking different] This will let people have costume ships with no need for downloading models or making their own map. Stations: I think if stations are implemented there should be 3 main variations Stores that sell different modules and room variations and will repair your ship if given money; pirate stations that will either attack you with weapons or send a crew of npc's to board your ship and try to take it over; civilian stations that could give you quests if possible or just be there for a place to stop by and rest like a space hotel and finally military stations they can either be friendly or hostile depending on maybe a simple reputation system with different factions for example if I attack a ship of their's I get -20 rep and if I destroy the ship I get -30 rep lets say -40 rep will make them hostile and attack you on sight however how about a way to gain rep by doing missions and giving supplies to them Races: Here are my suggestions for possible different races and what they will do Normal human models: Humans no dis advantages or advantages Metro cop and combine models: Kind of like Engi in FTL they will work stations more efficently but how about having a small handicap on certain combat types Vortigaunt : like slugs they would have less health but enhance sensors if on board crew Antlion : Like mantis and the opposite of the metro cop and combines Hope these ideas get considered and yes I know its much to ask for and if they do get added they will be way far down the line. Thanks for reading
[QUOTE=Shephard77;45351063]A few suggestions : How I believe ship customization should work: There will be a model you can assess from that you can replace rooms on your ship with other variations [still serving the same function just looking different] This will let people have customize ships with no need for downloading models or making their own map. Stations: I think if stations are implemented there should be 3 main variations Stores that sell different modules and room variations and will repair your ship if given money; pirate stations that will either attack you with weapons or send a crew of npc's to board your ship and try to take it over; civilian stations that could give you quests if possible or just be there for a place to stop by and rest like a space hotel and finally military stations they can either be friendly or hostile depending on maybe a simple reputation system with different factions for example if I attack a ship of their's I get -20 rep and if I destroy the ship I get -30 rep lets say -40 rep will make them hostile and attack you on sight however how about a way to gain rep by doing missions and giving supplies to them Races: Here are my suggestions for possible different races and what they will do Normal human models: Humans no dis advantages or advantages Metro cop and combine models: Kind of like Engi in FTL they will work stations more efficently but how about having a small handicap on certain combat types Vortigaunt : like slugs they would have less health but enhance sensors if on board crew Antlion : Like mantis and the opposite of the metro cop and combines Hope these ideas get considered and yes I know its much to ask for and if they do get added they will be way far down the line. Thanks for reading[/QUOTE] I don't see how races would work.
[QUOTE=NightmareX91;45351084]I don't see how races would work.[/QUOTE] They mentioned in one of the Q and A videos that races are planned
Thing is, this game is in a reaaaaally early state and probably will not feature such things yet. Ships are not even properly destroyable yet (Unless you count people completely venting all the air in the whole ship as destroying).
[QUOTE=Shephard77;45351192]They mentioned in one of the Q and A videos that races are planned[/QUOTE] I don't know about "planned" exactly, more like something we [i]could[/i] include when the core gameplay is done.
Jeremey Kingrey and I made a video about how to start in Final Frontier. I will certainly have to update it after all of the beautiful features released today. [URL]http://youtu.be/o-sy18PI3b0[/URL] Edit: My playlist, Contains 3 guide/tutorial videos. [url]http://www.youtube.com/playlist?list=PLA2A-Y2s-Tz-qvdwGDdBMMm0ei8NW6Ffw[/url]
Big update: [url]http://git.io/NA1C5w[/url]
I found these on the steam workshop, it could be usefull as decoration for the ships: [url]http://steamcommunity.com/sharedfiles/filedetails/?id=284266415&searchtext=[/url] I don't own any of it, I only found it.
Please please please no huge custom models/props, i like this gamemode also because i don't have to download billion of models when joining a server.
[QUOTE=cartman300;45379046]Please please please no huge custom models/props, i like this gamemode also because i don't have to download billion of models when joining a server.[/QUOTE] thats around 70 models, any good server you would download it at lightning speed. And if he got permission from the owner he could include them with the gamemode (suggesting they are even base gamemode though, which I don't see.)
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