ORIGINAL POST is here http://sg1-hq.com/forum/viewtopic.php?f=30&t=11
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LONG READ. Required to convay the entire idea.
Lets go from the top. we want to make a new Stargate based Game Mode. but there’s something different about this game mode. The difference between this game mode and others is. this game mode Virtually increases the map space by 100 times. maby more.
The first 4 are Required
The rest is possible and optional
Goals
- Increased Map Space
- Localised Gravity for ships (Artificial Gravity/Inertial Dampeners)
- Provide a new set of custom content to go with the new game mode
- Reduce the risk of crashes and RSI due to large numbers of props and entities.
- Team Based Gaming (IE Human, Guauld, Tokra, Asgard. the usual)
- The ability to start a new faction beginning as the humans once did.
- Allow for Upgrading parts due to Scientific Advancement due to time or due to acquired more advanced technology.
(IE. you start with the most basic hyper drive. your planets scientists research, experiment and advance the technology. or you acquire a more advanced technology through exploration and scanning ships/debris ect)
Goals 1-4 Explained
Goal 1
The idea behind increasing the incredibly limited map space is simply due to the fact for realistic space travel. it would take some time to get from planet to planet. and the planets wouldn’t necessarily be in the exact same place every time due to its orbit. to increase the map size.
How do I suggest I change the size limit of the map? I don’t. I start from scratch and make custom content. and for certain things like ship models. I make a Scale Ship model. but thats for later.
I also Mentioned Planets.
Planets will all utelise the full size of the map. to do this im going to use what i like to call the PHASE method. The way it works is ALL planets are just entities and all exist in the exact same world co-ordinates of 0,0,0. this is due to the fact that those small planets just arn’t large enough. by utelising the full size of the map for larger planets. it enables people to have more realistically scaled ships without the added lag. but thats more onto Idea 3.
The space between planets is just the full size of the map Space is Space. Space dosn’t actually have anthing in it. except Scaled down physical representations of Planets and ships. and some mining asteroids. the reason space is scaled down is to allow for a more realistic travel with scaled representations of everything. without chewing too much into CPU power. these physical representations are purely for that. physical collisions and what not. in space. if a ship collides with another. it will be done with the smaller representations rather than with the full scale ships that the players are going to walk around in.
Goal 2
Localised Gravity
Simply put. if you have a ship flying through space. and your ship moves forward. you will with the ship. (Technecally the ship you are standing in is stationary. this is how it works. the physical representation is what actually moves. all server data is then taken to the client that is relevant. ie. Player position inside ship. objects on the ship. if the object is visible. an exact copy in the exact same state is then taken (Client Side) and renderd as if thats exactly how it is. and as you go onto the same ship as the said player yourself. everything that you did see before. is just physically represented as was the other player from outside the ship. looking into the ship.
already have a working formule and expression for calculating local position. and angle. as well as local velocity and angle velocity and translating that from 1 to the other to make it as seemless as possible.
only forseeable issue are rangers. but that might simply be fixed by redirecting the trace under certain conditions from the ship’s space. to relatively the virtual ship in a planets space. or Spaces scale space. details are to be worked out a bit more in due course. as well as Co-Ordinates for e2ing stuff.
on a final note for Goal 2
Planets are spherical!!!. still some details to be worked out… IE water and some other stuff.
Goal 3
Custom Model Pack to go with the game mode and addon. the reason the Game Mode will require a custom model pack is due to the fact. alot of things like Planets and Ships will require a scale model for all the physics calculatins in space. but just the ships and planets… and I guess fighters too. not for rendering. simply for calculating all the physics and collisions in space as the models will be to scale.
Goal 4
Refering to Goal 3 and Ship Models. unfortunately you won’t be able to… “Build a ship from throwing props together” however if enough deomand is placed on a certain ship. say Enterprise D. we could possibly work out some kind of arrangement to bring in a custom model/'s. the only reason you can’t just slap some props together and call it a ship is due to the fact that it wouldn’t work in space due to the scale model idea. all you can really do to customise your ship is all the interior decorations and arrangements. for instance. you may place the bridge in a completly different location in your ship. you don’t have to place anything anywhere. the idea behind the single Model for a ship is it will allow for more players to have there own ships. but as the ships will be vastly huge it may be possible that teams of players may have to operate a single ship. and as movement will be possible in the stationary model for players to walk around. on the spot tweeking is actualy possible mid flight. except for the movement of the Gyropod
the Gyrpopd will obviously have to be modified as it is the ships main method of prepulsion. it may also have to be the ships artificial gravity generator. due to the fact its tied into prepulsion greatly. and unwelding or removing this mid flight would be a bad idea
Now that all those ideas are out of the way. I also had the idea to also introduce another kind of space. for faster travel through space. Hyperspace. because a ships speed limit in space will be less than equal to the speed of light to scale. otherwise that would be silly. the speed through hyperspace will be much greater. and it will just be another space again like the space between planets. only no planets in this space. and Hyperspace generators can also operate at different input frequencis. which allows for ships to not collide in hyperspace. if 2 ships collide in normal space or hyper space (on the same frequency) they will collide as if they were real models.
and thats the bulk of the idea out of the way.