Me too! These programmer types are a crazy bunch.I'm impressed with what you have been able to push the engine to do.
Unfortunately they only last as long as the original WCP debris. The debris.iff file only controls what meshes and quantities of debris are spawned by each ship code, and the scale, rotation and speed for each individual piece of debris. This is the only debris-related IFF file, and since all the pieces last the same amount of time in original WCP, their duration is probably a global value hard coded somewhere.Question: Can you keep theses debries floating around, or they still disapear after a while?
Pedro is the man to talk to. I know he can enable 3dfx fog in openGL mode, not sure about the rest.Another long-time wish is that we could have fog, with the animated nebula background, it would look neat...or beam weapons? Id love those...
Well, no... Academy was a very weak game (...)
(and that's why Armada is so special to me - it's the first Wing Commander game I ever played, the first time I ever heard of Wing Commander at all)
True, though in Standoff, the Wraith cockpit is only seen in the sim as well, so the prototype may still be in development .
If our Episode 2 is set between Academy and Armada (I don't remember any dates for Academy), then our Wraith might be anything - there might have been other stages of development between the Academy prototype and the Armada production version, I guess. And if our Ep 2 is set before Academy, then it might be an earlier prototype whose cockpit ended up getting re-used later.
Pedro is the man to talk to. I know he can enable 3dfx fog in openGL mode, not sure about the rest.
It's set between Academy and Armada. By the time episode 2 starts, though, Armada isn't too far off - about two months, IIRC. So, our Wraith is some kind of missing link model.If our Episode 2 is set between Academy and Armada (I don't remember any dates for Academy), then our Wraith might be anything - there might have been other stages of development between the Academy prototype and the Armada production version, I guess. And if our Ep 2 is set before Academy, then it might be an earlier prototype whose cockpit ended up getting re-used later.
Unfortunately they only last as long as the original WCP debris. The debris.iff file only controls what meshes and quantities of debris are spawned by each ship code, and the scale, rotation and speed for each individual piece of debris.
CHUNK "DOBJ"
{
long 29
long 19
long 5
cstring "vmp_db1"
float 1
float 1
float 45
long 20
cstring "vmp_db2"
float 1
float 1
float 36
long 20
cstring "vmp_db3"
float 1
float 1
float 60
long 20
cstring "vmp_db4"
float 1
float 4
float 60
long 20
cstring "vmp_db5"
float 1
float 5
float 90
long 20
}
CHUNK "DOBJ" // WRAITH
{
//long 29 SHIP ID Number of debris
long 29 long 44 long 5
//debris meshes speed(?)/scale/rotation(?) explosion type (explos.iff)
cstring "wra_db1" float[3] 1.0 1.0 45.0 long 20
cstring "wra_db2" float[3] 1.0 1.0 36.0 long 20
cstring "wra_db3" float[3] 1.0 1.0 36.0 long 20
cstring "wra_db1" float[3] 1.0 1.0 22.0 long 20
cstring "wra_db2" float[3] 1.0 1.0 60.0 long 20
}
I wouldn't say the guns mean anything, though. It may be that the Wraith's special weaponry is also still being tested, and this prototype was built to test the ship itself while the guns are still being tweaked.
Oh yeah, definitely.Granted. But it's most certainly not the Armada production model.
Unfortunately they only last as long as the original WCP debris. The debris.iff file only controls what meshes and quantities of debris are spawned by each ship code, and the scale, rotation and speed for each individual piece of debris. This is the only debris-related IFF file, and since all the pieces last the same amount of time in original WCP, their duration is probably a global value hard coded somewhere.
Yup I can do fog easy (I disabled for now as, in Standoff some of the cutscenes have the capships at a great distance, they looked odd fogged out). I can't remember much about fog requests, if its just on/off, still I'm certain that with some creativity it'd be doable to have sector dependent fog yes.
Beam weapons... yes, Pete came up with a nice system of passing additional effect and texture information through the palettes, depending on how hacky the team minds being you can extend that to such effects, it'd take some effort mind you, but its doable on the rendering side. However someone else would need to dll hack it into the engine.
Speaking of hacks I'd like to see: Any chance we could have splash damage from exploding fighters. I miss the fear of flying through the debris of someone you've just shot up.
FORM "EXPL"
{
CHUNK "TYPE"
{
long 21 // usually 21=trailing fire 0=no trailing fire (explosion types)
long 9 // usually 3=big boom 9=small boom (explosion types? sound?)
long 15 // usually 16 or 15 = ?
}
}
FORM "SPRK"
{
CHUNK "DATA"
{ // (HEAVY DAMAGE STAGE)
long 0 // min hull % to show this spark
float 25.0 // max hull % to show this spark
long 0 // emitter X
float -0.3 // emitter Y
float -6.0 // emitter Z
float 0.1 // spreads emissions over a
float 2.0 // circular area (value=radius?)
long 6000 // Texture? but this uses texture 6001 ?!
float 4.0 // scale X?
float 6.0 // scale Y?
float 0.3 // scale Z?
float 0.5 // same values
float 0.1 // for all sparks
float 0.4 // and all ships?
float 0.01 // another length/density setting?
float 0.05 // another length/density setting?
}
CHUNK "DATA"
{ // MEDIUM DAMAGE STAGE
float 26.0 // min hull % to show this spark
float 50.0 // max hull % to show this spark
long 0
float -0.3
float -6.0
float 0.1
float 2.0
long 6000
float 2.0 // scale X?
float 4.0 // scale Y?
float 0.1 // scale Z?
float 0.5
float 0.1
float 0.4
float 0.05 // another length/density setting?
float 0.1 // another length/density setting?
}
CHUNK "DATA"
{ // LIGHT DAMAGE STAGE
float 51.0 // min hull % to show this spark
float 90.0 // max hull % to show this spark
long 0
float -0.3
float -6.0
float 0.1
float 2.0
long 6000
float 1.0 // scale X?
float 2.0 // scale Y?
float 0.1 // scale Z
float 0.5
float 0.1
float 0.4
float 0.05 // another length/density setting?
float 0.2 // another length/density setting?
}
By the way, eddieb, do you have any info on any of these more obscure IFFs? The explosion types, afterburner cones/MRPH chunks, the asteroid field manager, or anything else that's not been documented by Thomas or HCl?Oh interesting, I hadn't looked into that file before. I'd be interested if someone knows what the numbers mean.
All Standoff ships now have fiery sparks coming out of them when damaged (WC2 style) instead of the green/blue sparks from stock WCP (and previous Standoff Episodes)... this has been in the screenshots for a while.
By the way, eddieb, do you have any info on any of these more obscure IFFs? The explosion types, afterburner cones/MRPH chunks, the asteroid field manager, or anything else that's not been documented by Thomas or HCl?
At the end of the file
FORM "MAT "
{
CHUNK "ID " // medium red and medium green
{
long 10
long 17
}
CHUNK "ID " // debris pictures
{
long 18
long 38
}
CHUNK "ID " // tiny green
{
long 51
long 54
}
CHUNK "ID " // big red explosion
{
long 69
long 88
}
CHUNK "ID " // big red explosion
{
long 148
long 167
}
}
Sirs,
For those of us like myself who have zero skill at programming or game design, this thread has been a really fascinating insight into the inner workings of the Standoff mod. I've actually really enjoyed seeing you discuss the technical detail.
I got to wondering, would you consider doing a podcast interview, a "making of Standoff" video, or something similar in time for the final release of Ep5? It would be great to hear the voices and your ideas as you talk us through how you came up with the ideas / problems / solutions. Would you be interested in including this in that release?
KvK