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Re: Effects showroom!

Scheduled Pinned Locked Moved Speciality Modding
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  • W Offline
    W Offline
    Wolfie
    wrote on last edited by
    #299

    Damnit Why! You always make everyone elses work look like its vert very easy.

    Well, tbh I love how Nexus handles ship movement, and I must say you pretty much hit the nail there. Good work!

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    • rsabatinoR Offline
      rsabatinoR Offline
      rsabatino
      wrote on last edited by
      #300

      thats really cool i like it

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      • T Offline
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        TheDvDMan
        wrote on last edited by
        #301

        Awsome work Why! BTW how does the reverse thrust work?

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        • W Offline
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          Why485
          wrote on last edited by
          #302

          There’s nothing special or groundbreaking about what I did. The physics are just a slight modification of 88 Flak’s current battleship handling.

          The ship carries more weight when turning, meaning it can’t change directions as instantaneously as before. Actual turn rate is unchanged. The ship also takes some time to reach maximum speed in either direction.

          The reverse thruster is nothing special. It’s just a regular thruster that points backwards. The only interesting thing I had to do with the thruster was a quick EXE hack courtesy of adoxa so that the thruster sound plays when you set the thrust to a negative value.

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          • W Offline
            W Offline
            Why485
            wrote on last edited by
            #303

            Here is the actual engine effects used in the video. They’re pretty specific purpose, but they are here if anyone wants to use them directly or as base code for something else.

            I also haven’t tested it, but I get the feeling that it won’t work properly in multiplayer. As far as I’m aware, the state of a player’s engine does not get sent to the server or other players. Meaning to a player observing another player’s engine, the engine will always be at idle. In this case of this effect, idle looking like the engine is completely turned off.

            The settings I used in the engine_equip file were these:

            flame_effect = gf_br_largeengine03
            trail_effect = gf_br_smallengine03_trail
            trail_effect_player = gf_br_smallengine03_trail
            
            

            http://www.mediafire.com/?f2i1f4alscwbnhv

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            • R Offline
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              robocop Historic Supporter
              wrote on last edited by
              #304

              So, what do you do there? Forward motion is done by the engines, reverse motion by the thrusters? In other words, no forward motion assist by thrusters?…
              That’s so simple yet so ingenious…

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              • G Offline
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                Gisteron
                wrote on last edited by
                #305

                i recognised the effect disappears, when you shut down the engines. is that managed by the effect? how?

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                • W Offline
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                  Why485
                  wrote on last edited by
                  #306

                  robocop wrote:
                  So, what do you do there? Forward motion is done by the engines, reverse motion by the thrusters? In other words, no forward motion assist by thrusters?…
                  That’s so simple yet so ingenious…

                  Yeah that’s pretty much it. That and some modifications to the battleship handling to make it feel like you’re really throwing weight around when you move it. Those thrusters have to work to move the ship.

                  Gisteron wrote:
                  i recognised the effect disappears, when you shut down the engines. is that managed by the effect? how?

                  That’s done in the ALE. Vanilla effects do the exact same thing, they just don’t completely shut off when you throttle down to 0.

                  I don’t entirely understand what’s going on here, but this is how I made what I did work.

                  Emitter_Frequency = {
                  Flag = 4
                  
                  Entry = 0.0000000000000000, 0.0000000000000000
                  EFlag = 0
                  SubFlag = 1
                  SubEntry = 0.0000000000000000, 0.0000000000000000, 0.0000000000000000, 0.0000000000000000
                  
                  Entry = 0.0000000000000000, 6.0000000000000000
                  EFlag = 0
                  SubFlag = 1
                  SubEntry = 0.0000000000000000, 0.0000000000000000, 0.0000000000000000, 0.0000000000000000
                  
                  Entry = 0.0000000000000000, 100.0000000000000000
                  EFlag = 0
                  SubFlag = 1
                  SubEntry = 0.0000000000000000, 50.0000000000000000, 0.0000000000000000, 0.0000000000000000
                  }
                  

                  Of interest is the three Entry lines. At least in the context of an engine, they set points on a graph of how much the frequency should be at a certain throttle position.

                  For example, at 6% throttle, the emitter emits at a frequency of 0.

                  Entry = 0.0000000000000000, 6.0000000000000000
                  EFlag = 0
                  SubFlag = 1
                  SubEntry = 0.0000000000000000, 0.0000000000000000, 0.0000000000000000, 0.0000000000000000

                  Likewise, in this snippet, it tells the emitter to emit at a frequency of 50 when at 100% throttle. The Freelancer engine does a simple linear interpolation between these values. Think of it as plotting a graph using these given points.

                  Entry = 0.0000000000000000, 100.0000000000000000
                  EFlag = 0
                  SubFlag = 1
                  SubEntry = 0.0000000000000000, 50.0000000000000000, 0.0000000000000000, 0.0000000000000000

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                  • G Offline
                    G Offline
                    Gisteron
                    wrote on last edited by
                    #307

                    as we are on it: the frequency, is it particles per second or how are they calculated?

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                    • F Offline
                      F Offline
                      FriendlyFire
                      wrote on last edited by
                      #308

                      Particles per second, randomly generated.

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                      • S Offline
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                        Sushi Historic Supporter
                        wrote on last edited by
                        #309

                        <object width=“560” height=“340”><param name=“movie” value=“http://www.youtube.com/v/LeKkDX4971I?fs=1&hl=en_US&hd=1”><param name=“allowFullScreen” value=“true”><param name=“allowscriptaccess” value=“always”><embed src=“http://www.youtube.com/v/LeKkDX4971I?fs=1&hl=en_US&hd=1” type=“application/x-shockwave-flash” allowscriptaccess=“always” allowfullscreen=“true” width=“560” height=“340”></object>

                        FriendlyFire’s new boomtastic effect 🙂

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                        • G Offline
                          G Offline
                          Gisteron
                          wrote on last edited by
                          #310

                          now some wreckage and the death is perfect 🙂

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                          • W Offline
                            W Offline
                            Wolfie
                            wrote on last edited by
                            #311

                            WUT!? O.o

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                            • H Offline
                              H Offline
                              Huor
                              wrote on last edited by
                              #312

                              looks good - someone needs some sunglasses while watching it 8-)

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                              • I Offline
                                I Offline
                                Ice.man
                                wrote on last edited by
                                #313

                                Hi mates,

                                This is a question aimed at Why485 but hoping anyone maybe able to give the answer. Im currently trying to recreate the reverse thruster effect shown in a previous post and come up with a problem. With the engine powered up (not killed) everything works fine, the ship goes forward with the engine and reverse when thrusting. The problem I found was when the engine is killed, the thruster works as normal ie. it powers the ship forward. Is this a known problem ? Any advice would be appreciated.

                                Ice

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                                • R Offline
                                  R Offline
                                  robocop Historic Supporter
                                  wrote on last edited by
                                  #314

                                  I think what you need to do is go into the cmp for the ship and flip the hardpoint that you’re using 180 degrees. I wish I could remember which axis that is, those always confused me…

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                                  • G Offline
                                    G Offline
                                    Gisteron
                                    wrote on last edited by
                                    #315

                                    yea the axises in the hardcmp on the rotation are entirely wrongly written in the program layout. the first one is z and not x, the second is x and not y and the last is y but not z (while we agree that y is, like in physics, the up-down axis and z is the back-front one).

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                                    • W Offline
                                      W Offline
                                      Why485
                                      wrote on last edited by
                                      #316

                                      Ice.man wrote:
                                      Hi mates,

                                      This is a question aimed at Why485 but hoping anyone maybe able to give the answer. Im currently trying to recreate the reverse thruster effect shown in a previous post and come up with a problem. With the engine powered up (not killed) everything works fine, the ship goes forward with the engine and reverse when thrusting. The problem I found was when the engine is killed, the thruster works as normal ie. it powers the ship forward. Is this a known problem ? Any advice would be appreciated.

                                      Ice

                                      I’ll be honest and just say that doing such a thing never occurred to me. In making the reverse thruster thing, I never killed the engine and tried to fire a thruster with negative thrust.

                                      Thrusters with a reverse thrust may very well do just that with how they were coded into Freelancer. Short of a hex edit, I don’t think anything can be done about that if it happens entirely as you describe.

                                      To prevent that from ever being an issue I suppose you could disable engine kill… I was never really a fan of it, and Itano Circus actually does just that. In IC it messed up the flow of things so the player just isn’t allowed to engine kill. (Disabled the key for it.) I’m not sure how practical a solution that is for your mod though, as it is a global change.

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                                      • G Offline
                                        G Offline
                                        Gisteron
                                        wrote on last edited by
                                        #317

                                        Gisteron wrote:
                                        yea the axises in the hardcmp on the rotation are entirely wrongly written in the program layout. the first one is z and not x, the second is x and not y and the last is y but not z (while we agree that y is, like in physics, the up-down axis and z is the back-front one).

                                        is anyone interested on a hardpointeditor.exe of the version 1.0.0.18 where this is fixed? just did it a few mins ago. hope SHSAN wouldn’t mind…

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                                        • Q Offline
                                          Q Offline
                                          Quarks Historic Supporter
                                          wrote on last edited by
                                          #318

                                          Yes please, but why did you modify 1.0.0.18?

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