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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion Discovery Mod Balance
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Merging components on Vanilla ships

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Poll: Should components on vanilla ships be merged together
You do not have permission to vote in this poll.
Yes on all ships (fighter and caps)
66.91%
93 66.91%
Only on caps
3.60%
5 3.60%
Only on fighters
3.60%
5 3.60%
No
25.90%
36 25.90%
Total 139 vote(s) 100%
* You voted for this item. [Show Results]

Pages (5): « Previous 1 2 3 4 5 Next »
Merging components on Vanilla ships
Online Treewyrm
07-24-2008, 02:19 PM,
#31
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Posts: 2,084
Threads: 61
Joined: Jul 2007

Erm. Let me clarify the situation a bit, seems like some people misunderstand how things are related. Wireframe is used for targeting and visualisation on in-game HUD. It's merely a bunch of grouped lines nothing else. It can be connected to mesh parts but is not the cause of destructible parts. Apples and oranges. Wireframe is wireframe, destructible part is destructible part.

Also it's not really about merging as in renaming all parts to Root but rather INI editing, links to destructible parts are contained there. Also you can find information about their hitpoints and so on. Destructible parts are very tightly connected to hitboxes since they use them to determine which part(s) is being hit by projectiles/splash damage.

Sure, time and effort could been invested into, that's ideally, but let's face reality: not with this amount of custom ships we have. Because that would require deleting all custom ships we have and re-working them completely, that's Discovery II. Also will find that a lot of custom ships are incompatible and don't meet necessary criteria for workable hitboxes.
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Offline El Nino
07-24-2008, 02:38 PM,
#32
Member
Posts: 1,248
Threads: 25
Joined: Dec 2007

And for the destructible parts part... If you destroy weapons wich you can do on vanila and non vanila ships, you get a real effect, that changes the way battle is going, if you blast of a wing, that's just a graphics effect, that while is nice, it doesn't really do much more damage...

As a roleplaying game much can be helped with imagination, and while balance is critical, wings falling of are not... or are not atleast in my mind.

If this can be INi edited, than it really doesn't touch the model not one bit, ships look just as great, except balance is shifted. Missiles can be changed to a more useful power that works against all ships ect... With one single blow, the probably bigest balance issue get's fixed.

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Offline DarthCloakedGuy
07-25-2008, 03:43 AM,
#33
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Posts: 1,263
Threads: 55
Joined: May 2008

Don't merge Vanilla ships, unmerge Disco ships.

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Offline AdamantineFist
07-25-2008, 03:58 AM,
#34
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Posts: 2,177
Threads: 28
Joined: Feb 2008

Is it possible to make custom wireframes? I ask because the absence of wireframes from non-vanilla ships annoys me. It makes it so difficult to tell where equipment is on a ship, and the wireframes are usefull in telling what ship it is.

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Offline RingoW
07-25-2008, 02:13 PM,
#35
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Posts: 1,399
Threads: 65
Joined: Aug 2007

If you want the destructible parts turned off, simply delete the Dp's (damage points) in the cmp files (does effect NPC's to) or delete all entries in the shiparch.ini, which have values for the destructible parts (specification of npc and playerships possible).

On the other hand, if we simply outfit custom models with damage points and entries in the shiparch.ini, they may get the same vulnerability without really having destructible parts. Never tested this. Just an idea.

AoM

Oh, voted no:D
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Offline mjolnir
07-25-2008, 04:54 PM,
#36
Member
Posts: 3,774
Threads: 71
Joined: Sep 2007

' Wrote:On the other hand, if we simply outfit custom models with damage points and entries in the shiparch.ini, they may get the same vulnerability without really having destructible parts. Never tested this. Just an idea.

Could you try and test it please?

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Offline RingoW
07-26-2008, 04:19 PM,
#37
Member
Posts: 1,399
Threads: 65
Joined: Aug 2007

Have spoken with Yuri about. Unfortunately, it doesn't work this way.

AoM
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Offline Muleo
07-26-2008, 04:59 PM,
#38
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Posts: 862
Threads: 38
Joined: Jan 2008

' Wrote:Is it possible to make custom wireframes? I ask because the absence of wireframes from non-vanilla ships annoys me. It makes it so difficult to tell where equipment is on a ship, and the wireframes are usefull in telling what ship it is.

I should think so, when a ship model's being made and it hasn't had it's faces put on yet, it looks 100% like a wireframe :/ When I saw this I wondered, why the hell do custom ships not have a wireframe when it's already there in the making-process?

Also, for telling what ship it is, hit F9 when you have a person selected, tells you the ship type.
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Offline Doom
07-26-2008, 07:12 PM,
#39
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Posts: 1,694
Threads: 29
Joined: Apr 2006

' Wrote:I should think so, when a ship model's being made and it hasn't had it's faces put on yet, it looks 100% like a wireframe :/ When I saw this I wondered, why the hell do custom ships not have a wireframe when it's already there in the making-process?

Also, for telling what ship it is, hit F9 when you have a person selected, tells you the ship type.

Wireframe is only part of the model. Basically it is very low poly model within the model. Game engine doesn't not makes in game wireframe from part of the model you see in game. It simply uses pre-generated one. So if moddeler didn't made one when ship was built, you wont be able to see it game.
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Offline NerdRage
07-27-2008, 02:39 AM,
#40
Member
Posts: 520
Threads: 50
Joined: May 2008

WHAT!

i didnt understand the question, and i thought of merging the remains of old vanilla ships to make a big junker-style capship!
it would be called somthing like 'manticore' because its a mythical creature with many different parts of different animals
or abomination?

although that would be cool with the scrap-cap, ill have to dis-agree with that thing because during fighting, i always get hit by my own mines and i hate it!


....is there a way of changing your vote????

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