• Home
  • Index
  • Search
  • Download
  • Server Rules
  • House Roleplay Laws
  • Player Utilities
  • Player Help
  • Forum Utilities
  • Returning Player?
  • Toggle Sidebar
Interactive Nav-Map
Tutorials
New Wiki
ID reference
Restart reference
Players Online
Player Activity
Faction Activity
Player Base Status
Discord Help Channel
DarkStat
Server public configs
POB Administration
Missing Powerplant
Stuck in Connecticut
Account Banned
Lost Ship/Account
POB Restoration
Disconnected
Member List
Forum Stats
Show Team
View New Posts
View Today's Posts
Calendar
Help
Archive Mode




Hi there Guest,  
Existing user?   Sign in    Create account
Login
Username:
Password: Lost Password?
 
  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
« Previous 1 … 455 456 457 458 459 … 546 Next »
menu screen

Server Time (24h)

Players Online

Active Events - Scoreboard
Gallic Royal Navy Forces - 83 / 10,000
Gallic Royal Navy Forces - 107 / 10,000
Liberty-Bretonia Combined Fleet - 33 / 10,000
Liberty-Bretonia Combined Fleet - 38 / 10,000

Latest activity

menu screen
Offline Jinx
07-22-2008, 08:03 AM,
#1
skipasmiður
Posts: 7,685
Threads: 313
Joined: Sep 2007

i wondered about that for some time. - the menu screen ( where you pick new game, load, multiplayer etc. ) - is it the same freelancer engine? - same models ... same effects?

cause there are a few things that i miss in the actual game....

animated stars / suns - there is a star with a dustring that is animated ( or more than most other static stars in the game )

the transports fly with all their engine hardpoints activated. - ingame they "only" use 1 engine. - in the menu screen, you can see them spill fire out of every of their engine hardpoints. ( must be like 6 )

the rocky planet is animated and shows volcanic activity. - i haven t seen an animted planet ingame ( except spinning ones that spin way too fast )

the space station has a bloom effect on its lights ( the triangle inside the rotating thingy ) - this effect exists ingame - and is used for the spotlights on the miners. - but not anywhere else.

-----

while i understand that DA might have chosen not to use such effects in the game cause they would have slowed it down - computers today are capable of dealing with it easily. - so the question is .... can t we replace some of the models used in the menu screen with the ones in the game?

[Image: just_a_signature_by_sjrarj-d63yjsx.png]
Shipdesigns made for DiscoveryGC
Reply  
Offline Treewyrm
07-22-2008, 08:17 AM,
#2
Alchemist
Posts: 2,084
Threads: 61
Joined: Jul 2007

Erm. Not exactly. Menu uses same in-game cutscene engine which is used for all real-time cutscenes in game, including landing on planets, equipment rooms on bases, etc. They can be modified to a certain degree as a scene, but not really too much, for example we can't make new models for characters but we scan reskin them. That being said menu screens can be done, they aren't too hard, however base rooms are a bit tricky.

Animated suns aren't exactly suns, those are merely effects placed. Suns in game are complex objects made of various elements, such as actual circle, glow, lens, spikes, etc., they use scaling and fading techniques for various things, like "blurring" effect when passing through nebulae, etc. Particle effects don't have those features and would cause graphical problems in certain situations. More importantly effects don't maintain glowing size regardless of range between you and sun, i.e. there wouldn't be light corona.

Transports and other "moveable" objects don't use engines at all, basically the script tells to move object from point A to point B, and nothing else. They don't move by themselves, hence you don't see proper engine effects.

Rocky planet with animated surface can be done, it's merely effect which can be attached to special invisible object put on top of the planet object.

Bloom effect from stations is also used on nomad lanes to feature in 4.85.
Reply  
Offline Generation
07-22-2008, 08:20 AM,
#3
Member
Posts: 443
Threads: 2
Joined: Mar 2008

Nomad Lanes? was that a spoiler I smell?

[Image: .gif][Image: .gif]

[Image: lwb_crawford.jpg]


[Image: userbar654969ky7.gif]
[Image: s3f3hs.jpg]
  Reply  
Offline Scaramanga
07-22-2008, 09:04 AM,
#4
Member
Posts: 40
Threads: 3
Joined: Apr 2008

Any release date yet?

[Image: opg.png]
  Reply  
Offline Boss
07-23-2008, 04:18 PM,
#5
Member
Posts: 5,125
Threads: 101
Joined: Jan 2008

Let me dig up the link. Treewyrm's become Mod Master of Really Cool Stuff.


Here we go. http://discoverygc.com/forums/index.php?showtopic=18556

Zealot Wrote:Just go play the game and have fun dammit.
Treewyrm Wrote:all in all the conclusion is that disco doesn't need antagonist factions, it doesn't need phantoms, it doesn't need nomads, it doesn't need coalition and it doesn't need many other things, no AIs, the game is hijacked by morons to confuse the game with their dickwaving generic competition games mixed up with troll-of-the-day.
Reply  
Offline jammi
07-23-2008, 10:18 PM,
#6
Badger Pilot
Posts: 6,523
Threads: 355
Joined: Aug 2007
Staff roles:
Story Dev
Economy Dev

With the menu screen, did I also spot a Freeport roatating upside down?

And if the menu could be changed, could it be altered to include NPC battleships battling it out? A menu screen of a Bretonian Dunkirk and a Kusari BS fighting would look really good for the mod. The multiple luxury liners and transports are a bit boring after all.

[Image: redon.gif]
[Image: f0D5b.png][Image: O2Zu5.png][Image: IlS2I.png][Image: yNeaK.png][Image: 9zbjr.png][Image: D7RGg.png]
News article library, feedback and content requests.
Reply  


  • View a Printable Version
  • Subscribe to this thread


Users browsing this thread:
1 Guest(s)



Powered By MyBB, © 2002-2025 MyBB Group. Theme © 2014 iAndrew & DiscoveryGC
  • Contact Us
  •  Lite mode
Linear Mode
Threaded Mode