JediKorenchkin on 30/5/2005 at 18:08
Quote Posted by ZylonBane
You are? Have you always been? I could have sworn I've read posts describing efforts to rebuild levels from scratch. And the few screenshots I've seen always have nothing but SS2 textures.
As far as I remember we've always been. I'm not sure if we'll have to redo them for room brushes, but we'll see. Annnd, yeah, we used SS2 textures for sheer updated-ness. But, I dunno, if we get people to make new ones, that'll be even better.
Nameless_Voice on 8/6/2005 at 01:13
Okay, I'm going to try writing some custom scripts to handle the energy usage / energy weapons / hardware system. The Psi points indicator will be taken over for energy.
I can't really set the Psi points directly, as they get recalculated from the player's Psi stat all the time, so I guess I'll just need to set the stat really high instead.
Unfortunately, the foruma for psi points seems to be 5 + (Psi stat * 10) + (Psi Tier * 2), which always seems to give me five points more than I want. But, since the player's battery in SS1 is only refilled when he uses a recharging station or a battery (both of which will use scripts), it should be easy to work around this by simply never giving the player those last 5 psi points when he recharges.
So far, I have an energy weapon drawing its ammo from the player's Psi/Energy pool.
To set everything up right, I really need to know as much about the inner workings of the SS1 system as possible.
I'll need the following information:
* The size of the player's battery. I'm assuming this is 250 because it takes 2 minutes and 30 seconds to drain the entire battery with an energy usage of 100JPM.
* The energy cost of all versions of all the hardware. I'm only certain about the values in bold.
Lantern: Version 1: ?. Version 2: 34/49. Version 3: 10/25/30
Sensaround: Version 1: ?. Version 2: 9. Version 3: ?
Shield: Version 1: ?. Version 2: ?. Version 3: 24/60/105. Version 4: 30
Infrared: Version 1: 50
Skate: Free?
Booster: Version 1: ?. Version 2: 40
Jump Jets: This would need a lot of experimentation with a stop watch, methinks.
Enviro-Suit: This depends on the level of radiation, right?
* The energy cost of all energy-based weapons: Sparqbeam Sidearm, DH-07 Stun Gun, ER-90 Blaster, RW-45 Ion Rifle, Laser Rapier (per strike), Plasma Gun.
* The amount of energy that the player gets from a normal (non I-Cad) battery.
* The Security 'worth' of cameras and nodes. My theory is that each camera is worth 1 point of security, and each node is worth... some other value. The current Security % is calculated by comparing the current security value against the original one. So, basically, how much more security is a node worth? To really figure this out, someone probably has to count all the cameras/nodes on a level and then try destroying them one at a time to figure out how it affects the security.
* How exactly the radiation/toxins/enviro suit stuff works.
Any other technical effects that might need custom scripts to achieve?
- NV
RocketMan on 8/6/2005 at 03:55
Since you mentioned all these things does that mean they are all included?/being included?
Nameless_Voice on 10/6/2005 at 01:13
Probably not. I don't think Sensaround is possible AT ALL, I haven't thought of a good way to do Night Vision (but I may come up with something), and I don't know enough about how the Enviro Suit works to know if it can be done (but it probably can).
The others should all be possible, though.
RocketMan on 10/6/2005 at 04:09
shit....
sensaround rocks even if it was more of an interface fix.
Livo on 10/6/2005 at 05:47
I didn't think that a flashlight (Lantern) or an infrared effect was possible in SS2 in the first place :/
ZylonBane on 10/6/2005 at 07:00
Quote Posted by Nameless_Voice
I haven't thought of a good way to do Night Vision (but I may come up with something), and I don't know enough about how the Enviro Suit works to know if it can be done
For something roughly equivalent to night vision, how about something that causes all AI models to change in a way that makes them more visible? Like, activates a particle effect on them.
As for the Enviro Suit, isn't that just armor that absorbs radiation? Why would that be difficult to implement?
Nameless_Voice on 12/6/2005 at 00:42
For the night vision, I had considered replacing every single texture with a greyscale version, and replacing the creature with body heat images (similar to the Predator's heat vision in AvP), but the thought of the number of textures involved...
A flashlight is possible because SS2 has Dynamic Light.
As for the Enviro Suit, I just haven't looked into how SS2 handles the radiation/toxins yet, and don't know the particulars of how the SS1 suit worked either. I think it only absorbed a certain percentage of the radiation, or up to a certain maximum level...?
RocketMan on 12/6/2005 at 18:11
Quote Posted by Nameless_Voice
For the night vision, I had considered replacing every single texture with a greyscale version, and replacing the creature with body heat images (similar to the Predator's heat vision in AvP), but the thought of the number of textures involved...
I'm guessing this is another dark engine limitation and not a PC issue? Well....if by some chance this is doeable at a framerate that is passable i'd say go for it cuz that sounds awesome.
JediKorenchkin on 12/6/2005 at 19:45
I agree that that sounds like an awesome idea for night vision.
For sensaround, shouldn't there be something possible with mounting a camera? Like, you mentioned that you now have a script so that you can see through cameras into different areas, right? So could you mount a camera onto the back of the player's head, and have it so that you could see through that one?
Also, the Enviro Suit I believe just absorbed a percentage, the same way the SS2 suits do.