Hyperspace Travel, Movement and Tester/Open Beta Info
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Well, well, now that's something rare O.o
After checking the video...
THE HECK, now that's some nice tech for Freelancer... and the changes to angular velocity, about BSes spinning, and the intra system jump (since systems are, with the next version, bigger than Sol, which may bring some issues loading and such), and inter-system jump, the one shown in the image above. Already using the DX 10 or 11 tech.
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Yeah, you're right, the ale effects are the ones making an impression.
And the dynamic thing helped.
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ordinary tradelanes (without 3d model)
ordinary jumpgates (without 3d model) for jumps within the system just like we have in sol already
and a few ale effectsthats it
Just for claritys sake, its not ordinary :), those lanes and jumpgates didnt exsit in the system. They were spawned in on the fly. In other words. you can make 10 of them if you so wished, to all different locations in the system (for the lanes) and it is placed into the system on the go. Just want to make it clear..ish? -
Nice work for Freeworlds.
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Yeah that loosk neat, although i fear this feature could be used from the players to avoid getting into trouble. There is a warm up time yeah, but once entered no one would be able to follow, right?
As no one knows where the player has set his jump point to, not if its in the same system and not if its in another system. That makes it really hard to hunt someone down... But well its just a WIP video as far as i understood. Probably they have something to not get into such troubles. -
Nice thinking about gameplay on server. Tricky.
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We've thought of it, and we have solutions.
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As that trade lane or jump gate, as said is visible from pretty far in the system, means, if the opponent is near, you can't escape fast. But well, since it should keep being a visible lane for a while, others should be able to dock with it too (and follow you), if they are able to see it.
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nice mod
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ok, so the gates and lanes spawn
similar to the station plugin that is used on various servers already
all it requires are some templates which make use of variables instead of the fixed values.
huor is practically working on something similar for CFquestionable if its actually good for the gameplay if players can practically avoid each other with this feature
the effect appears to be a cone emitter moving along the players axis... the jumptube either is set to black or transparent and the jump-in and jump-out time was raised to achieve the transition effect (impractical for mods which use jumpgates btw. -> just in case anyone ever would ask for this: the ship would jump into the system far behind the gate and fly to the jumpout point)
For CF i created similar cloud effects but with a different method which probably would be more compatible with FLs jumptubes. -
However it got created, it looks nice.
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SWAT_OP-R8R
Moved the thread from forum Freelancer News to forum Freelancer General Discussions.