To all SSC Station occupants
Thank you for the donations over the past year (2024), it is much appreciated. I am still trying to figure out how to migrate the forums to another community software (probably phpbb) but in the meantime I have updated the forum software to the latest version. SSC has been around a while so their is some very long time members here still using the site, thanks for making SSC home and sorry I haven't been as vocal as I should be in the forums I will try to improve my posting frequency.
Thank you again to all of the members that do take the time to donate a little, it helps keep this station functioning on the outer reaches of space.
-D1-
sirius inderdictor: good ol' pioneer 🙂
to the problems with the hullcutter,
i assume you use the version in scripted geometry,
because i know it leaks, but it's mainly a problem of "partial models" (submodels) hierarchy in the script.
the name "Hullcutter" is first a remembarance to"Space1889", but also it describes how the scripted geometry of the ship was made.
the hull of the ship is cutout several times.
i'm not sure what's the problem you have actually, but i assume the collada model will solve it.
besides, compromises i had to make for collada, that's obvious.
i could make a wavefront of it still using the lmr and keep the advantages of both versions.
a problem which can't be solved (except to render it different) is that, because of the twin cockpit, from one side the other cockpit gets cut.
idea:
wouldn't it be nice to post the names of the original creators of the ships with the screenshots?
i know in certain cases neither you or me remember them, but with some help from community we can fulfil this easy, i guess.
i rember i started something like that by putting a readme to some models, a tag on the texture is another poss.
a embossing or a plate on the ship would be "pure luxury" but i would like it most.
else someone will utter: "koffer klau'n auf'm bahnhof" (stealing cases from the railway station)
happened when i presented some of my 2D shoot 'em up clones on GLBasic's forum
"can't ya read "Cyrapi" = "Piracy""
<p>"Cyrapi" is as far as it's possible with GACK (SEUCK) a clone of "R-Type", first two levels only finished, i cancelled the project, it was just to find out where are the limits, what can i do with the given tools.</p>
<p>while others stated, "der lässt GACK ja richtig Grafik auskotzen" (he' let's GACK vomit real grafics).</p>
<p>and yes damned i'm still proud of how i solved the first (resp. second in my version) level boss. a h.r.giger (r.i.p) like alien.</p>
<p>still i'm surprised how good i cloned the attack waves, it never turned out this good again.</p>
<p>but less time to create all the ships and things (sprites) means more time left to tune the attack waves (a real boring job sometimes, repetively playing a level, repetively tune speed and entry points, inability to select a level when testing is one of the weakest points of GACK, another reason why i stopped after level2. the next big project "Spitfire" i planned better and started with creating the last level first, almost, it's difficult, because certainly you have this or that idea while you are working on a level, "this enemy belongs to a different level - another background looks better there - what if i make a train with guns on it? - the tanks/wagons move to slow/fast - can i make a glow when a building is destroyed? - adding some smoke would be fine - oh look clouds look cool here - battleships have to move backwards else you can't blast them - how to solve that you have to hit all turrets before the battleship sinks? - can i achieve a "3rd dimension" in a 2D shoot 'em up? - bombers shouldn't explode, first a burining engine, then wings, then fuselage before all goes down and dissolves in a fireball - can i hide flak's in the forest? - what about soldiers? - meanest would be some civilians/animals = negative points when hitting (never released this idea)" all these ideas came while i worked on the game, most is adapted from games like "midway" the hidden flak and civilians/animals come from a game close to "xevious", as boys we liked it much, pink flamingos, ppl on a beach, when you flew over them they ran away from you, just imagine. the whole idea to "spitfire" came after a project where you have to free planet earth from aliens, after that i thought it would be cool to make a ww2 like shoot 'em up, since i liked the idea with the sub's, they are hard to hit.</p>
<p>in general attack waves are stupid in GACK, enemies do not react they only follow a given path, hiding adds a (near to) random element, depending on when the enemy appears and this depends on how fast you move through the level, while the animation (hiding) is always in the same rythm.</p>
<p>finally many of that inspired me for a next project, let's walk through the levels, add hidden keys to open doors, hide as much as possible, let the player run into dead ends.</p>
<p> </p>
<p>---</p>
<p> </p>
<p>talking 'bout deadends, a element missions urgently need, i've read the comment "if you like adventure games...".</p>
<p>if pioneer will become a real adventure game, well then deadends are a vital thing.</p>
<p>also "keys to open doors", of course we don't have to open doors, but the idea can be transferred to a mission, do something, "push this button" resp.</p>
<p>"fulfill this" also "not to fulfill", something happens, what will happen the player won't know, we can even do it far better, because we have true random elements. finally, and this brings me back to the idea i posted years ago, all can be put in "sequences of missions" which can be mixed even randomly,</p>
<p>it's pretty much the same as what i do when i create levels for a stupid 2D adventure game. a mission has i.e. a "forehead", a "nose", a "mouth", a "chin", to transfer the idea to how the faces are composed. a "condition1", "condition2", "condition3", "condition4". clever made the elements can be exchanged. another example of the idea is a randomly changing path made of repetive elements. the dungeons in "AD&D" (resp. "Adventure") are a good example for this.</p>
<p>we have all the tools, but, and this counts not only for our project, we often forget with how little you can achieve something "intelligent".</p>
<p>one of the most popular adventure games ever: "Indiana jones" & "monkey island", what has made them so popular, to such longtime runners as they was?</p>
<p>in the days of 8bit (and less) machines the gamedesigners had to find simple yet "intelligent" stuff, graphics was shitty and possibilities limited.</p>
<p>but ambition was high, "what can i do with the given possibilities?" - "let's hunt that demon".</p>
<p>let's get real "blue sky rangers".</p>
In the future database , you can find the name of creator ,(and of the eventual modder).
for the moment i just make shoots., ( the more easy part of this job)
t'was just a idea 🙂 (sorry for the messed up post, happens sometimes when i re-edit one, even the wireless apple mouse gives me add. problems, rechargeables hull is evtl. a 0.05mm larger as a battery of the same type, contact isn't granted, because they liked to save a 5cents on a product which costs a 100.- FrS, makes me mad!).
Next Series "Mediums Ships"...
"Vuzz", the collector 🙂
nice to see all that, i'm a little scared by my "SW-XWA" conversions, i hope disney won't be angry about.
ah, i'm pretty sure neither "George" (and his creative team) nor "Walt" would have a big problem with that.
anyway, no problem as long as it's just a MOD.
again to the "SW-XWA" models, they was a great source of inspiration to me, like *SW in general, it has shaped Sci-Fi for all following generations.
likewise "Errol Flynn" shaped the picture of "Robin Hood" and Pirates we have, you can't get around (and no, it really doesn't matters if he was gay).
even old FE2 contains already a lot of SW, if you look close to certain things.
*yeah, sometimes really "useless" designs, this i dislike somehow, to see machines like a "AT-AT", i mean it's a stupid design for a "tank".
stalking around on legs, funny, it won't be useful.
but "useful" or "comprehensive" designs are often boring, else only things like spheres, e.g. a "turtle", or primitive shaped like a "Cobra" or "Constrictor" would make sense.
even a "saucer" isn't a design made for space, the idea was intentionally a sort of monowing, something which flies under the conditions of a medium like air.
nonetheless, it looks futuristic and has shaped our idea of a (alien) spacecraft.
while i have to say a "Borg Cube", is one of the most reasonable looking to me, as long as you don't have to dive into a medium.
tube shaped, yes reasonable, but not much as boring as a long black (or white) tube, even if that is comprehensible.
in general, a large spaceship could also look like the "ISS", when i was a child my daddy often referred to such: "boy, if you have no atmosphere, what would be the conditions for design? only the use, only practicability, thus i guess it won't look like a saucer or a fighter, i assume they would look quite uncommon and irregular in shape".
or like i say, if you need a hull, for what purpose ever, might be as plating, shielding, it would all lead to pack everything into a sphere, a sphere with no outrigging parts, boring simple but maximum of static stability, weapons would be mounted as turrets on the poles, nothing as comprehensible as this, fire on all sides whenever needed, no rear, no front, no wings, no "rostrum" - no weak points.
that's why i like fighter shaped ships, of course anything else as comprehensible, but they look great to me.
what i would really like to, are "aliens", only animal shaped ships, no humans, no spaceships in a common sense, all seen in "a far galaxy, a long time ago (or in future)".
it would give a game a totally unique appearance.
but of course all this didn't affects gameplay, it's just design, just smoke and sound.
Vuzz, a question, did you collected the s2oDans "Imp. Explorer", his "Talon" & my "Defender", as well?
i'm asking because i would have them almost ready (they are actually fixed up for a alpha8, but it would be a sneeze to prepare them for genesia).
the functions to cover/uncover the missile pylons are refined for "Galaxip", further i scripted my first "animation helper", useless or not it makes animating a "gear rotation" quite easier, one only has to enter the degrees, the vector (x or y rotation) and start & end time of the animation and the function will spit out the complete vector ready to use.
i thought about to expand it to return the complete animated part, but this boosts the arguments you need extremely.
a fitting function for a working "conrod" is lightyears away, first i would need to know how to calculate such a transmission for a conrod, if such is possible at all, usually you use constrains in a CAD for this, but constrains are cheating in other words, you can't do such with a math. expression. constrains are something which wouldn't work on a physical model, it's not mechanics.
AND THIS DEAR FRIENDS (or foes of the LMR) IS THE BIG BIG DIFFERENCE, ANIMATIONS BASED ON MATH. EXPRESSIONS ARE WORKING MECHANICS AND NO CHEATS!
if something didn't works with a expression it can't work in reality.
to me, newtonian physics and true mechanics are siblings.
thus truely "Matrix animations are lame", they don't equal to the real behave, it's a cheat in other words.
to me, i'm sorry, this is the spirit of PIONEER.
i don't need a perfect design, i can easy forgo shaders, but "this is it".
this has made me such addicted to the original PIONEER.
yes i know, i cheated myself alot and most of the landing gears wouldn't work in this way, it's something on which i have to work.
but a musthave for this is a working conrod function.
i've changed the names a little, thus the "Imp. Explorer" bacame the "Terra Class", the "Talon" of course stays "Talon" and my "Defender"
is renamed to where i have the design from, "Galaxip" resp. the name of the game was "Galaxian", back in 1979, but the ship is truely named "Galaxip", if you put a coin in the slot it states "3 Galaxip left".
further i digged out the "Kestral" (ordinal name of the creator, unfortunately i forgot who created it, someone please help me out), since "Kestral" isn't far from "Kestrel" (Air Fighter) even if the design is totally different i renamed it to "Crecerelle" which names in the end the same Bird.
it's still untextured, but i already made the UV layout 😉
when he presented it, the creator had problems to setup the LUA script, i did this for him and also i explained every step, messaged him but he never replied, since i haven't had his OK, i never uploaded it.
but on the other hand, one could say "no answer means always a yes".
i like the design of it, it has some weaknesses (creases, unwanted wrinkles) but it's a cool Preybird and will suit imo any release of Pioneer.
it was a little to large, length over 100m, thus it leaped over the landing pads or especially the lift of certain stations, nonetheless it's a medium sized ship, the shape is very birdlike, "streamlined" of some sort and even when it's 100m long there isn't much space in this ship, it reminds a bit of a Klingon "Bird of Prey", only smaller.
@ gernot
to resume briefly , i have a plan of dev about Genesia and theses screnshoots are not for a collection, ( see the first post about the dataships )
Have you done more modifications to the YT-1300 Vuzz? It looks really great in those pictures. :girlcrazy:
No, this model is the basic corelian transport ( not the millfalc) send from Gernot.