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Author Topic: Normal Mapping  (Read 4302 times)
Weylin
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« Reply #15 on: October 29, 2009, 04:46:21 AM »

Is DS really that balanced? In my previous experience I would just get insta-owned by some doomsday bullshit device, or constantly intercepted by some god damn mega ship.


If scaled correctly, and because DS works on a 2D plane, it should work just fine for SF.

It would need a few new things though such as manual aiming and shooting straight forward.
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NiteHawk
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« Reply #16 on: October 29, 2009, 05:37:51 AM »

Is DS really that balanced? In my previous experience I would just get insta-owned by some doomsday bullshit device, or constantly intercepted by some god damn mega ship.


If scaled correctly, and because DS works on a 2D plane, it should work just fine for SF.

It would need a few new things though such as manual aiming and shooting straight forward.

Well you can manual aim I believe with the current, but yeah straight forward firing defo.

And yeah, the issue is with a scout for example you won't really kill anything. Back then they used to have scouting missions for them that helped... But if I recall don't anymore. Cruisers and Dreads are normally where it is 'at', stations if you have pres to lose. Destroyers are only good in groups or two or three if you are going to try to pick off a dread.

But atm the ratio is each ship raise is 1/3 stronger then the last. Around, I believe. However, a Cruiser can pick off a dread or a Dessy can too if you know what you are doing and avoid getting close combat with them. But most people do not, and a dessy cannot stand one or two alphas from a dread from close combat. The doomsday device are probably each races special weapon, ION CANNON for example, I believe those were changed to be less effective but they still do hurt dessys and scouts very bad, cruisers and up do take damage but there easy to avoid if you move about, but I am not sure on those still, probably do need to be reduced even still.

But yeah I would most likely end up scaling everything over again aka redoing all the ships Wink

And yes it does use the 2D plane which is nice. Simplistic anyways.
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Weylin
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« Reply #17 on: September 06, 2010, 04:34:19 AM »

I hope you guys are still considering this as it makes large ships take much much less memory as the image angle and other effects are done on the fly.

More processor intensive, but less memory used.

It also allowes for smooth and precise rotation, and rotation speeds don't have to be doubled or halved for each stage (ie 1 2 4 8 16 32)
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« Reply #18 on: September 06, 2010, 04:44:48 AM »

Mainly I think with anti-aliasing it would smooth, otherwise you might have issues with it. Mainly right now this isn't included for the reasons of lightning and such, but I do want to actually add 3D models in general, because you can then have dynamic lighting and such too.

ATM, the ships have a glow effect when turning, so the ships become kind of dark/light. It looks rather nice anyways, and you don't need anti-alias to have a smooth ship as the renderer does the 'smoothness' in the rendering of the actual image.  I'm not saying this isn't going to be done, I'm sure it will be something I'd like to study/read up on when we get a nice 2.0 going but it's not the main focus yet to beautify the way images work 100%. I have big plans for it though.
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