[Official] Behind the scenes

General discussions about X Rebirth.

Moderator: Moderators for English X Forum

Sparky Sparkycorp
Moderator (English)
Moderator (English)
Posts: 8074
Joined: Tue, 30. Mar 04, 12:28
x4

Post by Sparky Sparkycorp »

All bigger flames, eh? Sounds like Radiant Heaven just got crispy :)
linolafett
EGOSOFT
EGOSOFT
Posts: 3544
Joined: Mon, 26. Mar 12, 14:57
x4

Post by linolafett »

Sparky Sparkycorp wrote:All bigger flames, eh? Sounds like Radiant Heaven just got crispy :)
Bingo :P
Artean
Posts: 1117
Joined: Tue, 14. Feb 06, 17:41
x4

Post by Artean »

Great additions, Lino! But where's our flame thrower?
"In the beginning the Universe was created. This has made a lot of people very angry and has been widely regarded as a bad move." - D.N.A
User avatar
Ketraar
EGOSOFT
EGOSOFT
Posts: 12102
Joined: Fri, 21. May 04, 17:15
x4

Post by Ketraar »

Artean wrote:Great additions, Lino! But where's our flame thrower?
Built-in a guitar that powers your ship. :P

MFG

Ketraar
User avatar
PilotsBallad
Posts: 231
Joined: Thu, 18. Dec 14, 20:51
x4

Post by PilotsBallad »

linolafett wrote:A nice little feature was added for us artists to play around with: Damage areas.

We can now define hitboxes in which all objects recieve damage.
I added to all (big enough) engines damage areas. When you see an engineflame and fly into it, you recieve constant damage. It will kill you if you do not move away in a certain amount of time.
When a ship is stopped and the engines are off, you do not recieve damage of course.

[ external image ]

The hitbox for the damage area is marked in green.

I also added damage areas to all bigger flames visible in the game. If you see fire, do not fly trough it anymore or at least, do it quick! ;)
Wow, very nice! I can see how this will change combat and especially boarding quite a bit.

I might answer my own question, but here I go anyway: seeing as you state that all objects receive damage
from the flames, will that include boarding pods? It would make it very difficult to avoid casualties
if that is going to be the case.
User avatar
BigBANGtheory
Posts: 3180
Joined: Sun, 23. Oct 05, 12:13
x4

Post by BigBANGtheory »

Can you make the wrecks break up? The capitalship explosions are very good but the remaining wreck doesnt really look right in its complete form.
linolafett
EGOSOFT
EGOSOFT
Posts: 3544
Joined: Mon, 26. Mar 12, 14:57
x4

Post by linolafett »

It will destroy boarding pods in a blink of an eye! Hack the ship to disable it from moving or just destroy the engines.

EDIT:
BigBANGtheory wrote:Can you make the wrecks break up? The capitalship explosions are very good but the remaining wreck doesnt really look right in its complete form.
No i cant. The game uses the LOD0 as collision mesh. We just replace the visual mesh with the wreck, therefore the geometry can not vastly differ from this LOD0.
User avatar
PilotsBallad
Posts: 231
Joined: Thu, 18. Dec 14, 20:51
x4

Post by PilotsBallad »

linolafett wrote:It will destroy boarding pods in a blink of an eye! Hack the ship to disable it from moving or just destroy the engines.
Oh boy, I'll have to increase the pay for my cannon fodder then ... will destroyed turrets also trigger damage?
strude
Posts: 1471
Joined: Wed, 3. Aug 05, 08:15
x4

Post by strude »

linolafett wrote:... or just destroy the engines.
Don't the engines (and jump drive) need to be destroyed before boarding pods will launch anyway?
Gaming PC: Gigabyte H270M-D3H | i7 7700 | 16Gb DDR4 | Gigabyte GTX1060 6Gb OC | Asus Xonar DGX | Window 10 Home 64bit | Samsung 256Gb SSD
linolafett
EGOSOFT
EGOSOFT
Posts: 3544
Joined: Mon, 26. Mar 12, 14:57
x4

Post by linolafett »

Destroyed surface elements will not have a damagearea, so that is save :)
Sparky Sparkycorp
Moderator (English)
Moderator (English)
Posts: 8074
Joined: Tue, 30. Mar 04, 12:28
x4

Post by Sparky Sparkycorp »

strude wrote:
linolafett wrote:... or just destroy the engines.
Don't the engines (and jump drive) need to be destroyed before boarding pods will launch anyway?
That's what I was thinking too. Unless an Engineer happens to repair a historically damaged engine just after the pods launch, the target's engines should not be alive while pods are in flight. The engine's of other capitals could potentially be alive and close by however.
DJ0JJ
Posts: 68
Joined: Wed, 13. Jan 10, 19:18
x4

Post by DJ0JJ »

A little offtopic question here but where I can get the song of the Teladi Outpost intro?
I saw it on youtube but downloading audio from youtube its not good.
User avatar
Tamina
Moderator (Deutsch)
Moderator (Deutsch)
Posts: 4619
Joined: Sun, 26. Jan 14, 09:56

Post by Tamina »

Sparky Sparkycorp wrote:
strude wrote:
linolafett wrote:... or just destroy the engines.
Don't the engines (and jump drive) need to be destroyed before boarding pods will launch anyway?
That's what I was thinking too. Unless an Engineer happens to repair a historically damaged engine just after the pods launch, the target's engines should not be alive while pods are in flight. The engine's of other capitals could potentially be alive and close by however.
Imagine you just launched your pods, they try to land und suddenly another capital ship boosts through the ship (as it happens sometimes with pathfinding currently) and all your pods are crushed. :lol:

Anyways, small addition with a neat small positive gameplay effect :)
Maybe besides boarding and making fire a little bit more immersive this can be used interestingly in other areas, too.

Code: Select all

Und wenn ein Forenbösewicht, was Ungezogenes spricht, dann hol' ich meinen Kaktus und der sticht sticht sticht.
  /l、 
゙(゚、 。 7 
 l、゙ ~ヽ   / 
 じしf_, )ノ 
User avatar
PilotsBallad
Posts: 231
Joined: Thu, 18. Dec 14, 20:51
x4

Post by PilotsBallad »

linolafett wrote:Destroyed surface elements will not have a damagearea, so that is save :)
Thanks for saving the life of my crew before they even engaged the enemy. :D
DJ0JJ wrote:A little offtopic question here but where I can get the song of the Teladi Outpost intro?
I saw it on youtube but downloading audio from youtube its not good.
You can extract the audio file directly from your game with the official X Rebirth Modding Tools.
Open the Catalog Tool and import the ext_01.cat. You can find the catalog file here:

Code: Select all

{your game directory}\extensions\ego_dlc_teladi_outpost\
It should contain six .xwma files, which are the tracks that were added with the Teladi Outpost DLC.
Most music players can't read these files, so you might want to look up how you can convert it to the .wav format.
User avatar
MegaJohnny
Posts: 2234
Joined: Wed, 4. Jun 08, 22:30
x4

Post by MegaJohnny »

If this comes in a patch I hope someone makes a melee weapon for the Skunk. :D
A5PECT
Posts: 6190
Joined: Sun, 3. Sep 06, 02:31
x4

Post by A5PECT »

linolafett wrote:It will destroy boarding pods in a blink of an eye! Hack the ship to disable it from moving or just destroy the engines.

EDIT:
BigBANGtheory wrote:Can you make the wrecks break up? The capitalship explosions are very good but the remaining wreck doesnt really look right in its complete form.
No i cant. The game uses the LOD0 as collision mesh. We just replace the visual mesh with the wreck, therefore the geometry can not vastly differ from this LOD0.

I agree with BigBANGtheory that the current wrecks are a little too close to the undamaged model. Maybe keep the same general shape of the ship, but remove large(r) chunks from it? There are already sizable pieces of hull that fly off as part of the explosion effect; I'd expect them to have come somewhere on the ship.

I'd be okay if you have to fudge things, and large craters and holes in the visual model aren't reflected in collisions.
User avatar
Aken_Bosch
Moderator (Italiano)
Moderator (Italiano)
Posts: 4488
Joined: Wed, 29. Jun 05, 17:05
x4

Post by Aken_Bosch »

Veeery nice, something sorely missed in the flight/fight mechanics (for me at least) :)

Just a thing I'd like to ask...aside from the damage received, would it be possible to also have some clear visual/audio clue? I'm thinking about some shuddering of the cockpit (if it could be more or less pronounced depending on the distance from the exhausts it would be great), accompanied by the usual creaking/metallic sounds, a text notification or even better Betty's warning about engine wash...

I'm mostly thinkin about how the engine wash was implemented in the good old Freespace (also, chipping away directly the hull together with shields), back there you really had to worry if you happened to get in the way of some capital engine in the middle of a fight!
Sparky Sparkycorp
Moderator (English)
Moderator (English)
Posts: 8074
Joined: Tue, 30. Mar 04, 12:28
x4

Post by Sparky Sparkycorp »

I think Egosoft ill have seen it but for related ideas, there is the MIS: Hot Engines mod.

http://forum.egosoft.com/viewtopic.php?t=367766
User avatar
Gligli
Posts: 1026
Joined: Fri, 2. Nov 07, 14:11
x3ap

Post by Gligli »

What about exploding vessels? I' didn't make explode one recently :) And I never could figure out if the radius damage (when Isha ask to leave quickly) did never affect me at that time.
On se rend vers la connaissance avec circonspection.
c.a.d, avec un immense respect et la peur au ventre.
A5PECT
Posts: 6190
Joined: Sun, 3. Sep 06, 02:31
x4

Post by A5PECT »

Capital ship explosions do deal damage; the damage radius is just very small compared to the visual explosion effect.

I don't think I've ever been caught in one since they're so easy to avoid. But I've seen many NPC fighters destroyed by large ships detonating themselves.

Curiously enough, containers dropped by capitals are released the moment its hull reaches zero, and before the explosion takes place. Yet those containers never seem to be destroyed by the blast. I'm guessing that's intentional otherwise it'd confuse and frustrate players.

Return to “X Rebirth Universe”