Planet Descent
From the Front Page => Picture of the Day => Topic started by: Sapphirus on December 15, 2011, 06:37:38 PM
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*exclusively for Garry's Mod only*
(http://www.planetdescent.net/index.php?action=dlattach;topic=949.0;attach=1098;image) (http://www.planetdescent.net/index.php?action=dlattach;topic=949.0;attach=1098;image)
http://www.garrysmod.org/downloads/?a=view&id=127082 (http://www.garrysmod.org/downloads/?a=view&id=127082)
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DOWNLOADED. THANK YOU SO MUCH!
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But unfortunitely the GX prop is a size of a freakin' toy. Needs to be more in-scale
EDIT: Image attached (POTD moment, anyone?)
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seeing as we have had the last one since August... Yes! :o
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Speaking of the POTD, I've been meaning to submit some...
Now if only I could remember where I stuck the darn files... :P
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I edited the title and description for good measures as a POTD
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What platform is that city background? D3?
EDIT: Figured it out... it's Descent Freespace
http://www.facepunch.com/threads/1147936 (http://www.facepunch.com/threads/1147936)
I was reading that forum he originally posted the mod in, and they were rating it as dumb. WTH?! I think it's superb, but I don't know how Freespacers are.
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I don't get it. All I know is, Descent and FreeSpace are not the same. FreeSpace, when I had windows, was fun.
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And it gets better!
Pilotable Descent Pyro-GX and Pyro-GL Ships (WIP) (http://www.youtube.com/watch?v=DgyW-nSeizE#ws)
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Well, that's different.
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I enjoyed the ending of that one. Even chuckled a bit.
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The flight physics in that look very weird. I'm not sure if I'd want to play a 6DOF game like that, as the way the ship moves and turns feels binary in nature (you're either turning or your not). I guess I could probably get used to it in time though.
I wonder if that's a limit of Source or just the implementation of flight being used, heh.
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Wait, 6DoF is possible on Source?!?
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You mean you've never heard of Eternal Silence?
Eternal Silence (http://www.youtube.com/watch?v=e2JLlgE4Tlk#ws)
It almost has 6DoF. You can slide the fighter, but only in one sliding direction at once. So you can technically bichord, but you don't get any speed bonuses.
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That's not too bad, actually. I was expecting the flight to be a lot more...I dunno how to describe it...rigid, I guess. But no, it seemed very smooth and versatile. But I will have to concede that something about the motions seemed off, and for some weird reason, it started to hurt my head watching it, something that has never happened in watching 6DoF flights before. It might be a frame-rate thing, I dunno.
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Well I never heard of Eternal Silence so I Googled it and found a site where it says it is free to play on steam. But now I can't log in to steam as my e-mail was @prepare4descent.net which doesn't work anymore. grrr...
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Thanks for showcasing my model! :D
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We are very happy to have it... and you, of course... here.
Welcome to Planet Descent!
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The flight physics in that look very weird. I'm not sure if I'd want to play a 6DOF game like that, as the way the ship moves and turns feels binary in nature (you're either turning or your not). I guess I could probably get used to it in time though.
I wonder if that's a limit of Source or just the implementation of flight being used, heh.
Not Source's fault. The ship was a proof of concept I made that I was going to eventually turn into a gamemode and what have you, but it fell to the wayside and now the code's pretty terrible. At the time, I didn't really know how to make the movement smooth and now I don't really want to touch it as it is right now.
I'm planning on remaking the entire thing from scratch as a modular 6dof ship base instead of just plain Descent ships once GMod 13 ships and I don't have to worry about dodging Garry's code changes. Since prediction on entities in GMod is pretty much impossible, I'm going to manipulate the player entity instead and just change the player's collision hull size and hitbox size to match whatever ship they're currently using. Ships will be built with clientside props and I'll make a system so people can create their own designs and add them easily. Same goes for weapon types. For the HUD, I'll probably use simple gradients for most of the base ships to minimize the screen confetti and make it so each ship can have its own customized HUD, so the Pyros will still have their own respective HUDs whenever you're using them.
..that being said, hello PlanetDescent!