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Space Quake: Source
Modding the Source engine to make a pure Newtonian physics multiplayer space sim mainly just for some practice in C++ (progress will be slow). It'll just be a proof of concept, at first (just black skybox+headcrab canisters for space ships) if I can get it working... then I could consult you guys for ideas and dig up some modeling/texturing friends if it's kinda cool. Anyways, thought you guys might be interested, shout if any of you think you might provide some advice on Source modding at all (currently thinking about how to make the space ship ent).
Oh yeah, on top of pure newtonian physics (or as pure as it gets in a 0g frictionless version of Source physics) I'll prolly wanna fix stuff like sound in space 'n all that... that'll be pretty cool.
Oh yeah, on top of pure newtonian physics (or as pure as it gets in a 0g frictionless version of Source physics) I'll prolly wanna fix stuff like sound in space 'n all that... that'll be pretty cool.
Eternal Silence, have you heard of it?
But good luck nonetheless.
But good luck nonetheless.
Eh, I've seen it pop up in my google searches. From the looks of it it seems to use primarily an atmospheric mode of flight. My experiment here is to see what would happen if I took the ship controls of VO and stuck it in pure physics engine... and also get practice in C++. The hardest bit I'm running into is just finding out where things are and what things do in this mess, HL2 doesn't have an API reference of any kind!
Wasn't there a Space Sim once? It had a learning curve like a brick wall...
Try FreeSpace:Source Code Project with mediaVPS 3.6.10 or better. Check wikipedia
or
check the Official FreeSpace Source Code Project website and remaining external refs on wikipedia for FS2:SCP
And its learning curve is smoothned with 'airplanes in space' mode or choose physics mode / glide.
And now I am dreaming of FS2:SCP+mediaVPS visual running over NAOS VO's engine... WOW
or
check the Official FreeSpace Source Code Project website and remaining external refs on wikipedia for FS2:SCP
And its learning curve is smoothned with 'airplanes in space' mode or choose physics mode / glide.
And now I am dreaming of FS2:SCP+mediaVPS visual running over NAOS VO's engine... WOW
Fuck no. I'm coding for the Source engine, now get outta here.
gl, ShankTank! I would help, but I am bad coder..
But I think I can help you with some textures, so post requests here!
But I think I can help you with some textures, so post requests here!
check out the independance war series, the physics engine in them is really really good, they don't take weapons into account. But they seem to be relitivly small compared to the ships anyway.