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Ensign
Join Date: Dec 2012
Posts: 17
Quote:
Originally Posted by maxvitor View Post
This has been asked for before and apparently it's beyond the game engine's capability.
I get confused when people use certain words which actually indicate they don't know.
I've been developing and programming for 43 years. Actually, the game engine seems quite capable. Outside the # of polygon limits, there seems little limit to the exterior shape of an object within the engine in sector space (rendering bridge space "inside" the ship may be another story, think of the ship like a building, instead of a person, I may be new to the game; but, I've seen the polygons inside myself a few too many times already. The exterior view of an object in space is defined, by pov and distance to the object and its 3D shape, and at a certain distance a simple 2D raster image on a backplane, your monitor; the moon is a rather large one (up close). It's all a matter of scaling, and defining boundries. 3D boundries by the engine are not defined until needed or at a certain distance. The interior is not resolved unless the surface is something like glass (which is technically invisible to rendering the POV andd adding "glass effect"). I've seen this 3D environment divided in many unique and creative ways. The ships external viewport, from the bridge perspective can be a 2D window render from a standard POV, or a controlled static camera POV; better yet, tie it to a navigation console which provides sector viewing which is the current in game prespective without a bridge.
The bridge itself could be located in a properly scaled version of sector space unviewable from sector space (anyone explored the boundries of sector space), one can probably transition to anything the developers conceive. If the bridge is too large to be scaled in local POV sector space, it can be anywhere. Chosing the bridge POV simply acts a change of POV, with the Fore screen view being a small 2D raster imaging, of the 3D Ship's POV, in Sector space, no biggie.
Each station could access the various keybind commands related to RPG space. or the pop-up windows which handles various aspects of ship operations. You'd be basically a flying building in space that looks like a scaled ship when viewed externally. Many options too numerous to mention here, but no additional mapping space would be needed.
Quote:
Originally Posted by maxvitor View Post
Remember that your bridge is a discrete "ground" map with your character's costume as an officer in uniform, in space the map is the sector you are in and your character's costume is the ship itself. In order to have control of the ship in space while on the bridge would require 2 maps running simultaneously, literally 2 overlapping instances of the game client running at the same time.
From what I said, your statement is a non-sequitaur, it is a lot more than what you just said. It's obvious the game can render from many POV's. Basically the Bridge space would be a, non-viewable from any Ship's POV, sector space. But, to visualize that space, imagine you weren't restricted by distance to see that space.. you might, if you flew to the right place in Sector space, and the developers didn't hide it, fly your ship into your Bridge at scale in Sector space (which may be much larger). Since I'm not aware of the engines physical virtual rendering limitations, nor exactly "how much" space is available", I'm not sure of the scaling differences and therefore how much "space" a bridge would actually need. But, based on your statement, I'm presuming having "real" ships (buildings) in space, which contains rooms, are not practical.... presuming.


Quote:
Originally Posted by daveyny View Post
Most likely, as far as They are concerned, there isn't enough demand for Bridge View Navigation...
I don't know from what information you base this statement. They may have other totally unrelated reasons. Like working out all the bugs in the existing version. That's always a wise choice, and in my short experience with this game, there is certainly plenty to do in the bugs area. One would prefer no bugs; but, issues do crop up and they're obviously committed more to expanding 'known' space, which players at high levels would certainly demand.

Quote:
Originally Posted by daveyny View Post
Most players enjoy flying their ship from sector to sector as is.
Again, I don't know your source. To be safe, say 'many' not 'most'. In the short play time I've had, the lack of bridge experience has been one of the most detracting aspects of the immersion. Though, those flaws haven't kept this game space and the immersion from entering my dream world. Playing this, and watching the various episodes from ST, STTNG, Voyage, etc. has provided some interesting dream time, certainly the line blurs when I sleep which is a testimonial of the immersion of this game.

Quote:
Originally Posted by daveyny View Post
And it has been stated many, Many times by the DStahl, that the game was designed from the outset to function in this manner...
And again, as a programmer, this is not a reason, it's an excuse. My current experience says that Sector space is actually mostly empty, has very little to render, and is actually a very under utilized part of the game, with respect to what can be done there. Very little computational use of the engine is made.
If indeed one's ship is merely the size of a character, or a little larger or smaller in sector space. One technique is to set aside a small section of 3d grid space, unaccessible by ship, within sector space, and it becomes a static upscale of the interior of a ship, say the largest needed in space. Since all this map space is located in my computer anyway, it's nothing for the engine to populate this based on local parameters. This space becomes a navagable room which represents the interior of one's ship. Moving into this space to interact, is no different than you showing up in mission space with interactive object, only these are permanely defined in the local computers sector space. Anyone interested in the details of how exactly this is done can contact me; otherwise, this could get real boring, real fast as my experience shows me, no one wants to know how the thing works, they just want to use it. Disagree with me at *that* level, not through assumptions.

Quote:
Originally Posted by daveyny View Post
It Is NOT in Their interests to go back to the drawing board to change this.
That's questionable as the changes I suggest vary little from copying pieces of code from already existing modules and templates vs the time and energy to create a new episodes. Plus it *would* provide additional missions playground space. Like an PvE episode based solely on the ship, and it's holodeck, etc. Mission space, so far, appears extremely small, and with plenty of room for a scale ship in it as part of the mission.

Quote:
Originally Posted by daveyny View Post
If They don't see a profit in it..., it's probable that it won't be done.
Ironically, this may be true... and if so, it's unfortuante if they've moved from creating the Star Trek vision, and immersion to being purely profit motivated; and since they keep working on making the immersion part of the game (at least at these lower levels, like I'm playing now), this becomes questionable also. I suspect that one of the main draws of the game is immersion, and in that case... it's profitable to not lose site of that goal. This would be a welcome addition, no matter how much many will accept *not* having a Bridge POV aspect of the game.
To end, I'm still playing tutorials, I've already had the lack of bridge, the subject of this thread, interefere with immersion, as well as a few bugs, and lack of thourough or a coherent source of information on game play. If I quit, it will because, as a programmer, I have little tolerance for easily fixed oversites and can quickly become overloaded with errors and bugs in the system as they become glaring flaws. With little or no recourse, as suggesed by others in this forum... like (hello? are the developers listening), and getting no response. I prefer a place where good advice, and those who appreaciate a player with high level programming experience giving away detailed and targeted information on what goes wrong. Let's just say, I've yet to see a 'null' pointer error in this game; and if I do... bye bye; because they seldom get repaired (for obvious reasons), and the reason it exists in the first place, usually means there will be more until the game falls apart.

Nuff said. My three cents worth.