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Posted by pera on 10-26-2001 07:28 PM:

Question Why wasn't yellow jumppoint used?

Your mod has the yellow jump out jumppoint as the special warpmap, if you included it, then why didn't you use it. It could have been used at least when jumping out of a jumpgate, and it would also be possible to make an invisible "knossos" to use in missions without a jumpgate.

Even if the team doesn't use it I suggest that individual mission makers at least try it out.


Posted by IceFire on 10-26-2001 07:30 PM:

By all means, give it a try. I did. It worked about as reliably as a chicken that flys.

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Posted by pera on 10-26-2001 07:32 PM:

quote:
Originally posted by IceFire
By all means, give it a try. I did. It worked about as reliably as a chicken that flys.


Ok, sometimes it takes a while to make it work, but i've always managed to do it. And because delays haven't been a problem for you earlier, i wonder why you didn't do it.


Posted by IceFire on 10-26-2001 07:37 PM:

No seriously, this is a buggy element of FreeSpace 2. It does not work all of the time, in all cases, or very well at all.

Again, give it a try, go for it, its why we provided it.

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Posted by FSF Ashrak on 10-26-2001 08:22 PM:

btw cant u make a jump point as in real babylon 5 this one currently is flat but babylon 5 jump point was like a tunnel going forward

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Posted by pera on 10-26-2001 08:22 PM:

Even I can tell you that that is impossible.


Posted by FSF Ashrak on 10-26-2001 08:27 PM:

and why is that im just curious

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Posted by -Tal- on 10-26-2001 08:37 PM:

quote:
Originally posted by FSF Ashrak
btw cant u make a jump point as in real babylon 5 this one currently is flat but babylon 5 jump point was like a tunnel going forward
B5 jump points were flat like in the mod. Well, at least Crusade jump points were. You can see it in at least one Crusade episode when the Excalibur jumps in the hyperspace if I remember correctly (a side view).


Posted by pera on 10-26-2001 08:45 PM:

quote:
Originally posted by -Tal-
B5 jump points were flat like in the mod. Well, at least Crusade jump points were. You can see it in at least one Crusade episode when the Excalibur jumps in the hyperspace if I remember correctly (a side view).


I checked the beginning of Shadow Dancing, and the jumppoint was clearly flat. It only looks like a tunnel when you look it from the front, or partly inside it.


Posted by FSF Ashrak on 10-26-2001 08:54 PM:

well right now it dosent look like a tunnel from front and the jump points r not flat i know this 4 sertain

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Posted by MCO Strife on 10-26-2001 10:38 PM:

in A call to arms it shows you jump points are flat when the victory and excalibur enter hyperspace side by side, I think it's just after they "borrow" them

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Posted by Sigma957 on 10-26-2001 11:15 PM:

As it should be because you are opening up a vortex to hyperspace which can't really be seen side on in normal space...

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Posted by hezie99 on 10-26-2001 11:46 PM:

you are quite correct in a call to arms when they are fleeing the drakh horde into hyperspace the jumpoint is flat from the side view. its just before they set course for earth space if those who disagree want to check it.


Posted by IceFire on 10-27-2001 03:03 AM:

Very interesting effect definately. Yes, I remember the exact effect in A Call to Arms (I watched recently) and thinking how close that effect actually was to ours. I really want to have the ACTA jumppoint in the game sometime.

The tunnel effect is you seeing into hyperspace, or rather the orientation and the distortion of hyperspace indenting on realspace (and vice versa).

Why are our jumpoints flat? Because the model is hardcoded. Simple. Done. Period.

We can't change it without source code.

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Posted by Edwin on 10-27-2001 03:35 AM:

quote:
Originally posted by -Tal-
B5 jump points were flat like in the mod. Well, at least Crusade jump points were. You can see it in at least one Crusade episode when the Excalibur jumps in the hyperspace if I remember correctly (a side view).


In A Call to Arms there was also a side veiw of the Victory and the Excalibur jumping out to escape the Drakh fleet. it apears flat from the side. but from the front it apears to stretch on into infinity. now THAT would be cool to include in the MOD.

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Posted by Chaucer on 10-28-2001 04:11 AM:

Unfourtnatly, it's a limitation we can't address right now...to alter the percieved depth of something like that means we'd have to figure out a way to deform the geometry of the subspace node effect, which to the best of my knowledge is not possible. Sorry mate, we're working with duct tape and bailing wire here...but if you can get us some source code, or if Volition decides we're worthy of getting some suppore, we'll do what we can


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Posted by IceFire on 10-28-2001 02:10 PM:

Just so you all know, Dave Baranec, who was lead programmer on FS2 and serveral other Volition projects, would give us the source code in a second if he could.

The problem is that Interplay has the rights so the game so they decide yes, no, stay the hell away from us.

So when the dust settles from Interplays buyover, we'll see what happens.

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Posted by FSF Ashrak on 10-28-2001 03:23 PM:

well get the code and tell interplay that u cracked the code so what will they do NOTHING

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Posted by IceFire on 10-28-2001 06:07 PM:

Umm....thats not at all how it works. Technically or legally.

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Posted by FSF Ashrak on 10-28-2001 06:15 PM:

who said anything about legal

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