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- The Babylon Project (http://volitionwatch.papageorgefamily/vwbb/forumdisplay.php?forumid=16)
-- new fighter beam code (http://volitionwatch.papageorgefamily/vwbb/showthread.php?threadid=9707)


Posted by Col. Fishguts on 04-16-2004 11:56 AM:

Ah yes...it was just underpowered....damage 1500 is fun

As for the glow, where is defined how big it appears in-game ?
Somewhere in the table, or does it just need a pcx with a smaller glow (small compared to the current) ?

And how does the MissFactor work ?

"+Miss Factor: 0.5 0.7 0.9 1.1 1.3"

EDIT: About the debate glow or no-glow....I dug out my DVDs...et voilĂ_:


I fiddled around in Photoshop to recreate this and came up with this:

__________________
"Imagine the Creator as a stand up comedian - and at once the world becomes explicable." -H. L. Mencken


Posted by Col. Fishguts on 04-16-2004 07:57 PM:

...and in-game:



The multiple lens glare rings have something to do with the way it's rendered I guess.....but I like it anyway. If you want it, grab the zip with the effect, necessary map and altered table [url=http://n.ethz.ch/student/ebuerli/download/nialbeam.zip] here[/url]

The table has a damage value of 140 for the neutron beam, which I find "balanced", I played through the R1 campaign and....well all missions are possible to complete......but ph3@r the Nial!!!11111oneone

Enjoy !

EDIT: OK, might nitpicking....but it would be nice, if the fighterbeams had a force feedback effect, like the other primaries.

__________________
"Imagine the Creator as a stand up comedian - and at once the world becomes explicable." -H. L. Mencken


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