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-- got my fighter beams to work (http://volitionwatch.papageorgefamily/vwbb/showthread.php?threadid=6645)


Posted by CptWhite on 07-07-2002 10:42 PM:

this sounds like a possible source code project where you can add a "tile repeat length" value to the weapons entry for beams, how hard does that sound bob ?

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Posted by CptWhite on 07-07-2002 10:42 PM:

this sounds like a possible source code project where you can add a "tile repeat length" value to the weapons entry for beams, how hard does that sound bob ?

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[url=http://freespace.volitionwatch.com/babylon]The Babylon Project[/url]: Currently designing nebula / planets and adding smoothing in all the right places ;)

[url=http://www.b5mods.com]Great Wars - Homeworld[/url]


Posted by -Norbert- on 07-08-2002 08:17 AM:

And whats about dislinking the weapons?
Would that be possible, so the Nial fires like in the show?


Posted by -Norbert- on 07-08-2002 08:17 AM:

And whats about dislinking the weapons?
Would that be possible, so the Nial fires like in the show?


Posted by Prophet on 07-08-2002 11:29 AM:

Bobbau is working on it. See the very first post... Aparently with no succes. Or then he is just evil and is hiding his procress and enjoying spectacular firefights on his own...

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Posted by Bobboau on 07-09-2002 03:33 AM:

oh, I havn't goten it to work with my copy of TBP very well so I was spending more time on bug hunting the bugs that are causing crashes and stuff, but I guess I could take a break and to some "fun" coding

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Posted by Bobboau on 07-09-2002 03:33 AM:

oh, I havn't goten it to work with my copy of TBP very well so I was spending more time on bug hunting the bugs that are causing crashes and stuff, but I guess I could take a break and to some "fun" coding

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Posted by Bobboau on 07-09-2002 04:45 AM:

[url=http://freespace.volitionwatch.com/blackwater/FS3tbp.zip]there[/url]
specal build- fighter beams cycle once every .1 seconds from one point to the next, just a simple test to see if this code would work in the final version it'll be controled by a flag or some other table value and will work on normal primarys as well

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Posted by Bobboau on 07-09-2002 04:45 AM:

[url=http://freespace.volitionwatch.com/blackwater/FS3tbp.zip]there[/url]
specal build- fighter beams cycle once every .1 seconds from one point to the next, just a simple test to see if this code would work in the final version it'll be controled by a flag or some other table value and will work on normal primarys as well

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Bobboau, bringing you products that work ......... In theory


Posted by IceFire on 07-09-2002 01:41 PM:

Cool stuff Bobboau. That would be invaluable....not only in letting us fire double barreled turrets at the same time...but also with the beams and a variety of effects.

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Posted by BabProj Team on 07-09-2002 01:41 PM:

Cool stuff Bobboau. That would be invaluable....not only in letting us fire double barreled turrets at the same time...but also with the beams and a variety of effects.

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Posted by pera on 07-09-2002 02:11 PM:

quote:
Originally posted by Bobboau
[url=http://freespace.volitionwatch.com/blackwater/FS3tbp.zip]there[/url]
specal build- fighter beams cycle once every .1 seconds from one point to the next, just a simple test to see if this code would work in the final version it'll be controled by a flag or some other table value and will work on normal primarys as well



It crashes all the time, with modified tables it doesn't even start.


Posted by pera on 07-09-2002 02:11 PM:

quote:
Originally posted by Bobboau
[url=http://freespace.volitionwatch.com/blackwater/FS3tbp.zip]there[/url]
specal build- fighter beams cycle once every .1 seconds from one point to the next, just a simple test to see if this code would work in the final version it'll be controled by a flag or some other table value and will work on normal primarys as well



It crashes all the time, with modified tables it doesn't even start.


Posted by Bobboau on 07-09-2002 03:19 PM:

it works with the origonal files for me, but not with most mods

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Posted by pera on 07-09-2002 04:00 PM:

quote:
Originally posted by Bobboau
it works with the origonal files for me, but not with most mods


For me it doesn't work even with the original files. the mouse moves slowly as hell in the main menu, and then it crasher after a few seconds.

Edit: Now I got them to work, and they look awesome! Great work Bob!


Posted by pera on 07-09-2002 04:00 PM:

quote:
Originally posted by Bobboau
it works with the origonal files for me, but not with most mods


For me it doesn't work even with the original files. the mouse moves slowly as hell in the main menu, and then it crasher after a few seconds.

Edit: Now I got them to work, and they look awesome! Great work Bob!


Posted by Mewgen1 on 07-11-2002 01:12 AM:

Does anybody have the .tbl files that make the Nuetron guns into these beams?

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Posted by Mewgen1 on 07-11-2002 01:12 AM:

Does anybody have the .tbl files that make the Nuetron guns into these beams?

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Understanding is a three edged sword: your side, there side, and the truth.
-Cap. John Sheridan

Where ever you go there you are.

There will be an answer. Let it be.- John Lenon


Posted by Bobboau on 07-16-2002 08:09 AM:

I fixed the crashing with capships bug in the non-TBP build

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Posted by redmenace7 on 07-19-2002 12:00 PM:

I get this error message when I try to install the the beam weapon addon.
Error: Error parsing 'rank.tbl'
Error code = 5.

File:\Games\projects\freespace2_public\code\Stat
s\Scoring.cpp
Line: 226

Call stack:
------------------------------------------------------------------
FS3.EXE 00424d72()
FS3.EXE 0042ae84()
FS3.EXE 0042af9c()
FS3.EXE 005e599e()
KERNEL32.DLL bff7b9e4()
KERNEL32.DLL bff7b896()
KERNEL32.DLL bff7a24f()
------------------------------------------------------------------


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