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- The Babylon Project (http://volitionwatch.papageorgefamily/vwbb/forumdisplay.php?forumid=16)
-- when do we get to fly a nial? (http://volitionwatch.papageorgefamily/vwbb/showthread.php?threadid=8368)
Yup...thats the plan. Probably smoother and whatnot...
Still trying to master the beam tile effect too. So far I've not gotten it to do anything really nice looking yet. You may or may not see it in time for R2's release but I will do it up for a patch most definately.
__________________
- IceFire
Volition Watch Project Manager
[url=http://www.volitionwatch.com]Volition Watch[/url], [url=http://freespace.volitionwatch.com/blackwater]BlackWater Operations[/url], [url=http://freespace.volitionwatch.com/babylon]The Babylon Project[/url], [url=http://terra.sourceforge.net]Machina Terra[/url], [url=http://www.3dap.com/hlp/hosted/ott/]Over The Top[/url]
for those whom may care 
[url=http://freespace.volitionwatch.com/blackwater/fs2_open.zip]this[/url] is an unoffical 3.5 relese build, when combind with the old TBP_open upgarde I made a while back, it will have all the frills you could ever want,
I have spent a good two weeks giveing the fighter beam code a thurough, work down, to my knowledge there is _no_ bug that has survived and every feature (the ones I can remember, try and remind me
) that the TBP team has requested has been added, and a bit of new functionality/eyecandy has been added
I'm going to make an updated version of TBP_open for this,
would anyone be upset if I gave the aurora fighter a set of 42mm plasma cannons to demonstrate the bank specific loadout?
if you would want to realy help out play and try to find bugs, this is a relese build so it should not be a finiky
mkay, [url=http://freespace.volitionwatch.com/blackwater/TBP_open.zip]here[/url] is the afore mentioned TBP_open, unzip the first file I directed you to into you're FS2 root folder, then unzip the second folder into ether you're root or you're data directory were you're TBP files are stored, you must be up to date
(note you should delete or rename the warp.pof in the first zip if you don't overwrite it, there must ba a warp model)
remember, glow maps, fighter beams 
__________________
Bobboau, bringing you products that work ......... In theory
for those whom may care 
[url=http://freespace.volitionwatch.com/blackwater/fs2_open.zip]this[/url] is an unoffical 3.5 relese build, when combind with the old TBP_open upgarde I made a while back, it will have all the frills you could ever want,
I have spent a good two weeks giveing the fighter beam code a thurough, work down, to my knowledge there is _no_ bug that has survived and every feature (the ones I can remember, try and remind me
) that the TBP team has requested has been added, and a bit of new functionality/eyecandy has been added
I'm going to make an updated version of TBP_open for this,
would anyone be upset if I gave the aurora fighter a set of 42mm plasma cannons to demonstrate the bank specific loadout?
if you would want to realy help out play and try to find bugs, this is a relese build so it should not be a finiky
mkay, [url=http://freespace.volitionwatch.com/blackwater/TBP_open.zip]here[/url] is the afore mentioned TBP_open, unzip the first file I directed you to into you're FS2 root folder, then unzip the second folder into ether you're root or you're data directory were you're TBP files are stored, you must be up to date
(note you should delete or rename the warp.pof in the first zip if you don't overwrite it, there must ba a warp model)
remember, glow maps, fighter beams 
__________________
Bobboau, bringing you products that work ......... In theory
OOO!
Sounds like we could be getting close to a release folks...
Let the dribbling frenzy begin...in a while.
__________________
"... You too can go to hell - I wouldn't want you to feel left out!" - Londo to Vir
OOO!
Sounds like we could be getting close to a release folks...
Let the dribbling frenzy begin...in a while.
__________________
"... You too can go to hell - I wouldn't want you to feel left out!" - Londo to Vir
Hi....now I finally had to register to ask something.
I tried Bobbau's build and TBP_open....woah, that thing's cool. The glowmaps and fighterbeams look great. Just some issues:
1) The Olympus causes a crash. If you select it in the techroom or try to load a mission with in it you crash back to windows. Maybe I put a file in the wrong place ? There seems to be no new .pof for it, although there are some glowmaps included.....maybe that causes some problems ?? Maybe just stupid me...
2) The Nial beams look GREAT but are a bit weak, especially when you try too knock out turrets on a capship. A wing of Nials gets whacked when trying to destroy a Hyperion.
oh and a last question: The AI Starfurys make some strange manouvers I never could do....moving sidewards and stuff. What have you changed on them ?
So that's it...so I use this opportunity to thank the TBP staff for making some great things and the SCP for keeping FS2 alive.
<= And yes...i'm new, so laugh at me !
__________________
"Imagine the Creator as a stand up comedian - and at once the world becomes explicable." -H. L. Mencken
Hi....now I finally had to register to ask something.
I tried Bobbau's build and TBP_open....woah, that thing's cool. The glowmaps and fighterbeams look great. Just some issues:
1) The Olympus causes a crash. If you select it in the techroom or try to load a mission with in it you crash back to windows. Maybe I put a file in the wrong place ? There seems to be no new .pof for it, although there are some glowmaps included.....maybe that causes some problems ?? Maybe just stupid me...
2) The Nial beams look GREAT but are a bit weak, especially when you try too knock out turrets on a capship. A wing of Nials gets whacked when trying to destroy a Hyperion.
oh and a last question: The AI Starfurys make some strange manouvers I never could do....moving sidewards and stuff. What have you changed on them ?
So that's it...so I use this opportunity to thank the TBP staff for making some great things and the SCP for keeping FS2 alive.
<= And yes...i'm new, so laugh at me !
__________________
"Imagine the Creator as a stand up comedian - and at once the world becomes explicable." -H. L. Mencken
quote:
Originally posted by Col. Fishguts
oh and a last question: The AI Starfurys make some strange manouvers I never could do....moving sidewards and stuff. What have you changed on them ?
(at least I believe that sliding has been done?)__________________
Mauri "Darkblade" Majanoja
Mission designer - [url="http://freespace.volitionwatch.com/babylon"]The Babylon Project[/url]
quote:
Originally posted by Col. Fishguts
oh and a last question: The AI Starfurys make some strange manouvers I never could do....moving sidewards and stuff. What have you changed on them ?
(at least I believe that sliding has been done?)__________________
Mauri "Darkblade" Majanoja
"Damn it people, I'm the official party pooper, not a mission designer!"
Mission designer - [url="http://freespace.volitionwatch.com/babylon"]Freespace 2 : The Babylon Project[/url]
how does sliding work? Does that mean you could fly along the side of a ship turn sideways and fire along its hull? maybe a sceenshot of it would be nice
just tried it out....you now can slide up/down/right/left and with "z" even fly slowly backwards. The Furys look a little weird though with all the vectoring thrusters glowing all the time.
They seem to react on the controls (e.g the ones facing to the right grow bigger when strafing left), so uhm would it possible to have them invisible or very small when not fired ? If not...don't mind.
btw....the new blue jump-in and orange jump-out .pof's look awesome.
__________________
"Imagine the Creator as a stand up comedian - and at once the world becomes explicable." -H. L. Mencken
just tried it out....you now can slide up/down/right/left and with "z" even fly slowly backwards. The Furys look a little weird though with all the vectoring thrusters glowing all the time.
They seem to react on the controls (e.g the ones facing to the right grow bigger when strafing left), so uhm would it possible to have them invisible or very small when not fired ? If not...don't mind.
btw....the new blue jump-in and orange jump-out .pof's look awesome.
__________________
"Imagine the Creator as a stand up comedian - and at once the world becomes explicable." -H. L. Mencken
quote:
Originally posted by karajorma
Well are there any missions actually designed which allow you to do that?
I wouldn`t mind flying a nial either but I`m not going to write a mission to do it![]()
__________________
"If you go to Z'ha'dum you will die"
-Kosh
(natives of Z'ha'dum may ignore this)
For all the rest of you.... don't come here.
quote:
Originally posted by karajorma
Well are there any missions actually designed which allow you to do that?
I wouldn`t mind flying a nial either but I`m not going to write a mission to do it![]()
__________________
"If you go to Z'ha'dum you will die"
-Kosh
(natives of Z'ha'dum may ignore this)
For all the rest of you.... don't come here.
I have heard of problems with the Olympus there seems to be something wrong with the model, but I'm not sure what it is, it does not crash for me but it has crashed for other people, it's sort of an oddity, and a shame beacase it has some of the cooler glowmapping effects (though the best is the hyperion IMO, also the orion has some very good examples of glow mapping)
the manuvers the AI makes are quite dificult to do if you havn't practiced, you need to slide in the direction oposite to the direction you are turning, this will sort of look like a newtonian spin, you can use the slideing to straif capships (one of the better uses actualy) and to dodge enemy fire,
I have encountered a small bug in the controle code that has translated into slideing code were only one hat direction can be used at a time, but this is in the low level contrloe code, not what I did, it is becase the code was intended for changeing the view, the AI now uses sliding to atack other ships and to avoid things
the code for slide glows was intended to be compatable with normal FS, we could simply have a comand line option for TBP that has small diferences like this changed
also you may note the Nial beam have a limeted range, the way they are setup anything beond 2500 meters can't be hit at all and the damage gets toned down to nothing between 1875(0.75 of the range) and 2500, if you are trying to hit turrets that are more then about 1900 meters away the beams arn't going to do as much damage, also in a rather bit of coolness the beams fade along there length so there is no hard end to them like there used to be
__________________
Bobboau, bringing you products that work ......... In theory
I have heard of problems with the Olympus there seems to be something wrong with the model, but I'm not sure what it is, it does not crash for me but it has crashed for other people, it's sort of an oddity, and a shame beacase it has some of the cooler glowmapping effects (though the best is the hyperion IMO, also the orion has some very good examples of glow mapping)
the manuvers the AI makes are quite dificult to do if you havn't practiced, you need to slide in the direction oposite to the direction you are turning, this will sort of look like a newtonian spin, you can use the slideing to straif capships (one of the better uses actualy) and to dodge enemy fire,
I have encountered a small bug in the controle code that has translated into slideing code were only one hat direction can be used at a time, but this is in the low level contrloe code, not what I did, it is becase the code was intended for changeing the view, the AI now uses sliding to atack other ships and to avoid things
the code for slide glows was intended to be compatable with normal FS, we could simply have a comand line option for TBP that has small diferences like this changed
also you may note the Nial beam have a limeted range, the way they are setup anything beond 2500 meters can't be hit at all and the damage gets toned down to nothing between 1875(0.75 of the range) and 2500, if you are trying to hit turrets that are more then about 1900 meters away the beams arn't going to do as much damage, also in a rather bit of coolness the beams fade along there length so there is no hard end to them like there used to be
__________________
Bobboau, bringing you products that work ......... In theory
cant wait till release 2, the mod just keeps looking better and better.
quote:
Originally posted by Bobboau
...also you may note the Nial beam have a limeted range, the way they are setup anything beond 2500 meters can't be hit at all and the damage gets toned down to nothing between 1875(0.75 of the range) and 2500, if you are trying to hit turrets that are more then about 1900 meters away the beams arn't going to do as much damage, also in a rather bit of coolness the beams fade along there length so there is no hard end to them like there used to be
__________________
"Imagine the Creator as a stand up comedian - and at once the world becomes explicable." -H. L. Mencken
quote:
Originally posted by Bobboau
...also you may note the Nial beam have a limeted range, the way they are setup anything beond 2500 meters can't be hit at all and the damage gets toned down to nothing between 1875(0.75 of the range) and 2500, if you are trying to hit turrets that are more then about 1900 meters away the beams arn't going to do as much damage, also in a rather bit of coolness the beams fade along there length so there is no hard end to them like there used to be
__________________
"Imagine the Creator as a stand up comedian - and at once the world becomes explicable." -H. L. Mencken
there will likely need to be a rebalence
__________________
Bobboau, bringing you products that work ......... In theory
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