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- The Babylon Project (https://volitionwatch.game-warden.com/vwbb/forumdisplay.php?forumid=16)
-- With the FreeSpace source code release would there be a total conversion to Babylon 5 (https://volitionwatch.game-warden.com/vwbb/showthread.php?threadid=6082)
You got some balls to come here to advertise IFH
Heh. Just kidding
Anyway, too bad IFH doesn't come with a mission editor.
Just noticed this new smiley!
I like it!
MUAHAHAA!
(has it been here long?)
You got some balls to come here to advertise IFH
Heh. Just kidding
Anyway, too bad IFH doesn't come with a mission editor.
Just noticed this new smiley!
I like it!
MUAHAHAA!
(has it been here long?)
quote:I have one Into the Fire trailer that says "Holiday '98". I've Found Her was supposed to get released last March but it's pretty usual in gaming business that release dates won't hold. Of course I also want it in summer but we'll see.
Originally posted by Kip Thorne
If you want full-newtonian. you have I've Found Her!, wich is freeware, and its demo will be released this summer (watch the new trailer at their site).
quote:Demo won't come with editor (probaply) but full version is supposed to have one.
Originally posted by Prophet
Anyway, too bad IFH doesn't come with a mission editor.
__________________
[URL=http://mods.firstones.com/buda5/]Buda5[/URL]
quote:I have one Into the Fire trailer that says "Holiday '98". I've Found Her was supposed to get released last March but it's pretty usual in gaming business that release dates won't hold. Of course I also want it in summer but we'll see.
Originally posted by Kip Thorne
If you want full-newtonian. you have I've Found Her!, wich is freeware, and its demo will be released this summer (watch the new trailer at their site).
quote:Demo won't come with editor (probaply) but full version is supposed to have one.
Originally posted by Prophet
Anyway, too bad IFH doesn't come with a mission editor.
__________________
[URL=http://mods.firstones.com/buda5/]Buda5[/URL]
Was it my imagination, or did Colony Wars have a fairly interesting flight model that was a little half and half? You had to keep the button down to keep your forward movement, so if you let it off, and turned, you could sort of spin around B5ish, except that you lost your momentum really quickly. However, you could slam on the reverse thrust right after your spun, and continue hammering whatever you had been flying at, backwards.
quote:
Originally posted by Warlord
Demo won't come with editor (probaply) but full version is supposed to have one.

__________________
"Something is rotten in the state of Denmark..."
HAMLET RULEZ!!
quote:
Originally posted by Warlord
Demo won't come with editor (probaply) but full version is supposed to have one.

__________________
"Something is rotten in the state of Denmark..."
HAMLET RULEZ!!
darthwoo i do believe your right, was a nice game at the time 
was there a "float" button or something - otherwise how would you normally turn .....
__________________
[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]
darthwoo i do believe your right, was a nice game at the time 
was there a "float" button or something - otherwise how would you normally turn .....
__________________
[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]
I just saw something interesting, warp in and warp out are completly diferent functions, and there is a call that specifys wether this uses a knossos warp out or a normal warp out in each of them, the only diference is an int
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Bobboau, bringing you products that work ......... In theory
in shipFX.cpp
look in the shipfx_warpout_start function
then look for
code:
warp_objnum = fireball_create(&shipp->warp_effect_pos, FIREBALL_WARP_EFFECT, OBJ_INDEX(objp), effect_radius, 1, NULL, effect_time, shipp->ship_info_index);
code:
warp_objnum = fireball_create(&shipp->warp_effect_pos, FIREBALL_KNOSSOS_EFFECT, OBJ_INDEX(objp), effect_radius, 1, NULL, effect_time, shipp->ship_info_index);
__________________
Bobboau, bringing you products that work ......... In theory
in shipFX.cpp
look in the shipfx_warpout_start function
then look for
code:
warp_objnum = fireball_create(&shipp->warp_effect_pos, FIREBALL_WARP_EFFECT, OBJ_INDEX(objp), effect_radius, 1, NULL, effect_time, shipp->ship_info_index);
code:
warp_objnum = fireball_create(&shipp->warp_effect_pos, FIREBALL_KNOSSOS_EFFECT, OBJ_INDEX(objp), effect_radius, 1, NULL, effect_time, shipp->ship_info_index);
__________________
Bobboau, bringing you products that work ......... In theory
Newtonian
I feel inclined to put my 2cents worth in...Considering everyone else has.
I just have one thing to say about Starfury cockpits...did anyone notice there were 2 FLIGHT STICKS!!! One to control pitch and yaw and another to control roll and vector thrust. Now just think of how you're gonna set your controls on your comp to handle it.
This is not to discourage a test of it nor a release of the concept but I think it just needs to be assessed for those of U who are accustomed to using flight sticks. And I think it's the last think keyboard users want to think about.
Newtonian
I feel inclined to put my 2cents worth in...Considering everyone else has.
I just have one thing to say about Starfury cockpits...did anyone notice there were 2 FLIGHT STICKS!!! One to control pitch and yaw and another to control roll and vector thrust. Now just think of how you're gonna set your controls on your comp to handle it.
This is not to discourage a test of it nor a release of the concept but I think it just needs to be assessed for those of U who are accustomed to using flight sticks. And I think it's the last think keyboard users want to think about.
U already fly like that, you have the joystick to fly the ship normally, and the Num pad for roll's and pitch
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None of my software ever has bugs...... it just develops random features!
Programmer for babylon Project
[url=http://www.themodplace.co.uk]The Mod Place[/url]
[url=http://unreal.themodplace.co.uk]Unreal Place[/url]
U already fly like that, you have the joystick to fly the ship normally, and the Num pad for roll's and pitch
__________________
None of my software ever has bugs...... it just develops random features!
Programmer for babylon Project
[url=http://www.themodplace.co.uk]The Mod Place[/url]
[url=http://unreal.themodplace.co.uk]Unreal Place[/url]
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