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Posted by ZylonBane on 04-26-2002 05:26 AM:

quote:
Originally posted by Bobboau
I'm sure there must be a way to preload and procese two or more mission files to have the second one start imediatly
You'd likely have to touch a lot of routines to do this. Besides initialization, you've got campaign code, red alerts, persistent variables, and, ummm... other stuff.

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Posted by venom2506 on 04-26-2002 02:21 PM:

quote:
Originally posted by Bobboau
well, yes, there would be a transition sequence of course

yes: the mission loading screen
not that bad already anyway.

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Posted by venom2506 on 04-26-2002 02:21 PM:

quote:
Originally posted by Bobboau
well, yes, there would be a transition sequence of course

yes: the mission loading screen
not that bad already anyway.

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Posted by aldo_14 on 04-26-2002 02:39 PM:

Allowing more briefing icons would be nice...... just so we can select them based on ship type (for capitals / installations), rather than having a Lucifer (i.e.) icon for a Ravana

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Posted by Avenger on 04-26-2002 02:46 PM:

hmm i think that is just the way u have coded the mission briefing, u can change the images that are displayed?

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Posted by BabProj Team on 04-26-2002 03:20 PM:

quote:
well, yes, there would be a transition sequence of course

Like a brief stay in subspace.

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Posted by IceFire on 04-26-2002 03:20 PM:

quote:
well, yes, there would be a transition sequence of course

Like a brief stay in subspace.

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Posted by LOAPhReAk on 04-27-2002 01:18 AM:

lets see,

Ammo for primaries - working on this now
zoom function (sniper gun)
fps counter

edit:

some stuff i've changed already:

10 layered beams (instead of 5, dunno how much improvement this will make)
more than 5 shots on type 3 (AAA) beams

edit 2:
Anyone know where the support ship functions are?


Posted by LOAPhReAk on 04-27-2002 01:18 AM:

lets see,

Ammo for primaries - working on this now
zoom function (sniper gun)
fps counter

edit:

some stuff i've changed already:

10 layered beams (instead of 5, dunno how much improvement this will make)
more than 5 shots on type 3 (AAA) beams

edit 2:
Anyone know where the support ship functions are?


Posted by Bobboau on 04-27-2002 01:44 AM:

hasn't anone gotten fighter beams to work yet ?!?
something simple I'd like to see, a new weapon flag, call it sparky, when a sparky weapon hits an object it aplys the arc effect for a given amoung of time with a givven color to that object,
I can almost do this myself so for thouse of you who actualy know what you are doing this shoud be a cake walk.
put in a new flag "sparky"
and two new optional strings
sparky time an int
sparky color a 3 part array for RBG
make this work for primary, secondary, and beam
would be cool if this could also be applyed to the actual weapon model or lazer bitmap (probly have to make a nonrendered primitive scaled to the lazer size)

but first fix the thing crashing when useing mod tables, and then up the limits, whe you've done this one thing here post an EXE and your sorce (mark you're changes with comments),
please

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Posted by Bobboau on 04-27-2002 01:44 AM:

hasn't anone gotten fighter beams to work yet ?!?
something simple I'd like to see, a new weapon flag, call it sparky, when a sparky weapon hits an object it aplys the arc effect for a given amoung of time with a givven color to that object,
I can almost do this myself so for thouse of you who actualy know what you are doing this shoud be a cake walk.
put in a new flag "sparky"
and two new optional strings
sparky time an int
sparky color a 3 part array for RBG
make this work for primary, secondary, and beam
would be cool if this could also be applyed to the actual weapon model or lazer bitmap (probly have to make a nonrendered primitive scaled to the lazer size)

but first fix the thing crashing when useing mod tables, and then up the limits, whe you've done this one thing here post an EXE and your sorce (mark you're changes with comments),
please

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Posted by venom2506 on 04-27-2002 02:49 AM:

the possibility to add new species , with their own support ship and their own thruster ani and glows would be a great thing.

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Posted by Spike on 04-27-2002 03:51 AM:

quote:
Originally posted by LOAPhReAk
edit 2:
Anyone know where the support ship functions are? [/B]


What sort of functions are you looking for? /code/ship/AICode.cpp might have what your looking for. (though certainly not the only place for support ship stuff)

Spike


Posted by Spike on 04-27-2002 03:51 AM:

quote:
Originally posted by LOAPhReAk
edit 2:
Anyone know where the support ship functions are? [/B]


What sort of functions are you looking for? /code/ship/AICode.cpp might have what your looking for. (though certainly not the only place for support ship stuff)

Spike


Posted by WMCoolmon on 04-27-2002 04:07 AM:

quote:
Originally posted by venom2506
the possibility to add new species , with their own support ship and their own thruster ani and glows would be a great thing.

Yes.


Posted by WMCoolmon on 04-27-2002 04:07 AM:

quote:
Originally posted by venom2506
the possibility to add new species , with their own support ship and their own thruster ani and glows would be a great thing.

Yes.


Posted by LOAPhReAk on 05-04-2002 05:49 PM:

quote:
Originally posted by Spike


What sort of functions are you looking for? /code/ship/AICode.cpp might have what your looking for. (though certainly not the only place for support ship stuff)

Spike



found it during downtime

its do_support_ship_frame() in ship.h


its funny that :v: already had code in there to repair the hull.


Posted by LOAPhReAk on 05-04-2002 05:49 PM:

quote:
Originally posted by Spike


What sort of functions are you looking for? /code/ship/AICode.cpp might have what your looking for. (though certainly not the only place for support ship stuff)

Spike



found it during downtime

its do_support_ship_frame() in ship.h


its funny that :v: already had code in there to repair the hull.


Posted by ltnarol on 05-04-2002 10:33 PM:

make the new engine winXP compatible

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Posted by Alphakiller on 05-04-2002 10:59 PM:

Funny, FS1 and FS2 run just fine under XP for me.

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