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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 Bobboau on 03-14-2004 08:36 AM:

new fighter beam code

I recently rebuild the fighter beam code, I think it works much better now, and you might think so too
http://freespace.volitionwatch.com/blackwater/fs2_open_Bobboau_3-14-04.zip
that's the most up to date FSO build with my stuff in it
use the following comand line options for best quality
-jpgtga -glow -spec -d3dmipmap -ambient_factor 85
if you are low on memory ommit the mip map one,
and you will need the [url=http://www.randomtiger.pwp.blueyonder.co.uk/freespace/Launcher4.rar]latest version of the launcher[/url] (note; that is only for FSO versions made recently)
you will also need to change the nial's gun's table entry, this is what I have and it seems to work good

code:

;Minbari Neutron Cannon. Available for Nial and Lintira
$Name: Neutron Gun
+Title: XSTR("Neutron Gun", -1)
+Description:
XSTR(
"Fires a stream of neutrons.
Level 3 Hull Damage ", -1)
$end_multi_text
+Tech Title: XSTR("Neutron Gun", -1)
+Tech Anim: Tech_Subach_HL-7
+Tech Description:
XSTR(
"Minbari Neutron guns cause molecular decay on the targets hull plating. Using powerful gravimetrics to control the confinement of the beam, Minbari craft use this to great advantage and are able to bring significant firepower on their target.", -1)
$end_multi_text
$Model File: none
@Laser Bitmap: newglo6
@Laser Color: 190, 150, 250
@Laser Length: 10.0
@Laser Head Radius: 0.90
@Laser Tail Radius: 0.30
$Mass: 0.2
$Velocity: 1100
$Fire Wait: 0.15
$Damage: 20
$Armor Factor: 1.0
$Shield Factor: 0.7
$Subsystem Factor: 0.7
$Lifetime: 1.1
$Energy Consumed: 9 ;this is only getting fired by one point at a time
$Cargo Size: 0.0
$Homing: NO
$LaunchSnd: 84
$ImpactSnd: 85
+Weapon Range: 1800
$Flags: ( "beam" "in tech database" "player allowed" )
$Icon: iconSD4
$Anim: SD4
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 5.5
$BeamInfo:
+Type: 3
+Life: 0.15
+Warmup: 100
+Warmdown: 100
+Radius: 4.0
+PCount: 0
+PRadius: 0.0
+PAngle: 0.0
+PAni: particleexp01
+Miss Factor: 0.5 0.7 0.9 1.1 1.3
+BeamSound: 84
+WarmupSound: 151
+WarmdownSound: 157
+Muzzleglow: minbari_bg1
+Shots: 1
+ShrinkFactor: 0.0
+ShrinkPct: 0.0
+Range: 2000
+Attenuation: 0.5
$Section:
+Width: 0.5
+Texture: nialbeam01
+RGBA Inner: 175 200 0 255
+RGBA Outer: 40 60 0 255
+Flicker: 0.5
+Zadd: 2.0
+Tile Factor: 35.0, 1
+Translation: 2.0
$Section:
+Width: 0.4
+Texture: minbari_b2
+RGBA Inner: 200 250 0 255
+RGBA Outer: 40 60 0 255
+Flicker: 0.5
+Zadd: 2.0
+Tile Factor: 55.0, 1
$Section:
+Width: 0.25
+Texture: minbari_b1
+RGBA Inner: 200 250 0 255
+RGBA Outer: 20 60 0 255
+Flicker: 0.1
+Zadd: 0.9
$Section:
+Width: 0.15
+Texture: generic_b1
+RGBA Inner: 250 250 50 255
+RGBA Outer: 120 120 20 255
+Flicker: 0.1
+Zadd: 1.0
$decal:
+texture: damagedecal01
+radius:1.0


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


Posted by Greco on 03-14-2004 11:10 PM:

does this make the neutron gun work as planned?


Posted by Kazan on 03-16-2004 12:37 AM:

screen shots plz

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Posted by redmenace7 on 03-16-2004 01:01 AM:

just a note about the launcher.
as far I know there is goofy ness with the launcher as it relates to joysticks.


Posted by redmenace7 on 03-16-2004 01:43 AM:

looks like swooh is goofy again.
here are some i took.



Posted by redmenace7 on 03-16-2004 01:43 AM:





Posted by Sigma957 on 03-16-2004 03:57 AM:

All I see are red x's

__________________
"When it is time, come to this place, call our name, we will be here"-Walkers of Sigma957
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[url=http://freespace.volitionwatch.com/babylon/]The Babylon Project[/url]-Bringing Babylon 5 to Freespace2


Posted by redmenace7 on 03-16-2004 04:15 AM:

quote:
Originally posted by redmenace7
looks like swooh is goofy again.


quote:
Originally posted by stealth
PEON and PREMIUM are (temporarily) moved, because we were getting 300 kB/sec upstream constantly (that's BYTES, not BITS), which isn't cool. and it wasn't even to one particular file or a group of files, it was just random stuff, so i guess people's websites are just too popular. they'll be back up i guess as soon as we decide what to do to fix the problem. even now, apache's still getting 200+ kB/second. it wasn't me that shut it down though, it was one of the other admins, but don't worry, he has his reasons

regardless, you still have full FTP access.
[/B]


Posted by Bobboau on 03-16-2004 04:49 AM:

well there realy isn't much of anything realy new to look at anyway, they just basicly work beter than befor, there is a slight delay after pulling the trigger, you can see them chargeing up and down now, sound problems are all sorted out, if someone wants to take awack at makeing better graphics go ahead

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


Posted by redmenace7 on 03-21-2004 09:09 AM:

*bump*
swooh.com is back up now. you can see the images above.


Posted by Bobboau on 03-21-2004 11:10 AM:

yes, and as you can see the new code alows beams to warm up fire then warm down, wich leads to a more authentic experience

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


Posted by redmenace7 on 03-21-2004 12:10 PM:

yah you can actually see them cycle also
But some work needs to be done on with the ai or the consumption because the minbari pilots just stand there and shoot. I am not sure if this is just the mission i made or a real problem though.


Posted by Lillith on 03-26-2004 10:11 AM:

Great work (as always)

Just tested this thing, works great for me ! not serious bugs
so far. I didnt have time to test it properly in battle.

However there was one thing I found...odd. When you watch the show, Nials have no green "glow" in their gunpoints when they fire. the beams simply "comes out", but there is no glow.

please remind me if Im wrong about this glow thing.

Anyway, would there be too much trouble to create beamcode, that has not that annoying glow, when you fire.
I would do it myself, but I have really no idea how to do it
Could somebody help ?


Posted by Bobboau on 03-27-2004 05:37 AM:

simply giveing no texture there will result in no glow, but there realy should be some glow, at least a little one (useing a better graphic)

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


Posted by BabProj Team on 03-27-2004 05:40 PM:

Having no glow looks terrible in the FS engine since the beam just comes out from a point.

The show actually does use glows for the Nial's...its just a very subtle one rather than the one there.

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Posted by Lillith on 03-29-2004 10:19 AM:

Thanks for the info !


Posted by Vorlone on 03-29-2004 06:17 PM:

I have a problem with the new beam weapon code and the bluestar! If I use your .exe the bluestar fires only the left beam! Any ideas what might be causing it?


Posted by Bobboau on 03-29-2004 07:54 PM:

there was a bug fixed after the inital posting of this, useing any of the more [url=http://dynamic4.gamespy.com/~freespace/forums/forumdisplay.php?s=&forumid=97]recent builds[/url] should fix this,
also it could be that you are useing the wrong type of beam (type 2 == corect... I think)

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Posted by Col. Fishguts on 04-15-2004 07:27 PM:

*BUMP*

Finally found some time to test this. And what can I say....it's great, the feeling when firing is really "realistic".
One bug: The Nial beams only damage fighters, no capital ships, which is a bit strange. I tried giving it the "huge" flag but with no success....ideas ?

I increased the damage to 35, otherwise they got pwned by the furys. Maybe I'll have to fiddle with the warup time too, making it a bit faster, because now in a dogfight the AI rarely ever shoots.
As for the glow, can its size be reduced in the weapons table, or does it need a new effect ?

But otherwise... .I'm impressed, shooting down furys in a Nial with those beams is just awesome, I'll have to make a battle of the line mission for the Minbari side.....

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Posted by Bobboau on 04-16-2004 04:06 AM:

the lack of capship damage may simply be the beam is underpowered, if you use the cheats and grab one of the big beam (and this is real fun to do) you can slice and dice to your heart's content, though beams have a realy strong frendly fire supression, when I test the Golgotha's main gun on BWO and shoot at a frendly ship it barely scratches a fighter (this is a beam that normaly is more than enough to kill an Orion in one shot)

and the glow is defined in the tables

and there was/might still be a bug were the AI keeps trying to fire after it's run out of weapon energy, wich makes it never actualy fire, I think I fixed this though (look in the recent build subforum in the SCP forum, get the newest build)

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