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Tiletron
Murdock
Registered: Aug 2001
Location: Chichester, United Kingdom
Posts: 189 |
Hyperspace
I've looked all over the forum for this and didn't seem to find it, so here goes...
Throughout the B5 series, when ships jumped from normal space they ended up in Hyperspace. Do you intend to switch to and from hyperspace in Campaign missions, once a ship has entered/exited a jump point?
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Tennyson.
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10-27-2001 08:49 PM |
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Kazan
Babylon Project

Registered: Aug 2000
Location: Cedar Rapids, Iowa, United States
Posts: 1016 |
you'd have to do that with a red alert mission for the least breakage in play
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10-28-2001 03:02 AM |
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Mewgen1
Murdock
Registered: Oct 2001
Location: Stevensville, MT
Posts: 142 |
Re: Hyperspace
Personally I think the best thing to do with Hyperspace would be to make it a "nebula" and let the people who are making the mission go from there.
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Where ever you go there you are.
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10-28-2001 03:19 AM |
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Alphakiller
Volition Watch

Registered: Aug 2000
Location: Somewhere
Posts: 2894 |
Kazan - yup. It would be cool to string together three missions (with two Red Alert tags) so it's
Normal space -> hyperspace -> normal space again...kinda annoying after the first time you tried it, but it'd be a neat novelty effect.
:shrug:
And sure, I bet they could get a hyperspace effect - FS2 has nebula effects, just make it red and black. Question is, what purpose would it have?
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10-28-2001 03:19 AM |
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Slasher
Babylon Project

Registered: Jul 2000
Location: Vancouver, WA, United States
Posts: 1290 |
A Hyperspace effect was included with this first release of the MOD. Go into FRED2, open up the Nebula editor, and you'll see the options for the Hyperspace effects. I tried it out myself (only once so far) and got some big yellowish floating squares, but otherwise everything else was up to the usually excellent TBP quality.
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10-28-2001 03:23 AM |
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Mewgen1
Murdock
Registered: Oct 2001
Location: Stevensville, MT
Posts: 142 |
I guess I'll have to experiment
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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
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10-28-2001 03:28 AM |
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Drahkas
Murdock
Registered: Jul 2001
Location:
Posts: 238 |
the hyperspace effect was a bit too thick... but it was still nice to have something to mess arround with
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10-28-2001 04:06 AM |
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pera
Murdock
Registered: Apr 2001
Location: Finland
Posts: 576 |
,|, (-_-) ,|, to all of you lucky bastards. I can't even get the hyperspace to work 
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10-28-2001 05:20 AM |
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Prophet
Murdock
Registered: Feb 2001
Location: Joutsa, Finland
Posts: 564 |
/\ My thoughts exactly...
|| It would be nice to have a WORKING hyperspace...
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10-28-2001 08:05 AM |
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Warlord
Face
Registered: Oct 2001
Location: Finland
Posts: 85 |
Hyperspace works fine for me. No yellow squares as posted on forums while back. I guess I'm lucky 
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10-28-2001 05:54 PM |
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Slasher
Babylon Project

Registered: Jul 2000
Location: Vancouver, WA, United States
Posts: 1290 |
Open up the Nebula Editor as you usually would. Under "Pattern" you should see the "Hyperspace" option at the bottom. Two "Hyperspace" poofs also have replaced the blue (?) ones. I clicked both, and when I got in the game I saw the familiar "hellish" hyperspace in addition to some big funny lookin' yellow squares. Like I said earlier, I only tried it once. I'm pretty sure that if I hadn't enabled both Hyperspace poofs it wouldn't have given me those yellow squares.
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10-28-2001 07:06 PM |
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Prophet
Murdock
Registered: Feb 2001
Location: Joutsa, Finland
Posts: 564 |
quote: Originally posted by Slasher
I'm pretty sure that if I hadn't enabled both Hyperspace poofs it wouldn't have given me those yellow squares.
Does not matter... It ****s it up even without the poofs 
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10-28-2001 07:52 PM |
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Slasher
Babylon Project

Registered: Jul 2000
Location: Vancouver, WA, United States
Posts: 1290 |
"*****'s up" how exactly? The one time I tried it looked pefect except for those yellow squares on top of the regular background. Do you mean yours doesn't work at all, or the graphics look funny like mine?
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10-28-2001 09:01 PM |
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CptWhite
On Standby Mode - TBP

Registered: Feb 2001
Location: Sheffield UK
Posts: 1913 |
i have no idea what those yellow squares are about and this its "****ed" thing, look it was an after thought and will most likely be improved in the next version.
if anything its too dark at the moment, but apart from that i cant imagine it being improved much further, with the introduction of more variation in poof files 
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10-28-2001 09:27 PM |
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Tiletron
Murdock
Registered: Aug 2001
Location: Chichester, United Kingdom
Posts: 189 |
Its possible that those yellow squares are a texturing error that occurs in certain circumstances.
Why this problem didn't occur in some of FS2's nebula missions is beyond me, but at least it was a good idea at the time!
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…though we are not now that’s strength which in old days moved Earth and Heaven, that which we are, we are.
One equal temper of heroic hearts, made weak by time and fate, but strong in will, to strive, to seek, to find…and not to yield.
Tennyson.
-------------------------------------------------
[url=http://starwars-tpmtc.fateback.com/index.html]'Star Wars Phantom Menace TC'[/url] for Jedi Outcast (Co-Leader, Modeller, Webmaster)
[url=http://ja.ravencommunity.net]'Star Wars: Jedi Apprentice'[/url] for Jedi Outcast (Co-Leader, Modeller, Scriptwriter)
[url=http://www.ja.ravencommunity.net/lf/index.php]Forcefare Productions Network[/url] (Moderator, Co-Founder)
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10-28-2001 10:20 PM |
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Slasher
Babylon Project

Registered: Jul 2000
Location: Vancouver, WA, United States
Posts: 1290 |
I think Tiletron was right with his guess. It might be a hardware problem. However, using Full Nebula Detail (Detail menu in Options), enabling only the second Hyperspace poof in the background editor and using the Hyperspace pattern, it worked pefectly. No more funny yellow squares. Didn't try it with a lightning storm or varied sensor ranges, but I don't see how those would affect it. For all of you having troubles getting it to work, you might want to try it with those settings and see if you get more favorable results.
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10-28-2001 10:56 PM |
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Londo Molari
Murdock
Registered: May 2001
Location: Canada
Posts: 436 |
hyper space works with 32-bit rendering only
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10-29-2001 12:58 AM |
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Tiletron
Murdock
Registered: Aug 2001
Location: Chichester, United Kingdom
Posts: 189 |
The reason why I said it might be a texturing error is because, (and not to go 'off-game-topic' here but...) since Volition worked on both FreeSpace 2 and the new title 'Red Faction', the programming between the two editors is slightly compatible.
If the texturing problems are related to something Volition did when working with Interplay, maybe someone should inform them of it before they release FreeSpace 3!?!
__________________
…though we are not now that’s strength which in old days moved Earth and Heaven, that which we are, we are.
One equal temper of heroic hearts, made weak by time and fate, but strong in will, to strive, to seek, to find…and not to yield.
Tennyson.
-------------------------------------------------
[url=http://starwars-tpmtc.fateback.com/index.html]'Star Wars Phantom Menace TC'[/url] for Jedi Outcast (Co-Leader, Modeller, Webmaster)
[url=http://ja.ravencommunity.net]'Star Wars: Jedi Apprentice'[/url] for Jedi Outcast (Co-Leader, Modeller, Scriptwriter)
[url=http://www.ja.ravencommunity.net/lf/index.php]Forcefare Productions Network[/url] (Moderator, Co-Founder)
[url=http://www.greyfusion.net]GreyFusion[/url] (Moderator, Newshound)
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10-29-2001 11:23 PM |
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Mr. Fury
Babylon Project

Registered: Feb 2001
Location: Finland
Posts: 3194 |
And now for the word.... AAAAAAARGH! 
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10-30-2001 08:06 AM |
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