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Greco
Face
Registered: Oct 2001
Location: Massachusetts
Posts: 175 |
fighter beams - which release
Are you gonna use Bobboau's fighter beams in TBP release 2?
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07-29-2002 02:46 PM |
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Greco
Face
Registered: Oct 2001
Location: Massachusetts
Posts: 175 |
fighter beams - which release
Are you gonna use Bobboau's fighter beams in TBP release 2?
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07-29-2002 02:46 PM |
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ApaBaBooN
Murdock
Registered: Feb 2001
Location: The Land of Square Lights
Posts: 541 |
Well if they are going to use them - then they must be the most best working 
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07-29-2002 02:59 PM |
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IceFire
VWBB Admin

Registered: Jul 2000
Location: The Cold Northland!
Posts: 8392 |
Probably not release 2. Unless something goes horribly wrong...that will be out sooner rather than later. Not sure how sooner.
Release 3 will have more than just fighter beams BTW.
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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]
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07-29-2002 04:01 PM |
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BabProj Team
I'm New! Laugh At Me!
Registered: Apr 2001
Location:
Posts: 1901 |
Probably not release 2. Unless something goes horribly wrong...that will be out sooner rather than later. Not sure how sooner.
Release 3 will have more than just fighter beams BTW.
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07-29-2002 04:01 PM |
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Black Sheep 2000
Sound Wannabe

Registered: Jan 2001
Location: Mönchengladbach, NRW, Germany
Posts: 2886 |
Yeah!! New ships! 
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HAMLET RULEZ!!
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07-29-2002 04:14 PM |
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Bobboau
BWO Team Member

Registered: Jul 2000
Location: belleville IL USA
Posts: 1428 |
the TBP programers will have to make a build,
I don't know why sorce mods are so screwy with mods
the curent build has been very well tested and seems to run fine with the origonal freespace2, as have the glow points wich I hope to have fully operational by the next TBP relese
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Bobboau, bringing you products that work ......... In theory
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07-30-2002 12:25 AM |
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Bobboau
BWO Team Member

Registered: Jul 2000
Location: belleville IL USA
Posts: 1428 |
the TBP programers will have to make a build,
I don't know why sorce mods are so screwy with mods
the curent build has been very well tested and seems to run fine with the origonal freespace2, as have the glow points wich I hope to have fully operational by the next TBP relese
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Bobboau, bringing you products that work ......... In theory
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07-30-2002 12:25 AM |
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darthwoo
Murdock
Registered: Apr 2001
Location: University Park
Posts: 268 |
By the way, how do you install that fighter beam mod that you created? I downloaded it and had no idea what to do with it.
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07-30-2002 03:26 AM |
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Bobboau
BWO Team Member

Registered: Jul 2000
Location: belleville IL USA
Posts: 1428 |
put the exe in the same folder as the normal fs2.exe, you will probly have to make a new table entry in you're weapons table, unless I included one (simple, just open youre weapons.tbl in a text editor look for the targeting laser and give damage a value, a low value, like 3, then use cheat codes to use it in a mission, to get it working in TBP you'll have to do a little more complicated table editing but table editing is simple)
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Bobboau, bringing you products that work ......... In theory
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07-30-2002 04:40 AM |
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Bobboau
BWO Team Member

Registered: Jul 2000
Location: belleville IL USA
Posts: 1428 |
put the exe in the same folder as the normal fs2.exe, you will probly have to make a new table entry in you're weapons table, unless I included one (simple, just open youre weapons.tbl in a text editor look for the targeting laser and give damage a value, a low value, like 3, then use cheat codes to use it in a mission, to get it working in TBP you'll have to do a little more complicated table editing but table editing is simple)
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Bobboau, bringing you products that work ......... In theory
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07-30-2002 04:40 AM |
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Sigma957
Babylon Project

Registered: Feb 2001
Location: South Australia,Australia,Sol
Posts: 1185 |
Poor ol starfuries won't know what hit them...
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"When it is time, come to this place, call our name, we will be here"-Walkers of Sigma957
[url=http://ifh.firstones.com]IFH[/url]-B5 free game
[url=http://freespace.volitionwatch.com/babylon/]The Babylon Project[/url]-Bringing Babylon 5 to Freespace2
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07-30-2002 06:35 AM |
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Sigma957
Babylon Project

Registered: Feb 2001
Location: South Australia,Australia,Sol
Posts: 1185 |
Poor ol starfuries won't know what hit them...
__________________
"When it is time, come to this place, call our name, we will be here"-Walkers of Sigma957
[url=http://ifh.firstones.com]IFH[/url]-B5 free game
[url=http://freespace.volitionwatch.com/babylon/]The Babylon Project[/url]-Bringing Babylon 5 to Freespace2
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07-30-2002 06:35 AM |
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IceFire
VWBB Admin

Registered: Jul 2000
Location: The Cold Northland!
Posts: 8392 |
If the beams are balanced properly...they will know what hit them...just not for very long 
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- 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]
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07-31-2002 03:27 AM |
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BabProj Team
I'm New! Laugh At Me!
Registered: Apr 2001
Location:
Posts: 1901 |
If the beams are balanced properly...they will know what hit them...just not for very long 
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07-31-2002 03:27 AM |
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Bobboau
BWO Team Member

Registered: Jul 2000
Location: belleville IL USA
Posts: 1428 |
and if you will note I have fixed a bug in the beam_find_parent function wich means that the ship literaly does know what hit it (use a fighter beam in the unaltered source, it doesn't return a parent on killing something)
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Bobboau, bringing you products that work ......... In theory
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07-31-2002 05:54 AM |
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Bobboau
BWO Team Member

Registered: Jul 2000
Location: belleville IL USA
Posts: 1428 |
and if you will note I have fixed a bug in the beam_find_parent function wich means that the ship literaly does know what hit it (use a fighter beam in the unaltered source, it doesn't return a parent on killing something)
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Bobboau, bringing you products that work ......... In theory
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07-31-2002 05:54 AM |
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F S W
Murdock
Registered: Mar 2002
Location:
Posts: 409 |
Beams don't count as hits, which is wy you may have a Sathanas in your Kills list (Main FS2 campaign).
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07-31-2002 08:35 PM |
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F S W
Murdock
Registered: Mar 2002
Location:
Posts: 409 |
Beams don't count as hits, which is wy you may have a Sathanas in your Kills list (Main FS2 campaign).
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07-31-2002 08:35 PM |
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Lady Rose
Mr. T
Registered: Nov 2001
Location: Command deck of EAS Janus
Posts: 1755 |
quote: Originally posted by F S W
Beams don't count as hits, which is wy you may have a Sathanas in your Kills list (Main FS2 campaign).
Yeah or 4 or 5 of 'em
Have played main campaign few times... Hey what I can do to that, it is just so darn good 
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Aku. Soku. Zan.
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Creator of [URL=http://www.hot.ee/miburo1]Tale of EAS Janus[/URL] campaign
Also leader of [URL=http://www.hot.ee/honorofomega/]Honor of Omega[/URL] campaign
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07-31-2002 08:54 PM |
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