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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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Old Post 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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Old Post 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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Old Post 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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Old Post 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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Old Post 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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Old Post 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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Old Post 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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Old Post 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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Old Post 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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Old Post 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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Old Post 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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Old Post 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...

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Old Post 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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Old Post 07-31-2002 03:27 AM
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BabProj Team
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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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Old Post 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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Old Post 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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Old Post 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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Old Post 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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Old Post 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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Old Post 07-31-2002 08:54 PM
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