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Ashark
I'm New! Laugh At Me!

Registered: May 2002
Location: Estonia
Posts: 1024

jump points

well i gess were gona have real looking jump points in the next releese no?





if you dont get it bobbaus glow point pack had a new warp point pof which actually streches the warp point

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Old Post 01-29-2003 01:52 PM
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FSF Ashrak
Post Count Weenie

Registered: Sep 2001
Location: Estonia
Posts: 1362

jump points

well i gess were gona have real looking jump points in the next releese no?





if you dont get it bobbaus glow point pack had a new warp point pof which actually streches the warp point

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Old Post 01-29-2003 01:52 PM
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Mr. Fury
Babylon Project

Registered: Feb 2001
Location: Finland
Posts: 3194

I am quite sure it will not be in the NEXT release.

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Old Post 01-29-2003 03:29 PM
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Ashark
I'm New! Laugh At Me!

Registered: May 2002
Location: Estonia
Posts: 1024

errr why?you can use err same ani and just do a model strech i think ez?

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Old Post 01-29-2003 03:32 PM
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FSF Ashrak
Post Count Weenie

Registered: Sep 2001
Location: Estonia
Posts: 1362

errr why?you can use err same ani and just do a model strech i think ez?

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Old Post 01-29-2003 03:32 PM
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BabProj Team
I'm New! Laugh At Me!

Registered: Apr 2001
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Depends on time...remember, we're working towards patching the product as we go along in a Service Pack kind of manner rather than a giant release.

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Old Post 01-29-2003 03:36 PM
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IceFire
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Registered: Jul 2000
Location: The Cold Northland!
Posts: 8392

Depends on time...remember, we're working towards patching the product as we go along in a Service Pack kind of manner rather than a giant release.

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- IceFire
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Old Post 01-29-2003 03:36 PM
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Ashark
I'm New! Laugh At Me!

Registered: May 2002
Location: Estonia
Posts: 1024

yeha i know but how big can 1 model be?

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Old Post 01-29-2003 04:26 PM
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FSF Ashrak
Post Count Weenie

Registered: Sep 2001
Location: Estonia
Posts: 1362

yeha i know but how big can 1 model be?

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Old Post 01-29-2003 04:26 PM
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BabProj Team
I'm New! Laugh At Me!

Registered: Apr 2001
Location:
Posts: 1901

Ashrak...think through things a bit further. Using a custom Warp.Pof requires the source code which is in the opinion of the team not 100% stable enough or far enough along for the TBP project. We additionally want our own homegrown features for Babylon 5 experience as well...if someone can hook you guys up with a good warp pof after our initial R2 release than it shall be done.

But for the sake of humanity...please....try and understand that it is not just one element or one issue that stands by itself but the multiplicity that we worry about and want to bring with the best possible result.

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Old Post 01-29-2003 10:22 PM
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IceFire
VWBB Admin

Registered: Jul 2000
Location: The Cold Northland!
Posts: 8392

Ashrak...think through things a bit further. Using a custom Warp.Pof requires the source code which is in the opinion of the team not 100% stable enough or far enough along for the TBP project. We additionally want our own homegrown features for Babylon 5 experience as well...if someone can hook you guys up with a good warp pof after our initial R2 release than it shall be done.

But for the sake of humanity...please....try and understand that it is not just one element or one issue that stands by itself but the multiplicity that we worry about and want to bring with the best possible result.

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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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Old Post 01-29-2003 10:22 PM
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ltnarol
Murdock

Registered: Dec 2001
Location: GTD Haydon
Posts: 357

quote:
Originally posted by IceFire
Ashrak...think through things a bit further. Using a custom Warp.Pof requires the source code which is in the opinion of the team not 100% stable enough or far enough along for the TBP project. We additionally want our own homegrown features for Babylon 5 experience as well...if someone can hook you guys up with a good warp pof after our initial R2 release than it shall be done.

But for the sake of humanity...please....try and understand that it is not just one element or one issue that stands by itself but the multiplicity that we worry about and want to bring with the best possible result.

I feel for you Ice, I know exactly what you mean by that.

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Old Post 01-29-2003 11:31 PM
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ltnarol
Murdock

Registered: Dec 2001
Location: GTD Haydon
Posts: 357

quote:
Originally posted by IceFire
Ashrak...think through things a bit further. Using a custom Warp.Pof requires the source code which is in the opinion of the team not 100% stable enough or far enough along for the TBP project. We additionally want our own homegrown features for Babylon 5 experience as well...if someone can hook you guys up with a good warp pof after our initial R2 release than it shall be done.

But for the sake of humanity...please....try and understand that it is not just one element or one issue that stands by itself but the multiplicity that we worry about and want to bring with the best possible result.

I feel for you Ice, I know exactly what you mean by that.

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Old Post 01-29-2003 11:31 PM
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Jokoto
Face

Registered: Dec 2002
Location: Finland
Posts: 190

I agree... I think TBP will (and should) be developed without getting too much involved with the source code at the moment. We will get custom jump points, fighter beams and other bonuses separately from others like we have so far, without increasing the workload of modelers and others who have more important things on their hands... like creating us something to play with in the first place! That is more important than polishing the chrome of an unfinished product.

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Old Post 01-30-2003 12:18 AM
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Mr. Fury
Babylon Project

Registered: Feb 2001
Location: Finland
Posts: 3194

Source code modifications will create extra work to be implemented in TBP. And at the moment SCP stuff is not just yet mature enough to be used in a scale of a total conversion. We will add source modifications a little release by release.

There will be probably a few small source code changes implemented in R2, but no to extent you probably notice any difference.

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Old Post 01-30-2003 07:38 AM
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Mr. Fury
Babylon Project

Registered: Feb 2001
Location: Finland
Posts: 3194

Source code modifications will create extra work to be implemented in TBP. And at the moment SCP stuff is not just yet mature enough to be used in a scale of a total conversion. We will add source modifications a little release by release.

There will be probably a few small source code changes implemented in R2, but no to extent you probably notice any difference.

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[URL=http://freespace.volitionwatch.com/babylon/]The Babylon Project homepage[/URL] <> [URL=http://freespace.volitionwatch.com/babylon/faq.php]The Babylon Project FAQ[/URL] <> [URL=http://freespace.volitionwatch.com/fsscp/]Please support FreeSpace Source Code Project[/URL]

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Old Post 01-30-2003 07:38 AM
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