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WMCoolmon
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Registered: Dec 2001
Location:
Posts: 80

omg wtf scp

I'll let the picture speak for itself:



[URL=http://fs2source.warpcore.org/exes/latest/fs2_open_C06252004.zip]The Build[/URL]

Target info
To enable target info next to the currently targeted ship, use command line "-targetinfo" (should appear in Graphics options)
This is something I came up with when trying to pick off a wing with my trebeuchets...it came out as good as could be expected, I'm particularly proud of it.

The new escort list
To enable an escort list of more than 3 ships, add "$Max Escort Ships:" then the number at the top of hud_gauges.tbl.
The absolute max is the same as the number of maximum shown/unshown entries in the list - currently 20.
In the default position in 1024x768, more than 16 will overflow into the weapons gauges.

You can now screw around with the escort list with hud_gauges.tbl! See below

code:

#Main Gauges:
$Resolution: (1024 768)
$Escort List: (865 330) ;Where the escort list goes.
+Image: escort1
+Text: Monitoring ;This is incorrect, but how it is in the current build...will be fixed
#End

#Gauges
$Resolution: (1024 768)
$Escort List
$Header Text: (4 1)
;+Text: Monitoring ;This is correct, and how it will be after this build
$List: (0 13) ;Where the list starts
$Ship: (0 11) ;An individual entry
+Image: escort2
$Last Ship: (0 11) ;Last entry
+Image: escort3
$Ship Name: (4 0) ;Where the name goes relative to the entry position
$Ship Hull: (116 0) ;Ditto for hull %
$Ship Status: (-11 0) ;Ditto for ship status, aka the D that shows up when a ship is disabled.
#End

Last edited by WMCoolmon on 06-26-2004 at 03:51 AM

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Old Post 06-26-2004 03:50 AM
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Sigma957
Babylon Project

Registered: Feb 2001
Location: South Australia,Australia,Sol
Posts: 1185

Cool

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Old Post 06-26-2004 06:38 AM
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Bobboau
BWO Team Member

Registered: Jul 2000
Location: belleville IL USA
Posts: 1428


nice,
now, I need to get my new ubber cool HT&L BSP hibryd rendering code working, could alow for real alpha blending and faster rendering.

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Old Post 06-26-2004 07:56 AM
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kasperl
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Registered: Oct 2002
Location: the southern netherlands (heeze)
Posts: 163

Bob, have you commited the env and decal code yet? It might be a good idea to try and do that before branching even more.....

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Old Post 06-26-2004 08:23 AM
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Black Wolf
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Registered: Aug 2001
Location: Western Australia
Posts: 181

I've always thought the HUD could do with being busyer. Good job.

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Old Post 06-26-2004 04:32 PM
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Snipes
Lycanthrope

Registered: Oct 2000
Location: Tania Austrailis
Posts: 3322

Awesome...

Why can't there be one build with all the cool stuff in it?!
Please! Bob, WC, Everyone else, merge it into one!

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Old Post 06-26-2004 04:39 PM
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Bobboau
BWO Team Member

Registered: Jul 2000
Location: belleville IL USA
Posts: 1428

I'm in the midle of rebuilding my system at the moment, so it'll be a day or so. but my code base is a bit too unstable at the moment, I'm going to have to re introduce all my changes one at a time, and I'd want HLP to be back up running and at full power before I start doing that so people can test as I do it.

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Old Post 06-26-2004 09:04 PM
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Goober5000
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Registered: Jan 2002
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Posts: 156

quote:
Originally posted by Bobboau
I'm going to have to re introduce all my changes one at a time, and I'd want HLP to be back up running and at full power before I start doing that so people can test as I do it.
Is good plan.

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Old Post 06-26-2004 11:32 PM
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