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pera
Murdock
Registered: Apr 2001
Location: Finland
Posts: 576 |
Why wasn't yellow jumppoint used?
Your mod has the yellow jump out jumppoint as the special warpmap, if you included it, then why didn't you use it. It could have been used at least when jumping out of a jumpgate, and it would also be possible to make an invisible "knossos" to use in missions without a jumpgate.
Even if the team doesn't use it I suggest that individual mission makers at least try it out.
Last edited by pera on 10-26-2001 at 07:29 PM
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10-26-2001 07:28 PM |
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IceFire
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By all means, give it a try. I did. It worked about as reliably as a chicken that flys.
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10-26-2001 07:30 PM |
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pera
Murdock
Registered: Apr 2001
Location: Finland
Posts: 576 |
quote: Originally posted by IceFire
By all means, give it a try. I did. It worked about as reliably as a chicken that flys.
Ok, sometimes it takes a while to make it work, but i've always managed to do it. And because delays haven't been a problem for you earlier, i wonder why you didn't do it.
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10-26-2001 07:32 PM |
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IceFire
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No seriously, this is a buggy element of FreeSpace 2. It does not work all of the time, in all cases, or very well at all.
Again, give it a try, go for it, its why we provided it.
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10-26-2001 07:37 PM |
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FSF Ashrak
Post Count Weenie
Registered: Sep 2001
Location: Estonia
Posts: 1362 |
btw cant u make a jump point as in real babylon 5 this one currently is flat but babylon 5 jump point was like a tunnel going forward
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10-26-2001 08:22 PM |
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FSF Ashrak
Post Count Weenie
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and why is that im just curious
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10-26-2001 08:27 PM |
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-Tal-
I'm New! Laugh At Me!
Registered: Jul 2001
Location: Rovaniemi, Finland
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quote: Originally posted by FSF Ashrak
btw cant u make a jump point as in real babylon 5 this one currently is flat but babylon 5 jump point was like a tunnel going forward
B5 jump points were flat like in the mod. Well, at least Crusade jump points were. You can see it in at least one Crusade episode when the Excalibur jumps in the hyperspace if I remember correctly (a side view).
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10-26-2001 08:37 PM |
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pera
Murdock
Registered: Apr 2001
Location: Finland
Posts: 576 |
quote: Originally posted by -Tal-
B5 jump points were flat like in the mod. Well, at least Crusade jump points were. You can see it in at least one Crusade episode when the Excalibur jumps in the hyperspace if I remember correctly (a side view).
I checked the beginning of Shadow Dancing, and the jumppoint was clearly flat. It only looks like a tunnel when you look it from the front, or partly inside it.
Last edited by pera on 10-26-2001 at 08:47 PM
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10-26-2001 08:45 PM |
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FSF Ashrak
Post Count Weenie
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well right now it dosent look like a tunnel from front and the jump points r not flat i know this 4 sertain
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10-26-2001 08:54 PM |
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MCO Strife
Murdock
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Location: barrow in furness
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in A call to arms it shows you jump points are flat when the victory and excalibur enter hyperspace side by side, I think it's just after they "borrow" them
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10-26-2001 10:38 PM |
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Sigma957
Babylon Project

Registered: Feb 2001
Location: South Australia,Australia,Sol
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As it should be because you are opening up a vortex to hyperspace which can't really be seen side on in normal space...
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10-26-2001 11:15 PM |
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hezie99
Face
Registered: Mar 2001
Location: UK
Posts: 96 |
you are quite correct in a call to arms when they are fleeing the drakh horde into hyperspace the jumpoint is flat from the side view. its just before they set course for earth space if those who disagree want to check it. 
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10-26-2001 11:46 PM |
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IceFire
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Very interesting effect definately. Yes, I remember the exact effect in A Call to Arms (I watched recently) and thinking how close that effect actually was to ours. I really want to have the ACTA jumppoint in the game sometime.
The tunnel effect is you seeing into hyperspace, or rather the orientation and the distortion of hyperspace indenting on realspace (and vice versa).
Why are our jumpoints flat? Because the model is hardcoded. Simple. Done. Period.
We can't change it without source code.
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10-27-2001 03:03 AM |
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Edwin
Hannibal
Registered: Sep 2001
Location: Z'ha'dum
Posts: 1402 |
quote: Originally posted by -Tal-
B5 jump points were flat like in the mod. Well, at least Crusade jump points were. You can see it in at least one Crusade episode when the Excalibur jumps in the hyperspace if I remember correctly (a side view).
In A Call to Arms there was also a side veiw of the Victory and the Excalibur jumping out to escape the Drakh fleet. it apears flat from the side. but from the front it apears to stretch on into infinity. now THAT would be cool to include in the MOD. 
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10-27-2001 03:35 AM |
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Chaucer
Babylon Project

Registered: Oct 2001
Location: Albany, NY
Posts: 11 |
Unfourtnatly, it's a limitation we can't address right now...to alter the percieved depth of something like that means we'd have to figure out a way to deform the geometry of the subspace node effect, which to the best of my knowledge is not possible. Sorry mate, we're working with duct tape and bailing wire here...but if you can get us some source code, or if Volition decides we're worthy of getting some suppore, we'll do what we can 
G'night
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10-28-2001 04:11 AM |
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IceFire
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Just so you all know, Dave Baranec, who was lead programmer on FS2 and serveral other Volition projects, would give us the source code in a second if he could.
The problem is that Interplay has the rights so the game so they decide yes, no, stay the hell away from us.
So when the dust settles from Interplays buyover, we'll see what happens.
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10-28-2001 02:10 PM |
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FSF Ashrak
Post Count Weenie
Registered: Sep 2001
Location: Estonia
Posts: 1362 |
well get the code and tell interplay that u cracked the code so what will they do NOTHING 
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10-28-2001 03:23 PM |
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IceFire
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Umm....thats not at all how it works. Technically or legally.
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10-28-2001 06:07 PM |
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FSF Ashrak
Post Count Weenie
Registered: Sep 2001
Location: Estonia
Posts: 1362 |
who said anything about legal 
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10-28-2001 06:15 PM |
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