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Kazan
Babylon Project

Registered: Aug 2000
Location: Cedar Rapids, Iowa, United States
Posts: 1016

What im doing with the Freespace 2 source

adding two new beam types - a straight fire fighter beam [literally, comes straight out of the gun ports] and a tracking fighter beam [you can set how much it can drift - ie 5 degrees from straight to track, etc]

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Old Post 04-25-2002 02:36 AM
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Grey Wolf 2009
Murdock

Registered: Mar 2001
Location:
Posts: 120

Will the straight-fire beam fire from all the mounts? And will it have a warmup/warmdown cycle?

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Old Post 04-25-2002 02:45 AM
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Kazan
Babylon Project

Registered: Aug 2000
Location: Cedar Rapids, Iowa, United States
Posts: 1016

i intend yes and yes... this code is complex.. it's hurting my eyes

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Old Post 04-25-2002 02:46 AM
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Kazan
Babylon Project

Registered: Aug 2000
Location: Cedar Rapids, Iowa, United States
Posts: 1016

i intend yes and yes... this code is complex.. it's hurting my eyes

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Old Post 04-25-2002 02:46 AM
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Grey Wolf 2009
Murdock

Registered: Mar 2001
Location:
Posts: 120

If he gets it to work, I'll have to edit the Morrigan in SHaS

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Old Post 04-25-2002 02:52 AM
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Grey Wolf 2009
Murdock

Registered: Mar 2001
Location:
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If he gets it to work, I'll have to edit the Morrigan in SHaS

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Old Post 04-25-2002 02:52 AM
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daveb
Volition

Registered: Jul 2000
Location:
Posts: 105

quote:
intend yes and yes... this code is complex.. it's hurting
my eyes


Don't forget to test multiplayer. ::snicker::

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Old Post 04-25-2002 02:59 AM
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daveb
Volition

Registered: Jul 2000
Location:
Posts: 105

quote:
intend yes and yes... this code is complex.. it's hurting
my eyes


Don't forget to test multiplayer. ::snicker::

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Old Post 04-25-2002 02:59 AM
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Kazan
Babylon Project

Registered: Aug 2000
Location: Cedar Rapids, Iowa, United States
Posts: 1016

does it atleast function dave?

right now im chasing around lighting stuff for models trying to figure out how i could add running lights

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Old Post 04-25-2002 03:23 AM
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Kazan
Babylon Project

Registered: Aug 2000
Location: Cedar Rapids, Iowa, United States
Posts: 1016

does it atleast function dave?

right now im chasing around lighting stuff for models trying to figure out how i could add running lights

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Old Post 04-25-2002 03:23 AM
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venom2506
Murdock

Registered: Apr 2001
Location:
Posts: 495

Re: What im doing with the Freespace 2 source

quote:
Originally posted by Kazan
adding two new beam types - a straight fire fighter beam [literally, comes straight out of the gun ports] and a tracking fighter beam [you can set how much it can drift - ie 5 degrees from straight to track, etc]
hold on! can you make the tracking thing work with regular weapons too ( to simulate a kind of nose turrets, like on an apache helicopter)?

edit: btw, as you're in that, replace the 3 with a 9 in the beam range (in the first lines if I remember well), that'll allow people to make wider beams that don't get awfully cut at sight range...

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Last edited by venom2506 on 04-25-2002 at 03:44 AM

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Old Post 04-25-2002 03:36 AM
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venom2506
Murdock

Registered: Apr 2001
Location:
Posts: 495

Re: What im doing with the Freespace 2 source

quote:
Originally posted by Kazan
adding two new beam types - a straight fire fighter beam [literally, comes straight out of the gun ports] and a tracking fighter beam [you can set how much it can drift - ie 5 degrees from straight to track, etc]
hold on! can you make the tracking thing work with regular weapons too ( to simulate a kind of nose turrets, like on an apache helicopter)?

edit: btw, as you're in that, replace the 3 with a 9 in the beam range (in the first lines if I remember well), that'll allow people to make wider beams that don't get awfully cut at sight range...

__________________
[URL=http://www.3dap.com/hlp/hosted/ott/index.html]Over the Top[/URL]
[url=http:/http://www.3dactionplanet.com/hlp/hosted/inferno/]Inferno[/url]
[url=http://terra.sourceforge.net/]Machina Terra[/url]

Last edited by venom2506 on 04-25-2002 at 03:44 AM

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Old Post 04-25-2002 03:36 AM
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sandwich
United Space

Registered: Dec 2000
Location: Jerusalem, Israel
Posts: 928

Re: What im doing with the Freespace 2 source

quote:
Originally posted by Kazan
adding two new beam types - a straight fire fighter beam [literally, comes straight out of the gun ports] and a tracking fighter beam [you can set how much it can drift - ie 5 degrees from straight to track, etc]


Awesome, and... is that like a beam that'll stay focused on target within the 5 degree cone? Automatically?

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Old Post 04-25-2002 09:25 AM
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sandwich
United Space

Registered: Dec 2000
Location: Jerusalem, Israel
Posts: 928

Re: What im doing with the Freespace 2 source

quote:
Originally posted by Kazan
adding two new beam types - a straight fire fighter beam [literally, comes straight out of the gun ports] and a tracking fighter beam [you can set how much it can drift - ie 5 degrees from straight to track, etc]


Awesome, and... is that like a beam that'll stay focused on target within the 5 degree cone? Automatically?

__________________
"He who laughs last thinks slowest."
"Just becase you're paranoid doesn't mean they're not out to get you."
"To err is human; to really screw up you need a computer."
Creator of the [url="http://www.geocities.com/sandvich/"]Sandvich Bar[/url]

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Old Post 04-25-2002 09:25 AM
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Shrike
BWO Team Member

Registered: Jul 2000
Location: Lo-Fidelity All Star
Posts: 2273

Re: Re: What im doing with the Freespace 2 source

quote:
Originally posted by venom2506
hold on! can you make the tracking thing work with regular weapons too ( to simulate a kind of nose turrets, like on an apache helicopter)?
Like autotracking.... that would be cool.

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Old Post 04-25-2002 09:33 AM
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Shrike
BWO Team Member

Registered: Jul 2000
Location: Lo-Fidelity All Star
Posts: 2273

Re: Re: What im doing with the Freespace 2 source

quote:
Originally posted by venom2506
hold on! can you make the tracking thing work with regular weapons too ( to simulate a kind of nose turrets, like on an apache helicopter)?
Like autotracking.... that would be cool.

__________________
WE ARE HARD LIGHT PRODUCTIONS. YOU WILL LOWER YOUR FIREWALLS AND SURRENDER YOUR COMPUTERS. WE WILL ADD YOUR INTELLECTUAL AND VERNACULAR DISTINCTIVENESS TO OUR OWN. YOUR FORUM WILL ADAPT TO SERVICE US. RESISTANCE IS FUTILE.

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Old Post 04-25-2002 09:33 AM
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Fozzy
Murdock

Registered: Nov 2000
Location: ¶¿åññÆt Z§g (UK)
Posts: 384

Question, what is the source code written in.

Kazan a few ideas, that might be implimentable:

1) Add a section to the fighter beam code so you can select the missile it uses for each beam.

2) A beam that acts like a tractorbeam and is cone shaped.

3) Make objects rotate around the models X Axis not freespace 2's defaut axis. (this alows for infinate degrees of rotations)

4) Alow objects to rotate in more than one Axis.

5) Up the table limit for all tables, up the polly limit and ship limit.

6) change the cheat activation sequence "www.freespace2.com" to somthing like "Fozzy Rules"

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Last edited by Fozzy on 04-25-2002 at 09:53 AM

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Old Post 04-25-2002 09:40 AM
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Fozzy
Murdock

Registered: Nov 2000
Location: ¶¿åññÆt Z§g (UK)
Posts: 384

Question, what is the source code written in.

Kazan a few ideas, that might be implimentable:

1) Add a section to the fighter beam code so you can select the missile it uses for each beam.

2) A beam that acts like a tractorbeam and is cone shaped.

3) Make objects rotate around the models X Axis not freespace 2's defaut axis. (this alows for infinate degrees of rotations)

4) Alow objects to rotate in more than one Axis.

5) Up the table limit for all tables, up the polly limit and ship limit.

6) change the cheat activation sequence "www.freespace2.com" to somthing like "Fozzy Rules"

__________________

VBB posts = about 50 :D
[URL=http://www26.brinkster.com/fargate/malm.html]MALM[/URL] is all you ever need (RF mission and mod launcher)


Click here to e-mail me.
[/color]

Last edited by Fozzy on 04-25-2002 at 09:53 AM

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Old Post 04-25-2002 09:40 AM
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Fozzy
Murdock

Registered: Nov 2000
Location: ¶¿åññÆt Z§g (UK)
Posts: 384

I almost forgot:

A) make lasers have heat and aspect seeking
and
B) missiles (.pof) be avalable for primary weapons.


C) Kazan have you figured out what the "Beam" section of the Weapons.tbl is for, because it is never used.

D) Can you make the beams celindrical (mapped on to a beam.pof) this will get rid of the flat look which is what drags me back to reality when i am playing FS.

E)Can you make .ANI files mappable onto FS ships so we can have cool new effects. (Could be usefull for the shaddow ships in the Babylon Project)

F) can you make a 3D Hud (.pof) to go infront of the camera like Starlancer to give the player the fealing that they are in there favorate ship. (it would be hard to make it so it does not display outside aswell)

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VBB posts = about 50 :D
[URL=http://www26.brinkster.com/fargate/malm.html]MALM[/URL] is all you ever need (RF mission and mod launcher)


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Last edited by Fozzy on 04-25-2002 at 09:57 AM

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Old Post 04-25-2002 09:43 AM
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Fozzy
Murdock

Registered: Nov 2000
Location: ¶¿åññÆt Z§g (UK)
Posts: 384

I almost forgot:

A) make lasers have heat and aspect seeking
and
B) missiles (.pof) be avalable for primary weapons.


C) Kazan have you figured out what the "Beam" section of the Weapons.tbl is for, because it is never used.

D) Can you make the beams celindrical (mapped on to a beam.pof) this will get rid of the flat look which is what drags me back to reality when i am playing FS.

E)Can you make .ANI files mappable onto FS ships so we can have cool new effects. (Could be usefull for the shaddow ships in the Babylon Project)

F) can you make a 3D Hud (.pof) to go infront of the camera like Starlancer to give the player the fealing that they are in there favorate ship. (it would be hard to make it so it does not display outside aswell)

__________________

VBB posts = about 50 :D
[URL=http://www26.brinkster.com/fargate/malm.html]MALM[/URL] is all you ever need (RF mission and mod launcher)


Click here to e-mail me.
[/color]

Last edited by Fozzy on 04-25-2002 at 09:57 AM

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Old Post 04-25-2002 09:43 AM
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