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CptWhite
On Standby Mode - TBP

Registered: Feb 2001
Location: Sheffield UK
Posts: 1913

fs2 source code released !!!!

well all i can 100% fact tell you is the the biggest developemtn in the mods history, since its conception in the middle of '99

it means we can basically do all the things we always wanted to do that the freespace 2 engine limited us to, expect small breakthoughs at first (side rotating turrets, possibly rotates not having to face up or down for start positions

i dont know to be honest but the possibility to utilise ani files in other areas ....majorly tinker with hyperspace to makes a truly great recreation.....unbugged destroyed geo.....proper no dim support for d3d (highlighted windows on ships anyone??) more explsion types and no limit for my nebulas collection....!!!! these are the types of things i expect and come to might there will be dozens of other improvements me and others will think about so well i suspect

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[url=http://freespace.volitionwatch.com/babylon]The Babylon Project[/url]: Currently designing nebula / planets and adding smoothing in all the right places ;)

[url=http://www.b5mods.com]Great Wars - Homeworld[/url]

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Old Post 04-24-2002 09:40 PM
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CptWhite
On Standby Mode - TBP

Registered: Feb 2001
Location: Sheffield UK
Posts: 1913

fs2 source code released !!!!

well all i can 100% fact tell you is the the biggest developemtn in the mods history, since its conception in the middle of '99

it means we can basically do all the things we always wanted to do that the freespace 2 engine limited us to, expect small breakthoughs at first (side rotating turrets, possibly rotates not having to face up or down for start positions

i dont know to be honest but the possibility to utilise ani files in other areas ....majorly tinker with hyperspace to makes a truly great recreation.....unbugged destroyed geo.....proper no dim support for d3d (highlighted windows on ships anyone??) more explsion types and no limit for my nebulas collection....!!!! these are the types of things i expect and come to might there will be dozens of other improvements me and others will think about so well i suspect

__________________
[url=http://freespace.volitionwatch.com/babylon]The Babylon Project[/url]: Currently designing nebula / planets and adding smoothing in all the right places ;)

[url=http://www.b5mods.com]Great Wars - Homeworld[/url]

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Old Post 04-24-2002 09:40 PM
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Cetanu
Face

Registered: Jul 2001
Location: Outer Space
Posts: 64

btw rotations - rotations visible for clients in multiplayer would be fine too

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Keeper of [url=http://165thbdhr.com/]BDHR's[/url] Holy Grail of Beer
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Old Post 04-24-2002 09:42 PM
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FlakBait
Murdock

Registered: Dec 2001
Location: THE BEST DAMN ROGUE NATION ON EARTH!!!
Posts: 735

It's a lttle late for April fools.

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Old Post 04-24-2002 09:47 PM
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FlakBait
Murdock

Registered: Dec 2001
Location: THE BEST DAMN ROGUE NATION ON EARTH!!!
Posts: 735

It's a lttle late for April fools.

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Old Post 04-24-2002 09:47 PM
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IceFire
VWBB Admin

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

And thats because it aint April Fools and it aint a joke.

Read FSW news.

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[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 04-24-2002 09:53 PM
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BabProj Team
I'm New! Laugh At Me!

Registered: Apr 2001
Location:
Posts: 1901

And thats because it aint April Fools and it aint a joke.

Read FSW news.

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- The Babylon Project Team

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Old Post 04-24-2002 09:53 PM
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Cetanu
Face

Registered: Jul 2001
Location: Outer Space
Posts: 64

are you talking to me?
if so - go to PXO as a client and try to see the blades rotation on a Shivan Comm Node for example, or radardish rotations, etc.

__________________
Work is the curse of the drinking class
Keeper of [url=http://165thbdhr.com/]BDHR's[/url] Holy Grail of Beer
All valid FS2 multiplayer [url=http://165thbdhr.com/html/fs2m.asp]missions[/url] for PXO

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Old Post 04-24-2002 09:54 PM
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Cetanu
Face

Registered: Jul 2001
Location: Outer Space
Posts: 64

are you talking to me?
if so - go to PXO as a client and try to see the blades rotation on a Shivan Comm Node for example, or radardish rotations, etc.

__________________
Work is the curse of the drinking class
Keeper of [url=http://165thbdhr.com/]BDHR's[/url] Holy Grail of Beer
All valid FS2 multiplayer [url=http://165thbdhr.com/html/fs2m.asp]missions[/url] for PXO

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Old Post 04-24-2002 09:54 PM
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CptWhite
On Standby Mode - TBP

Registered: Feb 2001
Location: Sheffield UK
Posts: 1913

yes seems like it doesnt it, but believe it - its true - i have it on my hdd - go to freespace news on volitionwatch ...we're not kidding

__________________
[url=http://freespace.volitionwatch.com/babylon]The Babylon Project[/url]: Currently designing nebula / planets and adding smoothing in all the right places ;)

[url=http://www.b5mods.com]Great Wars - Homeworld[/url]

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Old Post 04-24-2002 09:54 PM
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CptWhite
On Standby Mode - TBP

Registered: Feb 2001
Location: Sheffield UK
Posts: 1913

yes seems like it doesnt it, but believe it - its true - i have it on my hdd - go to freespace news on volitionwatch ...we're not kidding

__________________
[url=http://freespace.volitionwatch.com/babylon]The Babylon Project[/url]: Currently designing nebula / planets and adding smoothing in all the right places ;)

[url=http://www.b5mods.com]Great Wars - Homeworld[/url]

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Old Post 04-24-2002 09:54 PM
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Styxx
BWO Team Member

Registered: Jan 2001
Location: Not at home!
Posts: 681

quote:
Originally posted by FlakBait
It's a lttle late for April fools.
^

Check the news then, f00! I got the code already!

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Old Post 04-24-2002 09:54 PM
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Styxx
BWO Team Member

Registered: Jan 2001
Location: Not at home!
Posts: 681

quote:
Originally posted by FlakBait
It's a lttle late for April fools.
^

Check the news then, f00! I got the code already!

__________________
[url=http://terra.sourceforge.net]THE MACHINA TERRA WEBSITE[/url]

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Old Post 04-24-2002 09:54 PM
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FlakBait
Murdock

Registered: Dec 2001
Location: THE BEST DAMN ROGUE NATION ON EARTH!!!
Posts: 735

WOOOOOHOOOOOOO!!!!!!

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Old Post 04-24-2002 10:03 PM
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Zeronet
Hannibal

Registered: Feb 2001
Location: England
Posts: 632

quote:
Originally posted by FlakBait
WOOOOOHOOOOOOO!!!!!!


I had to spend a few mins checking stuff before i could believe it. I Do now

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See the Shivan Kill the Shivan

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Old Post 04-24-2002 10:05 PM
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Zeronet
Hannibal

Registered: Feb 2001
Location: England
Posts: 632

quote:
Originally posted by FlakBait
WOOOOOHOOOOOOO!!!!!!


I had to spend a few mins checking stuff before i could believe it. I Do now

__________________
See the Shivan Kill the Shivan

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Old Post 04-24-2002 10:05 PM
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Wildlife
Babylon Project

Registered: Jul 2001
Location: Back in Merry England
Posts: 584

This is so great

today is truly a day to remember in FS history

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2.The world without me is like a blunt pencil.......
Pointless :)
Did you hear? England 5 - Germany 1!!!!!!
Did You See? England 1 - Argentinia 0!!!!!

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Old Post 04-24-2002 10:31 PM
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Wildlife
Babylon Project

Registered: Jul 2001
Location: Back in Merry England
Posts: 584

This is so great

today is truly a day to remember in FS history

__________________
1. Liverpool FC ARE going to win the champions league. next season!
2.The world without me is like a blunt pencil.......
Pointless :)
Did you hear? England 5 - Germany 1!!!!!!
Did You See? England 1 - Argentinia 0!!!!!

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Old Post 04-24-2002 10:31 PM
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Kip Thorne
I'm New! Laugh At Me!

Registered: Mar 2002
Location: A Coruña, Galicia, Spain
Posts: 40

Thats great news indeed. I'm just thinking of the possibilities...

¿Port the code to Linux?¿Make it use OpenGL?¿Use of GeForce 3-4 functions?

Maybe I should think of smaller changes...it was annoying that you could only have one asteroid belt of 128 asteroids at a time, it was annoying that there was no proper "hard-coded" way to end a mission except jumping out (i.e. docking with the mothership instead of using subspace to reach the inner hangar ;-), and of course, subspace missions sucked, if it were not for the lack of shields.

Hum...what i would really like to see now:

-TBP staff with less headaches when trying to implement B5 hyperspace.

-Better AI.

-The FAQ promises a little "slide" feeling to the ships. I'm not saying that, now that you have the code, make te game full-newtonian (we have IFH for that), but it'd rock if you really had to control some amount of inertia, even more when using heavier ships (a Badger should feel different than a Starfury).

-And please, really, get rid of the Energy Shield Control ;-)))) and...¿a slightly modified HUD?


Err...could you do ANY of these things above?

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Old Post 04-24-2002 10:32 PM
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Kip Thorne
I'm New! Laugh At Me!

Registered: Mar 2002
Location: A Coruña, Galicia, Spain
Posts: 40

Thats great news indeed. I'm just thinking of the possibilities...

¿Port the code to Linux?¿Make it use OpenGL?¿Use of GeForce 3-4 functions?

Maybe I should think of smaller changes...it was annoying that you could only have one asteroid belt of 128 asteroids at a time, it was annoying that there was no proper "hard-coded" way to end a mission except jumping out (i.e. docking with the mothership instead of using subspace to reach the inner hangar ;-), and of course, subspace missions sucked, if it were not for the lack of shields.

Hum...what i would really like to see now:

-TBP staff with less headaches when trying to implement B5 hyperspace.

-Better AI.

-The FAQ promises a little "slide" feeling to the ships. I'm not saying that, now that you have the code, make te game full-newtonian (we have IFH for that), but it'd rock if you really had to control some amount of inertia, even more when using heavier ships (a Badger should feel different than a Starfury).

-And please, really, get rid of the Energy Shield Control ;-)))) and...¿a slightly modified HUD?


Err...could you do ANY of these things above?

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Old Post 04-24-2002 10:32 PM
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