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aldo_14
Hannibal

Registered: Jul 2001
Location: Glasgow, Scotland
Posts: 882

quote:
Originally posted by Fozzy
I almost forgot:


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)



Not to mention the nightmares......

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Old Post 04-25-2002 09:54 AM
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aldo_14
Hannibal

Registered: Jul 2001
Location: Glasgow, Scotland
Posts: 882

quote:
Originally posted by Fozzy
I almost forgot:


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)



Not to mention the nightmares......

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Old Post 04-25-2002 09:54 AM
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Shrike
BWO Team Member

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

quote:
Originally posted by Fozzy
B) missiles (.pof) be avalable for primary weapons.
Actually, there's already a mod that does this.

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Old Post 04-25-2002 10:28 AM
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Shrike
BWO Team Member

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

quote:
Originally posted by Fozzy
B) missiles (.pof) be avalable for primary weapons.
Actually, there's already a mod that does this.

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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 10:28 AM
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aldo_14
Hannibal

Registered: Jul 2001
Location: Glasgow, Scotland
Posts: 882

quote:
Originally posted by Shrike
Actually, there's already a mod that does this.


Wraithhost did it..... FS used to have a laser pof file, before it went to bitmaps.

Wonder if animated beams would be neat? You could add a 'drilling' rotation to them.......

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Old Post 04-25-2002 10:31 AM
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aldo_14
Hannibal

Registered: Jul 2001
Location: Glasgow, Scotland
Posts: 882

quote:
Originally posted by Shrike
Actually, there's already a mod that does this.


Wraithhost did it..... FS used to have a laser pof file, before it went to bitmaps.

Wonder if animated beams would be neat? You could add a 'drilling' rotation to them.......

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[URL=http://www.3dap.com/hlp/hosted/reciprocity/casualtiesofwar/main.htm]Casualties of War[/URL]
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Old Post 04-25-2002 10:31 AM
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Ashark
I'm New! Laugh At Me!

Registered: May 2002
Location: Estonia
Posts: 1024

so in what is the code written in and how do i modify my fighters if you recode it will it be free and now you don't have to build a new engine upgrade this one and how will we be able to impliment this new code into our games?

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Old Post 04-25-2002 10:45 AM
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FSF Ashrak
Post Count Weenie

Registered: Sep 2001
Location: Estonia
Posts: 1362

so in what is the code written in and how do i modify my fighters if you recode it will it be free and now you don't have to build a new engine upgrade this one and how will we be able to impliment this new code into our games?

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Old Post 04-25-2002 10:45 AM
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aldo_14
Hannibal

Registered: Jul 2001
Location: Glasgow, Scotland
Posts: 882

quote:
Originally posted by FSF Ashrak
so in what is the code written in
and how do i modify my fighters if you recode it
will it be free

and now you don't have to build a new engine upgrade this one

and how will we be able to impliment this new code into our games?



1 - C
2 - Dunno. Depnds what's changed. Changes should not change how the original campaign plays, or interfere with it IMO - otherwise it sort of defeats the point.
3/ Yep
4/ Yep
5/ That's what I've been wondering. Especially as I though some of the MVE specific, etc, code was stripped out, so you can't just reocmpile the exe. Or am I wrong?

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Old Post 04-25-2002 11:06 AM
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aldo_14
Hannibal

Registered: Jul 2001
Location: Glasgow, Scotland
Posts: 882

quote:
Originally posted by FSF Ashrak
so in what is the code written in
and how do i modify my fighters if you recode it
will it be free

and now you don't have to build a new engine upgrade this one

and how will we be able to impliment this new code into our games?



1 - C
2 - Dunno. Depnds what's changed. Changes should not change how the original campaign plays, or interfere with it IMO - otherwise it sort of defeats the point.
3/ Yep
4/ Yep
5/ That's what I've been wondering. Especially as I though some of the MVE specific, etc, code was stripped out, so you can't just reocmpile the exe. Or am I wrong?

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[URL=http://www.3dap.com/hlp/hosted/reciprocity/casualtiesofwar/main.htm]Casualties of War[/URL]
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Old Post 04-25-2002 11:06 AM
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Ashark
I'm New! Laugh At Me!

Registered: May 2002
Location: Estonia
Posts: 1024

oooh i know dont make the beam a primary weapon make it secondary so it tracks and locks on like missles do but at the same time it drains the power of your main weapons and has a reload time like helios has 28 seconds.

i think you could impliment the code into a new VP file that me just stick in our main dir...


im pressing enter Im so exited

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Old Post 04-25-2002 11:32 AM
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FSF Ashrak
Post Count Weenie

Registered: Sep 2001
Location: Estonia
Posts: 1362

oooh i know dont make the beam a primary weapon make it secondary so it tracks and locks on like missles do but at the same time it drains the power of your main weapons and has a reload time like helios has 28 seconds.

i think you could impliment the code into a new VP file that me just stick in our main dir...


im pressing enter Im so exited

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Old Post 04-25-2002 11:32 AM
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aldo_14
Hannibal

Registered: Jul 2001
Location: Glasgow, Scotland
Posts: 882

quote:
Originally posted by FSF Ashrak
oooh i know dont make the beam a primary weapon make it secondary so it tracks and locks on like missles do but at the same time it drains the power of your main weapons and has a reload time like helios has 28 seconds.

i think you could impliment the code into a new VP file that me just stick in our main dir...


im pressing enter Im so exited



I don't think the VP files contain any executable code....... but you could easily use a beam as a primary just by setting it to have very high energy usage.

Oh, Kazan - could you keep a log on what changes you make, to help the rest of us get to grips with similar changes?

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[URL=http://www.3dap.com/hlp/hosted/reciprocity/casualtiesofwar/main.htm]Casualties of War[/URL]
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Old Post 04-25-2002 11:47 AM
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aldo_14
Hannibal

Registered: Jul 2001
Location: Glasgow, Scotland
Posts: 882

quote:
Originally posted by FSF Ashrak
oooh i know dont make the beam a primary weapon make it secondary so it tracks and locks on like missles do but at the same time it drains the power of your main weapons and has a reload time like helios has 28 seconds.

i think you could impliment the code into a new VP file that me just stick in our main dir...


im pressing enter Im so exited



I don't think the VP files contain any executable code....... but you could easily use a beam as a primary just by setting it to have very high energy usage.

Oh, Kazan - could you keep a log on what changes you make, to help the rest of us get to grips with similar changes?

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Hit it 'til it gives up....

[URL=http://www.3dap.com/hlp/hosted/reciprocity]RECIPROCITY[/URL] [URL=http://www.3dap.com/hlp/hosted/reciprocity/demo.html]The Luyten Incident[/URL]
[URL=http://www.3dap.com/hlp/hosted/reciprocity/casualtiesofwar/main.htm]Casualties of War[/URL]
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Old Post 04-25-2002 11:47 AM
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ltnarol
Murdock

Registered: Dec 2001
Location: GTD Haydon
Posts: 357

we definitely need to combine all these programmers and coordinate them, or else we'll end up with 20 different versions of the new engine, and that would be a mess. Does anyone in particular want to head up this thing?

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Old Post 04-25-2002 02:34 PM
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ltnarol
Murdock

Registered: Dec 2001
Location: GTD Haydon
Posts: 357

we definitely need to combine all these programmers and coordinate them, or else we'll end up with 20 different versions of the new engine, and that would be a mess. Does anyone in particular want to head up this thing?

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Old Post 04-25-2002 02:34 PM
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sandwich
United Space

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

quote:
Originally posted by ltnarol
we definitely need to combine all these programmers and coordinate them, or else we'll end up with 20 different versions of the new engine, and that would be a mess. Does anyone in particular want to head up this thing?


If so, see [url=http://www.volitionwatch.com/vwbb/showthread.php?s=&threadid=6044]this thread[/url].

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Old Post 04-25-2002 10:52 PM
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sandwich
United Space

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

quote:
Originally posted by ltnarol
we definitely need to combine all these programmers and coordinate them, or else we'll end up with 20 different versions of the new engine, and that would be a mess. Does anyone in particular want to head up this thing?


If so, see [url=http://www.volitionwatch.com/vwbb/showthread.php?s=&threadid=6044]this thread[/url].

__________________
"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."
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Old Post 04-25-2002 10:52 PM
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ltnarol
Murdock

Registered: Dec 2001
Location: GTD Haydon
Posts: 357

nice work sandwich, and good to hear you're back

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Old Post 04-25-2002 10:57 PM
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ltnarol
Murdock

Registered: Dec 2001
Location: GTD Haydon
Posts: 357

nice work sandwich, and good to hear you're back

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