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Mewgen1
Murdock
Registered: Oct 2001
Location:
Posts: 66 |
Jees...what is it with you people and the "multiple jump-point obsession". Or have you all forgotten that, as of LotR, they completely re-desinged the jumpoints so that there is only one color?
I can see the appeal of landing in a fighter bay, cause I have wanted to do that since FS first came out.
Personally I think it would be most important to make the slide(up, down, left, right) controls work and have the AI actually be able to use them correctly.
Also it would be nice to be able to make ships like the VPK be able to be actual models in the game (although I don't even want to specualte about how my framerate would react to something like that).
Also the nice little touches like animated textures for the shadow and Hand ships and multiple moving parts ona single ship (for when the Hand gets done, if ever).
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Where ever you go there you are.
There will be an answer. Let it be.- John Lenon
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06-22-2002 04:42 PM |
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Kip Thorne
I'm New! Laugh At Me!
Registered: Mar 2002
Location: A Coruña, Galicia, Spain
Posts: 40 |
quote: Originally posted by pera
Thanks to the source code, the problem with ending missions has already been fixed.
I'm glad to hear that. In which TBP release will we be able to benefit from that?
Different jump points are important to me 'cuz it's part of the aesthetics (sp') of the show, just like nebulas and beams.
And I think I remember that the developer team is not willing to use full-newtonian physics in TBP. You will have freeware IFH for that. So, unless the team is considering the option, don't ask them that.
Just as a side note, in the readme of the FS code, the guy suggests implementing full-newtonian physics ;-)
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06-22-2002 05:09 PM |
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Kip Thorne
I'm New! Laugh At Me!
Registered: Mar 2002
Location: A Coruña, Galicia, Spain
Posts: 40 |
quote: Originally posted by pera
Thanks to the source code, the problem with ending missions has already been fixed.
I'm glad to hear that. In which TBP release will we be able to benefit from that?
Different jump points are important to me 'cuz it's part of the aesthetics (sp') of the show, just like nebulas and beams.
And I think I remember that the developer team is not willing to use full-newtonian physics in TBP. You will have freeware IFH for that. So, unless the team is considering the option, don't ask them that.
Just as a side note, in the readme of the FS code, the guy suggests implementing full-newtonian physics ;-)
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06-22-2002 05:09 PM |
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