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CptWhite
On Standby Mode - TBP

Registered: Feb 2001
Location: Sheffield UK
Posts: 1913

this sounds like a possible source code project where you can add a "tile repeat length" value to the weapons entry for beams, how hard does that sound bob ?

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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 ;)

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Old Post 07-07-2002 10:42 PM
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CptWhite
On Standby Mode - TBP

Registered: Feb 2001
Location: Sheffield UK
Posts: 1913

this sounds like a possible source code project where you can add a "tile repeat length" value to the weapons entry for beams, how hard does that sound bob ?

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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 07-07-2002 10:42 PM
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-Norbert-
Murdock

Registered: Jun 2002
Location:
Posts: 239

And whats about dislinking the weapons?
Would that be possible, so the Nial fires like in the show?

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Old Post 07-08-2002 08:17 AM
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-Norbert-
Murdock

Registered: Jun 2002
Location: Vienna - Austria - Earth - Solar System - Milky Way
Posts: 120

And whats about dislinking the weapons?
Would that be possible, so the Nial fires like in the show?

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Old Post 07-08-2002 08:17 AM
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Prophet
Murdock

Registered: Feb 2001
Location: Joutsa, Finland
Posts: 564

Bobbau is working on it. See the very first post... Aparently with no succes. Or then he is just evil and is hiding his procress and enjoying spectacular firefights on his own...

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Creator of Movements in the Mist campaign

Oh ****! Those idiots did it.

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Old Post 07-08-2002 11:29 AM
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Bobboau
BWO Team Member

Registered: Jul 2000
Location: belleville IL USA
Posts: 1428

oh, I havn't goten it to work with my copy of TBP very well so I was spending more time on bug hunting the bugs that are causing crashes and stuff, but I guess I could take a break and to some "fun" coding

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Old Post 07-09-2002 03:33 AM
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Bobboau
BWO Team Member

Registered: Jul 2000
Location: belleville IL USA
Posts: 1428

oh, I havn't goten it to work with my copy of TBP very well so I was spending more time on bug hunting the bugs that are causing crashes and stuff, but I guess I could take a break and to some "fun" coding

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Old Post 07-09-2002 03:33 AM
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Bobboau
BWO Team Member

Registered: Jul 2000
Location: belleville IL USA
Posts: 1428

[url=http://freespace.volitionwatch.com/blackwater/FS3tbp.zip]there[/url]
specal build- fighter beams cycle once every .1 seconds from one point to the next, just a simple test to see if this code would work in the final version it'll be controled by a flag or some other table value and will work on normal primarys as well

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Old Post 07-09-2002 04:45 AM
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Bobboau
BWO Team Member

Registered: Jul 2000
Location: belleville IL USA
Posts: 1428

[url=http://freespace.volitionwatch.com/blackwater/FS3tbp.zip]there[/url]
specal build- fighter beams cycle once every .1 seconds from one point to the next, just a simple test to see if this code would work in the final version it'll be controled by a flag or some other table value and will work on normal primarys as well

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Old Post 07-09-2002 04:45 AM
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IceFire
VWBB Admin

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

Cool stuff Bobboau. That would be invaluable....not only in letting us fire double barreled turrets at the same time...but also with the beams and a variety of effects.

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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 07-09-2002 01:41 PM
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BabProj Team
I'm New! Laugh At Me!

Registered: Apr 2001
Location:
Posts: 1901

Cool stuff Bobboau. That would be invaluable....not only in letting us fire double barreled turrets at the same time...but also with the beams and a variety of effects.

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Old Post 07-09-2002 01:41 PM
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pera
Murdock

Registered: Apr 2001
Location: Finland
Posts: 576

quote:
Originally posted by Bobboau
[url=http://freespace.volitionwatch.com/blackwater/FS3tbp.zip]there[/url]
specal build- fighter beams cycle once every .1 seconds from one point to the next, just a simple test to see if this code would work in the final version it'll be controled by a flag or some other table value and will work on normal primarys as well



It crashes all the time, with modified tables it doesn't even start.

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Old Post 07-09-2002 02:11 PM
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pera
Murdock

Registered: Apr 2001
Location: Finland
Posts: 576

quote:
Originally posted by Bobboau
[url=http://freespace.volitionwatch.com/blackwater/FS3tbp.zip]there[/url]
specal build- fighter beams cycle once every .1 seconds from one point to the next, just a simple test to see if this code would work in the final version it'll be controled by a flag or some other table value and will work on normal primarys as well



It crashes all the time, with modified tables it doesn't even start.

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Old Post 07-09-2002 02:11 PM
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Bobboau
BWO Team Member

Registered: Jul 2000
Location: belleville IL USA
Posts: 1428

it works with the origonal files for me, but not with most mods

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Old Post 07-09-2002 03:19 PM
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pera
Murdock

Registered: Apr 2001
Location: Finland
Posts: 576

quote:
Originally posted by Bobboau
it works with the origonal files for me, but not with most mods


For me it doesn't work even with the original files. the mouse moves slowly as hell in the main menu, and then it crasher after a few seconds.

Edit: Now I got them to work, and they look awesome! Great work Bob!

Last edited by pera on 07-09-2002 at 04:10 PM

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Old Post 07-09-2002 04:00 PM
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pera
Murdock

Registered: Apr 2001
Location: Finland
Posts: 576

quote:
Originally posted by Bobboau
it works with the origonal files for me, but not with most mods


For me it doesn't work even with the original files. the mouse moves slowly as hell in the main menu, and then it crasher after a few seconds.

Edit: Now I got them to work, and they look awesome! Great work Bob!

Last edited by pera on 07-09-2002 at 04:10 PM

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Old Post 07-09-2002 04:00 PM
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Mewgen1
Murdock

Registered: Oct 2001
Location:
Posts: 66

Does anybody have the .tbl files that make the Nuetron guns into these beams?

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Old Post 07-11-2002 01:12 AM
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Mewgen1
Murdock

Registered: Oct 2001
Location: Stevensville, MT
Posts: 142

Does anybody have the .tbl files that make the Nuetron guns into these beams?

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Understanding is a three edged sword: your side, there side, and the truth.
-Cap. John Sheridan

Where ever you go there you are.

There will be an answer. Let it be.- John Lenon

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Old Post 07-11-2002 01:12 AM
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Bobboau
BWO Team Member

Registered: Jul 2000
Location: belleville IL USA
Posts: 1428

I fixed the crashing with capships bug in the non-TBP build

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Old Post 07-16-2002 08:09 AM
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redmenace7
Face

Registered: Jul 2002
Location:
Posts: 271

I get this error message when I try to install the the beam weapon addon.
Error: Error parsing 'rank.tbl'
Error code = 5.

File:\Games\projects\freespace2_public\code\Stat
s\Scoring.cpp
Line: 226

Call stack:
------------------------------------------------------------------
FS3.EXE 00424d72()
FS3.EXE 0042ae84()
FS3.EXE 0042af9c()
FS3.EXE 005e599e()
KERNEL32.DLL bff7b9e4()
KERNEL32.DLL bff7b896()
KERNEL32.DLL bff7a24f()
------------------------------------------------------------------

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Old Post 07-19-2002 12:00 PM
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