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BabProj Team
I'm New! Laugh At Me!

Registered: Apr 2001
Location:
Posts: 1901

Yup...thats the plan. Probably smoother and whatnot...

Still trying to master the beam tile effect too. So far I've not gotten it to do anything really nice looking yet. You may or may not see it in time for R2's release but I will do it up for a patch most definately.

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Old Post 02-25-2003 12:48 AM
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Bobboau
BWO Team Member

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

for those whom may care
[url=http://freespace.volitionwatch.com/blackwater/fs2_open.zip]this[/url] is an unoffical 3.5 relese build, when combind with the old TBP_open upgarde I made a while back, it will have all the frills you could ever want,
I have spent a good two weeks giveing the fighter beam code a thurough, work down, to my knowledge there is _no_ bug that has survived and every feature (the ones I can remember, try and remind me ) that the TBP team has requested has been added, and a bit of new functionality/eyecandy has been added
I'm going to make an updated version of TBP_open for this,
would anyone be upset if I gave the aurora fighter a set of 42mm plasma cannons to demonstrate the bank specific loadout?
if you would want to realy help out play and try to find bugs, this is a relese build so it should not be a finiky

mkay, [url=http://freespace.volitionwatch.com/blackwater/TBP_open.zip]here[/url] is the afore mentioned TBP_open, unzip the first file I directed you to into you're FS2 root folder, then unzip the second folder into ether you're root or you're data directory were you're TBP files are stored, you must be up to date
(note you should delete or rename the warp.pof in the first zip if you don't overwrite it, there must ba a warp model)

remember, glow maps, fighter beams

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Last edited by Bobboau on 02-25-2003 at 08:07 AM

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Old Post 02-25-2003 07:56 AM
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Bobboau
BWO Team Member

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

for those whom may care
[url=http://freespace.volitionwatch.com/blackwater/fs2_open.zip]this[/url] is an unoffical 3.5 relese build, when combind with the old TBP_open upgarde I made a while back, it will have all the frills you could ever want,
I have spent a good two weeks giveing the fighter beam code a thurough, work down, to my knowledge there is _no_ bug that has survived and every feature (the ones I can remember, try and remind me ) that the TBP team has requested has been added, and a bit of new functionality/eyecandy has been added
I'm going to make an updated version of TBP_open for this,
would anyone be upset if I gave the aurora fighter a set of 42mm plasma cannons to demonstrate the bank specific loadout?
if you would want to realy help out play and try to find bugs, this is a relese build so it should not be a finiky

mkay, [url=http://freespace.volitionwatch.com/blackwater/TBP_open.zip]here[/url] is the afore mentioned TBP_open, unzip the first file I directed you to into you're FS2 root folder, then unzip the second folder into ether you're root or you're data directory were you're TBP files are stored, you must be up to date
(note you should delete or rename the warp.pof in the first zip if you don't overwrite it, there must ba a warp model)

remember, glow maps, fighter beams

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Last edited by Bobboau on 02-25-2003 at 08:07 AM

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Old Post 02-25-2003 07:56 AM
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Grey Area
Murdock

Registered: Oct 2002
Location: GSV Ethics Gradient
Posts: 267

OOO!

Sounds like we could be getting close to a release folks...

Let the dribbling frenzy begin...in a while.

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Old Post 02-25-2003 08:34 AM
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Grey Area
Murdock

Registered: Oct 2002
Location: GSV Ethics Gradient
Posts: 267

OOO!

Sounds like we could be getting close to a release folks...

Let the dribbling frenzy begin...in a while.

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Old Post 02-25-2003 08:34 AM
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Col. Fishguts
I'm New! Laugh At Me!

Registered: Feb 2003
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Hi....now I finally had to register to ask something.

I tried Bobbau's build and TBP_open....woah, that thing's cool. The glowmaps and fighterbeams look great. Just some issues:

1) The Olympus causes a crash. If you select it in the techroom or try to load a mission with in it you crash back to windows. Maybe I put a file in the wrong place ? There seems to be no new .pof for it, although there are some glowmaps included.....maybe that causes some problems ?? Maybe just stupid me...

2) The Nial beams look GREAT but are a bit weak, especially when you try too knock out turrets on a capship. A wing of Nials gets whacked when trying to destroy a Hyperion.

oh and a last question: The AI Starfurys make some strange manouvers I never could do....moving sidewards and stuff. What have you changed on them ?

So that's it...so I use this opportunity to thank the TBP staff for making some great things and the SCP for keeping FS2 alive.

<= And yes...i'm new, so laugh at me !

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Old Post 02-25-2003 01:22 PM
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Col. Fishguts
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Registered: Feb 2003
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Hi....now I finally had to register to ask something.

I tried Bobbau's build and TBP_open....woah, that thing's cool. The glowmaps and fighterbeams look great. Just some issues:

1) The Olympus causes a crash. If you select it in the techroom or try to load a mission with in it you crash back to windows. Maybe I put a file in the wrong place ? There seems to be no new .pof for it, although there are some glowmaps included.....maybe that causes some problems ?? Maybe just stupid me...

2) The Nial beams look GREAT but are a bit weak, especially when you try too knock out turrets on a capship. A wing of Nials gets whacked when trying to destroy a Hyperion.

oh and a last question: The AI Starfurys make some strange manouvers I never could do....moving sidewards and stuff. What have you changed on them ?

So that's it...so I use this opportunity to thank the TBP staff for making some great things and the SCP for keeping FS2 alive.

<= And yes...i'm new, so laugh at me !

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Old Post 02-25-2003 01:22 PM
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Darkblade
Babylon Project

Registered: Dec 2000
Location:
Posts: 189

quote:
Originally posted by Col. Fishguts

oh and a last question: The AI Starfurys make some strange manouvers I never could do....moving sidewards and stuff. What have you changed on them ?



Sliding has been implemented. You can assign a key to slide from the controls. (at least I believe that sliding has been done?)

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Old Post 02-25-2003 03:02 PM
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Darkblade
Babylon Project

Registered: Dec 2000
Location: Finland
Posts: 599

quote:
Originally posted by Col. Fishguts

oh and a last question: The AI Starfurys make some strange manouvers I never could do....moving sidewards and stuff. What have you changed on them ?



Sliding has been implemented. You can assign a key to slide from the controls. (at least I believe that sliding has been done?)

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Mauri "Darkblade" Majanoja

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Mission designer - [url="http://freespace.volitionwatch.com/babylon"]Freespace 2 : The Babylon Project[/url]

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Old Post 02-25-2003 03:02 PM
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Cpt_Phoenix
Face

Registered: Mar 2002
Location: Beyond The Rim
Posts: 74

how does sliding work? Does that mean you could fly along the side of a ship turn sideways and fire along its hull? maybe a sceenshot of it would be nice

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Old Post 02-25-2003 03:28 PM
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Col. Fishguts
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Registered: Feb 2003
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just tried it out....you now can slide up/down/right/left and with "z" even fly slowly backwards. The Furys look a little weird though with all the vectoring thrusters glowing all the time.
They seem to react on the controls (e.g the ones facing to the right grow bigger when strafing left), so uhm would it possible to have them invisible or very small when not fired ? If not...don't mind.

btw....the new blue jump-in and orange jump-out .pof's look awesome.

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Old Post 02-25-2003 04:25 PM
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Col. Fishguts
I'm New! Laugh At Me!

Registered: Feb 2003
Location:
Posts: 64

just tried it out....you now can slide up/down/right/left and with "z" even fly slowly backwards. The Furys look a little weird though with all the vectoring thrusters glowing all the time.
They seem to react on the controls (e.g the ones facing to the right grow bigger when strafing left), so uhm would it possible to have them invisible or very small when not fired ? If not...don't mind.

btw....the new blue jump-in and orange jump-out .pof's look awesome.

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Old Post 02-25-2003 04:25 PM
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Edwin
Hannibal

Registered: Sep 2001
Location: Z'ha'dum
Posts: 1402

quote:
Originally posted by karajorma


Well are there any missions actually designed which allow you to do that?
I wouldn`t mind flying a nial either but I`m not going to write a mission to do it




I used to have a small and cruddy campaign, but my HD died (remember that?) I think Ashrak has it, i sent him a copy to post on his site.

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Old Post 02-25-2003 04:50 PM
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Edwin
Hannibal

Registered: Sep 2001
Location: Z'ha'dum
Posts: 1402

quote:
Originally posted by karajorma


Well are there any missions actually designed which allow you to do that?
I wouldn`t mind flying a nial either but I`m not going to write a mission to do it




I used to have a small and cruddy campaign, but my HD died (remember that?) I think Ashrak has it, i sent him a copy to post on his site.

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Old Post 02-25-2003 04:50 PM
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Bobboau
BWO Team Member

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

I have heard of problems with the Olympus there seems to be something wrong with the model, but I'm not sure what it is, it does not crash for me but it has crashed for other people, it's sort of an oddity, and a shame beacase it has some of the cooler glowmapping effects (though the best is the hyperion IMO, also the orion has some very good examples of glow mapping)
the manuvers the AI makes are quite dificult to do if you havn't practiced, you need to slide in the direction oposite to the direction you are turning, this will sort of look like a newtonian spin, you can use the slideing to straif capships (one of the better uses actualy) and to dodge enemy fire,
I have encountered a small bug in the controle code that has translated into slideing code were only one hat direction can be used at a time, but this is in the low level contrloe code, not what I did, it is becase the code was intended for changeing the view, the AI now uses sliding to atack other ships and to avoid things

the code for slide glows was intended to be compatable with normal FS, we could simply have a comand line option for TBP that has small diferences like this changed

also you may note the Nial beam have a limeted range, the way they are setup anything beond 2500 meters can't be hit at all and the damage gets toned down to nothing between 1875(0.75 of the range) and 2500, if you are trying to hit turrets that are more then about 1900 meters away the beams arn't going to do as much damage, also in a rather bit of coolness the beams fade along there length so there is no hard end to them like there used to be

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Old Post 02-25-2003 04:56 PM
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Bobboau
BWO Team Member

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

I have heard of problems with the Olympus there seems to be something wrong with the model, but I'm not sure what it is, it does not crash for me but it has crashed for other people, it's sort of an oddity, and a shame beacase it has some of the cooler glowmapping effects (though the best is the hyperion IMO, also the orion has some very good examples of glow mapping)
the manuvers the AI makes are quite dificult to do if you havn't practiced, you need to slide in the direction oposite to the direction you are turning, this will sort of look like a newtonian spin, you can use the slideing to straif capships (one of the better uses actualy) and to dodge enemy fire,
I have encountered a small bug in the controle code that has translated into slideing code were only one hat direction can be used at a time, but this is in the low level contrloe code, not what I did, it is becase the code was intended for changeing the view, the AI now uses sliding to atack other ships and to avoid things

the code for slide glows was intended to be compatable with normal FS, we could simply have a comand line option for TBP that has small diferences like this changed

also you may note the Nial beam have a limeted range, the way they are setup anything beond 2500 meters can't be hit at all and the damage gets toned down to nothing between 1875(0.75 of the range) and 2500, if you are trying to hit turrets that are more then about 1900 meters away the beams arn't going to do as much damage, also in a rather bit of coolness the beams fade along there length so there is no hard end to them like there used to be

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Old Post 02-25-2003 04:56 PM
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Cpt_Phoenix
Face

Registered: Mar 2002
Location: Beyond The Rim
Posts: 74

cant wait till release 2, the mod just keeps looking better and better.

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Old Post 02-25-2003 06:43 PM
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Col. Fishguts
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Registered: Feb 2003
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quote:
Originally posted by Bobboau
...also you may note the Nial beam have a limeted range, the way they are setup anything beond 2500 meters can't be hit at all and the damage gets toned down to nothing between 1875(0.75 of the range) and 2500, if you are trying to hit turrets that are more then about 1900 meters away the beams arn't going to do as much damage, also in a rather bit of coolness the beams fade along there length so there is no hard end to them like there used to be


actually I was at point blank range, and compared to the R1 Nial cannons, the incflicted damage per second is significant smaller(although th impact explosion effect is cool). I played this single mission from Trinitys campaign/missionpack where you ambush an EA convoy. The game balance has changed pretty much. With original FS2 the defending Furys are no real threat and the Hyperion is pretty fast taken out.
However with Bobbaus new release, the AI Furys use their new sliding capabilites very effective(they swarm around you) and combined with their addition guns, the attacking 12 (or so) Nials get crippled pretty fast.

On the other side if you play for the EA...well the AI Nials are a nightmare. Once they're in range you get hit every second and even with afterburners you can't dodge the beams because they seem to be instantaneus.

I know this is more of a test EXE and nothing definitive, but it shows up some interesting balance questions:
In ITB Starfurys took on hit and went boom. With the actual AI this wouldn't be fun...but canon. I think it should be destroyed after taking at least 2-3 hits but have the AI miss sometime. At the moment they take much more hits.

Well..uh....there are certainly other opinions...just my 2cents

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Old Post 02-25-2003 07:32 PM
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Col. Fishguts
I'm New! Laugh At Me!

Registered: Feb 2003
Location:
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quote:
Originally posted by Bobboau
...also you may note the Nial beam have a limeted range, the way they are setup anything beond 2500 meters can't be hit at all and the damage gets toned down to nothing between 1875(0.75 of the range) and 2500, if you are trying to hit turrets that are more then about 1900 meters away the beams arn't going to do as much damage, also in a rather bit of coolness the beams fade along there length so there is no hard end to them like there used to be


actually I was at point blank range, and compared to the R1 Nial cannons, the incflicted damage per second is significant smaller(although th impact explosion effect is cool). I played this single mission from Trinitys campaign/missionpack where you ambush an EA convoy. The game balance has changed pretty much. With original FS2 the defending Furys are no real threat and the Hyperion is pretty fast taken out.
However with Bobbaus new release, the AI Furys use their new sliding capabilites very effective(they swarm around you) and combined with their addition guns, the attacking 12 (or so) Nials get crippled pretty fast.

On the other side if you play for the EA...well the AI Nials are a nightmare. Once they're in range you get hit every second and even with afterburners you can't dodge the beams because they seem to be instantaneus.

I know this is more of a test EXE and nothing definitive, but it shows up some interesting balance questions:
In ITB Starfurys took on hit and went boom. With the actual AI this wouldn't be fun...but canon. I think it should be destroyed after taking at least 2-3 hits but have the AI miss sometime. At the moment they take much more hits.

Well..uh....there are certainly other opinions...just my 2cents

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Old Post 02-25-2003 07:32 PM
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Bobboau
BWO Team Member

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

there will likely need to be a rebalence

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Old Post 02-26-2003 03:05 AM
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