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aldo_14
Hannibal

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

quote:
Originally posted by IPAndrews


Better done with a special shipname texture name, rather than a decal.



Linkage could be difficult in either case... i'm thinking that the insignia chunk ('cept the insignia size could be a problem) is already handled by the editor, so it could be easier just to adapt that than code in some ship-specifc stuff.... I'm going home early today (no deadlines) just to properly look at the code, D/L borland (and reinstall me pfe) and try to hack in some (very) basic changes to the tbl limits....

wonder....

(this is java pseudo, need to relook at all my C stuff before I can think of coding)

if(shipName.isInTexLibrary())
{
replaceTexture(blankDecal,findTexture(shipName);
}

where replace texture changes the texture name with the ship specific one matching the name of the ship in (?)FRED2....

Although, jusat removing the tbl limits altogether would be just as easy, but more cumbersome.

Maybe hacking the ships.tbl parsing to allow multiple pofs to share the same statisitcs?

i.e.

name: GVD Psamptik
model: ppsamtik.pof
name: GVD Heaphes
model: heaphes.pof
...
stats

could be a bit memory intesive RE the pof files, though.

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Old Post 04-25-2002 01:13 PM
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aldo_14
Hannibal

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

quote:
Originally posted by IPAndrews


Better done with a special shipname texture name, rather than a decal.



Linkage could be difficult in either case... i'm thinking that the insignia chunk ('cept the insignia size could be a problem) is already handled by the editor, so it could be easier just to adapt that than code in some ship-specifc stuff.... I'm going home early today (no deadlines) just to properly look at the code, D/L borland (and reinstall me pfe) and try to hack in some (very) basic changes to the tbl limits....

wonder....

(this is java pseudo, need to relook at all my C stuff before I can think of coding)

if(shipName.isInTexLibrary())
{
replaceTexture(blankDecal,findTexture(shipName);
}

where replace texture changes the texture name with the ship specific one matching the name of the ship in (?)FRED2....

Although, jusat removing the tbl limits altogether would be just as easy, but more cumbersome.

Maybe hacking the ships.tbl parsing to allow multiple pofs to share the same statisitcs?

i.e.

name: GVD Psamptik
model: ppsamtik.pof
name: GVD Heaphes
model: heaphes.pof
...
stats

could be a bit memory intesive RE the pof files, though.

__________________
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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]
ICQ: 119819902

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Old Post 04-25-2002 01:13 PM
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Skullar
Babylon Project

Registered: Apr 2001
Location: yes
Posts: 1184

a mission-end SEXP would be enough.
Our main TBP-campaign could REALLY need it. Its stupid you
have to jump out to end mission....

This is the most important improvement for us.

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Old Post 04-25-2002 01:41 PM
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Skullar
Babylon Project

Registered: Apr 2001
Location: yes
Posts: 1184

a mission-end SEXP would be enough.
Our main TBP-campaign could REALLY need it. Its stupid you
have to jump out to end mission....

This is the most important improvement for us.

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-----------------------------
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Old Post 04-25-2002 01:41 PM
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ltnarol
Murdock

Registered: Dec 2001
Location: GTD Haydon
Posts: 357

another thing that would be really nice would be to have no limit to the number of sound effects (or atleast a higher limit)

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Old Post 04-25-2002 02:17 PM
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Skullar
Babylon Project

Registered: Apr 2001
Location: yes
Posts: 1184

and remove the limits for events and radio messages in a fs2 mission !!!!!

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Old Post 04-25-2002 03:43 PM
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FSF Ashrak
Post Count Weenie

Registered: Sep 2001
Location: Estonia
Posts: 1362

blinking lights


EDIT: well there are plans for the next milennia

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Last edited by FSF Ashrak on 04-25-2002 at 04:06 PM

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Old Post 04-25-2002 04:05 PM
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Ashark
I'm New! Laugh At Me!

Registered: May 2002
Location: Estonia
Posts: 1024

blinking lights


EDIT: well there are plans for the next milennia

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Old Post 04-25-2002 04:05 PM
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IceFire
VWBB Admin

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

quote:
Oh, there should definately be some way to alter capital ship AI so it can choose between broadsiding (Terran / Vasudan) or attacking from the front (Shivans, esp. Sathanas). Not sure how possible it is, unless you use special ahardcoded values in the ai.tbl to dictate it(?) - 101-199?

That would have a HUGE impact on the way we could do the WhiteStar's in TBP.

Sandwich: The Golgotha we can script fairly nicely. Plus it has broadside beams for just such an occasion.

Note on fighter beams: Do them properly. Make sure that a maximum range for damage can be set (otherwise someone can pick off a capital ship in a fighter at infinite range)...I know the beam travels, but prevent damage from being done.

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Old Post 04-25-2002 04:31 PM
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BabProj Team
I'm New! Laugh At Me!

Registered: Apr 2001
Location:
Posts: 1901

quote:
Oh, there should definately be some way to alter capital ship AI so it can choose between broadsiding (Terran / Vasudan) or attacking from the front (Shivans, esp. Sathanas). Not sure how possible it is, unless you use special ahardcoded values in the ai.tbl to dictate it(?) - 101-199?

That would have a HUGE impact on the way we could do the WhiteStar's in TBP.

Sandwich: The Golgotha we can script fairly nicely. Plus it has broadside beams for just such an occasion.

Note on fighter beams: Do them properly. Make sure that a maximum range for damage can be set (otherwise someone can pick off a capital ship in a fighter at infinite range)...I know the beam travels, but prevent damage from being done.

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Old Post 04-25-2002 04:31 PM
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EdrickV
Face

Registered: Apr 2002
Location:
Posts: 57

quote:
It's still heresy. What's the point of running a PC game on a PS2, when you have a perfectly good PC?


1. AFAIK no 256x256 texture limits on it's graphics system. (I use a Voodoo3 2000.)
2. I think it'd be cool to play it on my TV with a DualShock 2 and keyboard.
3. To see if we can.

People want to run DOOM/Quake games on the PS2 (and under Linux in general) so why not FS2? Like I said, if we ever get a Linux version using Open GL and SDL I will try compiling it and running it under the kit. Just to see if it will run.

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Old Post 04-25-2002 04:41 PM
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EdrickV
Face

Registered: Apr 2002
Location:
Posts: 57

quote:
It's still heresy. What's the point of running a PC game on a PS2, when you have a perfectly good PC?


1. AFAIK no 256x256 texture limits on it's graphics system. (I use a Voodoo3 2000.)
2. I think it'd be cool to play it on my TV with a DualShock 2 and keyboard.
3. To see if we can.

People want to run DOOM/Quake games on the PS2 (and under Linux in general) so why not FS2? Like I said, if we ever get a Linux version using Open GL and SDL I will try compiling it and running it under the kit. Just to see if it will run.

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Old Post 04-25-2002 04:41 PM
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Bobboau
BWO Team Member

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

for fighter beams why don't we have a maximum range (beond this it won't render or od damage), a start alpha, and end alpha, so we can make it fade, would be nice if damage was atenuated along this too
oh, someone make this quick, or I'm gona explode

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Old Post 04-25-2002 04:55 PM
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Bobboau
BWO Team Member

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

for fighter beams why don't we have a maximum range (beond this it won't render or od damage), a start alpha, and end alpha, so we can make it fade, would be nice if damage was atenuated along this too
oh, someone make this quick, or I'm gona explode

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Old Post 04-25-2002 04:55 PM
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Mewgen1
Murdock

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

3 things:

-Larger .tbl files; it very anoying to only be able to add 3 or 4 new ships when you want to have 3 or four mods installed at once.

-Fighter Beams: ok, so its been said but it would be really cool.

-Beams that build on one another: Ok so I sould post this in the TBP board but im here so it will be too. Make beams that can fire together to produce a single larger beam. Like with the Excalibur on Crusade.

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Old Post 04-25-2002 05:14 PM
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Mewgen1
Murdock

Registered: Oct 2001
Location:
Posts: 66

3 things:

-Larger .tbl files; it very anoying to only be able to add 3 or 4 new ships when you want to have 3 or four mods installed at once.

-Fighter Beams: ok, so its been said but it would be really cool.

-Beams that build on one another: Ok so I sould post this in the TBP board but im here so it will be too. Make beams that can fire together to produce a single larger beam. Like with the Excalibur on Crusade.

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Old Post 04-25-2002 05:14 PM
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Azrael
Face

Registered: Mar 2001
Location: Denial
Posts: 84

a way to keep from overwrite ship and weps tbl files everytime you have a new mod ( adn i dont mean moveing from one directory to another:P:P)
camp manager, mod manager, automated fighter turrets or manual controlled turrets fer fighters, the ability to fly cap ships (to powerful??) BLACK HOLE WEAPONRY!!! SMARTER AI
i do like the idea of putting a name on the side of the ship

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Old Post 04-25-2002 06:54 PM
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Azrael
Face

Registered: Mar 2001
Location: Denial
Posts: 84

a way to keep from overwrite ship and weps tbl files everytime you have a new mod ( adn i dont mean moveing from one directory to another:P:P)
camp manager, mod manager, automated fighter turrets or manual controlled turrets fer fighters, the ability to fly cap ships (to powerful??) BLACK HOLE WEAPONRY!!! SMARTER AI
i do like the idea of putting a name on the side of the ship

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C:\WINDOWS C:\WINDOWS\GO C:\PC\CRAWL

C:\DOS C:\DOS\RUN RUN\DOS\RUN

I pray that when i go into battle, that i will shoot straight and be valiant, fight for what i believe in and for those i believe in, and if I die in battle let not my sacrifice be in vain. --Azrael, TheAvenging Angel

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Old Post 04-25-2002 06:54 PM
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DTP
Face

Registered: Jul 2000
Location: Denmark
Posts: 55

fighter beams to work, hmmm, maybe easy, maybe not. looking into it.

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Old Post 04-25-2002 06:57 PM
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Zeronet
Hannibal

Registered: Feb 2001
Location: England
Posts: 632

quote:
Originally posted by Mewgen1
3 things:


-Beams that build on one another: Ok so I sould post this in the TBP board but im here so it will be too. Make beams that can fire together to produce a single larger beam. Like with the Excalibur on Crusade.



Smart modding could do that, have all the beams fire at an invisible object in front of it, when the beams hit have the invisible object fire another larger beam, along with a primary which fires in on itselfs creating a bubble to hide the "mess".

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Old Post 04-25-2002 07:10 PM
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