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Prophet
Murdock
Registered: Feb 2001
Location: Joutsa, Finland
Posts: 564 |
You got some balls to come here to advertise IFH
Heh. Just kidding
Anyway, too bad IFH doesn't come with a mission editor.
Just noticed this new smiley! I like it! MUAHAHAA!
(has it been here long?)
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05-05-2002 07:41 PM |
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Prophet
Murdock
Registered: Feb 2001
Location: Joutsa, Finland
Posts: 564 |
You got some balls to come here to advertise IFH
Heh. Just kidding
Anyway, too bad IFH doesn't come with a mission editor.
Just noticed this new smiley! I like it! MUAHAHAA!
(has it been here long?)
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05-05-2002 07:41 PM |
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Warlord
Face
Registered: Oct 2001
Location: Finland
Posts: 85 |
quote: Originally posted by Kip Thorne
If you want full-newtonian. you have I've Found Her!, wich is freeware, and its demo will be released this summer (watch the new trailer at their site).
I have one Into the Fire trailer that says "Holiday '98". I've Found Her was supposed to get released last March but it's pretty usual in gaming business that release dates won't hold. Of course I also want it in summer but we'll see.
quote: Originally posted by Prophet
Anyway, too bad IFH doesn't come with a mission editor.
Demo won't come with editor (probaply) but full version is supposed to have one.
__________________
[URL=http://mods.firstones.com/buda5/]Buda5[/URL]
Last edited by Warlord on 05-05-2002 at 07:48 PM
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05-05-2002 07:44 PM |
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Warlord
Face
Registered: Oct 2001
Location: Finland
Posts: 85 |
quote: Originally posted by Kip Thorne
If you want full-newtonian. you have I've Found Her!, wich is freeware, and its demo will be released this summer (watch the new trailer at their site).
I have one Into the Fire trailer that says "Holiday '98". I've Found Her was supposed to get released last March but it's pretty usual in gaming business that release dates won't hold. Of course I also want it in summer but we'll see.
quote: Originally posted by Prophet
Anyway, too bad IFH doesn't come with a mission editor.
Demo won't come with editor (probaply) but full version is supposed to have one.
__________________
[URL=http://mods.firstones.com/buda5/]Buda5[/URL]
Last edited by Warlord on 05-05-2002 at 07:48 PM
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05-05-2002 07:44 PM |
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darthwoo
Murdock
Registered: Apr 2001
Location: University Park
Posts: 268 |
Was it my imagination, or did Colony Wars have a fairly interesting flight model that was a little half and half? You had to keep the button down to keep your forward movement, so if you let it off, and turned, you could sort of spin around B5ish, except that you lost your momentum really quickly. However, you could slam on the reverse thrust right after your spun, and continue hammering whatever you had been flying at, backwards.
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05-05-2002 08:03 PM |
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Black Sheep 2000
Sound Wannabe

Registered: Jan 2001
Location: Mönchengladbach, NRW, Germany
Posts: 2886 |
quote: Originally posted by Warlord
Demo won't come with editor (probaply) but full version is supposed to have one.
I have my doubts about that. BTW, you can create complete missions just by modifying the mission file via wordpad 
As for the release date: when it's done. I am just handling the voice acting and it is not as efficient as it was with TBP Release 1.
__________________
"Something is rotten in the state of Denmark..."
HAMLET RULEZ!!
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05-05-2002 08:16 PM |
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Black Sheep 2000
Sound Wannabe

Registered: Jan 2001
Location: Mönchengladbach, NRW, Germany
Posts: 2886 |
quote: Originally posted by Warlord
Demo won't come with editor (probaply) but full version is supposed to have one.
I have my doubts about that. BTW, you can create complete missions just by modifying the mission file via wordpad 
As for the release date: when it's done. I am just handling the voice acting and it is not as efficient as it was with TBP Release 1.
__________________
"Something is rotten in the state of Denmark..."
HAMLET RULEZ!!
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05-05-2002 08:16 PM |
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CptWhite
On Standby Mode - TBP

Registered: Feb 2001
Location: Sheffield UK
Posts: 1913 |
darthwoo i do believe your right, was a nice game at the time 
was there a "float" button or something - otherwise how would you normally turn .....
__________________
[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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05-05-2002 10:58 PM |
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CptWhite
On Standby Mode - TBP

Registered: Feb 2001
Location: Sheffield UK
Posts: 1913 |
darthwoo i do believe your right, was a nice game at the time 
was there a "float" button or something - otherwise how would you normally turn .....
__________________
[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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05-05-2002 10:58 PM |
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Bobboau
BWO Team Member

Registered: Jul 2000
Location: belleville IL USA
Posts: 1428 |
I just saw something interesting, warp in and warp out are completly diferent functions, and there is a call that specifys wether this uses a knossos warp out or a normal warp out in each of them, the only diference is an int
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Bobboau, bringing you products that work ......... In theory
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05-06-2002 01:48 AM |
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Bobboau
BWO Team Member

Registered: Jul 2000
Location: belleville IL USA
Posts: 1428 |
in shipFX.cpp
look in the shipfx_warpout_start function
then look for
code:
warp_objnum = fireball_create(&shipp->warp_effect_pos, FIREBALL_WARP_EFFECT, OBJ_INDEX(objp), effect_radius, 1, NULL, effect_time, shipp->ship_info_index);
and change it to
code:
warp_objnum = fireball_create(&shipp->warp_effect_pos, FIREBALL_KNOSSOS_EFFECT, OBJ_INDEX(objp), effect_radius, 1, NULL, effect_time, shipp->ship_info_index);
I seem to have done something else ware that is causeing it to crash when things jump in, I say it isn't this becase whatever I screwed up if I change this back it still crashes, someone else compile this and tell us if it worked
__________________
Bobboau, bringing you products that work ......... In theory
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05-06-2002 02:15 AM |
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Bobboau
BWO Team Member

Registered: Jul 2000
Location: belleville IL USA
Posts: 1428 |
in shipFX.cpp
look in the shipfx_warpout_start function
then look for
code:
warp_objnum = fireball_create(&shipp->warp_effect_pos, FIREBALL_WARP_EFFECT, OBJ_INDEX(objp), effect_radius, 1, NULL, effect_time, shipp->ship_info_index);
and change it to
code:
warp_objnum = fireball_create(&shipp->warp_effect_pos, FIREBALL_KNOSSOS_EFFECT, OBJ_INDEX(objp), effect_radius, 1, NULL, effect_time, shipp->ship_info_index);
I seem to have done something else ware that is causeing it to crash when things jump in, I say it isn't this becase whatever I screwed up if I change this back it still crashes, someone else compile this and tell us if it worked
__________________
Bobboau, bringing you products that work ......... In theory
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05-06-2002 02:15 AM |
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Sgt_Saunders
I'm New! Laugh At Me!
Registered: May 2002
Location:
Posts: 3 |
Newtonian
I feel inclined to put my 2cents worth in...Considering everyone else has.
I just have one thing to say about Starfury cockpits...did anyone notice there were 2 FLIGHT STICKS!!! One to control pitch and yaw and another to control roll and vector thrust. Now just think of how you're gonna set your controls on your comp to handle it.
This is not to discourage a test of it nor a release of the concept but I think it just needs to be assessed for those of U who are accustomed to using flight sticks. And I think it's the last think keyboard users want to think about.
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05-06-2002 09:15 AM |
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Sgt_Saunders
I'm New! Laugh At Me!
Registered: May 2002
Location:
Posts: 3 |
Newtonian
I feel inclined to put my 2cents worth in...Considering everyone else has.
I just have one thing to say about Starfury cockpits...did anyone notice there were 2 FLIGHT STICKS!!! One to control pitch and yaw and another to control roll and vector thrust. Now just think of how you're gonna set your controls on your comp to handle it.
This is not to discourage a test of it nor a release of the concept but I think it just needs to be assessed for those of U who are accustomed to using flight sticks. And I think it's the last think keyboard users want to think about.
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05-06-2002 09:15 AM |
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Avenger
Babylon Project

Registered: Jun 2001
Location: Birmingham
Posts: 227 |
U already fly like that, you have the joystick to fly the ship normally, and the Num pad for roll's and pitch
__________________
None of my software ever has bugs...... it just develops random features!
Programmer for babylon Project
[url=http://www.themodplace.co.uk]The Mod Place[/url]
[url=http://unreal.themodplace.co.uk]Unreal Place[/url]
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05-06-2002 10:26 AM |
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Avenger
Babylon Project

Registered: Jun 2001
Location: Birmingham
Posts: 227 |
U already fly like that, you have the joystick to fly the ship normally, and the Num pad for roll's and pitch
__________________
None of my software ever has bugs...... it just develops random features!
Programmer for babylon Project
[url=http://www.themodplace.co.uk]The Mod Place[/url]
[url=http://unreal.themodplace.co.uk]Unreal Place[/url]
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05-06-2002 10:26 AM |
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