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Bobboau
BWO Team Member

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

inline?

you don't mean live debris do you

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Old Post 04-26-2002 01:58 AM
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Bobboau
BWO Team Member

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

inline?

you don't mean live debris do you

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Bobboau, bringing you products that work ......... In theory

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Old Post 04-26-2002 01:58 AM
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Patchwerk
Babylon Project

Registered: Feb 2002
Location: Near Chattanooga, TN
Posts: 59

I've been perusing through the source since it came out. It's been a few years since I've done anything in C++, but of the three major issues mentioned in this thread, I think it's safe to say that modification of the jump node system wouldn't be that hard. Maybe 40 man-hours, all said. Beam weapons on ships, that may be a little trickier. Haven't looked at it very much, but I imagine that there would be a few obstacles. As for the physics, I've been reading through it, and I, for one, am impressed with the elegance of their code. Not a walk in the park, but nowhere near as overwhelming as I'd thought it would be. But unless someone here wants another full-time job... there's a reason programmers make good money...

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Old Post 04-26-2002 07:27 AM
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Patchwerk
Babylon Project

Registered: Feb 2002
Location: Near Chattanooga, TN
Posts: 59

I've been perusing through the source since it came out. It's been a few years since I've done anything in C++, but of the three major issues mentioned in this thread, I think it's safe to say that modification of the jump node system wouldn't be that hard. Maybe 40 man-hours, all said. Beam weapons on ships, that may be a little trickier. Haven't looked at it very much, but I imagine that there would be a few obstacles. As for the physics, I've been reading through it, and I, for one, am impressed with the elegance of their code. Not a walk in the park, but nowhere near as overwhelming as I'd thought it would be. But unless someone here wants another full-time job... there's a reason programmers make good money...

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When in doubt, RTFM!

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Old Post 04-26-2002 07:27 AM
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trenthowell
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Registered: Jan 2002
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Posts: 92

if i could have only one thing changed for this mod, it would be that jump points work properly, ex. you use a gate or a capital ship's jumppoint

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Old Post 04-26-2002 06:22 PM
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trenthowell
Face

Registered: Jan 2002
Location:
Posts: 92

if i could have only one thing changed for this mod, it would be that jump points work properly, ex. you use a gate or a capital ship's jumppoint

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[URL=http://www.tgu.org.uk/users/babylon5]Babylon 5 Armada 2, changing the face of Star Trek Armada 2[/URL]

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Old Post 04-26-2002 06:22 PM
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Xaphod_x
Babylon Project

Registered: Jun 2001
Location: England
Posts: 2275

I think the most important modification would be a patch to allow further modifications to take the shape of add-in dll files or similar. That way everyone wouldn't have to recompile the source each time someone makes a new mod.

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Old Post 05-05-2002 12:41 PM
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Xaphod_x
Babylon Project

Registered: Jun 2001
Location: England
Posts: 2275

I think the most important modification would be a patch to allow further modifications to take the shape of add-in dll files or similar. That way everyone wouldn't have to recompile the source each time someone makes a new mod.

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Forgive my stupidity.
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http://www.fishinstitution.com

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Old Post 05-05-2002 12:41 PM
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zoobafoo
Murdock

Registered: Jul 2001
Location: Z'ha'dum
Posts: 186

Heres a good one, the ability to have several ships jump in/out with the same jumppoint. Also have that little ball of energy that goes back to form the jumppoint.

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Old Post 05-06-2002 11:53 PM
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