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BabProj Team
I'm New! Laugh At Me!

Registered: Apr 2001
Location:
Posts: 1901

We'll probably have to hire some dedicated source programmers to compliment those we already have (who are otherwise busy). Community wide, I want to see a few big teams rather than countless programmers plugging away at it.

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Old Post 04-25-2002 04:08 AM
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Patchwerk
Babylon Project

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

Then I hereby offer my services. =)
<blows the dust off of his copy of Visual C++>

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Old Post 04-25-2002 04:31 AM
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Patchwerk
Babylon Project

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

Then I hereby offer my services. =)
<blows the dust off of his copy of Visual C++>

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Old Post 04-25-2002 04:31 AM
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Patchwerk
Babylon Project

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

Ooh! I've isolated the jump effect code. Looks to be a fairly straightforward matter. It accepts a radius variable from the calling routine. A quick hack inside the subroutine could set the effect size, but that would make it so for all ships. Need to set up a variable that indicates whether or not it's a gate... OOH!!! There's a provision for specifying if the effect is for the Knososs device! Could use that flag! Then need to tell it to load a seperate texture_bitmap_num if the jump is in or out... HEEEHEHEHE!!! Funfunfunfun! =)

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Old Post 04-25-2002 05:38 AM
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Patchwerk
Babylon Project

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

Ooh! I've isolated the jump effect code. Looks to be a fairly straightforward matter. It accepts a radius variable from the calling routine. A quick hack inside the subroutine could set the effect size, but that would make it so for all ships. Need to set up a variable that indicates whether or not it's a gate... OOH!!! There's a provision for specifying if the effect is for the Knososs device! Could use that flag! Then need to tell it to load a seperate texture_bitmap_num if the jump is in or out... HEEEHEHEHE!!! Funfunfunfun! =)

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Old Post 04-25-2002 05:38 AM
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Ashark
I'm New! Laugh At Me!

Registered: May 2002
Location: Estonia
Posts: 1024

well atlest someone is having fun

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Old Post 04-25-2002 07:30 AM
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FSF Ashrak
Post Count Weenie

Registered: Sep 2001
Location: Estonia
Posts: 1362

well atlest someone is having fun

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Old Post 04-25-2002 07:30 AM
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Xaphod_x
Babylon Project

Registered: Jun 2001
Location: England
Posts: 2275

can you increase its "depth"/ shape?

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Old Post 04-25-2002 04:10 PM
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Xaphod_x
Babylon Project

Registered: Jun 2001
Location: England
Posts: 2275

can you increase its "depth"/ shape?

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CODEDOG ND
Babylon Project

Registered: Feb 2001
Location: Pottsboro, TX USA
Posts: 289

That looks excellent.

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Old Post 04-25-2002 11:04 PM
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Patchwerk
Babylon Project

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

Zaphod: Already doing so. Right now, the faces of the jumppoint model are drawn using 3 sided polys. Deciding whether or not it would be better to switch those to four sided polys, allowing a truncated cone shape, as was in the series.

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Old Post 04-26-2002 03:29 AM
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