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ZylonBane
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Registered: Apr 2002
Location: Kansas City, KS
Posts: 134

quote:
Originally posted by Bobboau
I'm sure there must be a way to preload and procese two or more mission files to have the second one start imediatly
You'd likely have to touch a lot of routines to do this. Besides initialization, you've got campaign code, red alerts, persistent variables, and, ummm... other stuff.

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Old Post 04-26-2002 05:26 AM
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venom2506
Murdock

Registered: Apr 2001
Location:
Posts: 495

quote:
Originally posted by Bobboau
well, yes, there would be a transition sequence of course

yes: the mission loading screen
not that bad already anyway.

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Old Post 04-26-2002 02:21 PM
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venom2506
Murdock

Registered: Apr 2001
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quote:
Originally posted by Bobboau
well, yes, there would be a transition sequence of course

yes: the mission loading screen
not that bad already anyway.

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Old Post 04-26-2002 02:21 PM
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aldo_14
Hannibal

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

Allowing more briefing icons would be nice...... just so we can select them based on ship type (for capitals / installations), rather than having a Lucifer (i.e.) icon for a Ravana

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Old Post 04-26-2002 02:39 PM
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Avenger
Babylon Project

Registered: Jun 2001
Location: Birmingham
Posts: 227

hmm i think that is just the way u have coded the mission briefing, u can change the images that are displayed?

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Old Post 04-26-2002 02:46 PM
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BabProj Team
I'm New! Laugh At Me!

Registered: Apr 2001
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Posts: 1901

quote:
well, yes, there would be a transition sequence of course

Like a brief stay in subspace.

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Old Post 04-26-2002 03:20 PM
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IceFire
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Registered: Jul 2000
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quote:
well, yes, there would be a transition sequence of course

Like a brief stay in subspace.

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Old Post 04-26-2002 03:20 PM
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LOAPhReAk
Murdock

Registered: Oct 2000
Location:
Posts: 176

lets see,

Ammo for primaries - working on this now
zoom function (sniper gun)
fps counter

edit:

some stuff i've changed already:

10 layered beams (instead of 5, dunno how much improvement this will make)
more than 5 shots on type 3 (AAA) beams

edit 2:
Anyone know where the support ship functions are?

Last edited by LOAPhReAk on 04-27-2002 at 01:33 AM

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Old Post 04-27-2002 01:18 AM
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LOAPhReAk
Murdock

Registered: Oct 2000
Location:
Posts: 176

lets see,

Ammo for primaries - working on this now
zoom function (sniper gun)
fps counter

edit:

some stuff i've changed already:

10 layered beams (instead of 5, dunno how much improvement this will make)
more than 5 shots on type 3 (AAA) beams

edit 2:
Anyone know where the support ship functions are?

Last edited by LOAPhReAk on 04-27-2002 at 01:33 AM

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Old Post 04-27-2002 01:18 AM
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Bobboau
BWO Team Member

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

hasn't anone gotten fighter beams to work yet ?!?
something simple I'd like to see, a new weapon flag, call it sparky, when a sparky weapon hits an object it aplys the arc effect for a given amoung of time with a givven color to that object,
I can almost do this myself so for thouse of you who actualy know what you are doing this shoud be a cake walk.
put in a new flag "sparky"
and two new optional strings
sparky time an int
sparky color a 3 part array for RBG
make this work for primary, secondary, and beam
would be cool if this could also be applyed to the actual weapon model or lazer bitmap (probly have to make a nonrendered primitive scaled to the lazer size)

but first fix the thing crashing when useing mod tables, and then up the limits, whe you've done this one thing here post an EXE and your sorce (mark you're changes with comments),
please

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Old Post 04-27-2002 01:44 AM
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Bobboau
BWO Team Member

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

hasn't anone gotten fighter beams to work yet ?!?
something simple I'd like to see, a new weapon flag, call it sparky, when a sparky weapon hits an object it aplys the arc effect for a given amoung of time with a givven color to that object,
I can almost do this myself so for thouse of you who actualy know what you are doing this shoud be a cake walk.
put in a new flag "sparky"
and two new optional strings
sparky time an int
sparky color a 3 part array for RBG
make this work for primary, secondary, and beam
would be cool if this could also be applyed to the actual weapon model or lazer bitmap (probly have to make a nonrendered primitive scaled to the lazer size)

but first fix the thing crashing when useing mod tables, and then up the limits, whe you've done this one thing here post an EXE and your sorce (mark you're changes with comments),
please

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Old Post 04-27-2002 01:44 AM
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venom2506
Murdock

Registered: Apr 2001
Location:
Posts: 495

the possibility to add new species , with their own support ship and their own thruster ani and glows would be a great thing.

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Old Post 04-27-2002 02:49 AM
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Spike
I'm New! Laugh At Me!

Registered: Apr 2002
Location: Buffalo, NY
Posts: 12

quote:
Originally posted by LOAPhReAk
edit 2:
Anyone know where the support ship functions are? [/B]


What sort of functions are you looking for? /code/ship/AICode.cpp might have what your looking for. (though certainly not the only place for support ship stuff)

Spike

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Old Post 04-27-2002 03:51 AM
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Spike
I'm New! Laugh At Me!

Registered: Apr 2002
Location: Buffalo, NY
Posts: 12

quote:
Originally posted by LOAPhReAk
edit 2:
Anyone know where the support ship functions are? [/B]


What sort of functions are you looking for? /code/ship/AICode.cpp might have what your looking for. (though certainly not the only place for support ship stuff)

Spike

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Old Post 04-27-2002 03:51 AM
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WMCoolmon
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Registered: Dec 2001
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Posts: 80

quote:
Originally posted by venom2506
the possibility to add new species , with their own support ship and their own thruster ani and glows would be a great thing.

Yes.

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Old Post 04-27-2002 04:07 AM
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WMCoolmon
Face

Registered: Dec 2001
Location:
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quote:
Originally posted by venom2506
the possibility to add new species , with their own support ship and their own thruster ani and glows would be a great thing.

Yes.

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Old Post 04-27-2002 04:07 AM
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LOAPhReAk
Murdock

Registered: Oct 2000
Location:
Posts: 176

quote:
Originally posted by Spike


What sort of functions are you looking for? /code/ship/AICode.cpp might have what your looking for. (though certainly not the only place for support ship stuff)

Spike



found it during downtime

its do_support_ship_frame() in ship.h


its funny that :v: already had code in there to repair the hull.

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Old Post 05-04-2002 05:49 PM
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LOAPhReAk
Murdock

Registered: Oct 2000
Location:
Posts: 176

quote:
Originally posted by Spike


What sort of functions are you looking for? /code/ship/AICode.cpp might have what your looking for. (though certainly not the only place for support ship stuff)

Spike



found it during downtime

its do_support_ship_frame() in ship.h


its funny that :v: already had code in there to repair the hull.

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Old Post 05-04-2002 05:49 PM
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ltnarol
Murdock

Registered: Dec 2001
Location: GTD Haydon
Posts: 357

make the new engine winXP compatible

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Old Post 05-04-2002 10:33 PM
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Alphakiller
Volition Watch

Registered: Aug 2000
Location: Somewhere
Posts: 2894

Funny, FS1 and FS2 run just fine under XP for me.

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Old Post 05-04-2002 10:59 PM
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