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Edwin
Hannibal

Registered: Sep 2001
Location: Z'ha'dum
Posts: 1402

got that bad ass?

good.

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Old Post 12-15-2002 03:52 AM
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redmenace7
Face

Registered: Jul 2002
Location:
Posts: 271

quote:
Originally posted by Alphakiller
IceFire, I believe he is. Look at this:

http://www.digitalcrack.net/subscriptors/x/psion/omega2.jpg

(render yoinked from tp2b.de) ... and to answer his question:

The turret barrels are always upright because of FS2's engine, there's nothing TBP can do without modifying the code, so you'll have to wait until at least R3 for that to be changed.



That is what I was refering to about 20 posts back(page 2). Is HLP working on adding that feature. maybe allowing the moddeller to specify the position in tbl files.

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Old Post 12-15-2002 05:50 AM
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redmenace7
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Registered: Jul 2002
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Posts: 271

quote:
Originally posted by Alphakiller
IceFire, I believe he is. Look at this:

http://www.digitalcrack.net/subscriptors/x/psion/omega2.jpg

(render yoinked from tp2b.de) ... and to answer his question:

The turret barrels are always upright because of FS2's engine, there's nothing TBP can do without modifying the code, so you'll have to wait until at least R3 for that to be changed.



That is what I was refering to about 20 posts back(page 2). Is HLP working on adding that feature. maybe allowing the moddeller to specify the position in tbl files.

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Old Post 12-15-2002 05:50 AM
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Edwin
Hannibal

Registered: Sep 2001
Location: Z'ha'dum
Posts: 1402

yes that will be good.

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"If you go to Z'ha'dum you will die"
-Kosh
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Old Post 12-15-2002 06:01 AM
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redmenace7
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Registered: Jul 2002
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quote:
Originally posted by Edwin
yes that will be good.

I would do it my self but I don't have the programming ability nor the knowledge of the 3d engine.

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Old Post 12-16-2002 10:40 PM
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redmenace7
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Registered: Jul 2002
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quote:
Originally posted by Edwin
yes that will be good.

I would do it my self but I don't have the programming ability nor the knowledge of the 3d engine.

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Old Post 12-16-2002 10:40 PM
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Edwin
Hannibal

Registered: Sep 2001
Location: Z'ha'dum
Posts: 1402

I know a limmited ammount of C++ but not nearly enough to do this. or i would it.


IF i knew enough, i would totally improve and revamp the Freespace2 engine.

but i dont so i will have to leave all of this to the ones who do.

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Old Post 12-16-2002 11:25 PM
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Edwin
Hannibal

Registered: Sep 2001
Location: Z'ha'dum
Posts: 1402

I know a limmited ammount of C++ but not nearly enough to do this. or i would it.


IF i knew enough, i would totally improve and revamp the Freespace2 engine.

but i dont so i will have to leave all of this to the ones who do.

__________________
"If you go to Z'ha'dum you will die"
-Kosh
(natives of Z'ha'dum may ignore this)

For all the rest of you.... don't come here.

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Old Post 12-16-2002 11:25 PM
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redmenace7
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Registered: Jul 2002
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I am a computer science & engineering major but I haven't the knowledge to do it my self. However I might just get some time over break to read the guides for the code that have been made by coders.

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Old Post 12-17-2002 02:30 AM
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redmenace7
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I am a computer science & engineering major but I haven't the knowledge to do it my self. However I might just get some time over break to read the guides for the code that have been made by coders.

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Old Post 12-17-2002 02:30 AM
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BabProj Team
I'm New! Laugh At Me!

Registered: Apr 2001
Location:
Posts: 1901

quote:
Originally posted by redmenace7


That is what I was refering to about 20 posts back(page 2). Is HLP working on adding that feature. maybe allowing the moddeller to specify the position in tbl files.


That indeed would be cool. Fortunately, we have some coders doing some work and hopefully collaborating with the FSSCP team on that.

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Old Post 12-17-2002 03:03 AM
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IceFire
VWBB Admin

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

quote:
Originally posted by redmenace7


That is what I was refering to about 20 posts back(page 2). Is HLP working on adding that feature. maybe allowing the moddeller to specify the position in tbl files.


That indeed would be cool. Fortunately, we have some coders doing some work and hopefully collaborating with the FSSCP team on that.

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- IceFire
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[url=http://www.volitionwatch.com]Volition Watch[/url], [url=http://freespace.volitionwatch.com/blackwater]BlackWater Operations[/url], [url=http://freespace.volitionwatch.com/babylon]The Babylon Project[/url], [url=http://terra.sourceforge.net]Machina Terra[/url], [url=http://www.3dap.com/hlp/hosted/ott/]Over The Top[/url]

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Old Post 12-17-2002 03:03 AM
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redmenace7
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Registered: Jul 2002
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how hard would it be to code ship names. As in coding so that On a ship such as The Omega if you specify in Fred The name Promethius it will appear on the side of the ship.

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Old Post 12-17-2002 05:45 AM
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LAM3O
Murdock

Registered: Oct 2001
Location:
Posts: 189

quote:
Originally posted by redmenace7
how hard would it be to code ship names. As in coding so that On a ship such as The Omega if you specify in Fred The name Promethius it will appear on the side of the ship.


http://dynamic4.gamespy.com/~freespace/forums/showthread.php?s=&threadid=11466

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Old Post 12-17-2002 08:35 AM
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LAM3O
Murdock

Registered: Oct 2001
Location:
Posts: 189

quote:
Originally posted by redmenace7
how hard would it be to code ship names. As in coding so that On a ship such as The Omega if you specify in Fred The name Promethius it will appear on the side of the ship.


http://dynamic4.gamespy.com/~freespace/forums/showthread.php?s=&threadid=11466

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Old Post 12-17-2002 08:35 AM
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