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ltnarol
Murdock

Registered: Dec 2001
Location: GTD Haydon
Posts: 357

really? cuz i've been getting a lot of complaints about it causing problems for fs2, and thus the only reason why i havent gotten XP

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Old Post 05-05-2002 04:17 AM
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ltnarol
Murdock

Registered: Dec 2001
Location: GTD Haydon
Posts: 357

really? cuz i've been getting a lot of complaints about it causing problems for fs2, and thus the only reason why i havent gotten XP

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Old Post 05-05-2002 04:17 AM
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ReapeRalex
I'm New! Laugh At Me!

Registered: Apr 2001
Location: Dover UK
Posts: 15

quote:
Originally posted by venom2506
hmm, the ability to remap the sliding keys. the one who placed them was probably insane, or an octopus...


funny u should say that, I've just done it! If anyone is interested mail me @ reaper_not@yahoo.com

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Old Post 05-05-2002 12:11 PM
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ReapeRalex
I'm New! Laugh At Me!

Registered: Apr 2001
Location: Dover UK
Posts: 15

quote:
Originally posted by venom2506
hmm, the ability to remap the sliding keys. the one who placed them was probably insane, or an octopus...


funny u should say that, I've just done it! If anyone is interested mail me @ reaper_not@yahoo.com

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Old Post 05-05-2002 12:11 PM
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ltnarol
Murdock

Registered: Dec 2001
Location: GTD Haydon
Posts: 357

i cant remember if i posted this already on this forum, so if i have, please let me know without killing me .

Nebulas: make them different shaped pofs with different densities in different areas, with the center being the normal density, and as you get further and further out, the cloud becomes less and less dense until finally, its like a very light fog and then you're in open space.

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Old Post 05-05-2002 03:31 PM
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ltnarol
Murdock

Registered: Dec 2001
Location: GTD Haydon
Posts: 357

i cant remember if i posted this already on this forum, so if i have, please let me know without killing me .

Nebulas: make them different shaped pofs with different densities in different areas, with the center being the normal density, and as you get further and further out, the cloud becomes less and less dense until finally, its like a very light fog and then you're in open space.

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[url="http://www.3dap.com/hlp/hosted/the158th/"]158th Banshee Squadron[/url]

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Old Post 05-05-2002 03:31 PM
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EdrickV
Face

Registered: Apr 2002
Location:
Posts: 57

The ability to use variables in messages, and a better message editor in FRED2.

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Old Post 05-06-2002 08:56 AM
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Darkblade
Babylon Project

Registered: Dec 2000
Location: Finland
Posts: 599

These ideas have already been posted anyways but here it goes...

- MP3 support. Music quality gets a lot better by doing this. I know it eats CPU time but...
- Optimizing game engine.
- Table limit must be removed (already done)
- Fighter beams (done by Bobboau)
- Some kind of a ingame cutscene system, like in Tachyon the Fringe, Starlancer or in Independence War.
- X-Wing Alliance kind of transition between two missions. (like stated by Bobboau and others)
- Mappable ANI's on models (stated before)
- ANI's as background (stated before)

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Mauri "Darkblade" Majanoja

"Damn it people, I'm the official party pooper, not a mission designer!"

Mission designer - [url="http://freespace.volitionwatch.com/babylon"]Freespace 2 : The Babylon Project[/url]

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Old Post 05-08-2002 07:16 AM
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Darkblade
Babylon Project

Registered: Dec 2000
Location:
Posts: 189

These ideas have already been posted anyways but here it goes...

- MP3 support. Music quality gets a lot better by doing this. I know it eats CPU time but...
- Optimizing game engine.
- Table limit must be removed (already done)
- Fighter beams (done by Bobboau)
- Some kind of a ingame cutscene system, like in Tachyon the Fringe, Starlancer or in Independence War.
- X-Wing Alliance kind of transition between two missions. (like stated by Bobboau and others)
- Mappable ANI's on models (stated before)
- ANI's as background (stated before)

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Mauri "Darkblade" Majanoja

Mission designer - [url="http://freespace.volitionwatch.com/babylon"]The Babylon Project[/url]

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Old Post 05-08-2002 07:16 AM
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ltnarol
Murdock

Registered: Dec 2001
Location: GTD Haydon
Posts: 357

mp3 support, but with the option of the current setup just because some people's PCs cant take it (like mine).

a ai take over sexp for the player's ship, allows the mission designer to force the control of the ship over to an ai that can carry out ordinary ai orders like waypoints, attack, ignore, etc.

transitions for nebulas so that you can repeatedly enter and leave nebulas inmission, i suggest using a sort of multidensity nebula for this so that the outer areas decrease in density until finally becoming open space.

Ability to enter subspace through nodes inmission and go back to realspace again through a different node or the back through same, this will allow for multiple battles going on in one mission that are separated.

very localized nebula option (to simulate clouds)

increase number of ships that can be displayed in the loadout screen (the selection part, currently you cant even get to all the terran fighters and bombers, it stops at the Artemis if you have all ships set to available).

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Old Post 05-09-2002 05:40 AM
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ltnarol
Murdock

Registered: Dec 2001
Location: GTD Haydon
Posts: 357

mp3 support, but with the option of the current setup just because some people's PCs cant take it (like mine).

a ai take over sexp for the player's ship, allows the mission designer to force the control of the ship over to an ai that can carry out ordinary ai orders like waypoints, attack, ignore, etc.

transitions for nebulas so that you can repeatedly enter and leave nebulas inmission, i suggest using a sort of multidensity nebula for this so that the outer areas decrease in density until finally becoming open space.

Ability to enter subspace through nodes inmission and go back to realspace again through a different node or the back through same, this will allow for multiple battles going on in one mission that are separated.

very localized nebula option (to simulate clouds)

increase number of ships that can be displayed in the loadout screen (the selection part, currently you cant even get to all the terran fighters and bombers, it stops at the Artemis if you have all ships set to available).

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[url="http://www.3dap.com/hlp/hosted/the158th/"]158th Banshee Squadron[/url]

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Old Post 05-09-2002 05:40 AM
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Phantom
Murdock

Registered: May 2001
Location: Scotland
Posts: 163

Being able to fly into a docking bay to end a mission and
larger table files are the two things I would like most.
Although fighter beams would be nice. And animated backgrounds and...

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Old Post 05-09-2002 07:40 AM
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Phantom
Murdock

Registered: May 2001
Location: Scotland
Posts: 163

Being able to fly into a docking bay to end a mission and
larger table files are the two things I would like most.
Although fighter beams would be nice. And animated backgrounds and...

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Old Post 05-09-2002 07:40 AM
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ltnarol
Murdock

Registered: Dec 2001
Location: GTD Haydon
Posts: 357

quote:
Originally posted by Phantom
Being able to fly into a docking bay to end a mission and
larger table files are the two things I would like most.
Although fighter beams would be nice. And animated backgrounds and...

that can be covered by an ai take over, we already have the is-key-pressed sexp, and ending in a dockingbay is allowed already.

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Old Post 05-09-2002 12:42 PM
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ltnarol
Murdock

Registered: Dec 2001
Location: GTD Haydon
Posts: 357

quote:
Originally posted by Phantom
Being able to fly into a docking bay to end a mission and
larger table files are the two things I would like most.
Although fighter beams would be nice. And animated backgrounds and...

that can be covered by an ai take over, we already have the is-key-pressed sexp, and ending in a dockingbay is allowed already.

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[url="http://www.3dap.com/hlp/hosted/the158th/"]158th Banshee Squadron[/url]

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Old Post 05-09-2002 12:42 PM
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FSF Ashrak
Post Count Weenie

Registered: Sep 2001
Location: Estonia
Posts: 1362

so the question that arrises when and where will it be releesed

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Old Post 05-09-2002 04:43 PM
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Ashark
I'm New! Laugh At Me!

Registered: May 2002
Location: Estonia
Posts: 1024

so the question that arrises when and where will it be releesed

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Old Post 05-09-2002 04:43 PM
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ltnarol
Murdock

Registered: Dec 2001
Location: GTD Haydon
Posts: 357

quote:
Originally posted by FSF Ashrak
so the question that arrises when and where will it be releesed
does that really matter? If its released here, someone will post it on HLP, if its released on HLP, someone will post it here. Either way, everyone's gonna have their hands on the final version the day it comes out. The first concern should be getting this done if you ask me just another thought from my little coconut

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Old Post 05-09-2002 07:46 PM
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ltnarol
Murdock

Registered: Dec 2001
Location: GTD Haydon
Posts: 357

quote:
Originally posted by FSF Ashrak
so the question that arrises when and where will it be releesed
does that really matter? If its released here, someone will post it on HLP, if its released on HLP, someone will post it here. Either way, everyone's gonna have their hands on the final version the day it comes out. The first concern should be getting this done if you ask me just another thought from my little coconut

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Old Post 05-09-2002 07:46 PM
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aldo_14
Hannibal

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

Anyone fixed the bugs with modded weapons.tbl (techroom screen crashes) and the barracks crash with kills of modded ships?

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Old Post 05-10-2002 11:14 AM
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