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Bishop Gantry
Murdock

Registered: May 2001
Location:
Posts: 155

Behold the great Bab5 Starlancer

Just wanna promote a videoclip from the Bab5 mod for Starlancer

you can get it here
http://www.lancersreactor.com/t/forum/topic.asp?topic_id=3098&forum_id=7&Topic_Title=Babylon+5+Mod+Teaser+Video&forum_title=Editing+Forum&cat_title=&M=False

You will also have to have Winrar and DivX for those who dont have it, they can be found here

http://www.rarsoft.com/
http://www.divx.com/

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Old Post 09-05-2001 05:11 PM
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ApaBaBooN
Murdock

Registered: Feb 2001
Location: The Land of Square Lights
Posts: 541

Luvaly Fury...

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Old Post 09-05-2001 07:32 PM
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Wildlife
Babylon Project

Registered: Jul 2001
Location: Back in Merry England
Posts: 584

Cool

yeah
its 2100 polys!

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Old Post 09-05-2001 07:53 PM
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Sigma957
Babylon Project

Registered: Feb 2001
Location: South Australia,Australia,Sol
Posts: 1185

That does look awesome

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Old Post 09-06-2001 04:18 AM
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CptWhite
On Standby Mode - TBP

Registered: Feb 2001
Location: Sheffield UK
Posts: 1913

It looks like it plays faster than fs2 but i thing i still prefer our bab5 mod going on that screen shot

freespace 2 is so well to a babylon 5 conversion its quite scary. for the most part anyway.

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Old Post 09-06-2001 08:59 AM
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Wildlife
Babylon Project

Registered: Jul 2001
Location: Back in Merry England
Posts: 584

thats why we cant wait for a release!
Does starlancer have beams?

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Old Post 09-06-2001 01:22 PM
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RubberEagle
I'm New! Laugh At Me!

Registered: Mar 2001
Location: Vienna, Austria
Posts: 5

quote:
Originally posted by Wildlife
Does starlancer have beams?


kind of... but we can't say anything definite until we get the mission editor...
we currently can't assign the major beam weapon to any ships... (allthough there's a small one, but we'll probably be using that for the Nial's guns)

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Old Post 09-06-2001 01:54 PM
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virus
I'm New! Laugh At Me!

Registered: Jul 2001
Location: Vantaa, Finland
Posts: 3

Lets just say...

StarLancer is very script based... For example:

You have 10 incoming torpedos on one of your capship.
1. If you take out all 10, your capship will destroy the enemy capship.
2. You take out half of the torpedoes. The enemy capship is still destroyed, but your capship has taken a beating
3. All 10 torpedoes hit... Game over.

Ofcourse there are more stages then just 1-3... But what im trying to prove that the game is VERY script related.

This means that we will have to do a LOT of mission editing, when the mission editor finally comes out.

PS. The Enemy Furys are only 1500 polygons. The Fury that you see in the beginning is the 2100 one

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Old Post 09-07-2001 09:57 PM
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CptWhite
On Standby Mode - TBP

Registered: Feb 2001
Location: Sheffield UK
Posts: 1913

Well our fury is 500 poly, hell our sharlin is 1350, hell the ringstation is only 1450 !!!

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Old Post 09-07-2001 10:47 PM
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IceFire
VWBB Admin

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

StarLancers engine is much faster, framerate wise, compared to FreeSpace 2. Its a newer engine and it benefits from better DirectX and the latest technology. That and it seems to have a better LOD system...its the reason the models can be so much higher in poly count.

StarLancer is a little too scripted on occasion. You'll notice that the same class of capital ship in one mission will take only a single torpedo hit...and then in another mission it takes a real beating and doesn't go down. I realize there are potential reasons for this....but yeah...its just scripted

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Old Post 09-08-2001 03:37 AM
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RubberEagle
I'm New! Laugh At Me!

Registered: Mar 2001
Location: Vienna, Austria
Posts: 5

yeah.. we'll try to make those things a little more... understandable.. for the player...

For the SL engine using better technologies.. well, as far as i know, it doesn't support T&L, and a LOD system doesn't really exist...
the engine just cuts out some details if there are too many polys in a scene.. and it degrades the textures depending on the distance from the object...

from that point of view, i think the FS2 engine (or any engine with real LOD) is much more scalable... (and thus in a way... better)
(btw. our B5 station is 6000+ polys (and it ran VERY smooth on my PC..))

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Old Post 09-09-2001 12:14 AM
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Eternal One
Babylon Project

Registered: Feb 2001
Location:
Posts: 397

quote:
Originally posted by RubberEagle
yeah.. we'll try to make those things a little more... understandable.. for the player...

For the SL engine using better technologies.. well, as far as i know, it doesn't support T&L, and a LOD system doesn't really exist...
the engine just cuts out some details if there are too many polys in a scene.. and it degrades the textures depending on the distance from the object...

from that point of view, i think the FS2 engine (or any engine with real LOD) is much more scalable... (and thus in a way... better)
(btw. our B5 station is 6000+ polys (and it ran VERY smooth on my PC..))



Nope, the so-called linear fading lodding of SL is much better than the lodding system of fs2. Because it's much more adaptable to situations, and there's a smooth fading over lodding, while we have it "in jumps".

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Old Post 09-09-2001 12:53 PM
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RubberEagle
I'm New! Laugh At Me!

Registered: Mar 2001
Location: Vienna, Austria
Posts: 5

The problem is, the engine doesn't reduce the polygons on an object, it just cuts out parts... one time (when i first tried my 2000+ poly starfury) it cut out the engines (or onetime everything but the engines... looks kind of weird)

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Old Post 09-09-2001 04:06 PM
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Skullar
Babylon Project

Registered: Apr 2001
Location: yes
Posts: 1184

Actually guys , I cant help you when it comes to PERFORMANCE .
On my 1.4GHz Atlon with 512 MB DDR RAM and Geforce 2 PRO EVERYTHING runs smoothly.

However , even as TBP team member I am fairly impressed by what the whole team did right now.
Today I showed TBP WIP to a friend at home , we now waits for the demo . 2 days ago he deleted FS2 from his harddisc and nOW is is installing it again...

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Old Post 09-09-2001 08:44 PM
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