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redmenace7
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Registered: Jul 2002
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Posts: 271

Source project 3.4 and new poly counts

so is the apocolypse made possible by the new modifications. In which case what can Freespace 2 now handle polygon wise? Also I read in the HLP that they are working on fixing the beam weapons for realease 3.4 of the source project. But I guess the new exe won't work with the mod until the models are reconverted right? I don't know what I am talking about, I only know what i think I read.

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Old Post 12-28-2002 03:28 AM
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redmenace7
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Registered: Jul 2002
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Source project 3.4 and new poly counts

so is the apocolypse made possible by the new modifications. In which case what can Freespace 2 now handle polygon wise? Also I read in the HLP that they are working on fixing the beam weapons for realease 3.4 of the source project. But I guess the new exe won't work with the mod until the models are reconverted right? I don't know what I am talking about, I only know what i think I read.

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Old Post 12-28-2002 03:28 AM
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-Norbert-
Murdock

Registered: Jun 2002
Location: Vienna - Austria - Earth - Solar System - Milky Way
Posts: 120

Your right. The Source Mod won't work with TBP, but they make there own one!

They already developed some modifications of the sourcecode for changing the flightmodel and fighterbeams. I think it was Bobbeau (hope I wrote it correct) who had done that.

Just browse the Forum and seek something with sourcemod in it!

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Old Post 12-28-2002 11:51 AM
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-Norbert-
Murdock

Registered: Jun 2002
Location:
Posts: 239

Your right. The Source Mod won't work with TBP, but they make there own one!

They already developed some modifications of the sourcecode for changing the flightmodel and fighterbeams. I think it was Bobbeau (hope I wrote it correct) who had done that.

Just browse the Forum and seek something with sourcemod in it!

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Old Post 12-28-2002 11:51 AM
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Prophet
Murdock

Registered: Feb 2001
Location: Joutsa, Finland
Posts: 564

quote:
Originally posted by -Norbert-
Bobbeau (hope I wrote it correct)

No, you didn't...

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Oh ****! Those idiots did it.

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Old Post 12-28-2002 03:55 PM
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Prophet
Murdock

Registered: Feb 2001
Location: Joutsa, Finland
Posts: 564

quote:
Originally posted by -Norbert-
Bobbeau (hope I wrote it correct)

No, you didn't...

__________________
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FREDer for [url=http://www.hot.ee/honorofomega/index.htm]Honour of Omega[/url]
Creator of Movements in the Mist campaign

Oh ****! Those idiots did it.

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Old Post 12-28-2002 03:55 PM
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Edwin
Hannibal

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

quote:
Originally posted by -Norbert-
Bobbeau (hope I wrote it correct)




I think it's Bobbau but it is esiast to just put Bobb

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Old Post 12-28-2002 03:58 PM
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Edwin
Hannibal

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

quote:
Originally posted by -Norbert-
Bobbeau (hope I wrote it correct)




I think it's Bobbau but it is esiast to just put Bobb

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Old Post 12-28-2002 03:58 PM
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Lady Rose
Mr. T

Registered: Nov 2001
Location: Command deck of EAS Janus
Posts: 1755

quote:
Originally posted by Edwin



I think it's Bobbau but it is esiast to just put Bobb



It's Bobboau, if I remember correctly

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Old Post 12-28-2002 05:55 PM
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Lady Rose
Mr. T

Registered: Nov 2001
Location: Command deck of EAS Janus
Posts: 1755

quote:
Originally posted by Edwin



I think it's Bobbau but it is esiast to just put Bobb



It's Bobboau, if I remember correctly

__________________
"Losing your temper is sign of worries or panic"
-Shogun Tokugawa

Aku. Soku. Zan.
-The wolves of Mibu, Shinsen gumi

Creator of [URL=http://www.hot.ee/miburo1]Tale of EAS Janus[/URL] campaign
Also leader of [URL=http://www.hot.ee/honorofomega/]Honor of Omega[/URL] campaign
FREDer and general errant boy of mighty [URL=http://http://www.3dactionplanet.com/hlp/hosted/mindgames/]Mind Games[/URL], which power no-one can escape. There is always a first time.

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Mr. Fury
Babylon Project

Registered: Feb 2001
Location: Finland
Posts: 3194

Bobboau it is.

I don't get why it is so hard to write it correctly.

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Old Post 12-28-2002 07:00 PM
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Mr. Fury
Babylon Project

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Location: Finland
Posts: 3194

Bobboau it is.

I don't get why it is so hard to write it correctly.

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Old Post 12-28-2002 07:00 PM
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IceFire
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Registered: Jul 2000
Location: The Cold Northland!
Posts: 8392

Re: Source project 3.4 and new poly counts

quote:
Originally posted by redmenace7
so is the apocolypse made possible by the new modifications. In which case what can Freespace 2 now handle polygon wise? Also I read in the HLP that they are working on fixing the beam weapons for realease 3.4 of the source project. But I guess the new exe won't work with the mod until the models are reconverted right? I don't know what I am talking about, I only know what i think I read.


Apoc worked a long time ago. A LONG time ago. No need for source changes.

FS2's poly count limits haven't really been changed much. At the moment, they are where they are because the engine isn't really improved yet (those elements are being worked on - for instance, the OpenGL version gets a boost of 20FPS on my system, but its still got a few bugs yet).

Beam weapons have a bug in them in 3.3 that kills shields by proximity (not an actual hit). Not a big deal for TBP tho.

BTW: TBP will work with FS2 3.3...I've been testing for a while with it and standard retail version. Again, its got its bugs so its not something we'll be absolutely requiring right now.

Bobboau and now Eternal One are contributing to a set of source code changes specifically for TBP. These will be shared with the FSSCP team as well.

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Old Post 12-28-2002 07:46 PM
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BabProj Team
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Registered: Apr 2001
Location:
Posts: 1901

Re: Source project 3.4 and new poly counts

quote:
Originally posted by redmenace7
so is the apocolypse made possible by the new modifications. In which case what can Freespace 2 now handle polygon wise? Also I read in the HLP that they are working on fixing the beam weapons for realease 3.4 of the source project. But I guess the new exe won't work with the mod until the models are reconverted right? I don't know what I am talking about, I only know what i think I read.


Apoc worked a long time ago. A LONG time ago. No need for source changes.

FS2's poly count limits haven't really been changed much. At the moment, they are where they are because the engine isn't really improved yet (those elements are being worked on - for instance, the OpenGL version gets a boost of 20FPS on my system, but its still got a few bugs yet).

Beam weapons have a bug in them in 3.3 that kills shields by proximity (not an actual hit). Not a big deal for TBP tho.

BTW: TBP will work with FS2 3.3...I've been testing for a while with it and standard retail version. Again, its got its bugs so its not something we'll be absolutely requiring right now.

Bobboau and now Eternal One are contributing to a set of source code changes specifically for TBP. These will be shared with the FSSCP team as well.

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- The Babylon Project Team

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Old Post 12-28-2002 07:46 PM
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ltnarol
Murdock

Registered: Dec 2001
Location: GTD Haydon
Posts: 357

quote:
Originally posted by Mr. Fury
Bobboau it is.

I don't get why it is so hard to write it correctly.

Their attention spans fade away after reading 3 'b's

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

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Old Post 12-28-2002 09:11 PM
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ltnarol
Murdock

Registered: Dec 2001
Location: GTD Haydon
Posts: 357

quote:
Originally posted by Mr. Fury
Bobboau it is.

I don't get why it is so hard to write it correctly.

Their attention spans fade away after reading 3 'b's

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

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Old Post 12-28-2002 09:11 PM
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Edwin
Hannibal

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




Huh?? What??

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Old Post 12-28-2002 11:55 PM
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Edwin
Hannibal

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




Huh?? What??

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-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 12-28-2002 11:55 PM
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