Author Topic: Released EXE fs2_open 3.2  (Read 21259 times)

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Offline Taristin

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Released EXE fs2_open 3.2
Ok, I dunno if this has been said before. I can't sit through 4 pages of complaints, but aside from the normal beam stuff...

1) I like the sound of rotating firing points

2) When I use a fighter beam, thers no explosion on the enemy vessel's destruction

) I never get credit for the kill...
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Offline Stealth

  • Braiiins...
  • 211
Released EXE fs2_open 3.2
Quote
Originally posted by Raa Tor'h
Ok, I dunno if this has been said before. I can't sit through 4 pages of complaints, but aside from the normal beam stuff...

1) I like the sound of rotating firing points

2) When I use a fighter beam, thers no explosion on the enemy vessel's destruction

) I never get credit for the kill...



i'm not going to bother to read all the 4 or 5 pages of this topic,
but how can you use a fighter beam?  did you hack the weapons and ships .TBLs and make it available to use?

 

Offline IceFire

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Released EXE fs2_open 3.2
Quote
did you hack the weapons and ships .TBLs and make it available to use?

Yup...thats how its done.  Thats the easy part...the coding to make it work was no doubt harder :D
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Offline Stunaep

  • Thread Necrotech.... we bring the dead to life!
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Released EXE fs2_open 3.2
ooh... things have been moving along since the last time I checked. Anyways, so far so good, no crashes for me yet. :)
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Offline Solatar

  • 211
Released EXE fs2_open 3.2
I heard about some wireframe targeting thing. How does that work? Every time I go to configure my key controls, and then go the miscellaneus, the game crashes.

 

Offline RandomTiger

  • Senior Member
  • 211
Released EXE fs2_open 3.2
Quote
Originally posted by Hades
I heard about some wireframe targeting thing. How does that work? Every time I go to configure my key controls, and then go the miscellaneus, the game crashes.


Either fill in a bug report (sorry havent got the link handy) or give us your specs.

 

Offline Inquisitor

Released EXE fs2_open 3.2
Bug link in the first post of this very thread :)
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Offline phreak

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Released EXE fs2_open 3.2
Wireframe targeting is CTRL-ALT-Q.  You can't change it, yet.
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Offline Stunaep

  • Thread Necrotech.... we bring the dead to life!
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Released EXE fs2_open 3.2
[edit]
should have read the previous replies. Ignore
"Post-counts are like digital penises. That's why I don't like Shrike playing with mine." - an0n
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Has anyone spoken to Komet about integrating his visual enhancements into the project?

Sid.

 

Offline Inquisitor

By email, VWBB and his forum, no response.
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Offline RandomTiger

  • Senior Member
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Quote
Originally posted by SadisticSid
Has anyone spoken to Komet about integrating his visual enhancements into the project?

Sid.


what kind of enhancements?

 

Offline vyper

  • 210
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Quote
Originally posted by RandomTiger


what kind of enhancements?


Did some fancy graphics enhancements for the explosions and stuff - most of it was new "effects" but it was pretty impressive. His own little "forum" says he's away on another project or something like that.
"But you live, you learn.  Unless you die.  Then you're ****ed." - aldo14

 

Offline Martinus

  • Aka Maeglamor
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    • Hard Light Productions
A few people have (Inq left a message on Komet's BB) I emailed him a while ago but have recieved no response. I guess someone's going to have to redo it because Komet is either unable or unwilling to let us have the code. :blah:

  

Offline Bobboau

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what were the changes he made?
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Offline Martinus

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Quote
Originally posted by Bobboau
what were the changes he made?


Check out the original thread, there's screenies on it too :)

Thread

 

Offline Taristin

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I have a question...

Is it possible to change the code so that when your fighter reaches critical, it gets more unmaneuverable, the reactor's output is cut, and shields/afterburners can fail?

It would make the game much harder, and maybe more interesting, too.

As of now, I can't tell the difference between my fighter at 99% and at 9%...
Freelance Modeler | Amateur Artist

 

Offline vyper

  • 210
  • The Sexy Scotsman
Quote
Originally posted by Raa Tor'h
I have a question...

Is it possible to change the code so that when your fighter reaches critical, it gets more unmaneuverable, the reactor's output is cut, and shields/afterburners can fail?

It would make the game much harder, and maybe more interesting, too.

As of now, I can't tell the difference between my fighter at 99% and at 9%...


You really are a glutton for punishment aren't you? :p
"But you live, you learn.  Unless you die.  Then you're ****ed." - aldo14

 

Offline wEvil

  • The Other Good Renderer
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Quote
Originally posted by Raa Tor'h
I have a question...

Is it possible to change the code so that when your fighter reaches critical, it gets more unmaneuverable, the reactor's output is cut, and shields/afterburners can fail?

It would make the game much harder, and maybe more interesting, too.

As of now, I can't tell the difference between my fighter at 99% and at 9%...


Lucasarts did something similar in Xwing Vs. TIE fighter - when your ship moved slowly it was less maneouverable.

You could have loads of goofy things happenening with damage effects ;)

 
I'm all for enhancing features, but priority should be given to adding things that people have wanted to do for a while, rather than altering the gameplay dynamic. It would be an interesting idea though. :)

Sid.