Recent Posts

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FreeSpace & FreeSpace Open Support / Re: Freespace Open & GoG Galaxy
« Last post by Daybreaker027 on July 20, 2018, 11:42:42 am »
Renaming Fs2open to FS2 worked,can't believe I didn't think of it.I did the same thing to other games so they work with galaxy,but it didn't cross my mind here.
Thank you, I can finally play this in sweet HD.
Diaspora / AWESOME JOB!
« Last post by UbuntuPC on July 20, 2018, 10:06:21 am »
I played the current campaign and absolutely enjoyed the perfection you guys have achieved.
I enjoyed the Theseus replacing Galactica and Galactica replacing that hard-headed woman's ship. I look forward to seeing much more of your work.
I very much want to see this finished to the fullest.
Nightly Builds / Nightly: 20 July 2018 - Revision 4353d4d
« Last post by SirKnightly on July 20, 2018, 08:20:01 am »
Here is the nightly for 20 July 2018 - Revision 4353d4d

Group: Linux
nightly_20180720_4353d4d-builds-Linux.tar.gz (Mirror)

Group: MacOSX
nightly_20180720_4353d4d-builds-MacOSX.tar.gz (Mirror)

Group: Win64 (Mirror)

Group: Win32 (Mirror)

Code: [Select]
commit da65a66
Author: plieblang <Wed Jul 18 13:57:29 2018 -0700>
Commit: plieblang <Wed Jul 18 13:57:29 2018 -0700>

    Semicolon fix for qtFRED as well
 qtfred/src/mission/missionsave.cpp | 2 +-
 1 file changed, 1 insertion(+), 1 deletion(-)

commit 7df8313
Author: plieblang <Wed Jul 18 13:33:27 2018 -0700>
Commit: plieblang <Wed Jul 18 13:33:27 2018 -0700>

    Force newline after mission notes
 fred2/missionsave.cpp | 2 +-
 1 file changed, 1 insertion(+), 1 deletion(-)
Inferno / Re: RELEASE: Inferno Nostos: Act 1
« Last post by Garfield on July 20, 2018, 08:05:31 am »
I first played Inferno when I was 10, I've been waiting for a new release for over a decade, and I just finished Nostos Act 1. It did not disappoint. Great job everyone on the Inferno team!
Arts & Talents / The Final War for the Multiverse
« Last post by Assassin714 on July 20, 2018, 07:03:52 am »
The Final War for the Multiverse (TFWFTM) is going to be an epic-length, epic-scale crossover story based on the Freespace universe and many other space combat simulation settings. It will feature many familiar settings and factions and some that you have never seen before. I will be drawing on sources from games and many other supplementary materials. I will be incorporating things from fan-made missions and campaigns as well.

Part 1 will be titled Report from GTSC Chandrasekhar, Dubhe System, which I am in the process of writing. This takes place in one of the many alternate GTVA universes.

It will be an interactive fiction where readers may participate to suggest storyline development and battle strategies. This story will involve mostly text and possibly images, as much of what is planned cannot be adequately shown in the Freespace Open Engine. Also I am not really good at making mods and missions.

The main enemy will be the Shivans, who will be more powerful and terrifying than ever before.
MechCommander OmniTech / Repair Bay and Refit Points
« Last post by Drewbs on July 20, 2018, 01:21:21 am »
Where is the data stored for the number of Refit points that Repair Bays have? I see them for the trucks, but not the buildings.

Here is the building info:
ul DmgLevel=460
f ExtentRadius=35.000000
f ExplosionRadius=0.000000
f ExplosionDamage=0.000000
l BuildingName=0
l BuildingDescription = 30969
l SetImpassable=1
l XImpasse=0
l YImpasse=0
ul NormalEffectId=0
ul BlownEffectId=0
ul DamageEffectId=0
b CanRefit=t
b MechBay=false
f TimeToBurnDamage=5.000000
f BurnDamagePerTime=1.000000
f DamageLvlForBurn=22.000000
f SensorRange=-1.000000
l TeamID=-1
l Tonnage=20
l BattleRating=20
l NumMarines=0
b blockLineOfFire=FALSE
l LowTemplate=2013790208
l HighTemplate=2127992
l PotentialContact=0
l BasePixelOffsetX=11
l BasePixelOffsetY=65
b Capturable = true
ul ActivityEffectId=80

and here is a truck:
st Name               ="Repair Truck"
st AppearanceName            ="repairtruck"
l ExplosionObject            =700
l DestroyedObject            =0
f ExtentRadius            =20.000000

//Read by Type
uc Chassis               =0
b MineLayer               =FALSE
b MineSweeper            =FALSE
l RefitPoints            =1000
f ExplosionRadius            =0.0
f ExplosionDamage            =0.0
l IconIndex             = 19

Can I steal the l RefitPoints =X code from the truck and add it to the building code? Or is their some other file that is controlling this data that I need to edit?
Fate of the Galaxy / Re: Summer 2018 newsletter, "We're not Dead" edition
« Last post by wookieejedi on July 20, 2018, 12:28:58 am »
I was hoping you'd all have a lot more replies than this. :/

Fortunately we do have a few more folks expressing interest through other avenues  :) And thanks for the support here, too!
Fate of the Galaxy / Re: Summer 2018 newsletter, "We're not Dead" edition
« Last post by Nightmare on July 20, 2018, 12:10:24 am »
I should register more accounts, so I can give more cookies.
Fate of the Galaxy / Re: Summer 2018 newsletter, "We're not Dead" edition
« Last post by Colonol Dekker on July 20, 2018, 12:02:31 am »
I was hoping you'd all have a lot more replies than this. :/
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