Author Topic: TBP Glide Mod  (Read 10535 times)

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Offline Sushi

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Designed for Zathras, might still work without it though.
Requires a recent nightly build (3.6.11).

Download here:
http://www.mediafire.com/file/tzzrnumzzjo/glide_mod.zip

This is just a mini-mod with the following features:

1. Almost all fighters can glide now. The only exceptions are Minbari, Vorlon, and Shadow fighters, since they apparently use a different "gravimetric" drive system.

2. All fighters that glide also use newtonian dampening.

3. All ships with sidethrust have their sidethrust velocity doubled.

4. New AI features are enabled: AI fighters will use glide in dogfights and against capital ships, and will use sidethrust more often.

5. New glide features are used, for more intuitive and consistent gliding.


I've been playing TBP with these settings for a while, and so far it hasn't seemed to make any missions too easy or too hard. It does, IMHO, make them more fun. :D All ships are more nimble and dangerous.

3.6.11 Inferno build based off of r5644 here.  Download here 
« Last Edit: November 11, 2009, 06:08:54 pm by FUBAR-BDHR »

 

Offline -Norbert-

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Sounds great, but since I'm currently quite busy I can't really test it right now, so I have some questions:
Quote
2. All fighters that glide also use newtonian dampening.
Which means what exactly? They still fly very freespacey, but with a bit more drifting?
Quote
3. All ships with sidethrust have their sidethrust velocity doubled.
Only the sides or also the up/down ones?

 

Offline Sushi

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Sounds great, but since I'm currently quite busy I can't really test it right now, so I have some questions:
Quote
2. All fighters that glide also use newtonian dampening.
Which means what exactly? They still fly very freespacey, but with a bit more drifting?

In original Freespace, when you turn, you don't lose any forward speed. There's no "speed bleed" effect from turning. Newtonian dampening fixes that, so turning bleeds off speed (more realistic). Besides, glide can get really screwy if newtonian dampening isn't used.

Quote
3. All ships with sidethrust have their sidethrust velocity doubled.
Only the sides or also the up/down ones?

Up/down as well, naturally.

Edited original post to add another change I forgot to mention.

 

Offline Vidmaster

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Interesting. Will try that out as soon as I get the chance. Probably makes the game even more difficult  :lol:
Which is good for me but for the general audience? Wait, we don't have a general audience at the moment.
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Offline Thaeris

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I've not played with TBP for a while, but I definately enjoy having more realistic handling.

Mad props, gentlemen.  :yes:
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Offline Dragon

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I guess that this mod will unbalance current campaigns, right?
It would be great to see FH rebalanced for this, Vidmaster.

 

Offline Vidmaster

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I guess that this mod will unbalance current campaigns, right?

not sure, if the AI is making use of their own thrusters well, it should still work. Still have not tried it excessively, just some quick plays so far.
Super busy right now. Next on my list is voice-acting for Hunters.
Devoted member of the Official Karajorma Fan Club (Founded and Led by Mobius).

Does crazy Software Engineering for a living, until he finally musters the courage to start building games for real. Might never happen.

 

Offline Sushi

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I guess that this mod will unbalance current campaigns, right?
It would be great to see FH rebalanced for this, Vidmaster.

It does change the balance, but less so than you'd think.

And I've played through the first two FH campaigns with this enabled: it was my primary testbed, in fact. :) I don't recall ever running into any missions that were broken by it (although it did make flying the Zephyr noticeably easier. :p).

 
how can i use it with zathras? game only loads one mod at a time right?
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Offline Sushi

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how can i use it with zathras? game only loads one mod at a time right?


This works with Zathras as-is. You don't have to do anything extra.

That said, you won't be able to use this for multiplayer and have it validate.

 
meaning....? i just dump your file in gamedir? sry for the noob questions and all
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Offline General Battuta

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You'll need to modify the mod.ini file to reference it, I believe.

  
No idea how to do that if anybody's willing to help *cough* sushi *cough*
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Offline Macfie

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Just select the glide mod.  Its mod.ini file has Zathras as a secondary mod
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AHA! ok got it thnx
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Offline -Norbert-

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When I try to start it, I get the following:

Code: [Select]
Error: tweak-shp.tbm(line 11:
Error: Required token = [#End], [$Subsystem:], [$Name], or [$Template], found [+Dynamic Glide Cap: YES].

File: PARSELO.CPP
Line: 670


Call stack:
------------------------------------------------------------------
------------------------------------------------------------------

And I also put the fs2_open.log the debug build produced in the post as attatchment....
Any idea why it won't run for me?

[attachment deleted by admin]

 

Offline Sushi

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You need to be running a fairly recent Nightly build (3.6.11).

I've added this to the first post, sorry I forgot to put it there sooner.

 

Offline -Norbert-

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Do you recommend any one particular build, or should I just grab the latest one?

 

Offline FUBAR-BDHR

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If there isn't an inferno build in the Knightly builds forum I'll post one here in a bit.


Added download link to the end of Sushi's post.  If your system doesn't support SSE2 let me know and I can do SSE or regular builds. 
« Last Edit: November 11, 2009, 06:10:06 pm by FUBAR-BDHR »
No-one ever listens to Zathras. Quite mad, they say. It is good that Zathras does not mind. He's even grown to like it. Oh yes. -Zathras

 
ok, so what's the knightly?
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