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The Modding Workshop / Re: Ship Interiors Project
« Last post by KamiGaAtaeta on May 20, 2024, 10:04:24 am »
IS there a way to get this mod to work with other mods?  Or will those mod authors have to add it first?

Yes there is a way you can add this to other mods to a degree. If you have an example mod in mind I can see what would need to be done and share a step by step with you and you could probably use that as a basis for using it with other mods.
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The Modding Workshop / Re: Ship Interiors Project
« Last post by KamiGaAtaeta on May 20, 2024, 09:59:28 am »
Sorry I am new to the community and I forgot to update things here. v0.0.12! is out now and adds quite a few improvements to the targeting system and HUD elements to make it more user and VR friendly. It also adds my first Vasudan cockpit as well.
3
The Unification War / Re: Target monitor
« Last post by QuakeIV on May 20, 2024, 08:24:30 am »
I didn't like how in the original for a few missions you couldn't target anything and then magically you get the full fs2 sensor suite working. Thus in the rewrite I changed the sensors to gradually get better.
That was a writing thing where they were playing up the new avionics thing they were developing at earth, and it was this whole giant defense program the other nations couldn't afford to develop on their own, so they don't get it until they are delivered ships that already have it fully working.
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The Modding Workshop / Re: Ship Interiors Project
« Last post by Colonol Dekker on May 20, 2024, 01:20:35 am »
I'm not a programmer but I'd say seek advice on our discord or refer to the wiki.
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Gaming Discussion / Re: Current FREE Games Promotions
« Last post by karajorma on May 20, 2024, 12:11:42 am »
Dragon Age Inquisition is free on Epic. Never played it but I enjoyed the first one and tolerated the second so it might be worth a try.
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Between the Ashes / Re: BtA Bug Report Thread
« Last post by mjn.mixael on May 19, 2024, 11:15:20 pm »
I don't know if this is because I was using FSO 24.0.1 instead of 24.0.0, but whenever I completed a mission or restarted one after getting to the AAR, most of the text would get corrupted. Subtitles, weapon text, etc. Also, when this happened and I try to access the database on the main menu, the game crashes. I checked the main game to see if the issue happens there, but it didnt.

Also, though this is more an issue with knossos.net, but after I encountered the issue the first time last night, I tried to verify the mod and instead it got deleted, so I had to redownload it.

This was a bug with 24.0.1 FSO engine. It is fixed in 24.0.2 which BtA will be set to on Friday when BtA2 officially releases. :)
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Nightly Builds / Nightly: 19 May 2024 - Revision c1af4317d
« Last post by SirKnightly on May 19, 2024, 01:31:39 am »
Here is the nightly for 19 May 2024 - Revision c1af4317d



Group: Linux
nightly_20240519_c1af4317d-builds-Linux.tar.gz (Mirror)


Group: MacOSX-arm64
nightly_20240519_c1af4317d-builds-Mac-arm64.tar.gz (Mirror)


Group: MacOSX-x86_64
nightly_20240519_c1af4317d-builds-Mac-x86_64.tar.gz (Mirror)


Group: Win32-SSE2
nightly_20240519_c1af4317d-builds-Win32-SSE2.zip (Mirror)


Group: Win64-SSE2
nightly_20240519_c1af4317d-builds-x64-SSE2.zip (Mirror)

Code: [Select]
------------------------------------------------------------------------
commit 8bd8e785b
Author: Asteroth
Commit: Asteroth

    adjustments to rand vecs for random orientation
 code/math/vecmat.cpp             | 2 +-
 code/math/vecmat.h               | 2 +-
 code/scripting/api/libs/base.cpp | 2 +-
 3 files changed, 3 insertions(+), 3 deletions(-)
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FreeSpace Conversion / Re: FreeSpace Port 3.7 + FSPort Media VPs Release!
« Last post by Goober5000 on May 18, 2024, 08:41:53 pm »
The FSPort MediaVPs have been updated to 4.7.2 to remove the +Weapon Range field from the weapons and add the "detonate on expiration" field.  This makes MediaVP effects work properly without needing a hack, and also prevents mods using the FSPort from being affected by the range.
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The Modding Workshop / Re: Ship Interiors Project
« Last post by knight26 on May 18, 2024, 03:08:34 pm »
Ok, for those of us who are terrible at programming, how do we do that?  I tried adding it's flags to the FSO settings, but that didn't do it.
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There is a SEXP called "good-rearm-time" that overrides the AI's reluctance to rearm for any reason.

You could tie an events that uses it to a button press for an immediate fix. I would also recommend to increase the number of support ships at the same time if you do that.
It could get tied to an event triggered by a wingman having low health.

Some sort of IF Alpha 2 has less than 30% HP, then trigger the rearm.
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