Hard Light Productions Forums

Hosted Projects - Standalone => The Babylon Project => Topic started by: den5 on February 16, 2009, 05:30:23 am

Title: OSS custom builds for TBP
Post by: den5 on February 16, 2009, 05:30:23 am
Special build for TBP. You can also post your requests about the necessary additions to the game engine here.

Go here: http://proxima-fleet.com/forums/showthread.php?tid=130 (http://proxima-fleet.com/forums/showthread.php?tid=130)
Title: Re: OSS custom builds for TBP
Post by: IPAndrews on February 16, 2009, 05:48:01 am
TBP Final already comes with an incredibly stable version of the FS_Open 3.6.9 game engine so we do not need this. But thank you anyway.
Title: Re: OSS custom builds for TBP
Post by: Ace on February 16, 2009, 05:20:43 pm
Quote
You can also use the new jump sequence for the Shadows (this is our additional update of the SCP's custom warp code). Open file ships.tbl, locate entry of the required ship, and add this entries after the Slide decel line:

$Warpin type: Shadow
$Warpin speed: 5000.0
$Warpin time: 3.0
$Warpout type: Shadow
$Warpout speed: 5000.0
$Warpout time: 3.0

Sounds to me that it does ;)
Seriously though IP, did the Shadows strap you into one of their ships?
Title: Re: OSS custom builds for TBP
Post by: IPAndrews on February 16, 2009, 07:59:29 pm
It's buggy. Otherwise it would have been in the final release.
Title: Re: OSS custom builds for TBP
Post by: Whitelight on February 16, 2009, 08:44:14 pm
Hmm, sounds like a little testing is in order.
downloading.  ;)

Oh, and thanks Den5  :D
Title: Re: OSS custom builds for TBP
Post by: darkmaster on February 17, 2009, 07:48:51 am
Yeah just in time i need a build to play the latest ITNOTE campaign which requires 3.6.10.
Thanks.
Title: Re: OSS custom builds for TBP
Post by: den5 on February 17, 2009, 08:06:19 am
Updated

1. Increased maximum player allowed distance of travel

2. Increased maximum number of allowed ships and weapons entries - up to 1000

3. Increased maximum number of allowed NAV points - up to 1000
Title: Re: OSS custom builds for TBP
Post by: karajorma on February 17, 2009, 08:21:18 am
Oh that's SOOOO going to break multiplayer.
Title: Re: OSS custom builds for TBP
Post by: IPAndrews on February 17, 2009, 10:25:04 am
I agree with the Russians on this one. You should have bit the bullet and upped those limits a long time ago :P.
Title: Re: OSS custom builds for TBP
Post by: karajorma on February 17, 2009, 01:15:49 pm
We did. It broke multiplayer.
Title: Re: OSS custom builds for TBP
Post by: den5 on February 19, 2009, 06:09:11 am
We did. It broke multiplayer.

This build hasn't broken after two hours of testing on FS2NetD.
Title: Re: OSS custom builds for TBP
Post by: den5 on February 19, 2009, 06:10:05 am
FS2Open 3.6.10. OSS SE v.1.2.1.03

- Added "model rotation" after weapon whack
- Added "model rotation" after collision
- Little updates in the "AI turret" seuqnce
Title: Re: OSS custom builds for TBP
Post by: karajorma on February 19, 2009, 08:05:11 am
We did. It broke multiplayer.

This build hasn't broken after two hours of testing on FS2NetD.

Go over 255 ships in the ships or weapons table. Or try to play with validated tables.

The SCP has been quietly fixing the bugs that broke Inferno builds behind the scenes but they certainly aren't all fixed. So basically this fix doesn't actually raise the ship limit for multiplayer much beyond that of the 250 ships Inferno builds let you have.
Title: Re: OSS custom builds for TBP
Post by: VERTi60 on February 19, 2009, 08:16:25 am
Wow those collisions are deadly now. And some targets which gets hit are little "defused" or unable to continue fighting.
Title: Re: OSS custom builds for TBP
Post by: Woolie Wool on February 19, 2009, 09:51:31 am
Those features (absolutely NO shields vs. the thin hidden shield that protected against explosions in 3.2) and the disruptors' ability to shut down enemy ships were in the original 3.4.
Title: Re: OSS custom builds for TBP
Post by: IPAndrews on February 21, 2009, 06:12:13 am
Those features (absolutely NO shields vs. the thin hidden shield that protected against explosions in 3.2) and the disruptors' ability to shut down enemy ships were in the original 3.4.

I remember those features were quite controversial when first introduced :).
Title: Re: OSS custom builds for TBP
Post by: Vidmaster on February 21, 2009, 08:32:31 am
well, I disliked TBP when I played 3.2  :)
Title: Re: OSS custom builds for TBP
Post by: IPAndrews on February 21, 2009, 04:03:08 pm
I found pre-3.4 gameplay too plodding and forgiving. When you see battles like the one in Severed Dreams they are neither plodding or forgiving. I think it was the right move to make but I would be interested in knowing if in retrospect the fans do too. Although I doubt many can remember the old gameplay now.
Title: Re: OSS custom builds for TBP
Post by: terran_emperor on February 21, 2009, 05:25:44 pm
All i remeber about 3.2 was the Red-Alert glitch in Raider Wars that caused me to have to edit the dream mission out of the campaign then later change it so that it wasnt a Red Alert mission.

Problem didnt crop up on 3.3 and to be honest i didnt really notice a difference between the gameplay of 3.3 and 3.4b
Title: Re: OSS custom builds for TBP
Post by: IPAndrews on February 22, 2009, 11:37:10 am
All i remeber about 3.2 was the Red-Alert glitch in Raider Wars that caused me to have to edit the dream mission

I still haven't ever even once seen that mission crash :P
Title: Re: OSS custom builds for TBP
Post by: Mobius on February 22, 2009, 11:46:50 am
3. Increased maximum number of allowed NAV points - up to 1000

Please forgive the OT, but I have an eternal-crashing mission with many navpoints...what's the limit of navpoint in standard FSO builds?
Title: Re: OSS custom builds for TBP
Post by: Asprin on February 23, 2009, 06:37:43 am
Quote
what's the limit of navpoint in standard FSO builds?
Code: [Select]
#define MAX_NAVPOINTS 8


Quote
Wow those collisions are deadly now. And some targets which gets hit are little "defused" or unable to continue fighting.
Well, this feature was actually developed for the "Newtonian" physics model, therefore some problems are inevitable. I'll fix it asap.
Title: Re: OSS custom builds for TBP
Post by: Mobius on February 27, 2009, 05:16:41 pm
Code: [Select]
#define MAX_NAVPOINTS [b]8[/b]

Isn't that value the way too limited? :eek: