Hard Light Productions Forums
Hosted Projects - Standalone => The Babylon Project => Topic started by: den5 on February 16, 2009, 05:30:23 am
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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)
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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.
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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?
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It's buggy. Otherwise it would have been in the final release.
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Hmm, sounds like a little testing is in order.
downloading. ;)
Oh, and thanks Den5 :D
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Yeah just in time i need a build to play the latest ITNOTE campaign which requires 3.6.10.
Thanks.
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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
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Oh that's SOOOO going to break multiplayer.
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I agree with the Russians on this one. You should have bit the bullet and upped those limits a long time ago :P.
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We did. It broke multiplayer.
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We did. It broke multiplayer.
This build hasn't broken after two hours of testing on FS2NetD.
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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
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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.
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Wow those collisions are deadly now. And some targets which gets hit are little "defused" or unable to continue fighting.
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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.
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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 :).
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well, I disliked TBP when I played 3.2 :)
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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.
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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
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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
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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?
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what's the limit of navpoint in standard FSO builds?
#define MAX_NAVPOINTS 8
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.
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#define MAX_NAVPOINTS [b]8[/b]
Isn't that value the way too limited? :eek: