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Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Fozzy on September 22, 2001, 12:58:00 pm

Title: Freespace- Improvements
Post by: Fozzy on September 22, 2001, 12:58:00 pm
This is no joke, i was talking to Avenger on ICQ and he agreed to let me post a topic asking for your opinions on how to improve Freespace.

A compiled list of these Sugested improvements may be sent to "Dave Baranec" the guy from volition, to aid him in our Quest to get the freespace sourse code releced to the general public.

If this fails our list could be usefull for Volition Programmers to improve it them selfs, and relece it as a patch to the exsisting game.

Title: Freespace- Improvements
Post by: DragonClaw on September 22, 2001, 01:02:00 pm
   The ability for "player" shootable beams with a charge-up glow.

------------------
    -Director of the staff of Hidden Terror. ("http://www.hiddenterror.f2s.com")
    -WebMaster of Imperial Productions ("http://www.imperialprod.f2s.com")

   
Quote
The fear always controls our attitude, let us fear no more!
Title: Freespace- Improvements
Post by: DragonClaw on September 22, 2001, 01:04:00 pm
The ability to "track" targets, as in; be able to press the trigger and the laser will fire towards the target. The FOV being set in the models. The turret must drain energy like a normal gun.

------------------
    -Director of the staff of Hidden Terror. ("http://www.hiddenterror.f2s.com")
    -WebMaster of Imperial Productions ("http://www.imperialprod.f2s.com")

   
Quote
The fear always controls our attitude, let us fear no more!
Title: Freespace- Improvements
Post by: Darkage on September 22, 2001, 01:09:00 pm
The ablity to jump from system to system.But you must see that you are in Subspace for about lets say 20 secs and then jumpout to complete your objectives.

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Title: Freespace- Improvements
Post by: Stryke 9 on September 22, 2001, 01:38:00 pm
Possibility of gravity setting (parts of destroyed thins fall down, etc.) Shaped energy charges, material weapons (do no damage to shields, don't glow, model, but still infinite ammo) Higher possible poly count
Title: Freespace- Improvements
Post by: Stryke 9 on September 22, 2001, 01:40:00 pm
And an unlimited battlefield.
Title: Freespace- Improvements
Post by: Nico on September 22, 2001, 01:40:00 pm
Suppressing (or at list reducing) all size, number, time limits (tbl entrys, polygons, ships in fred, size of the battlefield, different explosions, shockwaves, jump anis).
decreasing the actual size of the cockpit camera to half it's actual size.
homing missile on capship does home.
power output entry does work.
Ani can be used as bacground or even as ship textures.
Possibility to end a mission the same way than in XWA (coming next to a fighter bay and push a button).
Title: Freespace- Improvements
Post by: StarGunner on September 22, 2001, 01:41:00 pm
 
Quote
Originally posted by RKIF-DragonClaw:
  The ability for "player" shootable beams with a charge-up glow.


And for the AI so they can have and shoot them to, and I would like much higher polycounts for the ships, and last but not least Shivan ships that have the red parts glowing.
Title: Freespace- Improvements
Post by: Nico on September 22, 2001, 01:45:00 pm
 
Quote
Originally posted by StarGunner:
 Shivan ships that have the red parts glowing.

That can't be done with a patch, only with new models or drastical reprograming I'm afraid.
Anyway I'll add that: luminosity and opacity maps support.
the green colour bug fixed (yes, again)
support for 2-sided textures
Fred using the actual FS2 engine?
Title: Freespace- Improvements
Post by: StarGunner on September 22, 2001, 01:50:00 pm
 
Quote
Originally posted by venom2506:
That can't be done with a patch, only with new models or drastical reprograming I'm afraid.
Anyway I'll add that: luminosity and opacity maps support.
the green colour bug fixed (yes, again)
support for 2-sided textures
Fred using the actual FS2 engine?

Oops I almost forgot Better AI!  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
Title: Freespace- Improvements
Post by: Black Sheep on September 22, 2001, 02:57:00 pm
Newtonian physics
Title: Freespace- Improvements
Post by: DragonClaw on September 22, 2001, 03:21:00 pm
 
Quote
Originally posted by Black Sheep:
Newtonian physics

Get real... don't talk about anything drastic, they'd have to reprogram the entire engine basically.



------------------
    -Director of the staff of Hidden Terror. ("http://www.hiddenterror.f2s.com")
    -WebMaster of Imperial Productions ("http://www.imperialprod.f2s.com")

   
Quote
The fear always controls our attitude, let us fear no more!
Title: Freespace- Improvements
Post by: Fozzy on September 22, 2001, 03:22:00 pm
 
Quote
Originally posted by Black Sheep:
Newtonian physics

Please Explain


i would like to see.

table files which can hold more ships
extra sound table file entrys
extra tech room entry slots
useing sertain tags like homeing and "electronics" on lasers



[This message has been edited by Fozzy (edited 09-22-2001).]
Title: Freespace- Improvements
Post by: Anduril on September 22, 2001, 03:26:00 pm
Delete that 60K box!

Increase max TBL size. Actually, increase ALL the size limits, TBLs, turret count, etc.

Fix the capship jitterbug effect.

Wish I could think of more right now...

Title: Freespace- Improvements
Post by: Sandwich on September 22, 2001, 04:19:00 pm
Full explanations on all SEXP's and TBL flags.
Remove "player must be Alpha 1" restriction
Ships that can't be given valid orders don't show up on the Orders list.
Ability to alter the level and coloring of ambient light in a mission?
I second Venom's camera size reduction.
"Copy background data from..." option in FRED2 which selects a file and copies it's nebula, star amount, asteriod field and jumpnode data to the clipboard, available to be pasted into the current mission.
Preview window in the Background editor
Dropping (or passing as parameter on command-line) a mission file onto a FS2.exe shortcut loads up that mission.
Same as above with FRED2; double-clicking on mission opens it in the editor.
Better rendering of nebulae in FRED2.
Correct positioning of HUD and game interface in (along?) Z-buffer to allow playability with 3D glasses.
Any and all game-related material? ie. terran, Vasudan and Shivan 3D models, "scientific" explanations of subspace (travel time, entry and exit directions, etc), explanation of lack of radio contact between Sol and the GTVA, etc.

And most of all: don't give us these package deals of Freespace 1+2 for $20... we want Freespace 1+2=3!!!!  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/tongue.gif)

*runs and hides*


------------------
America, stand assured that Israel truly understands what you are going through.

"He who laughs last thinks slowest."
"Just becase you're paranoid doesn't mean they're not out to get you."
"To err is human; to really screw up you need a computer."
Creator of the Sandvich Bar ("http://michael.randelman.com"), the CapShip Turret Upgrade, the Complete FS2 Ship List and the System Backgrounds List (all available from the site)
Title: Freespace- Improvements
Post by: Eishtmo on September 22, 2001, 05:52:00 pm
 
Quote
Originally posted by StarGunner:
Oops I almost forgot Better AI!   (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)

Why?  You already have the best AI in Space Sim history.

------------------
Visit Warpstorm. ("http://www.warpstorm.com")  Do it now.

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I know there is a method, but all I see is madness.
Title: Freespace- Improvements
Post by: jonskowitz on September 22, 2001, 06:00:00 pm
Didn't we do this once before?   (http://dynamic.gamespy.com/~freespace/ubb/noncgi/lol.gif)

More complete AIs for capships (allowing capships to guard things, etc.  same as any fighter)

Allow different ending types for missions besides jumping out and red alerts.  (Ending it in a fighterbay is one popular idea, or maybe a shot of the fighter(s) flying off w/o jumping (same as WC's autopilot)

ANI's as backgrounds

Those are the only things I can think of that I can't at least find a way to sleaze around...

[This message has been edited by jonskowitz (edited 09-22-2001).]
Title: Freespace- Improvements
Post by: IceFire on September 22, 2001, 10:21:00 pm
 
Quote
That can't be done with a patch, only with new models or drastical reprograming I'm afraid.

FS1 and 2 already do glowing lights in Glide mode.  They just need D3D support.
Title: Freespace- Improvements
Post by: Setekh on September 22, 2001, 11:31:00 pm
I'm still with the idea of using FSMM to input glows like the thruster ones as glows for other parts of the ship...  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
Title: Freespace- Improvements
Post by: Nico on September 23, 2001, 06:15:00 am
 
Quote
Originally posted by Setekh:
I'm still with the idea of using FSMM to input glows like the thruster ones as glows for other parts of the ship...   (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)

I already tried: there's a limit of 14 or 15 glows per ship. Not really enough  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/frown.gif)
Title: Freespace- Improvements
Post by: Nico on September 23, 2001, 06:17:00 am
 
Quote
Originally posted by IceFire:
FS1 and 2 already do glowing lights in Glide mode.  They just need D3D support.

Really? That's cool  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif) Could you post a pic of that?
Title: Freespace- Improvements
Post by: IceFire on September 23, 2001, 09:40:00 am
FS1 software mode does it as well.  Notice along the Orion in FS1 software that the lights are white no matter it be the sun side or the dark side of the ship.  Glide does it, but D3D was not enabled for that sort of thing.
Title: Freespace- Improvements
Post by: aldo_14 on September 23, 2001, 10:10:00 am
(thinks)

Alternate AI for capships depending on weapons placement /species - i.e. Terran ships try to broadside, Shivan (i.e. Sathanas) attack with the front.

Being able to make the ship visible from the cockpit (i.e. see wings etc) - probably not possible in the engine (close to virtual cockpit)

Being able to select from +1 HUD design (i.e. if you have created alternate leading reticle anis)

Changing the image cameras position in briefing does not affect the FREd camera.

That's all I can really think of....
Title: Freespace- Improvements
Post by: Black Sheep on September 23, 2001, 11:08:00 am
 
Quote
Originally posted by Fozzy:
 Please Explain


i would like to see.

table files which can hold more ships
extra sound table file entrys
extra tech room entry slots
useing sertain tags like homeing and "electronics" on lasers

[This message has been edited by Fozzy (edited 09-22-2001).]


It would make the B5 mod better  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
Title: Freespace- Improvements
Post by: Pez on September 23, 2001, 11:39:00 am
The ability to play DivX Avi (or any other good compression for movies) files in command briefing instead of ANI files.

Pez
Title: Freespace- Improvements
Post by: Nico on September 23, 2001, 11:52:00 am
 
Quote
Originally posted by Pez:
The ability to play DivX Avi (or any other good compression for movies) files in command briefing instead of ANI files.

Pez

good idea  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
Title: Freespace- Improvements
Post by: Thorn on September 23, 2001, 12:06:00 pm
High res support for glide.....

------------------
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Title: Freespace- Improvements
Post by: WraithHost on September 23, 2001, 12:33:00 pm
I second that vote for more varied AIs.

Or better still user moddable AIs.
some sort of script or table entries to set a few more parameters.

------------------
Phil.
  Trust In Me &
  Fall As-well
Title: Freespace- Improvements
Post by: Sandwich on September 23, 2001, 03:55:00 pm
 
Quote
Originally posted by aldo_14:
Being able to make the ship visible from the cockpit (i.e. see wings etc) - probably not possible in the engine (close to virtual cockpit)

I think that is already supported, no? just define the eyepoint of a ship to be in a different location, and make sure that in front there are polygons that have normals facing back at the eyepoint.



------------------
America, stand assured that Israel truly understands what you are going through.

"He who laughs last thinks slowest."
"Just becase you're paranoid doesn't mean they're not out to get you."
"To err is human; to really screw up you need a computer."
Creator of the Sandvich Bar ("http://michael.randelman.com"), the CapShip Turret Upgrade, the Complete FS2 Ship List and the System Backgrounds List (all available from the site)
Title: Freespace- Improvements
Post by: jonskowitz on September 23, 2001, 05:50:00 pm
Does that work?!

Damn, I'll have to give that a try.
Title: Freespace- Improvements
Post by: Setekh on September 24, 2001, 08:26:00 am
I think that's nullified by the engine. Ever flew inside a destroyer as it jumped in? You can see through the hull, except for a few polygons - I think it's the same with this. The models aren't double-sided. But I'm not too sure about this, so I think it'd be worth testing.   (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)

[This message has been edited by Setekh (edited 09-24-2001).]
Title: Freespace- Improvements
Post by: Nico on September 24, 2001, 08:30:00 am
 
Quote
Originally posted by Setekh:
I think that's nullified engine. Ever flew inside a destroyer as it jumped in? You can see through the hull, except for a few polygons - I think it's the same with this. The models aren't double-sided. But I'm not too sure about this, so I think it'd be worth testing.   (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)

I think there's no way you can see the ship from the inside. I doubt it's rendered while in cockpit view: first some ships have the pov in front of the wings, so a side view would show the tif of the front polys of the wings, and it never does, then seeing how large is that cockpit view, the ship would look ridiculously small (like those planes youp put some coins in, in supermarkets (?), from childs)
Title: Freespace- Improvements
Post by: Raven2001 on September 24, 2001, 08:50:00 am
1- Model animations triggered by certain actions(gun barrels rotating when weapon fires, cannon kickback when weapons fire, tec...), and by FRED2 SEXP's (making the Sathanas animation for a Nova in-game)

2- Ability to put stand alone animations and other models like the warpout effect in mission, continuously, in order to make special effects

3- Ability to use .ani's for backgrounds and model textures

4- Gun fire effects when energy weapons fire(see Starlancer)

5- Better Background and Lightning effects in-game(see Starlancer)

6- Smooth textures and lightning, and reflective armor(again......... see Starlancer  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif) )

7- Model glows, easily done by with a .pof convverter, we would choose the color we wanted to glow in a certain texture, the intensity... and then we could turn these glows on and off in FRED... and then we could make the shivans look EVEN MORE scary  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)

That's a lot I know  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif) If I remember anything else I'll post it here  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
Title: Freespace- Improvements
Post by: IPAndrews on September 24, 2001, 10:03:00 am
* Bigger table size limits.
* Working rotation for turrets around axis other than the top -> bottom axis. Rotating multi-part turrets are generally a bit screwed up.
* Working fire direction normals for primaries.
Title: Freespace- Improvements
Post by: Raven2001 on September 24, 2001, 10:31:00 am
More:

1- Better explosions and explosion syncronization(if you notic, in FS, the fighters first explode, and only some time after they tear themselves apart, that makes an awefull effect)

2- Capability of making multiple jumps in the same mission...
Title: Freespace- Improvements
Post by: Sandwich on September 24, 2001, 03:32:00 pm
 
Quote
Originally posted by Setekh:
I think that's nullified by the engine. Ever flew inside a destroyer as it jumped in? You can see through the hull, except for a few polygons - I think it's the same with this. The models aren't double-sided. But I'm not too sure about this, so I think it'd be worth testing.     (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)

[This message has been edited by Setekh (edited 09-24-2001).]


Exactly. If the model is rendered from the cockpit views, then a fully 3D modeled cockpit should show up - one that has polygons with normals in the direction of the eye.


------------------
America, stand assured that Israel truly understands what you are going through.

"He who laughs last thinks slowest."
"Just becase you're paranoid doesn't mean they're not out to get you."
"To err is human; to really screw up you need a computer."
Creator of the Sandvich Bar ("http://michael.randelman.com"), the CapShip Turret Upgrade, the Complete FS2 Ship List and the System Backgrounds List (all available from the site)

[This message has been edited by sandwich (edited 09-24-2001).]
Title: Freespace- Improvements
Post by: The Avenger on September 25, 2001, 05:51:00 am
i have actually been trying to get this page through to dave. Still Trying!
Title: Freespace- Improvements
Post by: Kitsune on September 25, 2001, 01:30:00 pm
The ability to dock with multiple ships!

There's dozens of ships that have multiple docking points.

But you can only have one ship dock at a time.  Now if that's not screwed up I don't know what is.

------------------
~Space Kitsuné
Creator of the Anthro FS2 Campaign.
Help!
Title: Freespace- Improvements
Post by: Sandwich on September 25, 2001, 01:34:00 pm
 
Quote
Originally posted by The Avenger:
i have actually been trying to get this page through to dave. Still Trying!

Try Darkage - he seems to be in contact with DaveB.



------------------
America, stand assured that Israel truly understands what you are going through.

"He who laughs last thinks slowest."
"Just becase you're paranoid doesn't mean they're not out to get you."
"To err is human; to really screw up you need a computer."
Creator of the Sandvich Bar ("http://michael.randelman.com"), the CapShip Turret Upgrade, the Complete FS2 Ship List and the System Backgrounds List (all available from the site)
Title: Freespace- Improvements
Post by: Bishop Gantry on September 25, 2001, 01:37:00 pm
chargable weapons I really want a D2 Fusion cannon.
Title: Freespace- Improvements
Post by: aldo_14 on September 25, 2001, 02:37:00 pm
-A simple 'beam free' checkbox for ships in FRED2, which can be overridden by SEXPs if necessarry.

-the ability to control the speed of rotational subsytems (i.e. radar dishes) with SEXPs.

- (i'm not sure if this can't be done alreadym so correct me)The ability to add/ remove entries in the techroom (from the species tbl) with SEXPs.
Title: Freespace- Improvements
Post by: Raven2001 on September 25, 2001, 03:35:00 pm
THe ability to choose each ship squad logo,  individually, in the ships edit window in FRED2... like this we could have all the fighters with logos... even the enemy  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
Title: Freespace- Improvements
Post by: Pegasus V on September 25, 2001, 08:42:00 pm
 
Quote
Originally posted by aldo_14:
-A simple 'beam free' checkbox for ships in FRED2, which can be overridden by SEXPs if necessarry.

No, no... A 'beam-lock' checkbox for ships in FRED2, that way they're automatically free.
Title: Freespace- Improvements
Post by: karajorma on September 27, 2001, 09:03:00 pm
-Scroll buttons on the command briefing screen. I`m tired of having to test the mission in low res to see if the mission text fits on screen

-play mission briefing in fred (again so we can test without having to change res)

-End the mission in other ways other than warping out (an END MISSION SEXP) It wouldn`t be that hard to implement either since it is similar to the red alert SEXP except that it sends you to debriefing instead of the second half of the mission.

-The ability to pass on the ships state to other missions. i.e if you are running a non red alert mission the ability to pass on any damage inflicted to a destroyer onto the next mission.

-Ability to look at your mission in FRED while using the campaign editor. I`m sick of having to call up a second FRED window so I can see what SEXP's I used in the mission.

-Allow ships to attack other ships on the same side

-User definable sides i.e have ships with an iff that makes them attack only unknowns or neutrals etc.

-a random SEXP that is evalutated every time not just at the start of the mission.
Title: Freespace- Improvements
Post by: StarGunner on September 29, 2001, 06:00:00 pm
Last one for me I would like to have all the FS ships and wepions in FS2 aswell.

Title: Freespace- Improvements
Post by: Nico on September 30, 2001, 05:02:00 am
 
Quote
Originally posted by StarGunner:
Last one for me I would like to have all the FS ships and wepions in FS2 aswell.


 (http://dynamic.gamespy.com/~freespace/ubb/noncgi/rolleyes.gif) looking at the whole thread, I see that most people ask more for an addon or (damnit) for FS3 than a patch. You're dreaming.

Title: Freespace- Improvements
Post by: Turnsky on September 30, 2001, 07:40:00 am
How about support for a higher texture resolution and full support for bumpmapping
or ability to support resolutions up to 1600x1200 i know it sounds like a big ask, but look at the other posts
Title: Freespace- Improvements
Post by: Jabu on September 30, 2001, 08:30:00 am
A resolution change would require a totally new set of artwork and interface. That's a bigger job than almost anything mentioned here  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
Title: Freespace- Improvements
Post by: Nico on September 30, 2001, 08:42:00 am
 
Quote
Originally posted by Jabu:
A resolution change would require a totally new set of artwork and interface. That's a bigger job than almost anything mentioned here   (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)

and bump mapping require that each map is duplicated in a black and white version.
Well, higher screen res should not be difficult to add. higher map res support is another story (new maps yes)
Title: Freespace- Improvements
Post by: Anduril on September 30, 2001, 03:53:00 pm
Fix the physics so that the TBL damping values work for higher numbers...so we have more flexibility with the physics. Right now, if you try to change damping so you slide more, the ship starts doing funny flying-sideways things.
Title: Freespace- Improvements
Post by: StarGunner on September 30, 2001, 04:00:00 pm
This may not be posiblle but I would like the FS campian in FS2.

Title: Freespace- Improvements
Post by: StarGunner on September 30, 2001, 04:08:00 pm
 
Quote
Originally posted by venom2506:
  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/rolleyes.gif) looking at the whole thread, I see that most people ask more for an addon or (damnit) for FS3 than a patch. You're dreaming.


No! I don't wont a FS3 I just think that we should get FS in FS2 because FS had a Bad engine, and FS2 has a better one.
Title: Freespace- Improvements
Post by: Nico on September 30, 2001, 04:12:00 pm
 
Quote
Originally posted by StarGunner:
No! I don't wont a FS3 I just think that we should get FS in FS2 because FS had a Bad engine, and FS2 has a better one.

Well, waht you ask is an addon, not a patch. Plus the FS2 engine is the SAME than FS1, just improved. Never wondered why it was so easy to port a ship or a weapon from one game to the other?
Title: Freespace- Improvements
Post by: Turnsky on October 08, 2001, 07:56:00 pm
Improvements................ah yes, get the Voilition people to tweak the engine as far as it will go, and then make FS3.

but other than that, the higher texture res?
look at the babylon project.
Title: Freespace- Improvements
Post by: Setekh on October 09, 2001, 03:37:00 am
Look at TBP? Look right here, we got 1024*768 maps a long time before them around here in a thread somewhere...  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
Title: Freespace- Improvements
Post by: aldo_14 on October 09, 2001, 04:33:00 am
 
Quote
Originally posted by Setekh:
Look at TBP? Look right here, we got 1024*768 maps a long time before them around here in a thread somewhere...   (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)

Yeah, guess who told them?   (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)

(gotta take credit for something once in a while)
Title: Freespace- Improvements
Post by: karajorma on October 09, 2001, 08:13:00 pm
- A destroyable tickbox in the ships menu. Friendly ships that have it can be blown up without alpha 1 becoming a traitor. (would be nice to have it as a SEXP as well)

- Ability to check if Alpha 1 has fired at a ship and hit it (rather than only being able to tell if you`ve destroyed it)
Title: Freespace- Improvements
Post by: NegspectahDek on October 10, 2001, 12:06:00 am
have ai fighters call support for rearm AND repair.  I've played several missions where bombers will get disabled and sit there for the entire mission and never call support.

Or, give us the ability to tell support to dock with specific ships/ tell certain ships to dock with support

Or, probably a source code thing, but when ships call for support, have them wait until support is only 100 m from them, especially in a furball
Title: Freespace- Improvements
Post by: Setekh on October 10, 2001, 05:33:00 am
 
Quote
Originally posted by aldo_14:
Yeah, guess who told them?    (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)

(gotta take credit for something once in a while)

Heh, rightfully so, though - cheers Aldo  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)

And to think it was sitting right under our noses all that time in the reg hacks!  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
Title: Freespace- Improvements
Post by: Fineus on October 10, 2001, 05:47:00 am
I'd like support for all kinds of new weapons, like the D2 Spreadfire cannon...
Title: Freespace- Improvements
Post by: aldo_14 on October 10, 2001, 09:56:00 am
 
Quote
Originally posted by Setekh:
Heh, rightfully so, though - cheers Aldo   (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)

And to think it was sitting right under our noses all that time in the reg hacks!   (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)

Aldo - spotting the blatantly obvious!!!  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)