Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: den5 on February 16, 2009, 05:36:12 am

Title: OSS custom builds for TBP
Post by: den5 on February 16, 2009, 05:36:12 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, 05:41:00 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: chief1983 on February 16, 2009, 12:40:39 pm
Some of your changes could be useful in the main code branch, if you have any document source code patches or changes that would great.  Even just a full patch and the last revision this was based on would be useful too.
Title: Re: OSS custom builds for TBP
Post by: Asprin on February 17, 2009, 07:37:21 am
Quote
Some of your changes could be useful in the main code branch
Karajorma has all of this changes, including "Newtonian" physics model. I've sent last update on Tue, Feb 3, 2009
Title: Re: OSS custom builds for TBP
Post by: karajorma on February 17, 2009, 07:42:12 am
I've already posted the link in a couple of places. Do you mind me just posting it here?
Title: Re: OSS custom builds for TBP
Post by: chief1983 on February 17, 2009, 10:13:01 am
Ah.  I was thinking there was maybe a more up to date code set.
Title: Re: OSS custom builds for TBP
Post by: den5 on February 19, 2009, 06:15:34 am
Updating

- Increased maximum player allowed distance of travel
- Increased maximum number of allowed ships and weapons entries - up to 1000
- Increased maximum number of allowed NAV points - up to 1000
- Some fixes in the collisions and "AI_TURRET" sequnces
- 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: Dragon on March 07, 2009, 08:04:44 am
Wow! That is exactly what i was looking for ,especially increased ship limits while keeping normal maps (Previously used INF build which don't have such features).
One more thing ,can you make it have it's pilot files in separate folder like in INF build (they aren't compatible witch standard pilots).
Also FRED witch these extensions should be welcome.
Title: Re: OSS custom builds for TBP
Post by: chief1983 on March 07, 2009, 11:13:36 am
The latest INF test build in Recent Builds has all the features currently in the main nightly builds, including GLSL (for normal maps), etc.  And it works in multiplayer now.
Title: Re: OSS custom builds for TBP
Post by: Dragon on March 07, 2009, 01:22:36 pm
Thanks ,still hot this inferno    :)

1000 Ships limit is still better than 300 (believe or not i reached this limit in my mod) ,but i learned to live with it.
Texture replacement ,special hitpoints ,explosions and alt names allows nearly infinite number of classes.
Title: Re: OSS custom builds for TBP
Post by: karajorma on March 07, 2009, 02:19:02 pm
Inferno supports 250 ship classes and 300 weapon classes. While this build may support 1000 ship classes it does that at the expense of multiplayer. If you don't want your mod to support multi that's fine.

Personally I think that given that even a total conversion like TBP only used around 150 if you need more than 250 you're probably doing something wrong.
Title: Re: OSS custom builds for TBP
Post by: Dragon on March 08, 2009, 06:05:58 am
I'm making my own universe (though based on SW) so i can have even 1000 ships if i want.
250 is enough at the moment but i don't like any limits.
300 weapons may be needed due to lot of innovations like making two versions of each beam (slash and direct)
and switching between them in mission.
I also want to allow capship piloting (and i did it on one ship).