Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: RandomTiger on August 28, 2002, 12:51:51 pm

Title: Beam weapon bug
Post by: RandomTiger on August 28, 2002, 12:51:51 pm
Can someone either fix that beam weapon visual bug or give me the details so I can do it myself. I would prefer the first option but it annoys me sooo much.

For some reason it doesnt effect the red beam weapons!
Could someone please respond, its spoiling my gameplay.
Title: Beam weapon bug
Post by: Inquisitor on August 28, 2002, 01:27:26 pm
1) Bugzilla

2) what beam weapon bug?

3) you are subscribed to the developer list, right?
Title: Beam weapon bug
Post by: RandomTiger on August 28, 2002, 01:35:25 pm
ADMIN delete or lock this thread, its a waste of time, sorry!
Cant believe thats a 'feature'!
Title: Beam weapon bug
Post by: Inquisitor on August 28, 2002, 01:39:48 pm
Second post in the release thread:

http://www.hard-light.net/forums/index.php/topic,9376.0.html
Title: Beam weapon bug
Post by: vyper on August 28, 2002, 05:36:35 pm
If you refer to the new tiled beam weapons - I think they're pretty neat. However, perhaps this could be made optional through reg entries.
Title: Beam weapon bug
Post by: Inquisitor on August 28, 2002, 06:05:13 pm
Which is the plan ;)
Title: Beam weapon bug
Post by: Bobboau on August 28, 2002, 09:10:47 pm
gees, I said it needed to be tweaked!!

curren't I am nearly done making the fully operational rendering code and the new data loading for the tables, there will be two new feilds at the bottom of each beam section,
tile factor- a way to determine how dence and in what way the texture tileing is
translation- a way to determine how fast the texture moves along the beam, so it looks like plasma is actualy flowing
these will be optional stringsso it won't bust reverse compatability