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Everything posted by Supreme Cmdr
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Adam sent me his Phantom fighter to check out some issues with tagging. I fixed it and decided to go ahead and add it to his first mod. I also changed the name of the file. I didn't have specs for the fighter, but considering that he actually gave it a pair of underside mounted turrets and twin guns, I decided to model it after the Zenstar super fighter, with identical flight dynamics (Adam can change it at his own leisure) but different weapon loadouts and contrails. I also added four of them to the BC MK1. So, you can select the BC MK1 in SNG or select the fighter directly from one of the pilot careers. I didn't have time to take it into battle, but this is what it looks like. [ 09-06-2002, 05:09 PM: Message edited by: Supreme Cmdr ]
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I have released BCStudio v1.39i with some new additions. See the docsbcstudiover.txt file. Also included is a tag export/import tool. See the docstagexpver.txt file. Both of these files requires BCM 1.0.08 RC15 or higher! Also updated Playmod to work with 1.0.08 RC15 or higher. [ 10-08-2002, 11:21 AM: Message edited by: Supreme Cmdr ]
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arghhhh!!! I can't wait for this to come out! Have you seen the trailer?
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quote: Originally posted by Brutus McCleud: Posting about issues long-known just clutters threads ahahahah, u think? Anyway, there's something odd going on at Sygan and its not 100% reproducible which is why I haven't gone back since. Its the Bermuda Triangle effect.
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quote: Originally posted by Fox__Trot: *Looks around wondering if this is a good idea* Well I never had much sense anyways here goes quote: Could someone please scan me those keyboard commands please? btw what do you think of the new quote in my signature? doh! I didn't notice the scan word in your first post. Brain lag. Sorry.
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quote: Originally posted by Cruis.In: i think he wants them to scan it for an image send the image to him and maybe he can print it on paper with a colour printer....the keyboard commands that is. ...yeah, too bad he didn't say that Go ahead and send him a scanned copy Gordon, since we know he owns the game.
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quote: Originally posted by kiloton: Hmm, where can I get the demo for Freelancer? Thanks, Ken hahahaha, very funny that. I'd like to know where I can get it too
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Oh, so you expect someone to send you a piece of card, via email? Have you been drinking?
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quote: Originally posted by Brutus McCleud: Ok. I currently have a save game that consistently CTD's when I zoom in on planet Sygan. Your time would've been better spent reading the known problems section of the VCF.
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quote: Originally posted by MIKE113: I had a power glitch this weekend (normal for Florida) and I'm not sure but could be related. Dunno, but did you try turning off the microwave oven?
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Everyone go here
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In what, IMO, is a remarkable feat, a n00b (Adam Wells) with less than 15 posts on the board, in this thread decided to create a model from scratch and for BCM. Earlier today, he sent me the files, complete with very comprehensive notes on how he wanted this ship. Sure, one or two specs were missing, but thats easily forgiveable. Using his specs, I modeled his Nova heavy cruiser after the Starcruiser. Below you will see his specs, verbatim from his email. At any rate, it took me fifteen minutes to do the following in order to the model into BCM, using GBS-II Add needed tags in BCStudio. The ship was properly created in MAX and according to my modeling guidelines. So, when he had exported it to the .3D format, I didn't have to mess with the mesh at all. All I had to do was add the tags. NOTE also that he cleverly used textures from an existing ship, properly mapped to his model, thereby saving time on having to do unique textures for the Nova craft. Brilliant. Took a 320x240 screen shot from BCS (and scaled it to 320x200 in PS Pro), named it as nova.bmp and copied it to the GFXFRONTEND folder. This is what you see in the SNG screen when you select this asset - as well as in Logistix Cloned the starcruiser entry from the ASSETS.INI file, pasted it and changed the values for the new Nova cruiser based on his specs. Copied the ASSETS.INI file to the SCRIPTS folder and added the MD5 encryption code (which I will remove when GBS-II is released, btw) Cloned the starcruiser entry from the OBJDEFS.INI and OBJCLASS.SCR files, pasted it and changed the values for the new Nova cruiser based on his specs. Ran the Prepare GBS tool on all the BCM script files. This way, they are in synch and the Nova craft is available in ROAM and ACM scenarios; and can also be used in TA/IA scripts if needed. Copied the resulting SCENARIOS.ZIP file to the SCRIPTS folder. Fired up the game, SNG as Terran/Military...and headed off to Sygan. Where I got a sound beating. All in all, fifteen minutes well spent. Good job Adam!! To try out this mod, download the mod file (200K) and unzip (with folders!) into your BCM install folder. YOU MUST BE RUNNING 1.0.08 RC15 OR HIGHER!! To remove this mod, delete the following files code: GFXFRONTENDnova.bmp MODELSnova.3d SCRIPTSassets.ini SCRIPTSscenarios.zip The GBS files I modified are in the GBS folder and are not executed by the game. So, you can delete them if you want - or learn from them. Do a search for NOVA.3D in each file to see the entries I added. You can do the same (search) with the ASSETS.INI file. And just for the effort, I'm going to be inviting you to the 3000AD Beta program, where you will join the likes of Pugwash, Mano et al in learning how to use the GBS-II tools in order that you are able to teach and assist others. I will send you more details about this later. Here are Adam's specs for the Nova heavy cruiser. Any missing entries (e.g. missile loadout+types, gun+turret shot types etc) are cloned from the starcruiser heavy cruiser. code: Though it's notably smaller than a heavy cruiser, obviously that group would make the most sense for it. Armament (all geomtry is labled according to Documentation conventions, so shouldn't be hard to figure out): 1 Main Gun (you can't miss it on the model... lol.. equal to an average Heavy Cruiser main gun) 3 Twin mounted turrets (6 guns in all, along the same lines as the Questar's turrets stat wise) 2 fixed forward missile pods Crew: 7 Officers (everybody but RE) 5 Sengineers 1 Fengineer 2 Medics 5 Marines Capacity for 5 guests and 5 prisoners Performance: Hyper Drive: 30 sec Transit Time/30 sec Recharge Time Max Speed: 1.95 km/sec Pitch: 18 Degrees/sec Roll: 22 Degrees/sec Yaw: 24 Degrees/sec Protection: Shield: 750 Armor: 1250 Capacities: Cargo Bay (x2): 3000 each Weapons Bay (x2): 1500 each Radine Tank: 2400 Plutonium Tank: 800 Crafts: 1 Shuttle MkI Max Radar Range: 55 km The model is alreay set to scale and pivot points havee been set and tested and everything has been linked logically back to the main body. [ 09-06-2002, 05:03 PM: Message edited by: Supreme Cmdr ]
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Are you jumping ship? - The nVidia vs ATI debate (again)
Supreme Cmdr replied to fraXis's topic in General Chatter
quote: Originally posted by Grayfox: wow, people really get upset if you disagree about what vid card you prefer... .. heh, you think? -
quote: Originally posted by Epsilon 5:
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Yeah right. How exactly you propose that they do that?
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quote: Originally posted by Litvyak:
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ok, here's another report on Freelancer Note: It seems to be confirmed that there is NO joystick support. Also note this bit "The much debated 'NeuroNet' is the game control interface, not just the space flight AI" which also confirms what I said. You can't make a joystick game out of a game that relies on character skill and/or interface for it to work. [ 09-04-2002, 01:11 PM: Message edited by: Supreme Cmdr ]
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Go here and scroll down the page to vote
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OK, start reading
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LMAO!!! Why can't someone give ME $5m to do a game?
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Does 64 more megs really make a difference?
Supreme Cmdr replied to Epsilon 5's topic in General Chatter
quote: Originally posted by Epsilon 5: GREAT!! (NOT) They won't take it back, since it's not broken uhm, heh, why should they? quote: Anyone wants a ATI 8500LE, perfect condition? uhm, I don't think we have that many fools hanging around here. Wrong forum mate quote: Originally posted by Grayfox: errr... no thanks... you can have my radeon 7000/ve though if you want it ahahahaha!!! [ 09-03-2002, 03:49 PM: Message edited by: Supreme Cmdr ] -
quote: Originally posted by Grayfox: well... id consider swinging in their favor if they tossed me some benjamins nuthin wrong with being a merc these days... hah, oh Grey, you raider you
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quote: Originally posted by Pugwash: Also the escorting cruisers wont go home if the craft they are defending is destroyed, as long as the player is "here" they will attack. (might have been better to use exists) Yeah, here refers to the current region only. You should use exists instead.
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Learn to creep before you thinking of walking. Until the model is finished, exported and tagged, you don't have to piss around in assets.ini because that is NOT the extent of it. You also need an entry for it in the objdefs.scr and objclass.scr files. ..and that assets.ini file has an MD5 encryption tag at the top in order to prevent tampering.
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ejected pod = incinerated pod contents = manual p39 [ 09-03-2002, 03:37 PM: Message edited by: Supreme Cmdr ]
