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aphelion7

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Everything posted by aphelion7

  1. Hey, I've set up BCM:G and I am unable to start an MP server. It loads the splash screen, then disappears doing nothing. Is there something else I have to do?
  2. I'm confused here, in the system power allocation page, where you put power to all your systems... I've got a few questions: 1> What exactly does raising the power of the engines from half (default it seems) to full? The ship doesn't seem to run any faster, etc..? 2> Allocating power to the solar panels... I thought these GOT power?! I figured maybe thats what it meant, but when you up the numbers your avaliable power units goes DOWN.. Other systems are self explanitory, like power to the launch bays etc... (which are either on or off) but most of the ones that allow you to allocate specific ammounts of power seem rather confusing. Is there anywhere where this is explained or can anyone do so here?
  3. T-WOPR quote: Which once again leaves magnetism as a special force with no particle linked to it yet. The repel also. Protons (+) and Electrons (-) are found in EVERYTHING as far as I know. What happens when you have two positive charges? They repel. What happens when you have to Negative charges? Now, what happens when you have a positive and a negative (or a negative and a positive)? They ATTRACT! Esencially this IS magnetism (correct me if I'm wrong, or at least clear it up if im missled ) As far as I understand, say for example you have a magnet. In a magnet the protons and electrons are specially placed so that they are in a very uniform pattern. Protons on one side, electrons on the other (for example). Now when you get, say, an iron nail and put it near the side of the magnet with the protons on it, the protons in the nail move to the opposite side, which leaves the electrons closest... now what happens then? The protons attract with the electrons and the nail is "stuck" to the magnet. Same theory applies here too... say for instance you do this efficently enough that the protons and electrons in the NAIL are now evenly spaced out just like in the magnet... now you place that nail, to another nail... and it happens all over again! Hope that clared up the mystery of magnetism a bit
  4. Finally got BCM:G yay! Glad to join the fray
  5. quote: For BCG we're make several strides in a lot of directions and which - I personally believe - will seriously startle even the most loyal vets, once they get their hands on it. From the new high end assets, vehicular dynamics (with new control schemes), down to the fluid motion capture character animation, new PTE spec III terrain engine, new graphics engine etc etc, its the last of its kind and its going to go out with a band. ......unless of course we sell so many units that we have no choice but to do another (or perhaps an add-on pack). Actually I've followed BC for at least a couple years, and your outlook on your project, SC, hasn't seemed to change! Keep up the good work!
  6. All right! Sounds great... well I think I'm out of questions truly, lol... so as soon as I get some more cash to get BCM:G I'm off lol...
  7. Just updating incase you didn't catch the edit.
  8. Wow SC you're ontop of things Thanks for clearing that up... I'm still worried though, so are you or are you not going to go that in-depth with the first person on any of you're games? I was really excited about that!! [ 05-21-2003, 06:55 PM: Message edited by: Aphelion7 ]
  9. I've read over it a couple of times again and after thinking about what you wrote this finally stands out: quote: And if you ever played the previous prototype BCTE add-on for BC3K v2.0x, then you have a basic idea of whats in store with this new engine extension and feature set. So it sounds like its just an expansion pack (using that loosely) for one of the versions, but now you posted: quote: BCTC has nothing to do with BCG - or any BC product for that matter. I could've sworn that this was already clear on that products page. So it brings me back to this: quote: 12/19/02: Be advised that this product will no longer be released as a separate stand-alone title. So could you clear up my thinking? Because now its sounding like you're not doing anything with it? Sorry for being difficult, that all just really enticed me when I read it the first time, so if nothing else are you planning to at least go that in depth with the first person in any of these next versions?
  10. From BCTC: quote: 12/19/02: Be advised that this product will no longer be released as a separate stand-alone title. My question is about the First Person element of this game quote: BCTC adds one more element to the series' total immersion premise. This time around, the entire game takes place in a full blown first person perspective. The internal structures of all space starstations, planetary starbases, capital ships (carriers, cruisers, transports) are being built in full 3D. This means that from start to finish, you exist in full 3D inside the game. Not just the bridge. you've ever wanted to walk through your entire ship, interact with your crew (i.e give them orders), view the outside world (space or planet) from your bridgeviewer or porthole somewhere on, say, deck 3 - now you can. So exactly how is the first person going to be in BCG? Are you going for what you planned for BCTC with BCG or is BCG's first person just going to be updated slightly from BCM? I'm not really concerned about this if you're doing the full blown First Person from BCTC in BCG, but I've also read in BCO from what it sounds like is going to be a A.) pay-to-play game B.) is going to have the first person feature from BCTC. If this is so, are you going to at least add support for users to host thier own servers as in BCG, just to mess around without having to pay monthly on?
  11. Still have to find my stupid CD Sleeve again... blah... i knew i shoulda remembered where else i wrote it down lol give me a few and i'll fix everything if i find it okay?
  12. quote: Next time, register the game and put your info in your sig, though, or your posts get deleted on the spot. Erm... I HAVE registered, only problem is my reg key is floating around somewhere in my room (which by the way, took me a good week to find the FIRST time I needed it, if it comes to it maybe i'll be more lucky) but anyway, to my question: Is there a way to get back to edit my system info and put a link from there instead of having to re-register? :::EDIT::: Also if you can confirm my little scenario (now that I see you cant connect via LAN and Net which is no biggie...) where me and my friend can just fly around together I'll go out and buy the darn game tomorrow and have a whole new reg key to use! lol [ 05-19-2003, 07:29 PM: Message edited by: Aphelion7 ]
  13. I would recommend TeamSpeak also, it might be rather confusing to set up at first (especially the server side of it) but once its all configured its REALLY nice... best sound quality i've heard... really stable... and just plain cool after you get to understand what it can do
  14. quote: The towing restrictions I have in mind are the following That was what I focused on when you said that... Just giving some thoughts on at least concidering allowing towing of other player's assets as long as they confirm it... Although I see from that FAQ that a lot of multiplayer stuff that isnt able to be done (like co-op) is going to be implimented in BCG so, maybe concider it for that at least? Just giving my ideas on things is all...
  15. no it doesnt but I really (sarcastically) THANK YOU for not giving me an answer!! Now if you can take the few minutes in your time to reply with that, how about trying to give me some sort of an applicable answer? I even stated i looked around on the forums (indirectly) and all i heard about was some sort of mass server SC was using for his testing server loads etc... but to the LOCAL area network that you so kindly pointed out MOST games (even a few apps that host things) I've played allow you to host an internet game but if its on you're network you can use that ip instead but if you cant i REALLY dont care, no big deal to connect via the net when its 5 feet away from me (albiet LAN is faster and doesn't take up bandwidth for the other person connecting over the internet) I'm just asking if I can proceed with a specific scenario so me and my friend can enjoy the game together online... if not I'm just going to wait for BCG... which i really dont want to do, but i dont have 30 bucks to spend on something just to test it and see if its what i like when i already have BCM and BCG is going to be so much more So again, thanks, and take no offence... i admit i was a bit upset reading that because i've only had bad experiences with ppl on this forum... so re-reading that "cheers" i take things a bit more lightly
  16. quote: 2. You cannot tow another player's support assets (e.g. fighters) [*]How about adding some sort of simple "request" from that player who owns the assets for another player to tow it? [*]Or the reverse: possibly a request from the other player to be accepted/denied by the player who owns the assets. [*]Maybe players can select eachother and "ally" together and be on the same "team" and then are allowed to tow the allied craft's assets which can be broken by "de-allying" (I made a word, lol.) just incase of the other player being an idiot and abusing that privildige. For an example of why I'm suggesting these things instead of just plainly not being able to tow other players' crafts is this could help with supplies etc, or if a player has a helpless craft that needs to be towed but he, for some reason, is unable to tow his own ship you could tow it close to him to then exit and dock it etc.
  17. I see all this stuff about these huge servers, stress testing and all this... all I really care about for now (until everything goes big which will be AWESOME) is can I do the following: >I have a computer running as a server, can I start up that computer and host a dedicated BCM:G on it, connect via LAN, and have my friend connect via the NET and me and him fly around? We both have very creative minds and could hold out for months with this so I really hope your answer is yes, as we're both ready to go out and buy BCM:G if this is so!
  18. quote:Originally posted by Supreme Cmdr: For the LAST time. NOTHING is happening when buildings are destroyed. As for Tacops, the reason it is slow is because, well, its scanning an ENTIRE planet - with buildings, units etc etc all within view and ALL being processed SIMULTANEOUSLY, regardless of the portion that you are currently viewing. Do you have ANY idea how much processing is required for just that? From what I've read it looks like they mean they can look at Tacops and everything runs fine, the slowdowns only happen AFTER the buildings are destroyed, and if you say it requires LESS processing power once a building is destroyed (which makes sence) there has to be something else lagging it... Might this be the textures of the destroyed buildings themselves since it only appears to be a video issue? Not trying to flame anyone, just trying to clear up any missunderstandings!
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