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Posted

I'll tell you what's so freakin awesome!

This has been said about 5000 times, but I want to say it again, because the other day, it finaly hit me in the face so hard I fell out of my chair.

As much or as little is controllable by the player as they want!

Think about that, really think, for a second. You can control your alter ego's inventory, your craft, career, caste, etc. But then go farther. You can be the one taking the orders or the one giving them, it's up to you.

But don't stop there. Tired of BCM's built in scenarios, or tired of roaming the galaxy? GBSII(Correct me if I'm wrong here),gives the player the ability to create scenarios, create space and planetary enviroments, and with more learning and practice, create models and textures for the game.

Complete control.

THAT'S what makes it so awesome.

Posted

A gamer's dream soon a reality!

[ 09-01-2001: Message edited by: hindot ]

Posted

quote:

...GBSII(Correct me if I'm wrong here),gives the player the ability to create scenarios, create space and planetary enviroments, and with more learning and practice, create models and textures for the game.

Wrong - you will only be able ot create your own scenarios/campaigns.

TTFN

[ 09-01-2001: Message edited by: Gallion ]

Posted

quote:


Wrong - you will only be able ot create your own scenarios/campaigns.

Wrong - you will be able to create your own scenarios/campaigns, as well as models (ships, weapons etc)

AND you can also create your own mission zones on planets, using PTEstudio (which I will release as part of GBS-II)

I won't allow the altering of the primary galaxy (for obvious reasons), but you will be able to create small pocket galaxies such as the ones I created for the IA/TA scenarios. Its a piece of cake actually.

I will also allow complete modification of weapons data. Want to create an MP5? Sure thing. Go ahead. As long as you can model in Max, you can put anything in BCM using GBSII. This time around, I designed the game for longevity, especially due to multiplayer.

[ 09-01-2001: Message edited by: Supreme Cmdr ]

Posted

quote:

Want to create an MP5? Sure thing. Go ahead. As long as you can model in Max, you can put anything in BCM using GBSII.

You know... the source models for counter-strike are made in 3ds max Just have to find 'em.

SC, frankly, there is only ONE THING missing : pure mod suppport : having the mod buttonn on the main menu and being able to the change the way the game works whatever the mission (e.g. change the weapons and play the standard ter/mil acm)

Posted

quote:


SC, frankly, there is only ONE THING missing : pure mod suppport : having the mod buttonn on the main menu and being able to the change the way the game works whatever the mission (e.g. change the weapons and play the standard ter/mil acm)

There's already an IA button which can be used to do the same thing.

quote:


What version of 3ds max?

Max 2.5 to 3.x are supported. The export plugin does not yet support Max 4

Posted

quote:

There's already an IA button which can be used to do the same thing.

No, I mean I could "enable" a mod or mutator and press the "new game" button and play with the scripts that are already in the game (e.g. playing Gallion's IACM with modern Earth weapons, without having to learn ho to modify the scripts to include those weapons). That way there could be dozens of mods for a pack of missions and ACMs, which is better than having a dozen version of each mission and ACM.

Posted

Read my post again.

Then go learn how GBS actually works. Nothing about it works is EVER going to change.

Mutator. Yeah right. What do you think this is? Unreal?

[ 09-03-2001: Message edited by: Supreme Cmdr ]

Posted

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Then go learn how GBS actually works. Nothing about it works is EVER going to change.

I'll check back.

quote:

Mutator. Yeah right. What do you think this is? Unreal?

Well I'm only using a term. Anyway, I think the way mods & mutators works in UT is the best... if there could be more interesting stuff

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