You are not logged in.

Argh

Apprentice

(10)

  • "Argh" started this thread

Date of registration: Sep 5th 2003

Reputation modifier: 9

  • Send private message

member since 192 month member since 192 month member since 192 month member since 192 month member since 192 month member since 192 month member since 192 month member since 192 month member since 192 month member since 192 month member since 192 month member since 192 month member since 192 month member since 192 month member since 192 month member since 192 month

61

Tuesday, August 23rd 2005, 11:35pm

@Moonhead: 1. Engine-Kill calls are in another section of the flight-and-evasion code. I´m at work, so I don´t have that section handy at the moment, but the AI definately uses Engine Kill. 2. For a really interesting experience, run the Toolkit
Signature from »Argh«

Argh

Apprentice

(10)

  • "Argh" started this thread

Date of registration: Sep 5th 2003

Reputation modifier: 9

  • Send private message

member since 192 month member since 192 month member since 192 month member since 192 month member since 192 month member since 192 month member since 192 month member since 192 month member since 192 month member since 192 month member since 192 month member since 192 month member since 192 month member since 192 month member since 192 month member since 192 month

62

Saturday, August 27th 2005, 11:42pm

... just to let y´all know: The last ShipDealer was added and tested today. Now it´s just a matter of code cleanup and a few &quot;small things&quot; and 1.3 will be released. Hoping it´s just a week, but it´s probably more like two. I´ve done some very interesting things with this release, lemme tell you! Here are a few things to expect: 1. The rest of the ships from FL will all be flyable/buyable. Including the Nomad stuff. As usual, these will be pure XML so that people can pretty much just steal the code and be done with putting FL stuff into their mods <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> 2. Reworked docking, to clear up the remaining smallish issues. 3. Customized ALEs, which is a broad category including a number of really nice, subtle changes to the way that things are rendered by the game engine. I´ll talk/boast more about that when I get to release, but it´s one of the more important new things. 4. Custom Planets. I dunno how far I´m going to take this in this release, but I´m definately including several. 5. At least two more custom ships - my Rogue/Molly VHF project is finally done. The Toolkit is, obviously, not really about adding new things- I just can´t help myself, and these are really neato ships. If &quot;neato&quot; means ugly, I mean, hehe... Several dozen other things that almost don´t bear mentioning, like working Tradelane hacks, dynamic light-source gun flares and other tricks <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle>
Signature from »Argh«

Cold_Void

Apprentice

(10)

Date of registration: Dec 21st 2004

Reputation modifier: 8

  • Send private message

member since 168 month member since 168 month member since 168 month member since 168 month member since 168 month member since 168 month member since 168 month member since 168 month member since 168 month member since 168 month member since 168 month member since 168 month member since 168 month member since 168 month

63

Wednesday, October 5th 2005, 3:01pm

hey Argh, about docking - why is the docking station´s docking sphere defined as berth?the &quot;proceed to dock #1&quot; sounds weird when there´s no dock...was it an issue with ´ring´ docking?i think you should try this - i find the resulting voice message &quot;proceed to land&quot; much more satisfying <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> docking_sphere = pad, HpDockMountA, 25 docking_sphere = ring, HpDockMountB, 25 i also used the pad sphere to enable docking on manufacturing_platform_lod.cmp,the undockable mining station
Signature from »Cold_Void« Nice head...I think I`ll take it

Argh

Apprentice

(10)

  • "Argh" started this thread

Date of registration: Sep 5th 2003

Reputation modifier: 9

  • Send private message

member since 192 month member since 192 month member since 192 month member since 192 month member since 192 month member since 192 month member since 192 month member since 192 month member since 192 month member since 192 month member since 192 month member since 192 month member since 192 month member since 192 month member since 192 month member since 192 month

64

Wednesday, October 5th 2005, 11:56pm

To tell you the truth, I hadn´t thought of that one. Thanks- I´ve already put it into the next build <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>
Signature from »Argh«

Cold_Void

Apprentice

(10)

Date of registration: Dec 21st 2004

Reputation modifier: 8

  • Send private message

member since 168 month member since 168 month member since 168 month member since 168 month member since 168 month member since 168 month member since 168 month member since 168 month member since 168 month member since 168 month member since 168 month member since 168 month member since 168 month member since 168 month

65

Thursday, October 6th 2005, 4:00pm

no problemo <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>
Signature from »Cold_Void« Nice head...I think I`ll take it

Social bookmarks

Legend:

Forum contains no new posts
Forum contains new posts
Forum is closed
Forum is an external link