Search found 28 matches
- 14 Sep 2005, 22:13
- Forum: Engine
- Topic: Model Formats
- Replies: 3
- Views: 822
- 13 Sep 2005, 05:01
- Forum: Engine
- Topic: Model Formats
- Replies: 3
- Views: 822
Model Formats
Hey guys, I have read here and there that Spring is heading towards a new model format. Who is in charge of designing and implementing this? A couple of us are interested in helping out and getting our feet wet and think that his would be a valuable addition to Spring. Making spring more accessible ...
- 12 Sep 2005, 17:35
- Forum: Game Development
- Topic: TA: Final Frontier - 2 Ships Causing crashing
- Replies: 13
- Views: 2173
Fnordia, you rock. Thank you very much for finding that for me. The orginal modeller/scriptor misnamed 2 parts of the ship in the script, On the model he had aerialRL, and aerialRR In the script he had aerialLR, and aerialRR Its nice to have more specific errors to be able to narrow down where the p...
- 12 Sep 2005, 05:58
- Forum: Game Development
- Topic: TA: Final Frontier - 2 Ships Causing crashing
- Replies: 13
- Views: 2173
TA: Final Frontier - 2 Ships Causing crashing
Mother and I have been bashing these ships over and over repeatedly. If someone can help out to figure out why, that would be great! Everytime corflag (Archon Core Communication Ship) and armflag ( Victory Arm Communication Ship) die, the client crashes. The error files have been sent via email. I c...
- 12 Sep 2005, 00:46
- Forum: Game Development
- Topic: TASpring Crash - FF Mod - Core Bomber - Undin
- Replies: 6
- Views: 1716
- 11 Sep 2005, 20:32
- Forum: Game Development
- Topic: TASpring Crash - FF Mod - Core Bomber - Undin
- Replies: 6
- Views: 1716
TASpring Crash - FF Mod - Core Bomber - Undin
Proved out a crash in the mod to when a core bomber dies/explodes.
I looked at the FBI file, and it looks ok and comparable to the ARM bomber.
Any ideas of what I should be looking for to fix here?
I looked at the FBI file, and it looks ok and comparable to the ARM bomber.
Any ideas of what I should be looking for to fix here?
- 07 Sep 2005, 20:15
- Forum: Game Development
- Topic: CVS build now supports 16 weapons per unit...
- Replies: 22
- Views: 3443
- 07 Sep 2005, 20:13
- Forum: Help & Bugs
- Topic: FBI file problem
- Replies: 2
- Views: 566
- 07 Sep 2005, 02:48
- Forum: Game Development
- Topic: TA: Final Frontier - Mod Development Thread
- Replies: 38
- Views: 6235
- 07 Sep 2005, 00:34
- Forum: Game Development
- Topic: TA: Final Frontier - Mod Development Thread
- Replies: 38
- Views: 6235
It is disabled with the LeaveTracks=0; but I am willing to take it out, I had an idea tho, is there a way we can use the tracks to leave a little burnmark on the ground after takeoff using this system? As for flares, the question then becomes would itbe a good idea to turn it on for some/certain spa...
- 07 Sep 2005, 00:18
- Forum: Help & Bugs
- Topic: FBI file problem
- Replies: 2
- Views: 566
FBI file problem
Odd behaviour happens when you use the ExtractsMetal tag in FBI files. If its greater then 0, it caused my flying unit to fly to the upper left hand corner, and was not clickable or controllable. Bad Code //Energy and metal related BuildCostEnergy=6849; BuildCostMetal=254; EnergyMake=8; EnergyStorag...
- 07 Sep 2005, 00:14
- Forum: Game Development
- Topic: FBI Files - conversions
- Replies: 4
- Views: 1405
It turns out it was something else, so forget I posted this stuff. I talked to SJ about it. Turns out, I tested the wrong mod (my fault, mis-clicked) and the problem still existed. The actual problem was ExtractsMetal=0.003; Which caused the unit to fly to the upper left corner. This is odd, because...
- 06 Sep 2005, 20:36
- Forum: Game Development
- Topic: FBI Files - conversions
- Replies: 4
- Views: 1405
I noticed when I was testing that the unit that I removed this from
Would just fly away and not be controlled. These should get added to the FBI wiki, the ones that actually have an effect with a description?
Code: Select all
firestandorders=1;
standingfireorder=2;
mobilestandorders=1;
standingmoveorder=1;
- 06 Sep 2005, 20:11
- Forum: Game Development
- Topic: TA: Final Frontier - Mod Development Thread
- Replies: 38
- Views: 6235
FBI Help Required
The FBI files are a mess, with some useless tags as well. There are a couple of things we should think about gameplay wise. 1. The fighters and what not are creating energy for use, should they really be doing that? 2. A new tag allows for flares for countermeasures to missiles. Should we enable thi...
- 06 Sep 2005, 20:03
- Forum: Game Development
- Topic: FBI Files - conversions
- Replies: 4
- Views: 1405
FBI Files - conversions
Hey there, I am doing some cleanup of the FF mod FBI files, and using the wiki, these ones are no longer used. If someone could confirm this for me so that I can remove the info, or include it if it is used. Designation=AFD-J17; Version=1; BMcode=1; ThreeD=1; ZBuffer=1; NoAutoFire=0; Copyright=Copyr...
- 06 Sep 2005, 06:57
- Forum: Game Development
- Topic: TA: Final Frontier - Mod Development Thread
- Replies: 38
- Views: 6235
Egads someones posting already before I got the thread setup! All things to work on, the mod is a very rough port thanks to Hrmph. I am learning how to do all this stuff as I go, so I can't say I can say why things are the way they are, but definately put that kind of stuff in here so someone can ad...
- 06 Sep 2005, 06:54
- Forum: Game Development
- Topic: TA: Final Frontier - Mod Development Thread
- Replies: 38
- Views: 6235
Changelog ------------------------------------------------------- v.13 Alpha -------------------------------------------------------- Sorn: Fixed xcorasp,corspylab,sport,armspylab,xarmasp object scripts. Sorn: Fixed some more stray heap problems. Sorn: Fixed some ship names. Sorn: ARM: Bearcat Heavy...
- 06 Sep 2005, 06:51
- Forum: Game Development
- Topic: TA: Final Frontier - Mod Development Thread
- Replies: 38
- Views: 6235
TA: Final Frontier - Mod Development Thread
Final Frontier Mod Development ------------------------------------- Current Released Version v013a Click here for the file at File Universe Post any problems with the Mod in this forum here, hopefully to be addressed by someone. File Naming Convention --------------------------- final_frontier_v004...
- 06 Sep 2005, 01:36
- Forum: Game Development
- Topic: Final Frontier mod - Beginner needs assistance: models.tex
- Replies: 7
- Views: 1841
Ok slowly managing to get through this stuff, still having some troubles. I have a unit in FF that has a black plane under its body, theres actually two of them. I imported the unit to milkshape 3D, removed the face, and tried to figure out how to export it back to 3do. I tried a couple of formats, ...
- 04 Sep 2005, 03:00
- Forum: Game Development
- Topic: Final Frontier mod - Beginner needs assistance: models.tex
- Replies: 7
- Views: 1841
Final Frontier mod - Beginner needs assistance: models.tex
Hi everyone. I could use some guidance. I am not finding much help in the department of using 3do builder. 1. in the 3d window, i have a big fat red square that will not show my unit in 3d view. 2. Trying to work on the units, builder gets stuck on loading textures for this mod which I have unpacked...