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by Sorn
14 Sep 2005, 22:13
Forum: Engine
Topic: Model Formats
Replies: 3
Views: 822

Ok thanks for the input guys..........
by Sorn
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 ...
by Sorn
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...
by Sorn
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...
by Sorn
12 Sep 2005, 00:46
Forum: Game Development
Topic: TASpring Crash - FF Mod - Core Bomber - Undin
Replies: 6
Views: 1716

Yeah think it was just the bombers area of effect killed a building that did not have the heap / dead settings set right.
by Sorn
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?
by Sorn
07 Sep 2005, 20:15
Forum: Game Development
Topic: CVS build now supports 16 weapons per unit...
Replies: 22
Views: 3443

Someone want to make an ARM and a CORE super starship for Final Frontier? 8)
by Sorn
07 Sep 2005, 20:13
Forum: Help & Bugs
Topic: FBI file problem
Replies: 2
Views: 566

Gives someone something interesting to look into. If thats the case, then maybe buildings are trying to move all the time. 8)

One less thing to cause problems/conflicts.
by Sorn
07 Sep 2005, 02:48
Forum: Game Development
Topic: TA: Final Frontier - Mod Development Thread
Replies: 38
Views: 6235

Thats too bad about the track thing all over the map. That is a neat thought tho Groundzero with the break-up of air off the wings. Usually that only happens on turns or other higher-g maneuvers. Wonder if that would be do-able? Wouldn't work for this mod tho since its supposed to be "space&quo...
by Sorn
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...
by Sorn
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...
by Sorn
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...
by Sorn
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

Code: Select all

	firestandorders=1;
	standingfireorder=2;
	mobilestandorders=1;
	standingmoveorder=1;
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?
by Sorn
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...
by Sorn
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...
by Sorn
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...
by Sorn
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...
by Sorn
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...
by Sorn
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, ...
by Sorn
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...

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