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Jump Point
LogicSequence
Elite Ranger
[SIZE=3][COLOR=rgb(210,0,0)][B]The following message and subsequent materials are deemed Level 1 Classified by CoL Research and Construction Division:[/B][/COLOR][/SIZE]
OK all FIXEDED:
(and don't ask how, cause it's long and convoluted and stringy and messy)
[URL=http://buda5.firstones.com/B5COL/jp_progress_1.jpg][IMG]http://buda5.firstones.com/B5COL/thumbs/jp_progress_1_thumb.jpg[/IMG] [/URL] [URL=http://buda5.firstones.com/B5COL/jp_progress_2.jpg][IMG]http://buda5.firstones.com/B5COL/thumbs/jp_progress_2_thumb.jpg[/IMG] [/URL]
[URL=http://buda5.firstones.com/B5COL/jp_progress_3.jpg][IMG]http://buda5.firstones.com/B5COL/thumbs/jp_progress_3_thumb.jpg[/IMG] [/URL] [URL=http://buda5.firstones.com/B5COL/jp_progress_4.jpg][IMG]http://buda5.firstones.com/B5COL/thumbs/jp_progress_4_thumb.jpg[/IMG] [/URL]
[URL=http://buda5.firstones.com/B5COL/jp_progress_5.jpg][IMG]http://buda5.firstones.com/B5COL/thumbs/jp_progress_5_thumb.jpg[/IMG] [/URL]
OK all FIXEDED:
(and don't ask how, cause it's long and convoluted and stringy and messy)
[URL=http://buda5.firstones.com/B5COL/jp_progress_1.jpg][IMG]http://buda5.firstones.com/B5COL/thumbs/jp_progress_1_thumb.jpg[/IMG] [/URL] [URL=http://buda5.firstones.com/B5COL/jp_progress_2.jpg][IMG]http://buda5.firstones.com/B5COL/thumbs/jp_progress_2_thumb.jpg[/IMG] [/URL]
[URL=http://buda5.firstones.com/B5COL/jp_progress_3.jpg][IMG]http://buda5.firstones.com/B5COL/thumbs/jp_progress_3_thumb.jpg[/IMG] [/URL] [URL=http://buda5.firstones.com/B5COL/jp_progress_4.jpg][IMG]http://buda5.firstones.com/B5COL/thumbs/jp_progress_4_thumb.jpg[/IMG] [/URL]
[URL=http://buda5.firstones.com/B5COL/jp_progress_5.jpg][IMG]http://buda5.firstones.com/B5COL/thumbs/jp_progress_5_thumb.jpg[/IMG] [/URL]
Comments
Another thing, please consult me before releasing any new shots to public. It's not that the shots were bad or anything, I just like to know what's going on since I'm the project manager at the moment. So just let me know what you intend to do in the future :)
...and I'd really like to get my hands on your jump point modifications and really see how it acts as an animation. We really need to get this CVS thing working soonish but I still don't know how we could get it hosted (CVS, concurrent version system, [url]http://www.gnu.org/software/cvs/[/url] [url]http://www.tortoisecvs.org/[/url] ). This way we could keep track of changes and updating would be pretty much painless.
[B]Looks nice but we really need a CVS system to put our files in. Preferably a CVS system instead of a regular FTP since it can store version information, changelogs etc. natively.
...and I'd really like to get my hands on your jump point modifications and really see how it acts as an animation. We really need to get this CVS thing working soonish but I still don't know how we could get it hosted (CVS, concurrent version system, [url]http://www.gnu.org/software/cvs/[/url] [url]http://www.tortoisecvs.org/[/url] ). This way we could keep track of changes and updating would be pretty much painless. [/B][/QUOTE]
I'll talk to sanfam (site admin) and see what he can come up with. It would be alot easier if he would be generous enough (SHAMELESS ASS-KISSING TO YOU SANFAM......) to let us have some of the prime lush firstones.com real estate, since i'm already familier with their system and it's easy to learn... real easy.
I've made changes to a couple of other files too, added weapons, changed names, added sounds, textures, msh's, etc... so i was thinking we should have the mod dir out there for us to update and what not, so everyone always has the latest version of everything available.
[QUOTE][i]Originally posted by jusas [/i]
[B]Another thing, please consult me before releasing any new shots to public. It's not that the shots were bad or anything, I just like to know what's going on since I'm the project manager at the moment. So just let me know what you intend to do in the future :) [/B][/QUOTE]
Err. Sorry. Will do.
But, in my defense :) i have worked on a lot of mods myself in the past, I'm pretty aware of what is acceptable for teaser shots (Buda5's WIP dir was hacked a couple years back and all our WIP screenshots released, so i know about security); and i wouldn't release anything to spoil the mod for the general public ;).
Anywho, as i said, noted for future reference.
In the meantime, here's a vidshot of the jump point (RAR'd)
[URL=http://buda5.firstones.com/B5COL/jump_test.rar]Jump Test[/URL]
ALSO, as i said my 'fix' is convoluted and yucky... tho it does work. I "THINK" an easier fix would be for you to simply adjust the jump.command to add an additional JFLASH at the time the jump point opens, 2000 meters from the ship, at the same place the JPOINT forms. And have the JFLASH move from 2000 to 17500 at the same keyframe as the jump point former animation, then dissappear. (i had to remove the flare from '335 JumpPoint FX' Because that was the anomylus distant flare we saw the other day.)
P.S.
I used the eval version of FRAPS to take the Vidshot. So it cut off like 1 sec ahead of time cause there's a 30 sec max rec time..... i don't have a full version (and i couldn't find a crack for the newest version). Maybe Paladine would like to ... share the love?? :) or at least his FRAPS .exe file? :) SHHH! i won't tell anyone... POST?? WHAT POST?? :)
Jusas, here's the blue Jump Point you asked for. I just replaced the dir path for the purpose of the screenshots, so of course i know the ship shouldn't be jumping INTO a blue votex :) You have to make it do the jumping OUT part, i'm lost there lol.
Screenies:
[URL=http://buda5.firstones.com/B5COL/jp_blue_1.jpg][IMG]http://buda5.firstones.com/B5COL/thumbs/jp_blue_1_thumb.jpg[/IMG][/URL] [URL=http://buda5.firstones.com/B5COL/jp_blue_2.jpg][IMG]http://buda5.firstones.com/B5COL/thumbs/jp_blue_2_thumb.jpg[/IMG][/URL]
[URL=http://buda5.firstones.com/B5COL/jp_blue_3.jpg][IMG]http://buda5.firstones.com/B5COL/thumbs/jp_blue_3_thumb.jpg[/IMG][/URL]
[SIZE=3][COLOR=rgb(210,0,0)][B]The following message and subsequent materials are deemed Level 6 Classified by CoL Research and Construction Division:[/B][/COLOR][/SIZE]
Vid:
[URL=http://buda5.firstones.com/B5COL/jump_blue.rar]Jump Point Blue[/URL]
Ok, some minor updates. Updated the Formation Vortex, it now scales more like it does in the show; and the Main Vortex (vids are Pre-Main Vortex Change) which i have made look as tho it is spiraling by adjusting the UV texture mapping.
vidshots:
[URL=http://buda5.firstones.com/B5COL/Jump2.rar]Jump2.rar[/URL]
[IMG]http://buda5.firstones.com/B5COL/jpshotnew1.jpg[/IMG] [IMG]http://buda5.firstones.com/B5COL/jpshotnew2.jpg[/IMG]
New Jump Point .msh's
[URL=http://buda5.firstones.com/B5COL/newJPs.rar]New JPoints[/URL]
BTW: I have a full version of fraps. If you want I can send you the install file for it np.
Right now, when a ship Jumps into or out of a jump point, the jump point closing SFX plays (obviously b/c it's linked to the JP end FX). The problem is, that FX should really just be a ship flash into the vortex FX (which is fine, new sound, flash at the vertex of the jp, yadda yadda).
The problem is, we need to make it like this: Open FX, Ship Flash FX, Close FX. So ermmm it needs to be scripted that when a ship enters (or exits) flash FX plays, and THENNNNNN when the JP CLOSES, the JP close FX plays not when the ship enters (exits) as it is now...
Did that make sense??
Anything new with the JP on your end?