Alpha 9 released
RE: Alpha 9 released
Babylon 5 had awesome uniforms, but the civvies? Just say no. All the humans wear is the same baggy patterned shirt. Its not flattering or futuristic.And as for Star Trek, see here: http://mlkshk.com/r/UQN
RE: Alpha 9 released
I like the way Subzeroplainzero has done the people in Pioneer. And agree with Marcel, great work there
. They are at the very least, distinctive and different. Besides, I uploaded the FFE vids. Try them out in JJFFE once the download section is sorted and you will see, even though they are animated, ask yourself if they are any better? Also for the record, I love the Dirty Harry movies and Clint Eastwood too 
RE: Alpha 9 released
clint eastwood, dirty harry maybe chuck norris
RE: Alpha 9 released
Marcel wrote:
I think that in lieu of Star Trek, Babylon 5 might serve as a source of inspiration. Subzeroplainzero, I want to say again how much your work is appreciated. This is a major contribution, even though we snipe at your sartorial choices.
+1
RE: Alpha 9 released
Quote:
And as for Star Trek, see here: http://mlkshk.com/r/UQN
RE: Alpha 9 released
robn wrote:
And as for Star Trek, see here: http://mlkshk.com/r/UQN
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Subzeroplainzero
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RE: Alpha 9 released
I don't know what the problem is.. There are only 4 checked shirts, which accounts to only a fifth of the whole clothing range!
The clothes at the moment are actually just 5 different outfits which have been recoloured to make it up to 20 different outfits. They are just there until I fill it up with a wider variety. When I chose that shirt I was going off my memory of what quade wears on Total Recall, so don't worry, I'm not a closet lumber jack
.... I think I remembered it a bit wrong though.So, what's everybody's thoughts on the other clothing? I am trying to avoid the whole "shiny futuristic" look as I find it a bit lacking in character sometimes. Just think grimey future (total recall, blade runner, akira) Please feel free to disagree though, what do you reckon?
RE: Alpha 9 released
Quote:
Geraldine wrote:I like the way Subzeroplainzero has done the people in Pioneer. And agree with Marcel, great work there
How could Pioneer possibly be better than this?
RE: Alpha 9 released
Rofl... Ah the memories.
RE: Alpha 9 released
Sheer Class!
I did say to compare them didnt I? 
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Subzeroplainzero
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RE: Alpha 9 released
Tank tops and 1970's army helmets! That's definitely what I need to add in next!
... a couple more checked shirts wouldn't go amiss either! I'll get right on it
RE: Alpha 9 released
We also need snappy uniforms for the police,[attachment=638:P11.jpg]and the pirates.[attachment=639:P16.jpg]
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Potsmoke66
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RE: Alpha 9 released
i don't know if someone else noticed to that the spawn_ship function doesn't work like before.now, when i enter a system pirates and intercepting crafts arrive in future, after i arrived in a system.i wasn't to shure before, but actually i changed "Pi.SpawnShip(Pi.GetGameTime()" to "Pi.SpawnShip(Pi.GetGameTime() -60*60*24*10" and there they was, waiting for me, but still many 100'000 km's far away from me.any idea?
RE: Alpha 9 released
potsmoke66 wrote:
i don't know if someone else noticed to that the spawn_ship function doesn't work like before.now, when i enter a system pirates and intercepting crafts arrive in future, after i arrived in a system.i wasn't to shure before, but actually i changed "Pi.SpawnShip(Pi.GetGameTime()" to "Pi.SpawnShip(Pi.GetGameTime() -60*60*24*10" and there they was, waiting for me, but still many 100'000 km's far away from me.
Previously ships spawned by scripts would spawn close to the player - within 10000km iirc. Now they spawn at a random position somewhere between 1 and 10AU from the primary star. As more modules spawn ships (eg TradeShips) its necessary to spread them further and make it look like they were already there to some extent, though work is still needed.Do you need better control over where ships are positioned in your script?Ship arrival times haven't changed.
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Potsmoke66
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RE: Alpha 9 released
no that's not the problem, it's more gameplay related in general.when you enter a system pirates and intercepting ships (if picked up a important delivery) are (in this case)to far away from you to reach you, so it's getting a bit boring imo.i suspected late, because i could only see the hyperspace clouds, but ok, to far to read ships reg. (i use to start the game with the smallest ship and have no space for anything else as a drive, a scanner and a gun).
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Potsmoke66
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RE: Alpha 9 released
but, yes a control over the entry point would maybe allow to make assasinations like in FE2 and ships that enter hyperspace at close coordinates will arrive at close positions in target system (i suspect gametime is even a factor, but has a rather low influence.---[attachment=640:2011-03-26_215927.jpg]if you miss the "ADC-44 Moth"adc_moth.zip
RE: Alpha 9 released
Yes, this is something I will sort out soon. There needs to be a "spawn near player" option (maybe with some range) for assassinations etc, and for pirates they perhaps need to spawn somewhere between the player and the star, or at least on the same line. I think there should be some give in this though; not all pirates should exist just for the player. I'd like to see pirate ships attacking trade ships and perhaps those trade ships calling for help. I'd like to see pirates roaming the system looking for targets.
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Potsmoke66
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RE: Alpha 9 released
sounds great 
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Potsmoke66
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RE: Alpha 9 released
i guess fighting (flightmodel?) has to be completly overhauled, it was mean in alpha8 to follow a ship and sometimes you couldn't reach them proper. but now it's absolutely impossible for me to reach one ship and it's also impossible for them to reach me, no matter what i do (setspeed 0m/s and wait).i wish it would be like back in alpha 6.