New Controversy Brewing
Post ideas and suggestions on new features or improvements here.
posted on December 28th, 2003, 2:07 pm
Last edited by Bubba91873 on December 28th, 2003, 2:09 pm, edited 1 time in total.
Optec, what do you think about adding abiant background sounds to each class of ship, station ingame?These will play when u zoom onto a model.
Instead of adding the commands to every model odf which is alot of work I admit it, just add the commands to the include files such as basic_battleship.odf will play the ambiant sound for bb's for example.
st vs sw showed how effective this can be with every ship class having background sound like the tie fighters and such.
Just a suggestion.
The new wf's and buttons in fo are pretty but they are a pain to work with.
Instead of adding the commands to every model odf which is alot of work I admit it, just add the commands to the include files such as basic_battleship.odf will play the ambiant sound for bb's for example.
st vs sw showed how effective this can be with every ship class having background sound like the tie fighters and such.
Just a suggestion.

The new wf's and buttons in fo are pretty but they are a pain to work with.
posted on December 29th, 2003, 2:22 pm
Nah, don't do that. On big games, that REALLY got annoying. When you had a in excess of 10k ships, the ambiant sounds were just one more drain on the system. That and nobody ever hear'sm anyway.
posted on December 29th, 2003, 2:32 pm
bubba, i thought you always talked about that with optec via pm?
i mentioned vessel envoirement sound a few month back as i talked with optec about them and these problems as kaiser already said so that we haven't included these sounds yet
so we will include that when it's acceptable on system ressources and not annoying. eventually expect that feature for one of the next versions when it doesn't fail some tests. but currently we have some other things to do first...
DOCa Cola
i mentioned vessel envoirement sound a few month back as i talked with optec about them and these problems as kaiser already said so that we haven't included these sounds yet
so we will include that when it's acceptable on system ressources and not annoying. eventually expect that feature for one of the next versions when it doesn't fail some tests. but currently we have some other things to do first...
DOCa Cola
posted on December 29th, 2003, 10:59 pm
I did mention it in a pm last night to Optec.It wasnt the main reason for the pm just in passing.
I agree in a 1000 ship game it could be a drain on resources.But I don';t see that many being built in FO.I generally see games with no more then 45-55 max at a time and thats on "infinate resources".If you run it the way it should be then the numbers are much lower.
I run infinate resources to test the ai and see how things run.Thats how I debug game elements along with the debug program ingame.
I also use the Log File creator from A1.
It's not a priority or necesity just a suggestion.
I agree in a 1000 ship game it could be a drain on resources.But I don';t see that many being built in FO.I generally see games with no more then 45-55 max at a time and thats on "infinate resources".If you run it the way it should be then the numbers are much lower.
I run infinate resources to test the ai and see how things run.Thats how I debug game elements along with the debug program ingame.
I also use the Log File creator from A1.
It's not a priority or necesity just a suggestion.
posted on December 29th, 2003, 11:10 pm
Last edited by DOCa Cola on December 29th, 2003, 11:13 pm, edited 1 time in total.
I also use the Log File creator from A1.
That one shouldn't work with FleetOps, cause i modified a few things, so there is always a basic temporary log created in FODataTempLog.txt after each game.
For the ships, yep that was our goal that less ships are more

DOCa Cola
posted on December 30th, 2003, 3:20 am
You are correct, the Logfile no longer works in FO.I mainly used it with Shockwave mod stuff.I have been wondering why it no longer works.
Thank you for the tip!I found the log file that is generated for FO.Thats something I really needed!
Quick Question:
Can the standard and fan created A2 gui's be used in the FO system as it is now?
I do know how to do this on my own but before I try with the races I have it would be good to know this.
I'm having trouble using the FO federation interface as a temporay template for new races and may have to resort to using the old stuff for now.
I havent had this much trouble lol trying to figure out this new stuff your team has done since I started modding in Nov 01.
Thank you for the tip!I found the log file that is generated for FO.Thats something I really needed!
Quick Question:
Can the standard and fan created A2 gui's be used in the FO system as it is now?
I do know how to do this on my own but before I try with the races I have it would be good to know this.
I'm having trouble using the FO federation interface as a temporay template for new races and may have to resort to using the old stuff for now.
I havent had this much trouble lol trying to figure out this new stuff your team has done since I started modding in Nov 01.

posted on December 30th, 2003, 7:25 am
well you would have to edit both the sprite and the cfg file of the interface but it should be possible
posted on December 31st, 2003, 12:37 am
actually the old style gui's that are fan made such as chu'chyn and Stalkers freind (cant remember his name at this time have done some good ones so far and made some gui's that are currently released yet.They alreayd come with the own cfg and spr files.I'm hoping that they can handle the bbs and wf's from FO.
I may need to revert to my own system of making buttons to fit these.
There is one possbile problem with using your fed gui as a template.In the FO genereted debug file there is a unresolved sprite node for
Spritesgui_federation.spr: Couldn't find particle sprite node definition 'fo_race_federation'
this could be the problem with using these.
I may need to revert to my own system of making buttons to fit these.
There is one possbile problem with using your fed gui as a template.In the FO genereted debug file there is a unresolved sprite node for
Spritesgui_federation.spr: Couldn't find particle sprite node definition 'fo_race_federation'
this could be the problem with using these.
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