Search found 212 matches

by Lord-General Thunder
Sun Oct 26, 2008 12:56 am
Forum: Custom Edition Archive
Topic: Rotsections / sectioneffects beta bugs
Replies: 17
Views: 14713

I'm using Vista. Running it as an administrator seemed to fix the bug, stupidly enough. :roll:
by Lord-General Thunder
Sat Oct 25, 2008 11:27 am
Forum: Custom Edition Archive
Topic: Rotsections / sectioneffects beta bugs
Replies: 17
Views: 14713

Error in the Section cycler; attempting to scroll down from any section past Section70 scrolls to Section01 instead of to the next Section.
by Lord-General Thunder
Sat Oct 25, 2008 11:20 am
Forum: Custom Edition Archive
Topic: Second section addition poll
Replies: 27
Views: 16712

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by Lord-General Thunder
Sat Oct 25, 2008 6:23 am
Forum: Custom Edition Archive
Topic: Some suggestions and questions for the programmers
Replies: 9
Views: 8093

Re: Some suggestions and questions for the programmers

I think it would be blatantly obvious that I haven't seen the source. If I'd seen the source, I'd have written in whatever language GameMaker uses instead of C#. :| No, if you had seen the code, you wouldnt bother with this stuff at all, since you would see that there are functions for that built i...
by Lord-General Thunder
Fri Oct 24, 2008 11:18 am
Forum: Custom Edition Archive
Topic: Some suggestions and questions for the programmers
Replies: 9
Views: 8093

Re: Some suggestions and questions for the programmers

If so, then I have some suggestions that may speed the game up a bit if they haven't already been implemented in some form; Uh... you say it 'may speed the game up a bit', 'can greatly speed up your algorithm' (algorithm? and MY algorithm?), yet from the rest of your post its apparent you didnt eve...
by Lord-General Thunder
Fri Oct 24, 2008 8:14 am
Forum: Custom Edition Archive
Topic: Some suggestions and questions for the programmers
Replies: 9
Views: 8093

Some suggestions and questions for the programmers

First off, when you're working on BSF, are you actually writing procedural code? Are you using trigonometry? If so, then I have some suggestions that may speed the game up a bit if they haven't already been implemented in some form; The following is the code for a class that I usually use when I'm w...
by Lord-General Thunder
Fri Oct 24, 2008 6:07 am
Forum: Custom Edition Archive
Topic: Weapon/Module Idea Thread
Replies: 35
Views: 30800

Another idea I didn't see here; modifiable descriptions for the weapons, perhaps? That, or maybe just get rid of the descriptions altogether... Might free up some memory. 'Course, if th15 did it right, it shouldn't free up *that* much memory, but I suspect that he didn't, given the fact that weapon ...
by Lord-General Thunder
Thu Oct 23, 2008 10:18 am
Forum: Custom Edition Archive
Topic: Rotsections / sectioneffects beta bugs
Replies: 17
Views: 14713

Not a bug, per se, but the 'section over/under' effects don't flip or mirror with the sections they're enabled for. I suppose that could be a good thing from a certain perspective, but it seems that it should work for mirroring, at least. Actually, effects in general don't work with mirroring, cloni...
by Lord-General Thunder
Wed Oct 22, 2008 9:40 pm
Forum: Custom Edition Archive
Topic: Weapon/Module Idea Thread
Replies: 35
Views: 30800

Guided Plasma Missile Self-explanatory. Pretty sure its already been suggested somewhere, but I didn't see it here.[/b] That's the torpedo. Aw true. I haven't had any coffee yet, see? :P Anyway. I want Aegis to have its HP regeneration rate to be modifiable in shipmaker. Turns it into a nano, excep...
by Lord-General Thunder
Wed Oct 22, 2008 8:40 pm
Forum: Custom Edition Archive
Topic: Weapon/Module Idea Thread
Replies: 35
Views: 30800

Armour module Arc had a similar idea. Basically it would reduce the damage caused by weapons to the section it affects by a certain amount, and completely ignore damage under that amount. A bit like armour values for vehicles from Warhammer 40K. Flak missile explodes near the target into smaller un...
by Lord-General Thunder
Wed Oct 22, 2008 1:51 pm
Forum: Custom Edition Archive
Topic: Rotsections / sectioneffects beta bugs
Replies: 17
Views: 14713

Arcalane wrote:Turning off gradients fixed this for me, but it's obviously not an ideal fix.
That seems to work for me as well.
by Lord-General Thunder
Wed Oct 22, 2008 1:16 pm
Forum: Custom Edition Archive
Topic: Rotsections / sectioneffects beta bugs
Replies: 17
Views: 14713

Yeah, I'm nocturnal. So sue me.

I'm not sure what to make of this, other than that something must be wrong. :P

Image
by Lord-General Thunder
Wed Oct 22, 2008 9:55 am
Forum: Ship Archive
Topic: Venator's Various Vessels
Replies: 2
Views: 384

As usual, your stuff is pretty awesome. :D
by Lord-General Thunder
Sat Oct 18, 2008 10:27 am
Forum: . _ _._. (Etcetera)
Topic: IRC ARCHIVE
Replies: 524
Views: 401054

<Normandy>: You know what's strange? We seem to have recieved a new influx of new members
<CheesyErwin>: Help me tweak them if you can
<Lightstriker>: well, actually, I was hoping to use them for an encounter, if that's okay with you?
Taken completely out of context. :lol:
by Lord-General Thunder
Thu Oct 16, 2008 9:33 pm
Forum: Ship Archive
Topic: Jumbo BSF Ship(s)
Replies: 13
Views: 2072

Impressive. I like it, aside from the rounded nose and the aegised bits towards the middle.

They supposed to be engines or something? Maybe try spacing them out a bit more, or putting them horizontally rather than vertically? (along the ship's length, that is)