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Messages - themish

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Tmp2 / haha im back
« on: August 03, 2006, 02:12:10 PM »
yes, i do have access to said computers.  How does developing work nowadays? is there a password to a code forum like before?  Can i get this info through pms or something if its private.

Tmp2 / haha im back
« on: July 31, 2006, 09:10:49 PM »
im baaack!   well its been over a year since i last signed in with this crew.  I've been well....programming for money (i know, im sorry).  But its summer and Im once again able to program whatever needs to be done.  Someone please hit me with an assignment.

« on: May 08, 2005, 04:15:06 PM »
lol, no omni, without you we're nothin!

im gonna get coding as soon as vacation starts, yall gotta hold on for just a bit longer!

Tmp2 / Battlestar Galactica: What We Know Updated 02/04/05
« on: April 21, 2005, 01:27:16 AM »
right, i saw that as well, but i imagined that was some scripture reference to a previous 'divine' disaster or something.

Tmp2 / Battlestar Galactica: What We Know Updated 02/04/05
« on: April 17, 2005, 04:10:19 PM »
Wait, i thought that the picture of the kneeling man on the roof around the ships was one of the gods....?

« on: April 11, 2005, 06:05:23 AM »
yall have NO idea how hard it is to increase performance.  Just download the source and take a look at the FOLDER called turrets.  Each individual one you make, creates an instance of a turret, which then has its own map, model, and ai.  When they fire, all hell breaks loose.  New instances are created for every individual shot.  Turrets were in small numbers in FS and FS2, and as such, their code was done in a fashion that truly utilized object oriented programming.  Unfortunately, this means that they were done in a brute force OOP manner.  With every new build causing new problems in the object hierarchy, and thus making new builds unstable, I find it unlikely that HLP will be able to do very much about the situation in a timely fashion.  While I know you dont want to hear this, it would be prudent to find an alternate method of creating a turret effect.

In other news, Im running at about 20 fps on the lowest.

Sorry for the bad news :(

Tmp2 / Frack, guys
« on: April 11, 2005, 05:59:24 AM »
Trouble, a friend told me that the same company that did the bsg original flight sim is now working on bsg new.  I'm going to look into the truth behind such a terrible rumor and I'll get back on it.

Tmp2 / Member Role CALL!!!
« on: April 11, 2005, 05:56:33 AM »
god frackin damnit, ide love to be coding here, but honestly, I dont have the time.  When summer rolls around, I'll get right on it!

Tmp2 / Fire!!!
« on: April 02, 2005, 10:03:28 PM »
the ships already leak stuff upon contact, getting increases fires would be a pain in the ass

Tmp2 / source for microthrusters
« on: March 17, 2005, 03:48:45 AM »
Yeah, 3.6.5

Tmp2 / I Challenge the team to a duel!
« on: March 17, 2005, 03:06:45 AM »
Wheres that IP address, girls?

Tmp2 / source for microthrusters
« on: March 17, 2005, 03:04:41 AM »
Right now all screenshots are from HLP's official build

Battlestar Galactica: Beyond the Red Line / Beauty shots Gallery
« on: March 17, 2005, 03:03:31 AM »
I did a fresh install of just FS2, no bsg models/sounds/etc.  My compilation has the engines stop firing upon constant velocity....but it crashes roughly 10 secs after you reach a constant velocity (as in when you stop accelerating from the start of game)

I wont be home for the next 5 days

« on: March 14, 2005, 07:06:01 AM »
whoa, who turned on the flamethrower

Tmp2 / source for microthrusters
« on: March 13, 2005, 09:41:24 PM »
ok thats fine

which coolman build are you using, and is tehre a developers thread somewhere here that im missing out on?

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