Cap Ships???? <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> Best Regards Christian "Bargib" Koerner Editor in Chief, <A href=´http://www.lancersreactor.org´ Target=_Blank>The Lancers Reactor</a>
Need beta tester for Runtime 429 error fix.
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Something that lets you remove a ship that was importedand replace it. Like if you change hard points or something and don´t which to have the same ship imported twice.If possible a preview window for when you swap ships and you have no idea what it is, or don´t remember what it looks like..
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You can already kind of swap capships in SL Edit - haven´t tried it out much myself. I think it is possible to exchange equivilant capships but haven´t implemented it yet because it would probably cause StarLancer to run unstabley. I will have to do some more research into this... probably at least 2 version out though... As far as removing certain imported ships - you can already do that in the 2.13 version. You could import ship x then you could modify some shp file somewhere. Go into SL Edit and remove ship x (but you can leave the textures if you wish) then just import new ship x. You wouldn´t have to disable / renable all features. Previewing won´t really work to well because I am using Visual Basic - which doesn´t have opengl or really any 3D support. I would basically have to either rewrite the program in Visual C++ or write my own 3D engine. =( I also am in the process of adding a fighter pack import option. Please feel free to make any other suggstions. I still need someone to test out my update to see if it removes the bug. It would be nice to remove the word BETA from my program =)
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Could you maybe coordinate with HCl on a preview function? Best Regards Christian "Bargib" Koerner Editor in Chief, <A href=´http://www.lancersreactor.org´ Target=_Blank>The Lancers Reactor</a>
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Well, i think i could salvage some code from SLTool to create a DLL that´d do the previewing. The problem is that i don´t know enough about VB to integrate it decently, it probably would have to work by popping up a dialog with the ship and a "Close" button. Today i´ll try to figure out as much as i can about capship collisions (hex editor inferno <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> ), but if you´re interested Dustin i can work on it. The time factor, unfortunately, is a problem: with semester projects deadlines and exams getting closer, i can´t say how much time per week i´ll be able to put into it (so much to do, so little time, if you know what i mean ... <img src=smilies/icon_smile_sad.gif width=15 height=15 border=0 align=middle> E-mail me so we can talk about this in detail <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> Mario "HCl" Brito
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That would be great if you could. Don´t worry about it of you are straped for time. This semester I am taking a little bit of a lighter load, but I do understand being too busy to do even the things you need to like change the oil in your car let alone doing things for a hobby, fun or have a any social life. Did you figure out for sure if the moving parts on capships are hardcoded into the exe? Another thing you should think about for SL Tool is adding the type 8 block so modelers can start making bombers also. A submarine bomber would be kind of cool... Edited by - Fuzzball on 11/2/00 6:54:17 AM
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Could this be done by an external call to SLTool from SLEdit? Simply load SLTool in it´s entirety and pass a parameter to load the required .shp file into SLTool. This would mean we could add hardpoints and weapons if we decide that the imported ships don´t have the ones we want. It also means less icons on the desktop <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> HCI: Would it be possible to have a button to save and close the current .shp file but *not* exit SLTool? I find it takes a bit of time to load SLTool and my cursor blinks while it loads, (not sure if this is a feature <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> ). Sometimes I want to manipulate more than one ship per session and waiting for it to load again is a bit time consuming. -- If I missile throw a Havoc at ya.
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Tryst - I think that would be really easy for HCl to do. If there were some command line parameters that I could use to launch SL Tool it would make many aspects of importing custom ships and modifying them easier... The nice thing about using command line parameters is that SL Tool would function in either mode - with or without SL Edit. It is something to think about...
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is there a way to make the blinking lights not blink. cause i have a good idea RE thinks you would have to change something in sl to make it work. what do you think. <img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle> Edited by - GAG on 11/2/00 9:54:38 PM
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Ok i´ll put an option to allow a ship file name to be passed as a parameter. It´ll only involve adding a couple lines of code and it´ll be useful <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> <font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade> Would it be possible to have a button to save and close the current .shp file but *not* exit SLTool? I find it takes a bit of time to load SLTool and my cursor blinks while it loads <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> Sure, i´ll make sure the Save button doesn´t quit SLTool... although i´m not sure why the cursor blinking or it taking a long time to load (never noticed it happen to me.. i´ll look into that) Mario "HCl" Brito
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The speed thing might be my system. It´s not a problem if I can keep SLTool open for the next ship. The command line parameter has another effect. We could associate .shp files with SLTool and just double click or drag & drop the file to launch the program with that ship. -- If I missile throw a Havoc at ya.
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that would be really nice since my .shp files are assoicated with psp al gore must be elected