Author Topic: DS9FX - Xtended  (Read 14482 times)

Offline Mario

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Re: DS9FX - Xtended
« Reply #100 on: March 22, 2010, 12:07:23 PM »
theres your dawg cookie for the day Sov. BTW great work kudos to u and the DS9 FX team

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Offline Dawg81

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Re: DS9FX - Xtended
« Reply #101 on: March 22, 2010, 02:10:48 PM »
i knew it was a joke sov :P

Offline Mario

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Re: DS9FX - Xtended
« Reply #102 on: March 22, 2010, 03:07:33 PM »
To show the suns from Xtended systems here are screenies, currently as they are--meaning it's not final.

Bajor
Chin'toka
Dosi
Founders Homeworld
Gaia
Idran
Karemma
Kurill
New Bajor
Qo'nos
Trialus
T-Rogoran
Vandros
Yadera

For these new sun effects I'm crediting cordanilus.
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Offline Kirk

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Re: DS9FX - Xtended
« Reply #103 on: March 22, 2010, 03:41:42 PM »
:dance That's amazing work! I need to get back to testing!

Offline 086gf

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Re: DS9FX - Xtended
« Reply #104 on: March 22, 2010, 03:57:02 PM »
My mind...it has been blown!
All hail the messiah!

Offline Shadowknight1

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Re: DS9FX - Xtended
« Reply #105 on: March 22, 2010, 10:17:10 PM »
Those are gorgeous.  Now, will this be compatible with KM & GC?  And can it be made so you don't have to have a QuickBattle session started to go to DS9?

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Offline Kirk

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Re: DS9FX - Xtended
« Reply #106 on: March 22, 2010, 10:31:07 PM »
Sovvy has been working with Frontier to make Xtended compatible with Galaxy Charts 2.0.

Offline Morgan

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Re: DS9FX - Xtended
« Reply #107 on: March 22, 2010, 11:16:41 PM »
Sovvy has been working with Frontier to make Xtended compatible with Galaxy Charts 2.0.
Galaxy Charts has to be installed first, then Xtended afterwords, but yes they are compatible.

Offline Mario

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Re: DS9FX - Xtended
« Reply #108 on: March 23, 2010, 05:53:30 AM »
Quote
Now, will this be compatible with KM & GC?

KM 1.0 fully
GC 1.0 fully
GC 2.0 90% compatible (war sim must be turned off to play ds9fx missions, no other way)

Quote
And can it be made so you don't have to have a QuickBattle session started to go to DS9?

Has been there since the early days of Xtended.
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Offline Villain

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Re: DS9FX - Xtended
« Reply #109 on: March 23, 2010, 06:47:16 AM »
Cookie's inbound. Can't wait to play!


"The design is clearly ancient... Launched hundreds of thousands of years ago."

Quote from: JimmyB76
der-ner-ner-ner-ner ..... der-ner-ner-ner-ner .....
---
Quote from: Rick Sternbach, on the topic of the Galor Class' length
...Probably not, but the number I get(379.6m) could be considered ?original intent,? a term that I think I will be using from now on, and ?canon? be damned.

Offline Shadowknight1

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Re: DS9FX - Xtended
« Reply #110 on: March 23, 2010, 01:34:52 PM »
Quote
Now, will this be compatible with KM & GC?

KM 1.0 fully
GC 1.0 fully
GC 2.0 90% compatible (war sim must be turned off to play ds9fx missions, no other way)

Quote
And can it be made so you don't have to have a QuickBattle session started to go to DS9?

Has been there since the early days of Xtended.

Awesomeness.  Cookie inbound!

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Offline JamesTiberiusKirk

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Re: DS9FX - Xtended
« Reply #111 on: March 23, 2010, 01:43:32 PM »
the new sound system from apple:

the iCame  :thumbsup:

"And this... is... to go... even further beyond!"

Offline Mario

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Re: DS9FX - Xtended
« Reply #112 on: March 24, 2010, 03:20:23 PM »
I figured to share what we want to include in Xtended, this is still a test only. So in no way it is complete, refined or anything at all.

The engine doesn't allow much, but what can be done is demonstrated here in my little test of a pulsar fade in\fade out effect.



Don't worry true GFX shall be added in the actual system to be included.
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Offline majormagna

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Re: DS9FX - Xtended
« Reply #113 on: March 24, 2010, 08:26:45 PM »
Ooh, interesting! Although is it possible to make it so the glare doesn't disappear completely? (Would be more realistic)

I didn't know any of this was possible in BC's engine...
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Offline cordanilus

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Re: DS9FX - Xtended
« Reply #114 on: March 24, 2010, 09:23:19 PM »
Quote from: majormagna
is it possible to make it so the glare doesn't disappear completely?

That would be nice, but I can't think of any way that would be possible in BC.  Sovvie has made a work-around so we can get as close as possible to the desired effect.  I thought about doing this as a textured animation but the blinking would be predictable.  The way Sovvie has made it, it can be randomized in frequency...making it longer, shorter, faster, slower, etc.

Lol, the pulsar wasn't exactly in the drawing boards.  It's just something I wanted ingame that we don't have.

Offline Nebula

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Re: DS9FX - Xtended
« Reply #115 on: March 24, 2010, 10:38:21 PM »
a sun within a sun??
Canon is what people argue exists on ships that don't exist.

Offline RifleMan80

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Re: DS9FX - Xtended
« Reply #116 on: March 24, 2010, 11:39:01 PM »
 I just crapped my pants in sheer awe of all of this. I cannot wait to play it. GET IT DONE NOW!!! lol. No rush  :funny . This is gonna maake BC 50x better! Just wow.

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Offline Mario

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Re: DS9FX - Xtended
« Reply #117 on: March 25, 2010, 12:42:57 AM »
I figured it's kind of better if it disappeared completely but ah well... take 2...

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Offline Villain

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Re: DS9FX - Xtended
« Reply #118 on: March 25, 2010, 06:47:18 AM »
Gotta say, I quite like the second version.


"The design is clearly ancient... Launched hundreds of thousands of years ago."

Quote from: JimmyB76
der-ner-ner-ner-ner ..... der-ner-ner-ner-ner .....
---
Quote from: Rick Sternbach, on the topic of the Galor Class' length
...Probably not, but the number I get(379.6m) could be considered ?original intent,? a term that I think I will be using from now on, and ?canon? be damned.

Offline Shadowknight1

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Re: DS9FX - Xtended
« Reply #119 on: March 25, 2010, 08:04:30 AM »
lol, that system needs a warning "Epileptic starship captains keep out!" :thumbsup:

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