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Drive a ship in homeworld1

  1. #1
    smallfishlxy
    Guest

    Drive a ship in homeworld1

    Hello everyone,
    I download HW1 source code from the relic RDN site,
    and I want to add some code to HW1 to control a ship,
    like some fly games,but the whole program is too completly,
    I dont know how to start,and if I finished it,could I upload the files on here?

  2. #2
    Ghost3021
    Guest
    First off....
    Yay! Someone else who got the source and is *trying* to do something with it!
    Second....
    Ehh well quite frankly there's no code at all for accepting inputs from the keyboard, at least when it comes to the ships....see, last I checked, ships are essentially just AIs that do what you tell them to...so taking one over would be difficult
    Third....
    I suggest getting the stupid thing to compile before trying anything else :P
    Fourth...
    I don't think so, but a patch is probably doable (users of HW:Source must register and agree with RDN's liscense agreement)

  3. #3
    Member Caboose123's Avatar
    Join Date
    Feb 2006
    Location
    A secret location, somewhere near southhampton, inside a small town called Basingstoke... Wait...
    although you have the source code, unless you know HOW to code that into the source code i doubt its do-able

    oh and ghost? the members of this forum (as far as i know) have already tried without success to mod using the sourcecode, trust me if they could it would have been done by now

    but a simple fix would probably be to export one of the ship models into a space game such as freespace etc. but DONT distibute it if you do , or youll be in a bit of trouble
    SquidDNA:"This isn't weird. It would be weird if the humans were also furries, and were fighting the Vagyr because they were all in love with the Hiigarans. AND the humans were descended from the Hiigarans, but from the future, and they were all created by the Bentusi for no reason."

  4. #4
    There's always pilotview.

    But Homeworld is an rts, not an space/flight sim, the structure is completely different.

    -Stefan-

  5. #5
    /pilotview to the shortcut.

    Select and zoom in on a single ship ingame, press Q. Later, rinse and repeat.

  6. #6
    smallfishlxy
    Guest
    I have made some changes,use mouse and numpad keys to
    control the ship.





    Last edited by smallfishlxy; 7th Sep 06 at 9:26 PM.

  7. #7
    omg.

    -Stefan-

  8. #8
    Member
    Join Date
    Jun 2004
    Location
    Graz, Austria
    Yes, me too: omg! What does the rectangle in the middle of the pictures mean?

    HW ACCESS | Mods and resources for HW, HW-Cataclysm and HW2
    25.000+ downloads done! | 1000s of shots and WIP! | You want more?

  9. #9
    Ghost3021
    Guest
    Woah!
    >_>


    <_<

  10. #10
    Ancient One Delphy's Avatar
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    The Netherlands
    I think unless and until somebody posts source code, that just simple pictures are not enough evidence.

  11. #11
    This is too good to believe it. I request a release of some sorts.

    Homeworld Access provides hosting, I suggest contacting Homy there.

  12. #12
    Wow, you managed to attract delphy.

    Looks pretty cool, but you'll definetly have to explain how and post some code here if people are going to take this one seriously...

  13. #13
    Member Caboose123's Avatar
    Join Date
    Feb 2006
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    A secret location, somewhere near southhampton, inside a small town called Basingstoke... Wait...
    i too would like to see that, can you fire?

  14. #14
    smallfishlxy
    Guest
    To Babbo :
    The rectangle is used to help aiming.

    At the beginning,I feel very difficult to complie,and follow the wmake to change files
    one by one,the sound, bink video and cdkey not working,I just make them return TRUE when they are called.when complie succeed,you can track the game using debug tools,find out where recive the keyborad press,where give the ship a command,
    where manage the command,how to execute the command and use what kind of
    method,where give the ship force and torque,where calculate the position,then add some keys to control the force and rotate,when the ship is controled,make other parts of the game skip it.but the target is reserved,when you set free the ship,make it controlable to the main game,
    that's all.

  15. #15
    Could you post specific instances of the code where you did all this please fish? I'm very interested in this and if you could explain so that others could replicate the process....

  16. #16
    smallfishlxy
    Guest
    In the src\game\keybindings.c change these to FALSE
    Code:
            kbCanMapKey[NUMPAD0]        = FALSE;
            kbCanMapKey[NUMPAD1]        = FALSE;
            kbCanMapKey[NUMPAD2]        = FALSE;
            kbCanMapKey[NUMPAD3]        = FALSE;
            kbCanMapKey[NUMPAD4]        = FALSE;
            kbCanMapKey[NUMPAD5]        = FALSE;
            kbCanMapKey[NUMPAD6]        = FALSE;
            kbCanMapKey[NUMPAD7]        = FALSE;
            kbCanMapKey[NUMPAD8]        = FALSE;
            kbCanMapKey[NUMPAD9]        = FALSE;
            kbCanMapKey[NUMSTARKEY]     = FALSE;
            kbCanMapKey[NUMSLASHKEY]    = FALSE;
            kbCanMapKey[NUMDOTKEY]      = FALSE;
    ***************************************************************************
    src\win32\mainrgn.c 
    in the mrKeyPress():
    
    		case NUMSTARKEY:
               if ((selSelected.numShips == 1))  
                {
    			   if (cst)
    			   {
    				   if ((Ship *)CTship != selSelected.ShipPtr[0])
    				   {
    						CTship->autostabilizeship = TRUE;
    						CTship->autostabilizestate = 0;
    						CTship->flightman = 0;
    						CTship->aistate = 0;
    						CTship->aistateattack = 0;
    						CTship->flags = SOF_Rotatable + SOF_Impactable + SOF_Selectable + SOF_Targetable;
    						CTship->dontapplyforceever = FALSE;
    						cst = FALSE;
    				   }
    			   }
    
    				(Ship *)CTship = selSelected.ShipPtr[0];
    				shpms = 100 * CTship->staticinfo->staticheader.mass;
    				shpms2 = 10 * CTship->staticinfo->staticheader.mass;
    				shpms3 =  2 * CTship->staticinfo->staticheader.momentOfInertiaZ;
    				fgx = shpms3/MAIN_WindowWidth * 32;
    				fgy = shpms3/MAIN_WindowWidth * 32;
    				CTship->shipidle=FALSE;
    				CTship->autostabilizeship = FALSE;
    				CTship->autostabilizestate = 3;
    				CTship->flightman = 30;						//// this is the sign of the ship that you controlled
    				CTship->aistate = 3;
    				CTship->posinfo.isMoving = TRUE;
    				CTship->aistateattack = 0;
    				CTship->aistatecommand = 0;
    
    				engF[0]=1;
    				engF[1]=0;
    				engF[2]=0;
    				engF[3]=0;
    				engfr[0]=CTship->staticinfo->staticheader.mass;
    
    				cst = TRUE;
    			}
    		   else cst = FALSE;
    		   break;
       
    		 case NUMPAD9:
    			if(cst)
    			{
    				if (keyIsHit(CONTROLKEY))
    				{
    					CTship->autostabilizeship = TRUE;
    					CTship->autostabilizestate = 0;
    					CTship->flightman = 0;
    					CTship->aistate = 0;
    					CTship->aistateattack = 0;
    					CTship->flags = SOF_Rotatable + SOF_Impactable + SOF_Selectable + SOF_Targetable;
    					CTship->dontapplyforceever = FALSE;
    					cst = FALSE;
    				}
    				else
    				{
    					engF[0] = engF[0] + 1;
    					if (engF[0] > 3)
    						engF[0] = 1;
    				}
    
    			}
    			break;
    
    		 case NUMPAD4:
    			if(cst)
    			{
    				CTship->rotinfo.torque.x += shpms3;
    			}
    			break;
    
    		 case NUMPAD6:
    			if(cst)
    			{
    				CTship->rotinfo.torque.x -= shpms3;
    			}
    			break;
    
    		case NUMPAD5:
    			if(cst)
    			{
    				if (keyIsHit(CONTROLKEY))
    				{
    					if (engF[1] < 3)
    					{
    						engF[1]=engF[1]+1;
    						engfr[1] = shpms * engF[1];
    					}
    				}
    				else
    				CTship->rotinfo.torque.y -= shpms3;
    			}
    			break;
    
    		case NUMPAD2:
    			if(cst)
    			{
    				if (keyIsHit(CONTROLKEY))
    				{
    					if (engF[1] > -3)
    					{
    						engF[1]=engF[1]-1;
    						engfr[1] = shpms * engF[1];
    					}
    				}
    				else
    				CTship->rotinfo.torque.y += shpms3;
    			}
    			break;
    
    		case NUMPAD1:
    			if(cst)
    			{
    				if (keyIsHit(CONTROLKEY))
    				{
    					if (engF[2] > -3)
    					{
    						engF[2]=engF[2]-1;
    						engfr[2] = shpms * engF[2];
    					}
    				}
    				else
    				CTship->rotinfo.torque.z -= shpms3*2;
    			}
    			break;
    
    		case NUMPAD3:
    			if(cst)
    			{
    				if (keyIsHit(CONTROLKEY))
    				{
    					if (engF[2] < 3)
    					{
    						engF[2]=engF[2]+1;
    						engfr[2] = shpms * engF[2];
    					}
    				}
    				else
    				CTship->rotinfo.torque.z += shpms3*2;
    			}
    			break;
    
    		case NUMPAD0:
    			if(cst)
    			{
    				if (keyIsHit(CONTROLKEY))
    				{
    					engF[0]=0;
    					engF[1]=0;
    					engF[2]=0;
    					engF[3]=0;
    					engfr[1]=0.0f;
    					engfr[2]=0.0f;
    					engfr[3]=0.0f;
    
    					if (CTship->posinfo.velocity.x < 1)
    						CTship->posinfo.velocity.x = 0;
    					if (CTship->posinfo.velocity.y < 1)
    						CTship->posinfo.velocity.y = 0;
    					if (CTship->posinfo.velocity.z < 1)
    						CTship->posinfo.velocity.z = 0;
    
    					CTship->posinfo.force.x = - CTship->posinfo.velocity.x * shpms2;
    					CTship->posinfo.force.y = - CTship->posinfo.velocity.y * shpms2;
    					CTship->posinfo.force.z = - CTship->posinfo.velocity.z * shpms2;
    				}
    				else
    				{
    					if (engF[3] < 3)
    					{
    						engF[3]=engF[3]+1;
    						engfr[3] = shpms * engF[3];
    					}
    				}
    			}
    			break;
    
    		case NUMDOTKEY:
    			if(cst)
    			{
    				if (keyIsHit(CONTROLKEY))
    				{
    					if (CTship->rotinfo.rotspeed.x < 0.4)
    						CTship->rotinfo.rotspeed.x = 0;
    					if (CTship->rotinfo.rotspeed.y < 0.4)
    						CTship->rotinfo.rotspeed.y = 0;
    					if (CTship->rotinfo.rotspeed.z < 0.4)
    						CTship->rotinfo.rotspeed.z = 0;
    					CTship->rotinfo.torque.x = -CTship->rotinfo.rotspeed.x * shpms2;
    					CTship->rotinfo.torque.y = -CTship->rotinfo.rotspeed.y * shpms2;
    					CTship->rotinfo.torque.z = -CTship->rotinfo.rotspeed.z * shpms2;	
    				}
    				else
    				{
    					if (engF[3] > -3)
    					{
    						engF[3]=engF[3]-1;
    						engfr[3] = shpms * engF[3];
    					}
    				}
    			}
    			break;
    /////////////////////////////////////////////////////////////
    mrRegionProcess():
    behind         case RPE_HoldRight:
    			if (bitTest(universe.mainCameraCommand.ccMode,CCMODE_PILOT_SHIP))
    			{
    				if (cst)
    				{
    					tpx = mouseCursorX();
    					tpy = mouseCursorY();
    					tgx =-(tpx - frdX)*fgx;
    					tgy =-(tpy - frdY)*fgy;
    					if (keyIsHit(CONTROLKEY))
    					{
    						CTship->rotinfo.torque.z -= tgx; 
    					}
    					else
    					{
    						CTship->rotinfo.torque.x += tgx; 
    					}
    					CTship->rotinfo.torque.y += tgy; 
    					frdX = tpx;
    					frdY = tpy;
    				}
    			}
    			
    			break;
    
    behind         case RPE_PressRight:
    			if (bitTest(universe.mainCameraCommand.ccMode,CCMODE_PILOT_SHIP))
    			{
    				if (cst)
    				{
    					mousePositionSet(MAIN_WindowWidth / 2, MAIN_WindowHeight / 2);
    					frdX = mouseCursorX(); 
    					frdY = mouseCursorY(); 
    					break;
    				}
    			}
    
    behind     case RPE_ReleaseRight:
    			if (bitTest(universe.mainCameraCommand.ccMode,CCMODE_PILOT_SHIP))
    			{
    				if (cst)
    				{
    					CTship->rotinfo.torque.x = 0.0f; 
    					CTship->rotinfo.torque.y = 0.0f; 
    					break;
    				}
    			}
    
    /////////////////////////////////////////////////////////////
    add two function in mainrgn.c and mainrgn.h
    real32 engfrp( int nmbr)
    {
    	return engfr[nmbr];
    }
    
    int engFp( int nmbr)
    {
    	return engF[nmbr];
    }
    
    you can also add 2 extern variables instead,but I dont know how to.
    
    ***************************************************************************
    
    src\game\CommandLayer.c:
    clProcess():
    
    behind		case COMMAND_NULL:
    						if (ship->flightman == 30)
    						dont holding pattern
    
    /////////////////////////////////////////////////////////////////////
    processAttackToDo():
    			if (ship->flightman == 30)
    				do passive attack,not rotate
    			if (leaderShip->flightman == 30)
    				do passive attack,not rotate
    
    the same to others
    
    **************************************************************
    
    src\game\formation.c
    setMilitaryParade():
    processMilitaryParadeToDo():
    				if ( ship->flightman == 30)
    				{
    					continue;
    				}
    
    
    ***************************************************************
    
    src\game\univupdate.c
    
    univUpdateAllPosVelShips():
    
    in    while (objnode != NULL)
    			{
    				ship = ....	;
    
    				if(ship->flightman == 30)
    				{
    					if (engFp(0) == 3)
    					{
    						matrix dz = ship->rotinfo.coordsys;
    						vXm(&hea0,&ship->posinfo.velocity,&dz);				// vXm is same as matMultiplyVecByMat() in the matrix.c,velocity projection in the up,right,heading
    						vecCrossProduct(hea,ship->rotinfo.rotspeed,hea0);	// acceleration centripetal
    						vecMultiplyByScalar(hea,engfrp(0));					// centripetal force
    						vecSet(hea1,engfrp(1),engfrp(2),engfrp(3));			// force from engine
    						vecAdd(hea,hea,hea1);						
    						mXv(&hea2,&dz,&hea);								// mXv is same as matMultiplyMatByVec() in the matrix.c
    									
    						ship->posinfo.force.x = hea2.x;
    						ship->posinfo.force.y = hea2.y;
    						ship->posinfo.force.z = hea2.z;	
    					}
    
    					if (engFp(0) == 2)
    					{
    						matrix dz = ship->rotinfo.coordsys;
    						vecSet(hea1,engfrp(1),engfrp(2),engfrp(3));
    						mXv(&hea2,&dz,&hea1);
    
    						ship->posinfo.force.x = hea2.x;
    						ship->posinfo.force.y = hea2.y;
    						ship->posinfo.force.z = hea2.z;	
    					}
    					
    					if (engFp(0) == 1)
    					{
    						vecZeroVector(hea);
    						matGetVectFromMatrixCol3(hea2,ship->rotinfo.coordsys);
    						vhead = vecDotProduct(hea2,ship->posinfo.velocity);
    
    						vecScalarMultiply(ship->posinfo.velocity,hea2,vhead);
    						
    						if (ship->rotinfo.rotspeed.x != 0)
    						{
    							fy = -vhead * ship->rotinfo.rotspeed.x * engfrp(0);
    							matGetVectFromMatrixCol2(hea1,ship->rotinfo.coordsys);
    							vecMultiplyByScalar(hea1,fy);
    							vecAdd(hea,hea,hea1);
    						}
    
    						if (ship->rotinfo.rotspeed.y != 0)
    						{
    							fx = vhead * ship->rotinfo.rotspeed.y * engfrp(0);
    							matGetVectFromMatrixCol1(hea0,ship->rotinfo.coordsys);
    							vecMultiplyByScalar(hea0,fx);
    							vecAdd(hea,hea,hea0);
    						}
    
    						if (engFp(3) != 0)
    						{
    							vecMultiplyByScalar(hea2,engfrp(3));
    							vecAdd(hea,hea,hea2);
    						}
    
    						ship->posinfo.force.x = hea.x;
    						ship->posinfo.force.y = hea.y;
    						ship->posinfo.force.z = hea.z;
    						
    					}
    
    					physUpdateObjPosVelShip(ship,universe.phystimeelapsed);
    					{
    						sdword i;
    						for (i = 0; i < MAX_NUM_TRAILS; i++)
    						{
    							if (ship->trail[i] != NULL)
    							{
    								trailUpdate(ship->trail, &ship->enginePosition);
    							}
    						}
    					}
    					goto ggyy;			// skip other test
    
    				}
    
    				...
    
    ggyy:           //update mesh animations
    
    				...


    EDIT: Code tags
    Last edited by Riess; 10th Sep 06 at 11:31 AM.

  17. #17
    Shiny. Looks good to me, though I haven't tied it. So now you need to implement firing, right? That could get a bit rough

  18. #18
    Member
    Join Date
    Jun 2004
    Location
    Graz, Austria
    Thanks & gggreat! But how to implement these things as a 'normal' user Couldn't you reflect upon the possibility to provide your work as a mod?

  19. #19
    Holy shit. Babbo, I don't think you could mod the normal homeworld.exe to do this without having to compile the whole thing yourself.

    Lord delphy, will it please you to try this yourself and give us an objective report on it?

  20. #20
    Member Caboose123's Avatar
    Join Date
    Feb 2006
    Location
    A secret location, somewhere near southhampton, inside a small town called Basingstoke... Wait...
    wait, so even IF this is released as a mod, ill have to compile it myself?


    ...

  21. #21
    Ghost3021
    Guest
    I share Caboose's concern - I STILL havne't gotten the stupid thing to compile...

  22. #22
    the zapkitty
    Guest
    Quote Originally Posted by Caboose123
    wait, so even IF this is released as a mod, ill have to compile it myself?
    As I understand it you can realease a binary of the modded code as long as you include the proper accreditation and warnings. It will still be Relic's property of course.

    Indeed, going strictly by the RDN license you must agree to in order to access the source code, you're not supposed to release the raw HW source code itself, or mods thereof, to anyone but RDN members

    http://homesource.nekomimicon.net

    Quote Originally Posted by Ghost3021
    I share Caboose's concern - I STILL havne't gotten the stupid thing to compile...
    There is, of course, a cross-platform port of the Homeworld source code that does compile and work on Windows, Mac, and Linux:

    Homeworld SDL

    The ship pilot code looks interesting, but I'm busy reconciling the latest HW-SDL stuff with Linux right now

    http://homesource.nekomimicon.net

    Why is the forum joining my posts when I filled out two separate message forms?

  23. #23
    SPAWN OF SATAN
    Mostly on break
    ceejayoz's Avatar
    Join Date
    Sep 1999
    Location
    Pittsford, NY, USA
    Why is the forum joining my posts when I filled out two separate message forms?
    Because we don't like double posts here.

    smallfishlxy, any chance of releasing a .exe?

  24. #24
    smallfishlxy
    Guest
    ceejayoz :
    If you are the member of RDN,I could email the exe file to you,
    that will not break the software lisence I think.

    the part of mouse control in the mainrgn.c and force control in the univupdate.c
    is not based on the knowlage of hw:source,so I have rights to put them here.

    to Ghost3021 :
    may be the verson of compiler is newer than the hw:source has,some data types
    and define method changed,and some link options in the makefile needs change,
    they are different between systems.

  25. #25
    I am indeed a member of the RDN, if you could email me the files I would be very appreciative.

    tim.peacock "at" gmail.com if you could include instructions, I suppose its not quite as simple as just replacing the homeworld.exe or is it?

  26. #26
    the zapkitty
    Guest
    Quote Originally Posted by smallfishlxy
    ceejayoz :
    If you are the member of RDN,I could email the exe file to you,
    that will not break the software lisence I think.
    ?

    As I said above, distributing binaries to non-RDN members isn't a problem.

    Actually, the various HW source code projects have been distributing binaries.

    It's the uncompiled, raw, source code that's supposed to be under (rather draconian) lock and key.

    Quote Originally Posted by smallfishlxy
    ... the part of mouse control in the mainrgn.c and force control in the univupdate.c is not based on the knowlage of hw:source,so I have rights to put them here.
    The mods here, and over at Homesource, have been easy about code snippets and, for all the holy terror that the RDN EULA represents if it's strictly interpreted, Relic has actually been OK so far on practical issues.

    Which is good as it's difficult enough edging along the vast pit that Relic Legal carved to protect themselves without well-meaning folks trying to turn it into an IP singularity that sucks everything in and leaves nothing behind...

    Of course trying to post all of UnivUpdate.c in an open forum could cause an... unfortunate response

    http://homesource.nekomimicon.net/

  27. #27
    Member Caboose123's Avatar
    Join Date
    Feb 2006
    Location
    A secret location, somewhere near southhampton, inside a small town called Basingstoke... Wait...
    so how does that help this guy finish and release this "mod"

  28. #28
    the zapkitty
    Guest
    Quote Originally Posted by Caboose123
    so how does that help this guy finish and release this "mod"
    I'd think it would just be an extension of the way we'd already been handling such.

    He bundles notices with it that it's derived from Relic code, that it is itself Relic property and covered by their end-user licenses etc...

    edit: the "we ownz this" part of the licenses, not the "we iz responsible" parts... as it should be obvious even to a Windoze user that Relic ain't responsible for anything the modded binary actually does or doesn't do

    ... amd that folks must already have bought and installed the game "Homeworld" for this to work, add any installion instructions and "ain't no guarantees or warranties here" notices he sees fit to add... and turns it loose.

    He might send a polite notice to Relic that yet another HW-derived binary is hitting the net, but they shouldn't object.

    If he needs a place to host the binaries for downloads... well... that's part of what I created the Homesource site for in the first place

    http://homesource.nekomimicon.net/
    Last edited by the zapkitty; 10th Sep 06 at 6:09 AM.

  29. #29
    smallfishlxy
    Guest
    sorry Fiirks ,my computer infected visus yesterday or earlyer,all the exe files been modified,so i dont think it is safe to transfer the exe file or zip files on the net,and the source code is diffentfrom the game in the market,you should complie it by your self,read it carefully before run,you'd better install it in a single hard drive that not link to interenet,if you have problem to complie,I could help you.

  30. #30
    What the heck??? the SOFTWARE PRODUCT and MODIFIED SOFTWARE can be distributed to RDN members only (!) Be careful with this...

    EDIT:
    okay, I'm building [RELIC's] (working, I mean fixed by me) HW now, lemme see the code.

    EDIT2:
    Okay I got the thing running up.

    EDIT3:
    Nah, it refuses to compile. I think there are some unresolved referenes, or maybe the code is incomplete. Are you sure you modified only that?
    Last edited by 4E534B; 11th Sep 06 at 8:37 AM.

  31. #31
    the zapkitty
    Guest
    Quote Originally Posted by 4E534B
    What the heck??? the SOFTWARE PRODUCT and MODIFIED SOFTWARE can be distributed to RDN members only (!) Be careful with this...
    Calm down. You are years out of date

    As I said above, the strict interpretation of that damned EULA means you can do absolutely nothing with the HW source in any meaningful sense.

    but...

    We have had verbal assurances from Relic, repeatedly, that that wasn't what they really meant.

    Here's a response from Ron Moravek of Relic.

    Quote Originally Posted by Ron Moravek
    "I guess the main point is that people can do whatever they want with it, share it etc, but they cant make a profit based on our code without our agreement. The only way to do this is to have Relic own everything, then, with our agreement, they could go on to make and do whatever they want with it."
    So, as I said, all your binaries are belong to Relic... and anything else you add to a mod... but they really don't want it:

    Quote Originally Posted by Ron Moravek
    "...they can release the code as they please as long as its for non commercial use. The intent is that no one makes profit and nothing damages the franchise. They can pretty much do as they please as long as it doesn't generate cash or infringe."
    So not only are we not 'living dangerously' with the binaries distribution stuff, we're actually being conservative compared to what has been said is allowed by Relic...
    ...
    ... but in software license stuff conservative is good

    So if fishy can get themselves dewormed, I can host their ship pilot binary and you all can download and play it without selling your soul to Relic.

    Y'see... we already did that so you wouldn't have to

    http://homesource.nekomimicon.net/

  32. #32
    Sell my soul? I didn't get it back from Riess yet.

    Also, this is way cool, but I'm going to wait until I hear from somebody that the actual stuff works on another compliation of it...

  33. #33
    Member Caboose123's Avatar
    Join Date
    Feb 2006
    Location
    A secret location, somewhere near southhampton, inside a small town called Basingstoke... Wait...
    is there a program that i could use to compile the source code with fish's code attached

    do i have to overwrite anything in the sourcecode?

    can anyone e-mail me a copy so i dont get confused? (should be in my profile, or shoot me a pm)

    lol, i can picture relic shouting: all your binaries belong to us!!!!!!!!

    EDIT: shame Microsoft isnt so leniant, "Halogen, well miss you!!!"
    Last edited by Caboose123; 13th Sep 06 at 8:06 AM. Reason: i forgot Halogen...... damn...

  34. #34
    smallfishlxy
    Guest
    I suggest start a new title named "compile the HW:source",it doesn't need to chage much
    in the source,just need your patient .It's funny that drive the mother ship to anywhere

  35. #35
    Member Derivative's Avatar
    Join Date
    Dec 2005
    Location
    Superposition of your place and mine
    So is there any new information about this mod, or is it going to fade into rumored obscurity?

  36. #36
    Member King of Hearts's Avatar
    Join Date
    Aug 2006
    Location
    Onboard Republican Convoy DX-307
    all your binaries belong to us!!!!!!!!
    You mean:

    All your binary are belong to us!!!!!!!!
    My blog
    "Some men aren't looking for anything logical. They can't be bought, bullied, reasoned or negotiated with. Some men just want to watch the world burn." ~Alfred Pennyworth

  37. #37
    Member Jianaran's Avatar
    Join Date
    Apr 2005
    Location
    Tasmania, Australia
    if someone could email the .exe to ninthlegion "at" gmail "dot" com i would greatly appreciate it.

  38. #38
    smallfishlxy
    Guest
    I host the exe file at
    http://www.hwaccess.net/forum/viewth...=99&rowstart=0
    it is a debug verson.

  39. #39
    Member Caboose123's Avatar
    Join Date
    Feb 2006
    Location
    A secret location, somewhere near southhampton, inside a small town called Basingstoke... Wait...
    can you release a version in a single file, i cant extract the files properly

  40. #40
    Member Derivative's Avatar
    Join Date
    Dec 2005
    Location
    Superposition of your place and mine
    How can I make a short video clip from a game? Screenshots just don't do justice for this mod.

  41. #41
    Member Caboose123's Avatar
    Join Date
    Feb 2006
    Location
    A secret location, somewhere near southhampton, inside a small town called Basingstoke... Wait...
    i guess FRAPs would be the easiest answer, though the quality is quite poor and you can only record for about 30 seconds

  42. #42
    Member Derivative's Avatar
    Join Date
    Dec 2005
    Location
    Superposition of your place and mine
    Okay, I've made three video clips. I'm not familiar with the key settings of the mod, so I didn't use all of them. They are uploaded on my brother’s youtube account.
    Here they are:
    First
    Second
    Third

  43. #43
    Wow. I am impressed, the Scaffold flythrough was great. Good job, smallfish.

  44. Child's Play Donor General Discussions Senior Member Homeworld Senior Member The Workshop Senior Member  #44
    Ignorans, te absolvo Homdax's Avatar
    Join Date
    Sep 2003
    Location
    Scania, Sweden
    ehem, smallfixly, yo may have it there in a forum, but You hardly host it.

    GG anyway, damn what did I miss :o

    Ok, now I get it, why are you called smallfixly here and bigfixly there?

  45. #45
    Shame that you can't fire .

    You can't right?

  46. #46
    Press T.

  47. Child's Play Donor General Discussions Senior Member Homeworld Senior Member The Workshop Senior Member  #47
    Ignorans, te absolvo Homdax's Avatar
    Join Date
    Sep 2003
    Location
    Scania, Sweden
    :wow:

  48. #48
    smallfishlxy
    Guest
    Hi Riess,what happend after press T?

  49. #49
    Member
    Join Date
    Jun 2004
    Location
    Graz, Austria
    She fires.

  50. #50
    Member Caboose123's Avatar
    Join Date
    Feb 2006
    Location
    A secret location, somewhere near southhampton, inside a small town called Basingstoke... Wait...
    i just figured out i didnt need to download all 14 files for the mod to work, i think this is the best damn mod in existence, if it'll work in conjunction with other mods i think i gonna faint...

    also you can tell the ship to attack an object and fly near it, the ship'll automatically open fire.

    and one question, is it possible to change the speed of the ship youre flying instead of going at full speed all the time, and to stop?

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