So, it's my pleasure to announce that starting with the next release, B5:FSF will be open-source. Before that happens, I must first clean-up the current code, and that's going to take a little time. However, once I've done that, I'll open up a developer site. But don't worry, mods.firstones.com/b5fsf/ will continue to be the project's "public" site, and all releases and user discussion will be done through its forums -- this is our home, we're not about to leave [img]http://216.15.145.59/mainforums/smile.gif[/img]!
[quote]Originally posted by Alpha-1:
[b]Hat sich schon jemand die Railder kampagne runtergeladen?
ich finde sie ja sehr gelungen, besser wie die letzte.
Läuft die neue version von B5:FSF bei euch?
bei mir (K6-2/400, 160MB Ram, Voodoo4) ruckelt es furchtbar [img]http://216.15.145.59/mainforums/frown.gif[/img][/b][/quote]
Hab leider kein I-War und hab mir daher auch nicht die Raider-kampagne anschauen können. [img]http://216.15.145.59/mainforums/frown.gif[/img]
B5:FSF lade ich mir gerade herunter. Mal gucken wie's so ist.
Auf der B5:IFH Webseite [url="http://mods.firstones.com/ifh/"]http://mods.firstones.com/ifh/[/url] gibts jetzt einen Newsletter, und es wurde die Flightmodel sektion upgedatet
RubberEagleWhat's a rubber eagle used for, anyway?
apropos.. passst nedsoo ganz (aber teolweise doch) I-War2 hat gold-status erreicht...
quote:
--------------------------------------------------------------------------------
Originally posted by Schmacker:
Great Job... I love it.....
I do hate being poor thought as it worked, but it was not worth even trying to play it cos the only puter I got access to is way to slow for this... oh well Ill still follow it, but I guess that thats another thing off the list of waiting for...
Awe hell, I'm sorry about that. Try this, go find the file on your hard drive (where ever you unzipped b5fsf):
.\b5fsf-0.3.5\bgf\b5fsf\scopes.ent and replace it with the following one: [url="http://www.maccormack.net/~djm/b5fsf/scopes.ent"]http://www.maccormack.net/~djm/b5fsf/scopes.ent[/url]
That's a very simple scene (just B5 and a starfury), but it should run a bit faster.
Dave
------------------
David MacCormack
B5:FSF project lead, programmer, and composer
[quote]Originally posted by Andy La Rubin:
[b][i]Imagine the situation - You fury has been hit by somebody and... so far, so bad [img]http://216.15.145.59/mainforums/frown.gif[/img] ... fury's top left engine blowed up! (and you just flyed towards). Will the fury change it's course cause of destoyed engine (cause we have a boom impulse) or not? ;-)[/i]
There will be definitely impulses due collisions and other damage and even recoils from your own cannons [img]http://216.15.145.59/mainforums/wink.gif[/img]
Futhermore - I'm planning to relay all these impulses into force feedback device (if only I could get MS Sidewinder or something similar for testing)...
[i]Is the engine generic or ship-specific? E.g. is it only fury-specific?[/i]
The main effort was to make it as generic as possible (and that required a lot of math)
[i]Or can the same engine can be used for all fighters, i.e. with a different configuration (matrix of engines, where each element in the matrix has the max thrust of the engine, its orientation, distance from center of mass, fighter's mass[/i]
Add ship's inertia momentum along X, Y and Z axes and you'll get our matrix for engine setup [img]http://216.15.145.59/mainforums/smile.gif[/img]
NOW it will be pain in the butt for our modellers (and me, I suppose) to actually DESIGN all there B5 ships in terms of actual ability to flight. Because only starfury and thunderbolt have obvious engine set which *will* work. Aside gravimetric ships, all the other ships have definite problems here - there are no (visible) forward engines, no rotatinal thrusters etc... We have to figure something out (and any help on that matter would be appreciated).
[i]fuel consumption if applicable, etc.?)[/i]
Fuel consumtion is in consideration. We think that it'll add another degree of realism *and* playability in the game. But be afraid - you'll be able to run out of fuel...
[quote]Originally posted by Smasher:
[b]For ships with ejectable cockpit You'll see like cockpit ejecting away from the ship and the ship supposed to be exploded after that.
Ok. I've setup a development site on sourceforge, the url is [url="http://sourceforge.net/projects/b5fsf/."]http://sourceforge.net/projects/b5fsf/.[/url]
I only plan on using that site for its development resources (patch submission, source tarball distro, maybe cvs, etc...). But I probably wont use the forums or related services -- all that stuff+releases will be done on firstones.
Dave
------------------
David MacCormack
B5:FSF project lead, programmer, and composer
FS2 Mod [img]http://216.15.145.59/mainforums/smile.gif[/img]
Check the link to the forum for a preview vid of the sharlin, hyperion, nial and star fury.
it can be downloaded from this link:
[url="http://freespace.volitionwatch.com/babylon/demo_vid/demo_vid.avi"]http://freespace.volitionwatch.com/babylon/demo_vid/demo_vid.avi[/url]
Yess... Summer holiday has begun here in Finland and things may be moving even slower then when we were in school. Our former webmaster has given the videos to render to our PR person. When I last saw him, he said they were 50% complete. That poster I was speaking is ready and I'll upload it at weekend. Some are maybe thinking why this project is going so slow. Well... I have talked to our main programmer and he said that it would be pointless to start the coding without all the models,sounds,AI and other stuff. So we are working those first. I have made a sketch of the AI, couple of models are ready, some music's, graphics and many ideas are ready. This might go slowly but I prefer that rather then this project would be canceled or completed as "incomplete".
Project Leader
Der Omega-Klasse Zerstörer für den Klingon Academy Mod wurde released.
Es gibt ihn unter [url="http://kamodder.com/users/minbari_capt/EFODv1.exe"]http://kamodder.com/users/minbari_capt/EFODv1.exe[/url] zum Download
Greetings to you all, and thank you for signing up to this newsletter. I wanted to give you some information about what we are currently developing.
Flight model:
This is a very cool thing developed by Andy LaRubin, that allows us to customize the maneuveing of each ship based on how many thrusters it has, and where they are placed. It all makes sense that a Starfury with 16 thrusters can outmaneuver a Frazi Fighter with only 10 placed in rather poor positions. Check out the episode "The geometry of Shadows", to see what I mean.
Graphics and models:
We are currently developing explosions and environments. Alex is working on perfecting the Omega destroyer, and I have begun the challenging task of modelling the EA "Ring" station, which can be spotted in the ITB movie. I have also completed the Narn Heavy Cruiser and it is ingame.
Programming:
Oleg is working on missiles, explosions and mission scenarios, campaigns and objectives. Wish him luck!
Finally I have a small task for all of you that has the episode "And now for a word on video and in stereo sound. If you recall there is a fighting scene between the narn and the centauri cruisers. What we need is some samples of the weapons fire shot by either ships.
Narns:
Beam weapons and pulse cannons
Centauri:
Pulse cannons
Do your best and try to sample all the gun sounds in 16 bits stereo@44kHz. Divide them into different files. Please mail them to me as zipped wav files. The one who has provided me with the best(highest quality, no gaps or bad sound, least amount of background sounds) samples will get his/her name in the rolling credits in the final game. If you feel like it, try to sample the narn/centauri transport weapons too. In the mid expisode battle sequence.
good luck...
stay tuned for a new update... things have been set in motion...
Ok. You can grab the patch here: [url="http://www.maccormack.net/~djm/b5fsf/b5fsf-0.3.5_p1.zip"]http://www.maccormack.net/~djm/b5fsf/b5fsf-0.3.5_p1.zip[/url]
and unzip it so that it overwrites the files from the main distro. This will overwrite two scene files with a new scene that has only b5, a starfury, a sharlin, 3 nials, and an omega. So, if you want to keep the current scene, just extract b5fsf.exe.
Actually this is just a lightwave animation on how I have planned to have the defensegrid guns on the EA ring station animate before firing. The procedure for animation in IFH is the same as in Lightwave so this is 100 % doable, no worries.
The movie is 2 seconds long and in Mpeg4 format. [url="http://mods.firstones.com/ifh/defensegrid.avi"]http://mods.firstones.com/ifh/defensegrid.avi[/url]
Please comment the graphics and the animation itself. I will polish the animation details later, this is just a demo.
Es gibt einen neuen Patch für b5:FSF
Vor der Installation des Patches ruckelte das Spiel unspielbar, jetzt habe ich ca fps [img]http://216.15.145.59/mainforums/smile.gif[/img]
Hi everyone. Here's patch #2, [url="http://mods.firstones.com/b5fsf/b5fsf-0.3.5_p2.zip"]http://mods.firstones.com/b5fsf/b5fsf-0.3.5_p2.zip[/url]
Once again, the problem is that different DX drivers behave differently. This time, it's because the GeForce driver didn't like having the CLIPPINGPLANES state enabled.
Lemme know if this doesn't fix it.
Dave
------------------
David MacCormack
B5:FSF project lead, programmer, and composer
Here is a new simple animation of the defensegrid guns... enjoy next time you will see it in action in the game. [url="http://mods.firstones.com/ifh/defensegrid2.avi"]http://mods.firstones.com/ifh/defensegrid2.avi[/url]
Hi Alpha-1,
ich habe mal 'ne Liste für dich zum Abgleich. Findest Du da irgendwas bisher Unbekanntes? [url="http://www.babylon5.about.com/tvradio/babylon5/cs/fan/index.htm"]http://www.babylon5.about.com/tvradio/babylon5/cs/fan/index.htm[/url]
------------------
We are one. No matter the blood, no matter the skin, no matter the world, no matter the star. .. We are one.
No matter the pain, no matter the darkness, no matter the loss, no matter the fear. .. We are one.
- Alliance Preamble to the Declaration of Principles, The Paragon of Animals
Webmaster [url="http://www.Sprungtor.de"]www.Sprungtor.de[/url]
Updates from the demo front. We're making progress and I've actually started building the missions. We've got some nice scripted events, a couple of Hyperions being utterly destroyed by superior Minbari ships. Its going to be a lot of fun and a very interesting campaign to put together. I'm trying to create the sensation of desperation through the events, actions, and messages to capture the hopelessness of the Earth Minbari war. So things are progressing. We've got the Olympus in the game and many of the ships are being cleaned up (collision detection on the Nial is now much improved) and their textures altered to make them look as good as possible. We're also cleaning up the tables and adding various effects to the overall experience. So thats the brief on the demo.
The actual release date is an indetermined date. We're looking at the beginning of July for the release but there are no guarantees. When you do get your first taste of the Babylon Project MOD, we hope it feels just like Babylon 5. Stay tuned for updates as always.
HI jungs ich habe mir b5fsf herruntergeladen, aber ich bekomme es ihrgend wie nicht kann mir mal jemand eine beschreibung schreiben wie es funktioniert.
hi habe direk x8.0 und beide patches habe ich auch . aber ich weiß nicht wo hin ich die patches packen soll. Ich habe einfach alles in meinen b5fsf ordner kopiert. aber da kommt ein fehler (main.bgf kann er nicht finden).
[quote]Originally posted by Ranger_one:
[b]hi habe direk x8.0 und beide patches habe ich auch . aber ich weiß nicht wo hin ich die patches packen soll. Ich habe einfach alles in meinen b5fsf ordner kopiert. aber da kommt ein fehler (main.bgf kann er nicht finden).
[/b][/quote]
Du must schaun, wo die datreien von dem Patch in deinem b5fsf ordner vorhanden sind, und sie dann ersetzen.
ich gebe sir mal nachher ne liste, wo die einlelnen dateien rein müssen
Das Protokoll vom B5:IFH Chat gibt es unter [url="http://cgi.thegamingunion.co.uk/ubb/Forum32/HTML/000158.html"]http://cgi.thegamingunion.co.uk/ubb/Forum32/HTML/000158.html[/url]
My vacation starts today, so I'm disappearing for 2 weeks. I was planning to release the demo before my vacation, but unfortunately it was impossible. So, you have to wait a little more...
Hope you all understand what is it like not to have a single day free almost for 2.5 years. I need a little rest...
Bye, people, I'll be back on July, 16.
Ciao
------------------
[IFH team]
Oleg from Space Dream Factory
- Ootmins! Tinka mi chasa hopo ma booty nanolia! -
Vielleicht ist das hier für Euch ja ein alter Hut aber mir war es neu (aber auch altbekannt).
Es geht um den MOD Shadows in the Night:
Ich dachte der wäre eingestellt worden. Der sollte doch mal mit Hilfe der Quake3-Engine verwirklicht werden, wenn ich mich recht erinnere wurde er dann aber aufgegeben. War nicht sogar einer von Euch im Entwicklerteam des Mods (Chicky oder Solitaire :confused [img]http://216.15.145.59/mainforums/smile.gif[/img].
Auf jeden Fall bin ich jetzt wieder über den MOD gestolpert, allerdings wird er mittlerweile mit Half-Life verwirklicht.
[url="http://www.roonster.fsnet.co.uk/"]http://www.roonster.fsnet.co.uk/[/url]
CU Falcon
[This message has been edited by Falcon (edited 07-02-2001).]
Comments
So, it's my pleasure to announce that starting with the next release, B5:FSF will be open-source. Before that happens, I must first clean-up the current code, and that's going to take a little time. However, once I've done that, I'll open up a developer site. But don't worry, mods.firstones.com/b5fsf/ will continue to be the project's "public" site, and all releases and user discussion will be done through its forums -- this is our home, we're not about to leave [img]http://216.15.145.59/mainforums/smile.gif[/img]!
Quelle: [url="http://mods.firstones.com/b5fsf/"]http://mods.firstones.com/b5fsf/[/url]
[b]Hat sich schon jemand die Railder kampagne runtergeladen?
ich finde sie ja sehr gelungen, besser wie die letzte.
Läuft die neue version von B5:FSF bei euch?
bei mir (K6-2/400, 160MB Ram, Voodoo4) ruckelt es furchtbar [img]http://216.15.145.59/mainforums/frown.gif[/img][/b][/quote]
Hab leider kein I-War und hab mir daher auch nicht die Raider-kampagne anschauen können. [img]http://216.15.145.59/mainforums/frown.gif[/img]
B5:FSF lade ich mir gerade herunter. Mal gucken wie's so ist.
CU Falcon
--------------------------------------------------------------------------------
Originally posted by Schmacker:
Great Job... I love it.....
I do hate being poor thought as it worked, but it was not worth even trying to play it cos the only puter I got access to is way to slow for this... oh well Ill still follow it, but I guess that thats another thing off the list of waiting for...
Do keep up the work.....
--------------------------------------------------------------------------------
Awe hell, I'm sorry about that. Try this, go find the file on your hard drive (where ever you unzipped b5fsf):
.\b5fsf-0.3.5\bgf\b5fsf\scopes.ent and replace it with the following one: [url="http://www.maccormack.net/~djm/b5fsf/scopes.ent"]http://www.maccormack.net/~djm/b5fsf/scopes.ent[/url]
That's a very simple scene (just B5 and a starfury), but it should run a bit faster.
Dave
------------------
David MacCormack
B5:FSF project lead, programmer, and composer
[quote]Originally posted by Andy La Rubin:
[b][i]Imagine the situation - You fury has been hit by somebody and... so far, so bad [img]http://216.15.145.59/mainforums/frown.gif[/img] ... fury's top left engine blowed up! (and you just flyed towards). Will the fury change it's course cause of destoyed engine (cause we have a boom impulse) or not? ;-)[/i]
There will be definitely impulses due collisions and other damage and even recoils from your own cannons [img]http://216.15.145.59/mainforums/wink.gif[/img]
Futhermore - I'm planning to relay all these impulses into force feedback device (if only I could get MS Sidewinder or something similar for testing)...
[i]Is the engine generic or ship-specific? E.g. is it only fury-specific?[/i]
The main effort was to make it as generic as possible (and that required a lot of math)
[i]Or can the same engine can be used for all fighters, i.e. with a different configuration (matrix of engines, where each element in the matrix has the max thrust of the engine, its orientation, distance from center of mass, fighter's mass[/i]
Add ship's inertia momentum along X, Y and Z axes and you'll get our matrix for engine setup [img]http://216.15.145.59/mainforums/smile.gif[/img]
NOW it will be pain in the butt for our modellers (and me, I suppose) to actually DESIGN all there B5 ships in terms of actual ability to flight. Because only starfury and thunderbolt have obvious engine set which *will* work. Aside gravimetric ships, all the other ships have definite problems here - there are no (visible) forward engines, no rotatinal thrusters etc... We have to figure something out (and any help on that matter would be appreciated).
[i]fuel consumption if applicable, etc.?)[/i]
Fuel consumtion is in consideration. We think that it'll add another degree of realism *and* playability in the game. But be afraid - you'll be able to run out of fuel...
[/b][/quote]
[quote]Originally posted by Smasher:
[b]For ships with ejectable cockpit You'll see like cockpit ejecting away from the ship and the ship supposed to be exploded after that.
[/b][/quote]
I only plan on using that site for its development resources (patch submission, source tarball distro, maybe cvs, etc...). But I probably wont use the forums or related services -- all that stuff+releases will be done on firstones.
Dave
------------------
David MacCormack
B5:FSF project lead, programmer, and composer
Check the link to the forum for a preview vid of the sharlin, hyperion, nial and star fury.
it can be downloaded from this link:
[url="http://freespace.volitionwatch.com/babylon/demo_vid/demo_vid.avi"]http://freespace.volitionwatch.com/babylon/demo_vid/demo_vid.avi[/url]
(copy and paste in your address bar)
Yess... Summer holiday has begun here in Finland and things may be moving even slower then when we were in school. Our former webmaster has given the videos to render to our PR person. When I last saw him, he said they were 50% complete. That poster I was speaking is ready and I'll upload it at weekend. Some are maybe thinking why this project is going so slow. Well... I have talked to our main programmer and he said that it would be pointless to start the coding without all the models,sounds,AI and other stuff. So we are working those first. I have made a sketch of the AI, couple of models are ready, some music's, graphics and many ideas are ready. This might go slowly but I prefer that rather then this project would be canceled or completed as "incomplete".
Project Leader
Es gibt ihn unter [url="http://kamodder.com/users/minbari_capt/EFODv1.exe"]http://kamodder.com/users/minbari_capt/EFODv1.exe[/url] zum Download
Greetings to you all, and thank you for signing up to this newsletter. I wanted to give you some information about what we are currently developing.
Flight model:
This is a very cool thing developed by Andy LaRubin, that allows us to customize the maneuveing of each ship based on how many thrusters it has, and where they are placed. It all makes sense that a Starfury with 16 thrusters can outmaneuver a Frazi Fighter with only 10 placed in rather poor positions. Check out the episode "The geometry of Shadows", to see what I mean.
Graphics and models:
We are currently developing explosions and environments. Alex is working on perfecting the Omega destroyer, and I have begun the challenging task of modelling the EA "Ring" station, which can be spotted in the ITB movie. I have also completed the Narn Heavy Cruiser and it is ingame.
Programming:
Oleg is working on missiles, explosions and mission scenarios, campaigns and objectives. Wish him luck!
Finally I have a small task for all of you that has the episode "And now for a word on video and in stereo sound. If you recall there is a fighting scene between the narn and the centauri cruisers. What we need is some samples of the weapons fire shot by either ships.
Narns:
Beam weapons and pulse cannons
Centauri:
Pulse cannons
Do your best and try to sample all the gun sounds in 16 bits stereo@44kHz. Divide them into different files. Please mail them to me as zipped wav files. The one who has provided me with the best(highest quality, no gaps or bad sound, least amount of background sounds) samples will get his/her name in the rolling credits in the final game. If you feel like it, try to sample the narn/centauri transport weapons too. In the mid expisode battle sequence.
good luck...
stay tuned for a new update... things have been set in motion...
Henrik, Oleg, Alex and Andy
Space Dream Factory
Ok. You can grab the patch here: [url="http://www.maccormack.net/~djm/b5fsf/b5fsf-0.3.5_p1.zip"]http://www.maccormack.net/~djm/b5fsf/b5fsf-0.3.5_p1.zip[/url]
and unzip it so that it overwrites the files from the main distro. This will overwrite two scene files with a new scene that has only b5, a starfury, a sharlin, 3 nials, and an omega. So, if you want to keep the current scene, just extract b5fsf.exe.
gl.
Dave
Actually this is just a lightwave animation on how I have planned to have the defensegrid guns on the EA ring station animate before firing. The procedure for animation in IFH is the same as in Lightwave so this is 100 % doable, no worries.
The movie is 2 seconds long and in Mpeg4 format. [url="http://mods.firstones.com/ifh/defensegrid.avi"]http://mods.firstones.com/ifh/defensegrid.avi[/url]
Please comment the graphics and the animation itself. I will polish the animation details later, this is just a demo.
/Henrik
Vor der Installation des Patches ruckelte das Spiel unspielbar, jetzt habe ich ca fps [img]http://216.15.145.59/mainforums/smile.gif[/img]
Hi everyone. Here's patch #2, [url="http://mods.firstones.com/b5fsf/b5fsf-0.3.5_p2.zip"]http://mods.firstones.com/b5fsf/b5fsf-0.3.5_p2.zip[/url]
Once again, the problem is that different DX drivers behave differently. This time, it's because the GeForce driver didn't like having the CLIPPINGPLANES state enabled.
Lemme know if this doesn't fix it.
Dave
------------------
David MacCormack
B5:FSF project lead, programmer, and composer
Here is a new simple animation of the defensegrid guns... enjoy next time you will see it in action in the game. [url="http://mods.firstones.com/ifh/defensegrid2.avi"]http://mods.firstones.com/ifh/defensegrid2.avi[/url]
/Henrik
ich habe mal 'ne Liste für dich zum Abgleich. Findest Du da irgendwas bisher Unbekanntes? [url="http://www.babylon5.about.com/tvradio/babylon5/cs/fan/index.htm"]http://www.babylon5.about.com/tvradio/babylon5/cs/fan/index.htm[/url]
------------------
We are one. No matter the blood, no matter the skin, no matter the world, no matter the star. .. We are one.
No matter the pain, no matter the darkness, no matter the loss, no matter the fear. .. We are one.
- Alliance Preamble to the Declaration of Principles, The Paragon of Animals
Webmaster [url="http://www.Sprungtor.de"]www.Sprungtor.de[/url]
es sind 1-2 hw mods mehr [img]http://216.15.145.59/mainforums/smile.gif[/img]
Updates from the demo front. We're making progress and I've actually started building the missions. We've got some nice scripted events, a couple of Hyperions being utterly destroyed by superior Minbari ships. Its going to be a lot of fun and a very interesting campaign to put together. I'm trying to create the sensation of desperation through the events, actions, and messages to capture the hopelessness of the Earth Minbari war. So things are progressing. We've got the Olympus in the game and many of the ships are being cleaned up (collision detection on the Nial is now much improved) and their textures altered to make them look as good as possible. We're also cleaning up the tables and adding various effects to the overall experience. So thats the brief on the demo.
The actual release date is an indetermined date. We're looking at the beginning of July for the release but there are no guarantees. When you do get your first taste of the Babylon Project MOD, we hope it feels just like Babylon 5. Stay tuned for updates as always.
[url="http://www.horny2000.de"]www.horny2000.de[/url] meine webseite
hast du auch die beiden Patches installiert?
[b]hi habe direk x8.0 und beide patches habe ich auch . aber ich weiß nicht wo hin ich die patches packen soll. Ich habe einfach alles in meinen b5fsf ordner kopiert. aber da kommt ein fehler (main.bgf kann er nicht finden).
[/b][/quote]
Du must schaun, wo die datreien von dem Patch in deinem b5fsf ordner vorhanden sind, und sie dann ersetzen.
ich gebe sir mal nachher ne liste, wo die einlelnen dateien rein müssen
[b]1. What ships are going to be in the
next demo?[/b][/quote]
Fighters:
Starfury
Zephyr
Frazi
Perhaps Sky Serpent
Capships:
Omega-class destroyer
Perhaps Hyperion or Sunhawk or both or something else... [img]http://216.15.145.59/mainforums/wink.gif[/img]
[quote][b]2. Are you guys using lightwave to make these ships?[/b][/quote]
Yes.
------------------
[IFH team]
Oleg from Space Dream Factory
- Ootmins! Tinka mi chasa hopo ma booty nanolia! -
My vacation starts today, so I'm disappearing for 2 weeks. I was planning to release the demo before my vacation, but unfortunately it was impossible. So, you have to wait a little more...
Hope you all understand what is it like not to have a single day free almost for 2.5 years. I need a little rest...
Bye, people, I'll be back on July, 16.
Ciao
------------------
[IFH team]
Oleg from Space Dream Factory
- Ootmins! Tinka mi chasa hopo ma booty nanolia! -
[b]b5:ifh hat eine neue seite [url="http://ifh.dax.ru/"]http://ifh.dax.ru/[/url] [/b][/quote]
geht nicht [img]http://216.15.145.59/mainforums/frown.gif[/img]
Es geht um den MOD Shadows in the Night:
Ich dachte der wäre eingestellt worden. Der sollte doch mal mit Hilfe der Quake3-Engine verwirklicht werden, wenn ich mich recht erinnere wurde er dann aber aufgegeben. War nicht sogar einer von Euch im Entwicklerteam des Mods (Chicky oder Solitaire :confused [img]http://216.15.145.59/mainforums/smile.gif[/img].
Auf jeden Fall bin ich jetzt wieder über den MOD gestolpert, allerdings wird er mittlerweile mit Half-Life verwirklicht.
[url="http://www.roonster.fsnet.co.uk/"]http://www.roonster.fsnet.co.uk/[/url]
CU Falcon
[This message has been edited by Falcon (edited 07-02-2001).]