Groovy!
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Oh no! Not THAT animations!
Now put them together in some kind of disco base.
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Guess I did it wrong. I put them in like that, replaced the ones listed… I skipped the microsoft and FL scene… and then it crashes… darn…
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HAHAHA, funny stuff there adoxa, nice one. Like Juni
For anyone who can’t get these working, go here
DATA\UNIVERSE\SYSTEMS\INTRO\BASES\ROOMS
Open up one of the room ini files so it looks like this,
[Room_Info]
scene = ambient, Scripts\Intro*GasMiner3.thn* <–— REPLACE old thn name with new one[Room_Info]
scene = ambient, Scripts\Intro*juni_dance.thn*Remember to place the new thn file into this folder
DATA\SCRIPTS\INTRO
Start game.
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but a nomad can dance?
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There’s also my Intros for FL Hack mod, containing an additional 15 intros (gathered from various sources, I didn’t make them). As its name suggests, it requires FL Hack (or MultiIntro), so you get a choice of 19 intros in total (the original three, the unused water one, and all these). (The next version of JFLP will integrate all these intros.)
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hm, reminds me somehow on the 88Flak multiintro. the idea is great but scripts just as used in stations and planets? where is the artificial addition, where is the creative mind behind it? the only thing that i was really disappointed about in flak. (haven’t however yet watched your intros, adoxa, my apologies if these are different)
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You know…
You guys are just too much to bear at times, and I can’t keep my temper…
You are hanging on to a game - a GAME! - that’s now what, 8 years old since release?
Some dedicated and able people without a real life of their own have done wonders in adding new life into this game, delving, hacking, modding, modelling and whatever.
And they gave it all to me and to YOU! Some I use, and some I don’t, and the same for all of you too, I would guess?
Yes? OK! Great, so far so good.
Here’s the difficult point, and it’s not addressed just to this post but to many out there:
Some others of you like to run them down. In many ways - criticism when it’s not due, asking too much of them, and of an old game engine, wanting wish-lists as long as your arm, wanting whims that nobody else would ever use, complaining why the game doesn’t look good on your super-movie wide-screen, or doesn’t work on your supercomputer - and… the list seems endless!
All you do is wear these good people down and make them regret they gave anything out in the first place!
Go find yourselves another game!! Or belt up and just give credit and thanks and encouragement where it’s due, or go and try to do better yourselves!
You’ve got 9000 Gigs of RAM and 20 TFlops and you still can’t beat BA’s 15,000 online agents on 6MB and 10MIPS!
Get Real, MORE is NOT BETTER!
Get an old PC with Windows 98SE and FL will run just FINE the way it WAS! When you get fed up, go get Wing Commander Prophecy and blast some Nephilim! Modding just ain’t for you.
Graaaahhhh!!!
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ok, er… i think you got me wrong a little bit. freelancer barely runs on my machine, kinda need for speed is already too much for it. neither i try to make other’s work bad, nor aim to be able to do it much better though certainly at least at the intros of 88flak there is just about… nothing they did themselves and it is not too much work to do more than nothing. if you want to see thn’s done my way, feel free to ask for even a completely custom, i would take the time and design it for you rather than picking a station inventory and calling it my work. however, those files are decrypted and slightly changed which is a great reference for thn starting modders and an even greater resource of enjoinment for many players who know how to implement this to the mod they play without being kicked down the server.
side note: a huge amount of humans earn they money which they need for survival by painting pictures, by singing. others make films and designs and others make images and models and music with their computers. the thing that our species makes different from the previous species in history of mankind is the ability to art. what we do here, is art, too. ofc it is only a game and far not the newest (though one of the very best i ever was confronted with). however, even in our small community there are artists, who make amazing models, textures, sounds etc and others, let’s call them “scientists”, who make the codes that holds it all together. the artists sometimes can code, sometimes the coders can design, but if someone does not know what he belongs to, or does not recognise, what he can and what he can’t, the results of his brave work are often not worthy the name they’re called.
88flak is a great mod. there are great artists involved and great coders. but nobody and nothing is perfect. i just noticed, what more can be improved e.g. until next release. i did nont want to make it bad, this mod is so far my very favourite.
cool down, i meant it the good way -
Gisteron wrote:
really nice. maybe i am gonna code some juni and trent dancing in the kusarisanctum conference room with the sanctum in background and some kusarian capitals cruising around the dome. anyone interested?I wasn’t going to include these in my Intros package (it was more of a way to demonstrate animation scripts than as a serious intro), but if you could do that, I’ll include it.
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@ ST… “Word” Brother… i hear ye’s ans seconds most of that.
@ Adoxa … JFLP…2… wanna send me a PM when you can, i’ve gone and shelved all things FL untill “thats” out Just curious as to when i should start dusting it all off again for round… hmm i think its (6) now (lol)
Oh and a quick Q… were these “laying round” or did you dwelve into the dark arts of THN??.. if the second… where be them animations… with the stock anims… never really played in there (if it aint broke… lol)
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It’ll probably just be 1.1 of JFLP, nothing really major - infocard fixes, removing unused ini values, ensuring each ship has working bay door animations. It’ll be a while, still got UTF Editor to finish off and I’ll see if I can add a command history to Console.
The scripts are part of bodygeneric(fe)male.anm. I originally tested them by replacing the create character animation, but that required restarting each time. Then I had the idea of doing 'em as an intro, which let me make them really big and modify 'em without having to restart. The thorns are very simple and can be easily adapted to any character or animation (“in-place” animation, anyway, moving ones would require some tweaking. I set up the drunk walk (Sc_MLBODY_WLKG_DRUNK_000LV_A_09) for create character and Trent just kept moving forward, getting bigger until finally disappearing.) I really only did it to showcase the animations, since I found them for this, but never got around to viewing them. BTW, I think Trent will dance if you wait 21 minutes. It’ll be a little slower than mine, since it reduces the time scale (have a look at player_fidget.thn).