Mini-Me 24 Report post Posted March 20, 2009 Yep, everything's correct. Maybe I'll put it on my wordpress site somewhen, but not atm. And the thread for the Speedo is called create_thread @SPDMTR Share this post Link to post Share on other sites
ItsFromTheDoc 0 Report post Posted March 20, 2009 Long Question just askin about long will the railroad tracks be in the addon on or in 0.2f i know to the end of the airpot road in 1985 i saw the video an it has the bridge when you arrived u fall in the sea will the railroad tracks continue too like too the end of hill valley to like hilldale or somethin? Share this post Link to post Share on other sites
archer9234 20 Report post Posted March 20, 2009 The tracks you see are just for fun. They are NOT the real tracks. The real tracks will be built along with the full map. Share this post Link to post Share on other sites
ItsFromTheDoc 0 Report post Posted March 20, 2009 is that in 0.2f Share this post Link to post Share on other sites
RG 1 Report post Posted March 20, 2009 No. Did someone pin the mod progress topic? Share this post Link to post Share on other sites
Guest Tojima Report post Posted March 23, 2009 Hi I'm new here! Maybe in at the year 2015 flying cars?...the models from the little airplane and helicopter change into flying cars...could in be done? That would be very cool! And traffic in Hill Valley (not much)...also the Police did not catch up to hill valley... Share this post Link to post Share on other sites
♠Grim♂ Reaper 1666◙ 17 Report post Posted March 23, 2009 it could be done with the same sorta flying paths as the planes use Share this post Link to post Share on other sites
Orgcon 11 Report post Posted March 23, 2009 It can be done, but the vehicles have no .col files if you havn't noticed, thats it because it'd lag, plus you can't have more than the amount of flight paths available (not sure, but it might be limited in the .exe) I think there are 6 available; police helicopter, the plane with the banner, three jumbo planes including the one at the airport and the cornels boat. Share this post Link to post Share on other sites
Guest Tojima Report post Posted March 23, 2009 it could be done with the same sorta flying paths as the planes use this is what i mean...this would be great in the year 2015 but with a little bit more flying cars! Share this post Link to post Share on other sites
♠Grim♂ Reaper 1666◙ 17 Report post Posted March 23, 2009 a few of those are usable (cornels boat) Share this post Link to post Share on other sites
Orgcon 11 Report post Posted March 23, 2009 (edited) Mini-Me got it working , did you not see it in the 'screenshots and vids' topic, when he made a car object go around my skyway with headlights. That used the cornels boat path, I know because I asked him Edited March 23, 2009 by Orgcon Share this post Link to post Share on other sites
timetrain 11 Report post Posted March 24, 2009 We may do something like have several models fly in paths around the skyway in 2015 and have a place where they all land and then spawn the actual car in it's place or something. Then they drive around, but the flying cars will need a col file. Share this post Link to post Share on other sites
Joe Statler 0 Report post Posted March 24, 2009 have a place where they all land and then spawn the actual car in it's place or something. Like here? Share this post Link to post Share on other sites
timetrain 11 Report post Posted March 24, 2009 that's what I was thinking, that and maybe a few other places, we would also need a place where they all spawn though, so we may need to have a tunnel they come out of and lift off, one that you can't go into though, that way they all come out and land and spawn a normal car, so we cdon't have to worry about finding a way to make the cars lift off at a certain place. Share this post Link to post Share on other sites
Edfake 0 Report post Posted March 24, 2009 i belive ill be able to add "ghost" cars to a path in the sky with spookies c++ hook, although, itd take forever. might as well ghange the path for planes and change the planes into cars!!! Share this post Link to post Share on other sites
timetrain 11 Report post Posted March 24, 2009 they would need to have col files though, and maybe even a horn if you get in their way like the taxi cab from BTTF 2. Share this post Link to post Share on other sites
Mini-Me 24 Report post Posted March 24, 2009 have a place where they all land and then spawn the actual car in it's place or something. Then they drive around, but the flying cars will need a col file. That might be a bit problematic. I'm not quite sure, but I don't think it is possible to turn a code-wise spawned car into a regular traffic car. Additionally it might (need to) stay in memory then and would slow down the computer hugely. we would also need a place where they all spawn though The end of the map? You automatically get returned if you drive/fly/walk too far. i belive ill be able to add "ghost" cars to a path in the sky with spookies c++ hook, although, itd take forever. might as well ghange the path for planes and change the planes into cars!!! hrmpf, I'm still not that convinced of "c++ hook hacking"... Already the fact that it is quite often a d3d8.dll file that sort of "restricts" the usage of other things... Isn't that possible through a *.asi sometimes, too? Share this post Link to post Share on other sites
timetrain 11 Report post Posted March 24, 2009 Turning the object into a car wouldn't be hard, since there is a certain car that comes down and lands, maybe 3 cars that do every few minutes. Like the airplane always lands in the same place every few minutes. Share this post Link to post Share on other sites
Edfake 0 Report post Posted March 25, 2009 if we go through asi, it will overwrite the scm, not work with it!! unless..... get right back to you Share this post Link to post Share on other sites
daangelo29 5 Report post Posted March 25, 2009 The airplane is just one object. The patrol helicopter we also see flying in the sky is another. But considering all of the 2015 cars we have, is it really possible to have all of them flying in the sky by making objects of them and having them follow a path in the sky? Turning a car into an object wouldn't be hard, but having the game randomly select a car to have it land/lift off to/from any of the landing areas in the game would be hell hard or if not impossible. We wouldn't want the same cars parking/lifting off to/from the same landing spots. If we really want to try out this skyway traffic feature in the mod, let us just first make a traffic of flying cars then deal with the landing and lifting off later. We are coding public betas here, 'ya know, we really don't need to rush on completing and implementing the entire feature in one of the betas. We need to take it slow and step-by-step, which is what public betas are for. A skyway traffic is one of many stuff people want to see from an advanced period so it would be enough at the moment for people to see future cars flying in the sky. hrmpf, I'm still not that convinced of "c++ hook hacking"... Already the fact that it is quite often a d3d8.dll file that sort of "restricts" the usage of other things... Isn't that possible through a *.asi sometimes, too? I doubt .ASI and/or C++ hook hacking alone would give us a working skyway traffic feature. Share this post Link to post Share on other sites
archer9234 20 Report post Posted March 25, 2009 We aren't even working on 2015 till the first two time lines are out of the way. Share this post Link to post Share on other sites
♠Grim♂ Reaper 1666◙ 17 Report post Posted March 25, 2009 it would be good to have a jukebox feature (for 1955 in the cafe) thats if its possible anyway. Share this post Link to post Share on other sites
Flux Capacitor 0 Report post Posted March 25, 2009 Yeah, that would be cool. But it would really only play 2 songs, the "Davy Crockett" one and the other one when George was Lorraine's "Density". Share this post Link to post Share on other sites
♠Grim♂ Reaper 1666◙ 17 Report post Posted March 25, 2009 i could play songs from the 50's basically Share this post Link to post Share on other sites
Edfake 0 Report post Posted March 25, 2009 easy, if players in radius infront of it and presses tab, paly .mp3. simple code Share this post Link to post Share on other sites