DelayDisplay
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Those who are following '88 Flak may have noticed this interesting change in the RC127 changelog:
@foxUnit01:– Weapon cooldowns (number of seconds until the weapon can be fired again) are now displayed in the Weapons List - http://img.photobucket.com/albums/v521/foxUnit01/88Flak/Other/CooldownTimers.jpg
This is thanks to a standalone DLL I made that can be downloaded here. It should be compatible with MP and SP, with or without the 1.1 patch.
I’m not going to publicly release the source for this because of cheating concerns, but comments and suggestions are welcome.
EDIT: forgot to mention that the rate at which the display is updated is controlled by
1.0f in freelancer.exe, 0x1D8484, 0x1D8484 = seconds between updates of displays in weapons list ~fox
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Oh Lord, look at what you’ve released M0tah!
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Dispersion angle! Space Shotgun, shotgun!!
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lol, if you could decode the interface.generic.vms file into its relevant meshes that would be handy then we could have different shapped buttons and overall HUD
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@HeIIoween:
Dispersion angle! Space Shotgun, shotgun!!
Do you mean adding something like this under a gun block?
dispersion_angle = 0.11
Then use it on a weapon with multiple HpFire and there’s your shotgun!
I know, but anyway thx
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;D … now looking forward to see some nice HUD changes
like a optional 3d scanner display (as known from WIng Commander)
to get rid of those silly arrows or maybe a warning, when a cloaked ship is near.
;D ;D ;D -
If someone does a 3D Display I will quite literally do whatever they ask.
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Might be able to hack some franken-UI together using the 3db’s from the HUD directory.
If you look at the CMP and 3DB files within \interface you notice that none are actually complete. None I looked at had a VMeshLibrary node. It would take a bit of work for sure if anyone got bored and wanted to try. Kinda depends on if all those extra random numbers in the 3db part name are actually used in the mesh -I forgetBut matching them up, it may be possible to reconstruct a complete CMP out of all those bits 'n pieces. Some lack even a part name node -only including VmeshPart and VMeshWire nodes- so those would need to be added under a part name first. Then…it may be possible to import into Milkshape and do some real work on it. Think there was another topic on this laying around, kinda aborted though.
Addendum:
Hopefully ALL the parts dont need to be glued back together There are 479 in -102.vms, and 66 in -2.vms
That’d be a month-long headache -
If someone wants to track down the Milkshape object format, I may be willing to write a converter for it…
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Hopefully this is what yer looking for LS:
http://sites.google.com/site/suunaabas/files/MS_plugin_formats.zip?attredirects=0
It’s a couple of the folders from 1.8.4 SDK, specifically the ASCII and Raw format plugins and a “specs” folder listing format. -
Thanks, I’m reviewing it to see how hard it will be to make a file for those formats.