Creating Hidden Systems
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TheDvDMan wrote:
a given System having, or not having, its own (inner System) navigational NavMap
Yeah, how to do that? Is it also in VISIT entry?
No, we can’t do that right now. That was one of my ponts
There are a few systems that have their inner system NavMaps blocked, but these are ‘hard-coded’: meaning it’s not done in an ini file, but somewhere in a DLL or maybe even the .exe file. Just like the factions that don’t show up on the rep list.
Adoxa holds the Power To Temper With These Things, at least he managed to do so with Story Factions, and he worked miracles with Territory (which for me personally was the sole reason to pick up modding again! although I’ve had some off-months for various reasons)
Anyway, hence my request.
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adoxa wrote:
Isn’t hiding systems and their connections already possible? Don’t the two Unknown Nomad systems do that?Yes, but with the undesired side effects I mentioned (jump holes need to be ‘unknown objects’ in order to prevent connection lines showing up on the sirius NavMap).
adoxa wrote:
NoNavMap customizes the “Nav Map not available” systems (really gotta put all my plugins on my site).
That might be the plugin I had some half-memory about Thx!!
Btw, isn’t it about 5:00 AM where you live??
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Moonhead wrote:
Yes, but with the undesired side effects I mentioned (jump holes need to be ‘unknown objects’ in order to prevent connection lines showing up on the sirius NavMap).That doesn’t sound right, since they are not unknown objects (they are actually called "Unknown"). Sure it’s not the result of having already visited them? I’ll have bit more of a play, later.
Btw, isn’t it about 5:00 AM where you live??
That was just shy of 1:00, when I went to bed. It’s just on 2000 now.
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adoxa wrote:
_Moonhead wrote:_Yes, but with the undesired side effects I mentioned (jump holes need to be ‘unknown objects’ in order to prevent connection lines showing up on the sirius NavMap).
That doesn’t sound right, since they are not unknown objects (they are actually called "Unknown"). Sure it’s not the result of having already visited them? I’ll have bit more of a play, later.
What I meant was: the jump gates need to be tagged visit = 128, in order to prevent connection lines to be drawn on the Sirius Map. And IIRC objects tagged visit = 128, remain ‘unknown’, even after being visited (and will not show up at the system’s NavMap - which in itself is not necessarily a bad thing, but a bit pity we can’t have maximum control over all of these. It’s all or nothing as it is now.)
adoxa wrote:
Moonhead wrote:
Btw, isn’t it about 5:00 AM where you live??That was just shy of 1:00, when I went to bed. It’s just on 2000 now.
I guess I oversimplified the Down Under time then, NZ supposedly being exactly antipodal to the Netherlands, and AUS and NZ being almost the same :oops: :lol:
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Moonhead wrote:
adoxa wrote:
Moonhead wrote:
Btw, isn’t it about 5:00 AM where you live??That was just shy of 1:00, when I went to bed. It’s just on 2000 now.
I guess I oversimplified the Down Under time then, NZ supposedly being exactly antipodal to the Netherlands, and AUS and NZ being almost the same :oops: :lol:
Why so small?
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adoxa wrote:
I changed Li01 in universe.ini to visit = 128. No star, no connections, even though that’s where I am and I’ve been everywhere. Simple, so what’s your problem?I’m baffled. Just tried a similar thing and indeed there are no lines! Didn’t need to tag the gate visit = 128 too.
I had it stuck in my head that the connection lines were giving away the system! Discovered that, or so I thought I did, long ago when I was modding the ‘unknown object’ jumphole in the corsair system that leeds to one of the nomad systems. Had been trying then but couln’t get it to work how I wanted. And after that, I never tried it again…
Maybe some of the things I tried in the early days simply didn’t work well on my oldest pc? I also remember I couldn’t put systems at non-integer locations (e.g. 7.3, 5.8 ) but when I tried later, I could without problem… (Some modding tools don’t read beyond the integer though. E.g. FLScan reports a ‘systems occupying same place’ error).
Anyway, this is quite an embarrassing lesson for me to try before asking, even when I’m convinced of how it works. :oops:
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I found that FL doesn’t show the system on the sirius map if you just put an Y coordinate there. For example it wouldn’t show New York system if I set the coordinates to 0, 1, 0 instead of 0, 0.
EDIT: It WILL show the system if you set the Y coordinate as 0, for example 0, 0, 0 would show the NY system, but 0, 1, 0 would not, you can replace the 1 with any other number, as long as its not 0 and it wouldn’t show the system.
And yes, Wolfie has returned, this time without making a bunch of useless and rather mentally disturbed posts.
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Well, its years since I even looked upon any codes related to FL, but shouldn’t the stars location, size etc. be defined inside a .ini in the starsystems folder, and not universe.ini?
If what I remember is correct, universe.ini sets jumpgate links and a systems location on the actual Sirius map.
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solar_radius in solararch.ini sets the nav map scaling.
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LancerSolurus wrote:
solar_radius in solararch.ini sets the nav map scaling.But only of the star inside a system’s map, right? Not the one that is shown on the universe map.
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Yes, only the in-system star. The system star size is decided by the CMP and SUR sphere size as well.
solar_arch.ini, doesn’t it define the FX size? I don’t remember this, LS or anyone else, would be cool if you could clear up.
The dot size on universe map cannot be changed without replacing textures.