Unused features
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At universe.ini:
ship_sml_01 =
ship_sml_02 =
ship_sml_03 =
ship_mdm_01 =
ship_mdm_02 =
ship_mdm_03 =
ship_lrg_01 =
ship_lrg_02 =
ship_lrg_03 =What it means? I may see flying ships like asteroids from the bar trough the window?
P.S. Tried just to give ship archetype or asteroid archetype - nothing happens
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Ah. Got it.
We may take from .thn:template_name = “rtcprop_l_cruiser”
or
template_name = “$ship_lrg_01”
with universe.ini where ship_lrg_01 = rtcprop_l_cruiserSo it is not useful.
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Zyos wrote:
OFF TOPIC:Anyone know where to find the mod that has the color scheme the UI uses in khayman’s screenshots on the previous page? The black or dark UI I really like…
ON TOPIC:
Awesome work guys!
Here is one in DM Dark Theme - Camera add-on
Gives few more options as-well.
Note: Registration required -
Killablesolars.ini:
solar_type may be:
big_solar ; we know it works
defensive_solar ; -//-
background_solar ;?
killable_neutral ; ?Solarformations.ini:
type may be:
big_solar_formation ; we know it works
defensive_outpost_formation; -//-
battle_background_formation ; ?
loot_group_formation ; ?As bonus:
You may add into [KillableSolar] section for example
base = li01_01_base
it will work -
Seems to be addon may contain 4 parameters.
Example:addon = SlowSmallYellow, HpRunningLight07, 1, mid ; <-- in the center of hp? addon = SlowSmallYellow, HpRunningLight07, 1, high ; <-- higher? ```Not checked.
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Guys, checked “inherit” at [ship] section.
This works:
[Ship] nickname = pi_elite2 inherit = pi_elite ship_class = 3 ids_name = 012021
Except when you click nav map - it gives CTD
So, inheriting ships i think no to critical and no reason to summon Adoxa -
HeIIoween wrote:
Except when you click nav map - it gives CTD
So, inheriting ships i think no to critical and no reason to summon AdoxaWhen I used inherit on ships it gave me some slight FPS drops and FL would stay running in the background after I would quit it normally, needing a force quit.
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Ah forgot to say - i’ve tried multiplayer, not SP.
EDIT: Checked again - all works, no ctd, no background processes after quit.
[d]P.S. But DSAM does not support this ;([/d]
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Checked solar:
[solar] ; <-- works inherit = <nickname>; <-- fine</nickname>
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Concerting [effect]
lgt_color = 0, 0, 255 ;<-- for example blue ```Not tested yet.
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Its Capt. Obvious research than unused feature, but…
[Gun] ... DA_archetype = equipment\models\turret\weapons_platform_turret.cmp ... [LOD] obj = Root LODranges = 0, 400 [LOD] obj = barrel LODranges = 0, 700
must be
[Gun] ... DA_archetype = equipment\models\turret\weapons_platform_turret.cmp ... [LOD] obj = Root LODranges = 0, 400 [LOD] obj = Guns ;<-- right way LODranges = 0, 700
So look at the model objects by HardCMP for example to know what object to put into [LOD] section
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Doh! yet another column to add to the spreadsheet
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Grave dig here, but where is the ini for Helloween’s post #70?
Also is there a way to force fl to run[Display]
size= 1600, 900
color_bpp= 32
depth_bpp= 32 instead of 24If so does it make a difference, reason being the starspheres
I’ve made look great in photoshop (saved at 32bit tar) but as
soon as they are in fl, they are not as sharp or clear. Any work around? -
You’re trying to set the depth buffer to 32 bits per pixel. That doesn’t exist. It’s got nothing to do with your starspheres.
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It’s FL. Don’t think there’s much else to say than that.
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Goggled, digged FL, but no answer… So:
[storyinfo] ship_bought = false mission = GenericMission ;<-- Free Fly? OpenSP? missionnum = 0 delta_worth = -1.000000
Next it will give at player .fl file something like this:
[StoryInfo] ship_bought = false Mission = GenericMission MissionNum = 1048442696 ;<-- random number delta_worth = -1.000000 debug = 0