Unused features
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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
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What happens if you go debug = 1; though?
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Wow. Thx. Will try
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Googled everywhere but not found… active_effect - seems to be concerting [TradeLane] section
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Nope.
[RepairDroid] ; common equipment stuff repair_rate = <float>active_effect = <effect_nickname>; don't know what type of effect</effect_nickname></float> ```Didn't try creating one, although it does seem it will be used, possibly after you return to base.