MultiUniverse
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Possible in a new implementation, but i’m giving up this one so won’t be modifying the plugin for a while. Made freelancer load a few 3db in tests with a fine success and then swap them so finally will try to design multimaterial support inside nav_prettymap.
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I know this is probably considered a dead thread, but has anyone done a 4x3, or 5x2, or even 5x3 multiuniverse map?
I even tried doing it as an 8x4 with a change of the x,y (as in liberty would be -0.06125, -0.06875).
[const] ;locate a file in "DATA\INTEFACE\NEURONET\NAVMAP\NEWNAVMAP\" and reference to section with mappings ;only first "prettymap" will be proceeded prettymap = nav_prettymap_4x3.3db, 4x3 [4x3] ; dx = 0.245, dy = 0.275 ; [nickname], x, y, scale, squeezex, squeezey, string resource null = 0.3675, -0.1375, -0.235, 1.566, 1, 60239 ;_11 "HAZARD" ;background for map of sectors, critical mapping = sector01, 0.1225, -0.1375, -0.235, 1.566, 1, 1249 ;_12 "LIBERTY" ;nickname must match to declared one in universe.ini mapping = sector02, -0.1225, -0.1375, -0.235, 1.566, 1, 1250 ;_13 "BRETONIA" mapping = sector03, -0.3675, -0.1375, -0.235, 1.566, 1, 1251 ;_14 "KUSARI" mapping = sector04, 0.3675, 0.1375, -0.235, 1.566, 1, 1252 ;_21 "RHEINLAND" mapping = sector05, 0.1225, 0.1375, -0.235, 1.566, 1, 1332 ;_22 "GAMMA" mapping = sector06, -0.1225, 0.1375, -0.235, 1.566, 1, 1187 ;_23 "Unknown" ;mapping = sector07, -0.3675, 0.1375, -0.235, 1.566, 1, 0 ;_24
Or am I missing something in the way dx and dy are being defined?
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I think for a 6x2
null = 0.6125, -0.1375, -0.235, 1.566, 1, 60239 ;_11 "HAZARD" ;background for map of sectors, critical mapping = sector01, 0.3675, -0.1375, -0.235, 1.566, 1, 1249 ;_12 "LIBERTY" ;nickname must match to declared one in universe.ini mapping = sector02, 0.1225, -0.1375, -0.235, 1.566, 1, 1250 ;_13 "BRETONIA" mapping = sector03, -0.1225, -0.1375, -0.235, 1.566, 1, 1251 ;_14 "KUSARI" mapping = sector04, -0.3675, -0.1375, -0.235, 1.566, 1, 1252 ;_21 "RHEINLAND" ;mapping = sector05, -0.6125, -0.1375, -0.235, 1.566, 1, 0 ;_24 mapping = sector06, 0.6125, 0.1375, -0.235, 1.566, 1, 1332 ;_22 "GAMMA" mapping = sector07, 0.3675, 0.1375, -0.235, 1.566, 1, 1187 ;_23 "Unknown" ;mapping = sector08, 0.1225, 0.1375, -0.235, 1.566, 1, 0 ;_24 ;mapping = sector09, -0.1225, 0.1375, -0.235, 1.566, 1, 0 ;_24 ;mapping = sector10, -0.3675, 0.1375, -0.235, 1.566, 1, 0 ;_24 ;mapping = sector11, -0.6125, 0.1375, -0.235, 1.566, 1, 0 ;_24
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Rewritten from scratch. Attached in first topic.
The new stuff:
• Special button for whole universe map.
• Set colors of paths in whole universe map.
• Select background by column and row in the texture.
• [30 April 2020] Support for Territory plugin. 32 labels per map is allowed.
• [30 April 2020] NavStarScale in universe and maps.
• [30 April 2020] Handled closing Info box that was causing to redisplay all labels.
• [01 May 2020] Fixed support for Territory plugin.
The multiunvierse.ini contains all descriptions.
The code is clean now, assembly is in hooking only (for passing arguments).Ehm… edited existing post :-?
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That’s original hardcoded stretch inside game.
I.e.:
But what actually was expected is:
One way is applying the hack:
freelancer.exe 1D3C48 1.5d = stretch texture of universe map, x axis ~WhiskasTM ```Bwah, actually turned out to be the y axis)) Change 1.5d (double precision float value) to 1.325\. That should enforce ALL slots from the texture to be squared. Another way is modifying a single slot in painting software, with reducing the one vertically by several percents. Not whole texture, but only a specified slot from such a checker texture, thus the game will stretch it back in runtime.
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If you have time to find this hack
https://the-starport.net/freelancer/forum/viewtopic.php?post_id=61996#forumpost61996