Unused features
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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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Good to know, thanks FF.
Any idea though why fl doesn’t render starspheres clearly? -
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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After the game missions are complete;
[StoryInfo]
ship_bought = true
Mission = No_Mission
MissionNum = 42
delta_worth = -1.000000
debug = 0Works like a bookmark for your saved game.
Pascal05 -
What happens if you go debug = 1; though?
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Nothing (it’s written & read, but not accessed).
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[StoryInfo] Mission = GenericMission, \missions\m01a\m01a.ini MissionNum = 0 delta_worth = -1 ```Use script from any file (lost after save game/autosave). For example:
Mission = GenericMission, \missions\redmoon.ini
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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.
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There are things about char files.
interface = 3 ```is "known" but i do not remember what it means. Also values:
log =
logid =Separate log for each char?..
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[c]interface[/c] is a bit mask for the Contact List (1) and Weapons List (2). [c]log[/c] forms the entries in your Neural Net Log. [c]logid[/c] is nothing (tested but ignored, not written).
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Thx
Log seems to be changing when you get random mission.
Useful or not even dunno. I think for FLHook coders who watches mission states may be this additional info -
Googled around but nothing about alpha at stararch.ini.
[star_glow]
alpha = <float>, <float>, <float>; color of “transparence”?Seems to be the same as inner_color and outer_color but for alpha channel.
Not checked.</float></float></float>
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[shape] ; (seems to be at any *shape.ini file)
…
upper_left = x,y
lower_right = x,yNot checked.
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[lens_glow]
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max_LOD = <float>interior_ray_tween = <float>; time of ray animation oO
interior_tween = <float>; time of just animation of glow?</float></float></float> -
[VisEffect]
…
has_alpha = true ; or falseForces freelancer engine to think that this effect contains alpha channel?
I know that Jeider knows this -
[star_glow]
alpha = <float>, <float>, <float>; color of “transparence”?</float></float></float>No, it’s [c]alpha = <float>[/c] - read & stored, but not apparently accessed.
[shape] ; (seems to be at any *shape.ini file)
upper_left = x,y
lower_right = x,yJust seems to be an alternative to [c]x,y,w,h[/c]; there’s also [c]dim[/c], which reads 8 floats.
[lens_glow]
max_LOD = <float>interior_ray_tween = <float>; time of ray animation oO
interior_tween = <float>; time of just animation of glow?</float></float></float>Used, but didn’t notice any effect ([c]max_LOD[/c] is read as float, but stored as int; the respective defaults are 5, 0.0, 0.5 - subtracted from 1.0).
[VisEffect]
has_alpha = true ; or falseRead & stored, but not apparently accessed.</float>