Unused features
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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]
…
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>
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Thanks. I have checked all too - no visual changes.
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Dockable star (blackhole, planet?) with docking script?
[Object] ... ring = Zone_Br03_ross_ring, solar\rings\ross.ini ; example burn_color = 255, 222, 160 ;-//- dock_script = <path to="" thn="" seems="" be="">voice = atc_leg_m01 ; example jump_effect = jump_effect_bretonia ; example star = <star from="" stararch.ini="">...</star></path>
Not checked.
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For the Cruise Time and Speed entries look in the good old “Speed Mod” in Flmm. Good to note that the cruise sound has the 5 sec fuse here so if you mod faster time from 0 to cruise max then insure the sound file is either
Cut or remade to play at the same speed. (eg: 2 seconds from starting cruise cycle to finish, then remake the sound file for 2 sec too. The old. “Speed Mod” didn’t and still plays for 5 sec no matter what value the cruise cycle is set for. -
At any data\universe\systems\xxnn\xxnn.ini
[DynSysInfo] nickname = xxnn ...
Value skipped?
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Hoho. The same with DynBaseInfo
Seems to be at initialworld.ini -
At the intro.ini
[EncounterParameters] nickname = area_scavenger_fighters filename = missions\encounters\spacepop\scenes\area_scavenger_fighters-F.ini faction = fc_j_grp
faction alternative for zone parameter?
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[Initial MP DLLs] .... DLL = Content.dll, DestroyMission, BELOW_NORMAL ; <-- server crash ; DLL = Content.dll, AISandbox, BELOW_NORMAL = uselles ; DLL = Content.dll, TestAutomation, BELOW_NORMAL = uselles ... [Initial SP DLLs] ; DLL = Content.dll, AISandbox, BELOW_NORMAL = uselles ; DLL = Content.dll, TestAutomation, BELOW_NORMAL = uselles DLL = Content.dll, DestroyMission, BELOW_NORMAL ; crash to desktop ...
Seem to be old code of station destroy missions…
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From Beta:
[MsnRandEnc]
nickname = spa_enc2
target_tradelane_name = name ;<– obj name?
target_tradelane = num ;<-- ring num?
target_ship_name = name ;<-- atack it
encounter_type = TL_Attack ;<-- trade lane ofcourse
attacker_rep_name = fc_rn_grp
attacker_rep = num;<-- affilation level?
pilot = ;<-- from pilots populations seems to be
pilot_id = num ;<-- ??
tl_attack_chance = 50
tl_attack_chance_read_in = ; <-- seconds ?
formation = fighter_rh_n, 25, 3, 5, SMALL_SHIPS, 100
saved_formation =
orientation = x,y,z ;<-- coords
radius = num
num_forms = 1, 2
label = lbl_spa_enc2 -
Any SP mission file, for ex. m10.ini
... Act_Popupdialog = 1, 1, CLOSE ;<-- we know it, shows 1 button OK Act_Popupdialog = 1, 1, YES_NO ;<-- shows 2 buttons YES and NO Act_Popupdialog = 1, 1, YES_NO_LATER ;<-- shows 3 buttons YES, NO and LATER ...