Unused features
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The code i posted here was an old copy of the options.ini that i had made ages ago and only just transfered to my new pc from the old one.
My main project mod on the old pc, has the last version that i did and was all working, so when i get around to transfering it, i’ll post that code here. (if its any improvement on this version)
I also found a few more things if memory serves me right, and went through the keylist.ini and keymap etc… i’ll have a quick read back on this thread and check my findings to see if there already listed. If not i’ll post all that too.
i was gonna release this with my mod, but whatever… -
Yeah, 16-bit dither - not noticed. Thx.
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hi, i found my notes about the option param.
option = text, tooltip, default, type, locked, lower bounds, upper bounds
text: displayed text
tooltip: mouseover text
default: default value (if perfoptions.ini doesn’t exist or user clicks default button)
type: control type (true = slider, false = checkbox)
locked: if true the control is disabled in game (note that it will still change if linked to parent control like the DETAIL slider)the lower/upper bounds need some explanation. this is only for subcontrols as the values are linked to parent control like the DETAIL slider.
for slider 25, 75 means the slider will be at 0 when the parent is at 25 and it will be at 100 when the parent is at 75.
for checkbox it means the range it is checked. if the parent is within the range the checkbox will be checked, outside it will be unchecked.
therefore 50, 100 means the checkbox will be unchecked when the parent goes below 50.hope this helps and my explanations aren’t too bad.
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Googled but got nothing about it.
In any system ini file under…
[systeminfo] (for what btw?)
or
[object]we may use
rpop_solar_detection
like true or falseExample is present at st03.ini of Vanilla FL.
You may use also:
[object] nickname = base1 base = base1_base dock_with = base1_base rpop_solar_detection = false ... ```and NPC will not know that object is dockable? Not tried yet.
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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?