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    Maelstrom New Horizons


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<!--quoteo(post=219810:date=Nov 1 2007, 06:01 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Nov 1 2007, 06:01 PM) [snapback]219810[/snapback]</div><div class='quotemain'><!--quotec-->Are you happy with this code as-is then? ...<!--QuoteEnd--></div><!--QuoteEEnd-->

I changed it yet again to CCC's original values except for i<2, and I now have 5 models.
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->           // ccc rescue survivors
               AISeaGoods.ModelsPath = "LowCharacters";   //path to the crewmodels
               for (i=1; i<2;  i++)            //runs loop two times
               {
                  //survivor calculation for tutorial:  iSwimQuantity  = rand(20)  would work, but...
                   iSwimQuantity = MakeInt(1 + rand(sqrt(GetMaxCrewQuantity(rCharacter))));   //... this adds more survivors for bigger ships
                  AISeaGoods_AddGood(rCharacter, "Oil", "Lo_Man", 1000.0,  iSwimQuantity);   //floats a "fake" salvagegood with a sailormodel
            AISeaGoods_AddGood(rCharacter, "Oil", "Lo_Ma2", 1000.0,  iSwimQuantity);    //    Petros added 4 more swimmer models
            AISeaGoods_AddGood(rCharacter, "Oil", "Lo_Ma3", 1000.0,  iSwimQuantity);    //    Ditto
                 AISeaGoods_AddGood(rCharacter, "Oil", "Lo_Ma4", 1000.0,  iSwimQuantity);    //    Ditto
            AISeaGoods_AddGood(rCharacter, "Oil", "Lo_Ma5", 1000.0,  iSwimQuantity);    //    Ditto
          }
               AISeaGoods.ModelsPath = "SwimGoods";   //reset path to the salvagemodels
               // ccc rescue survivors end<!--c2--></div><!--ec2-->

Sinking produce between 1 and 5 swimmers, with no repeat models.

I was still getting only one or two from the Galleons (I don't use Battleships, Warships or Line Ships)

I started to play with the debris field. I made it smaller and got very few swimmers and noticed one merged in an orange crate. That gave me the idea that the Galleon may be swallowing up swimmers due to it's size and taking them down, so I widened the debris field.

Now the Galleon (only tried it once so far) has given me 4 swimmers.
The code for that is just below the swimmer model code.<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    // calculate random position
          float fAng = stf(rCharacter.Ship.Ang.y);
          float x = (frnd() - 0.5) * 60.0;      // ccc rescue original 20.0; spreads salvage wider    //build 13 changed to 50.0, //Petros Change to 60.0 to get swimmers from Galleons
          float z = (frnd() - 0.5) * 100.0;      // ccc rescue original 40.0                //build 13 changed to 90.0, //Petros Change to 100.0 to get swimmers from Galleons
          RotateAroundY(&x, &z, cos(fAng), sin(fAng));<!--c2--></div><!--ec2-->
 
The flying explosion victims are really a great effect <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" /> Though maybe one shouldn't use them TOO often. Even the greatest effect wears off if repeated too much.

As for the swimmer models: if you were happy with the survivor numbers and "only" want to add different models I wouldn't change any loopnumbers or survivorcalculations. Simply add a switch that selects different models:

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->           // ccc rescue survivors
               AISeaGoods.ModelsPath = "LowCharacters";   //path to the crewmodels
               for (i=1; i<5;  i++)            //runs loop four times
               {
                   iSwimQuantity = MakeInt(1 + rand(sqrt(GetMaxCrewQuantity(rCharacter))));   //... this adds more survivors for bigger ships

        //floats a "fake" salvagegood with a sailormodel
        switch(i) // NEW: each loop uses another swimmer model
        {
            case 1: AISeaGoods_AddGood(rCharacter, "Oil", "Lo_Man", 1000.0, iSwimQuantity); break;
            case 2: AISeaGoods_AddGood(rCharacter, "Oil", "Lo_Ma2", 1000.0, iSwimQuantity); break;
            case 3: AISeaGoods_AddGood(rCharacter, "Oil", "Lo_Ma3", 1000.0, iSwimQuantity); break;
            case 4: AISeaGoods_AddGood(rCharacter, "Oil", "Lo_Ma4", 1000.0, iSwimQuantity); break;
        }

          }
               AISeaGoods.ModelsPath = "SwimGoods";   //reset path to the salvagemodels
               // ccc rescue survivors end<!--c2--></div><!--ec2-->

That's similar to Pieter's latest proposal:


<!--quoteo(post=219610:date=Oct 31 2007, 11:20 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Oct 31 2007, 11:20 AM) [snapback]219610[/snapback]</div><div class='quotemain'><!--quotec-->How about something like this?<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->        // ccc rescue survivors
         AISeaGoods.ModelsPath = "LowCharacters";   //path to the crewmodels
         //survivor calculation for tutorial:  iSwimQuantity  = rand(20)  would work, but...
         iSwimQuantity = MakeInt(1 + rand(sqrt(GetMaxCrewQuantity(rCharacter))));   //... this adds more survivors for bigger ships
         for (i=1; i<iSwimQuantity;  i++)            //runs loop for each sailor
         {
            //floats a "fake" salvagegood with a sailormodel
            switch(rand(3))
            {
                case 0: AISeaGoods_AddGood(rCharacter, "Oil", "Lo_Man", 1000.0, 1); break;
                case 1: AISeaGoods_AddGood(rCharacter, "Oil", "Lo_Ma2", 1000.0, 1); break;
                case 2: AISeaGoods_AddGood(rCharacter, "Oil", "Lo_Ma3", 1000.0, 1); break;
                case 3: AISeaGoods_AddGood(rCharacter, "Oil", "Lo_Ma4", 1000.0, 1); break;
            }
         }
         AISeaGoods.ModelsPath = "SwimGoods";   //reset path to the salvagemodels
         // ccc rescue survivors end<!--c2--></div><!--ec2-->The iSwimQuantity defines the number of loops and in each loop one sailor model is added. The sailor model is a random one chosen from four options. I wrote this code at school and don't even have the game here, so this is 100% untested.

I suppose a toggle should be added on the flying crewmembers mod. I think a couple of them on critical hits would be good. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
That should work fine as well.(Though I'm shocked that you spend your schooltime modding pirategames. Now you've probably missed the lesson on iceberg evasion, eh? ) Your version only adds more swimmers, and therefore adds more reputation increases (as Morgan has already noted)

BTW,
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->for (i=1; i<2;  i++)            //runs loop two times<!--c2--></div><!--ec2-->
runs the loop only ONE time, cause
i<2
ends the loop, and 2 isn't smaller than two anymore. So you could dump the loop stuff in Petros latest version:

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->// ccc rescue survivors
    AISeaGoods.ModelsPath = "LowCharacters";   //path to the crewmodels

    iSwimQuantity = MakeInt(1 + rand(sqrt(GetMaxCrewQuantity(rCharacter))));   //... this adds more survivors for bigger ships

    AISeaGoods_AddGood(rCharacter, "Oil", "Lo_Man", 1000.0,  iSwimQuantity);   //floats a "fake" salvagegood with a sailormodel
    AISeaGoods_AddGood(rCharacter, "Oil", "Lo_Ma2", 1000.0,  iSwimQuantity);    //Petros added 4 more swimmer models
    AISeaGoods_AddGood(rCharacter, "Oil", "Lo_Ma3", 1000.0,  iSwimQuantity);    //    Ditto
    AISeaGoods_AddGood(rCharacter, "Oil", "Lo_Ma4", 1000.0,  iSwimQuantity);    //    Ditto
    AISeaGoods_AddGood(rCharacter, "Oil", "Lo_Ma5", 1000.0,  iSwimQuantity);    //    Ditto

    AISeaGoods.ModelsPath = "SwimGoods";   //reset path to the salvagemodels
    // ccc rescue survivors end<!--c2--></div><!--ec2-->
The result of Petros' version would be almost the same as in my version: 5 swimmermodels that add iSwimQuantity survivors to your crew.(see, you don't need my help anymore <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /> )

So it's more or less a matter of taste which version you choose.
 
One thing that does keep bothering me: The amount of swimmers depends on the max crew quantity, not the actual crew quantity. Therefore you still get swimmers when the sinking ship didn't have any crewmembers anymore. This happens, for example, when capturing a ship and taking all crew, then abandoning the ship to sink. That always struck me as very odd.

Also I think you should only be able to pick up crew and gain the reputation increase if you don't have your maximum crew compliment. After all: You need somewhere to store these guys and you can't if your ship is already filled to the brim with crew.

<!--quoteo(post=219849:date=Nov 2 2007, 07:23 AM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Nov 2 2007, 07:23 AM) [snapback]219849[/snapback]</div><div class='quotemain'><!--quotec-->Though I'm shocked that you spend your schooltime modding pirategames. Now you've probably missed the lesson on iceberg evasion, eh?<!--QuoteEnd--></div><!--QuoteEEnd-->LOL. I only had an exam that day and I think (read: hope) I passed it. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> CCC
<!--quoteo(post=219849:date=Nov 2 2007, 02:23 AM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Nov 2 2007, 02:23 AM) [snapback]219849[/snapback]</div><div class='quotemain'><!--quotec-->The flying explosion victims are really a great effect <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" /> Though maybe one shouldn't use them TOO often. Even the greatest effect wears off if repeated too much.<!--QuoteEnd--></div><!--QuoteEEnd-->
Now to see if we can figure out how to limit it to critical hits.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->As for the swimmer models: if you were happy with the survivor numbers and "only" want to add different models I wouldn't change any loopnumbers or survivorcalculations. ...

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->// ccc rescue survivors
    AISeaGoods.ModelsPath = "LowCharacters";   //path to the crewmodels

    iSwimQuantity = MakeInt(1 + rand(sqrt(GetMaxCrewQuantity(rCharacter))));   //... this adds more survivors for bigger ships

    AISeaGoods_AddGood(rCharacter, "Oil", "Lo_Man", 1000.0,  iSwimQuantity);   //floats a "fake" salvagegood with a sailormodel
    AISeaGoods_AddGood(rCharacter, "Oil", "Lo_Ma2", 1000.0,  iSwimQuantity);    //Petros added 4 more swimmer models
    AISeaGoods_AddGood(rCharacter, "Oil", "Lo_Ma3", 1000.0,  iSwimQuantity);    //    Ditto
    AISeaGoods_AddGood(rCharacter, "Oil", "Lo_Ma4", 1000.0,  iSwimQuantity);    //    Ditto
    AISeaGoods_AddGood(rCharacter, "Oil", "Lo_Ma5", 1000.0,  iSwimQuantity);    //    Ditto

    AISeaGoods.ModelsPath = "SwimGoods";   //reset path to the salvagemodels
    // ccc rescue survivors end<!--c2--></div><!--ec2-->
The result of Petros' version would be almost the same as in my version: 5 swimmermodels that add iSwimQuantity survivors to your crew.(see, you don't need my help anymore <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /> )

So it's more or less a matter of taste which version you choose.<!--QuoteEnd--></div><!--QuoteEEnd-->

Then, I'll use the above code. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
Thanks to you CCC, Pieter, and Fudge Dragon, Petros the humble skinner can be counted among the coders. <img src="style_emoticons/<#EMO_DIR#>/william.gif" style="vertical-align:middle" emoid=":will" border="0" alt="william.gif" />
 
<!--quoteo(post=219860:date=Nov 2 2007, 07:31 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Nov 2 2007, 07:31 AM) [snapback]219860[/snapback]</div><div class='quotemain'><!--quotec-->...
Also I think you should only be able to pick up crew and gain the reputation increase if you don't have your maximum crew compliment. After all: You need somewhere to store these guys and you can't if your ship is already filled to the brim with crew.<!--QuoteEnd--></div><!--QuoteEEnd-->
I have to disagree.

We keep captives for ransom in the hold and they don't count as crew.
Our Officers, and Passengers, i.e. potential officers, don't count as crew either.

Think of it this way, the "survivors" are temporary passengers.

Their numbers are not great and would not be so burdensome that we could not care for them, at least long enough to drop them off at the nearest port where they could receive proper medical attention.

We go out of our way to rescue them from certain death by Sun, Sea, Salt, and Shark and take them to safe harbor.

A reputation "INCREASE" is definitely in order here.

BTW, here is what the five look like.
<img src="http://www.pix8.net/pro/pic/7888greeb/1075107.gif" border="0" class="linked-image" />
 
<!--quoteo(post=219909:date=Nov 2 2007, 12:29 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Nov 2 2007, 12:29 PM) [snapback]219909[/snapback]</div><div class='quotemain'><!--quotec-->Now to see if we can figure out how to limit it to critical hits.<!--QuoteEnd--></div><!--QuoteEEnd-->
That would be the solution so it isn't overkill.
 
overkill for the user or the crew? <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />
 
Nice screenshots, Petros! That should add some nice variety to the survivors. <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
You actually made one completely new skin, by the looks of it. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

For the flyers on critical hits: Have a look at the void Ship_HullHitEvent() function in PROGRAM\SEA_AI\AIShip.c. Pay attention to the SHIPHIT_PARTICLES and especially to bSeriousBoom. I *think* it should be possible to make a new particle system ("crew_impact" for example) in RESOURCE\INI\PARTICLES\particles.c. There are the Ship_Detonate(rOurCharacter, false, false) and Ship_Serious_Boom(x, y, z) functions that are triggered on a critical hit, depending on the SHIPHIT_PARTICLES setting. Ship_Detonate() is used on setting 3 and Ship_Serious_Boom() is used on the other settings.

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->// Big Boom on ship
void Ship_Detonate(ref rCharacter, bool bMakeSmallBoom, bool bMakeDead)
{
    if (!CheckAttribute(rCharacter, "Ship.Pos.x"))
    {
        Trace("Ship_Detonate: Can't find Ship.Pos in character with id: " + rCharacter.id);
        return;
    }
    //trace("for char " + rCharacter.id + " of ship " + rCharacter.ship.name + " do Ship_Detonate");

    aref    arCharShip; makearef(arCharShip, rCharacter.Ship);

    float x = stf(arCharShip.Pos.x);
    float y = stf(arCharShip.Pos.y);
    float z = stf(arCharShip.Pos.z);

    int iMinBoom = MakeInt(Bring2Range(6.0, 2.0, 1.0, 7.0, stf(GetCharacterShipClass(rCharacter))));

    float bx = arCharShip.BoxSize.x;
    float by = arCharShip.BoxSize.y;
    float bz = arCharShip.BoxSize.z;

    float fCos = cos(stf(arCharShip.Ang.y));
    float fSin = sin(stf(arCharShip.Ang.y));

    for (int i=0; i<iMinBoom + rand(2); i++)
    {
        float x1, y1, z1;
        x1 = (frnd() - 0.5) * bx;
        z1 = (frnd() - 0.5) * bz;

        RotateAroundY(&x1, &z1, fCos, fSin);

        y1 = 1.0 + y + frnd() * 3.0;
        Ship_Serious_Boom(x1 + x, y1, z1 + z);
        CreateParticleSystem("blast", x1 + x, y1, z1 + z, 0.0, 0.0, 0.0, 0);
    }
    if (bMakeDead) { ShipDead(sti(rCharacter.Index), KILL_BY_SPY, -1); }

    if (bMakeSmallBoom) { PostEvent(SHIP_DETONATE_SMALL, 600 + rand(1000), "l", sti(rCharacter.index)); }
}<!--c2--></div><!--ec2-->

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->void Ship_Serious_Boom(float x, float y, float z)
{
    CreateBlast(x,y,z);
    CreateParticleSystem("blast_inv", x, y, z, 0.0, 0.0, 0.0, 0);
    Play3DSound("ship_explosion", x, y, z);
}<!--c2--></div><!--ec2-->
 
<!--quoteo(post=220007:date=Nov 3 2007, 08:05 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Nov 3 2007, 08:05 AM) [snapback]220007[/snapback]</div><div class='quotemain'><!--quotec-->Nice screenshots, Petros! That should add some nice variety to the survivors. <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
You actually made one completely new skin, by the looks of it. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Yep, the center one. I just thought that the Laborio Drago Lo_man clone should stand out more.
Skinning is addictive, so after doing that, and not making any progress on flying men code, I half skinned a schooner.

As for the code, I was searching for several hours yesterday to see what calls for Palka, or Geo section to use, and couldn't find any. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
I'm guessing that this is hard coded in Engine and/or some dll.
I have a feeling that is another reason why this has not been done before.

All of the effects in Particles.ini are created using textures only. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

I don't see or know how to use *.gm models with this code. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
their faces are a bit bent to one side. looks kinda wierd. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--quoteo(post=220035:date=Nov 3 2007, 01:34 PM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Nov 3 2007, 01:34 PM) [snapback]220035[/snapback]</div><div class='quotemain'><!--quotec-->their faces are a bit bent to one side. looks kinda wierd. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
The Lo-man.gm maps it that way.
This has always been the case.
It would be a real pain to edit each skin to adjust and center the face, especially as no one really notices it while playing.
 
<!--quoteo(post=220037:date=Nov 3 2007, 01:43 PM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Nov 3 2007, 01:43 PM) [snapback]220037[/snapback]</div><div class='quotemain'><!--quotec-->true. it just looks wierd close-up, although it's unessesary to change it.<!--QuoteEnd--></div><!--QuoteEEnd-->
Right! I don't think anyone has noticed it <img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" /> until I posted screen shots.
 
<!--quoteo(post=220034:date=Nov 3 2007, 06:32 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Nov 3 2007, 06:32 PM) [snapback]220034[/snapback]</div><div class='quotemain'><!--quotec-->As for the code, I was searching for several hours yesterday to see what calls for Palka, or Geo section to use, and couldn't find any. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->True. I couldn't find "geo" either when searching for it. I didn't try "palka".

<!--quoteo(post=220034:date=Nov 3 2007, 06:32 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Nov 3 2007, 06:32 PM) [snapback]220034[/snapback]</div><div class='quotemain'><!--quotec-->All of the effects in Particles.ini are created using textures only. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->Good point. Though "geo" obviously does use models. But then that is not references in the PROGRAM folder. You could try this: Add <i>file = LowCharacters\Lo_man</i> to the <i>[smoke]</i> effect and see what effect that has. Perhaps you now <i>will</i> have crewmembers whenever smoke is generated. If this works, apparently it is possible to also add GM files into the particle effects. If it doesn't work, at least you tried. If it doesn't work, I'd suggest just keeping them flying crewmembers in there. It's too funny and too cool to leave out. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
I tried adding it in several places and nothing worked.

As Geo and the palka appear to be hard coded, I believe that there is no way to switch the flyers on and off.
 
In that case I vote for having them ON! <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
Or perhaps make them an additional download.
 
On a side note ... actually ... getting back on topic (we hijacked this one Big-Time), <img src="style_emoticons/<#EMO_DIR#>/danse1.gif" style="vertical-align:middle" emoid=":dance" border="0" alt="danse1.gif" />
the poor lad who started this thread, wanted help getting particles turned off.

I think part of the problem is that many but not all of the effects are coded using texture "particle effects" in the particles.ini file and can be controlled in the Buildsettings.h file.

Others, the [Geo] section of particles.ini seems to be hard coded and can only be controlled by directly editing that section of the file.

We would have to points folks to the [Geo] section of particles.ini so they could make the changes themselves.
This would obviously be needed for players who wanted to disable "Flyers" as well as the other particles.

Perhaps we should move the Geo section to the top of that file for greater ease of editing.
 
That's a good idea. Move all untogglable sections to the top of the file. Good one! <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
has it occured to you that geo and parka might be encoded files? there should be a decoder lurking around somewhere, but i haven't found it yet.
 
The code referring to it is probably in the DLL files in the MODULES folder. In the past four years, nobody has managed to decode them. It's not likely we are going to manage it at all.
 
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