It's model 370 and there's nothing in the tris file to prevent the text being drawn.
I posted the save game here if it helps![]()
Unfortunately, I'm not seeing the same issue here with Gernot's model. :S
It's model 370 and there's nothing in the tris file to prevent the text being drawn.
I posted the save game here if it helps![]()
Unfortunately, I'm not seeing the same issue here with Gernot's model. :S
Wow Andy, that's a comprehensive update! Will enjoy playing around with it!
When you say you've added the 'option' for the system import/export market display, does that mean I have to activate it manually somewhere?
Cheers!
Me again!
The missiles turn and leave for their target quite nicely, although they "jump" from their mounting when launched to a point below my ship before heading off. The "exhaust smoke" seems to be out of position too.
The versions text document refers to "Enhanced the system information view to display how many starports and orbital stations are present.". Where is this? I can't see it!
I like the option to "Hide Trade Info Without Stations" but when the screen is first entered, the commodity headings ie. major exports, minor exports etc. are still visible. Is this intentional?
I'm having great fun with the wingmen option in the developer console and there's lots of info to display, which I find quite interesting. However it seems to me many of the other features such as adding equipment to ships are covered by Buffet, and in a nice GUI as well. Or am I missing something? :O
It's normal that missiles eject quite far from the ship - I haven't changed that, and I'd assume they're starting outside of the collision sphere that surrounds the ship to reduce the chance of flying through/colliding with it. The smoke has always been misplaced. JJ attempted to fix it IIRC. But missiles also decelerate and then the smoke can overtake them and appear out of position. I'd like to change missiles so that they don't start to decelerate near to the target (they use autopilot code) but haven't got a solution yet.
Station counts are in the main 2D system screen, after the major bodies count. (F7) - just a thought - if you have your own separate translations language subfolder, you'll need to update "strings_6796.dat" with that from the "EN" folder.
Empty Trading screen is to be expected as I've not tried to hide/disable the button per-system. When navigating the sector view, it doesn't have the information to know that the system has no stations/star-ports, it only calculates that extra data once you click on one of the info views.
Console is primarily for me at this point I guess, it doesn't replace BUFFET for most things and certainly not for players who don't want to start dabbling with values in memory or... typing!
I'm not sure if BUFFET lets you create/edit other ships, I'm not that familiar with it, but the console does.
It'll also let me select any destination system and hyperspace to it to test something, it'll show me which planet/station/star-port objects are in use.
It's a starting point to being able to query/update stuff. e.g. I want to look at the mission entry for the final thargoid storyline and see what gets updated when you refuse or accept to help them. I know where the data is held in memory, but not the format. Hopefully I'll be able to examine this a little more easily now, perhaps leveraging scripts rather than pausing the game and manually debugging to view memory locations.
Crumbs, I just looked at my FFED3DAJ install and it's 1.75GB! I can strip it down quite a bit by removing the videos but it'll still be a fair old size. I'll sort something out over the weekend and pm you when it's ready. Thanks!btw I should have suggested - if you want to zip up your install and pm a share to me, I'll take a look and see if I can't figure out why those adverts are broken.
Crumbs, I just looked at my FFED3DAJ install and it's 1.75GB! I can strip it down quite a bit by removing the videos but it'll still be a fair old size. I'll sort something out over the weekend and pm you when it's ready. Thanks!![]()
Just the models folder and config file would be enough actually if that helps
No worries, it's a helper for me and I see it as a companion to BUFFET. It can do most of what that does, I think except for taking over an AI ship, but the GUI is always going to be faster & easier for the general stuff and there's no sense re-inventing the wheel. Being able to directly query values on objects or in the main game values structure is going to be much easier to work with than using Visual Studio's debugger, never mind updating them too.I certainly wasn't saying that the console is useless but I was a bit concerned that you might be devoting time and effort to creating something which is already available. Buffet allows you to edit and delete ships but AFAIK can't create them. I'm sure I'll be using the console a great deal as I like to experiment with the game!
Cheers Steve.
I've taken a look and it's model #86 that's triggered the issue. Gernot's been a little creative by using the model that represents the star port to add animated cars to drive around the roads (although I'm not sold on one being a batmobile!)
I guess I know the FFE code a lot better now though to look at hooking the assembly routines to try tracking the objects hierarchy more accurately and if that pans out, to simplify the text-suppression code. So that's the next task. No promises of an ETA this side of Christmas though!
I had a couple of hours free this afternoon that I was originally thinking to try out ED but honestly it was more appealing to implement some value storage/retrieval instead! (Next target is to allow mapping the scripts)
Ah, but doing that is causing problems rendering other starports, such as Fort Donalds in the Achernar system, as you mentioned in your last post.Nice one Andy! I disabled model 86 - as a temporary measure - and I've got my adverts back!
Ah, but doing that is causing problems rendering other starports, such as Fort Donalds in the Achernar system, as you mentioned in your last post.
Given the choice, I've reactivated model 86 - which means no adverts on some buildings but spaceports drawn correctly![]()
Sorry, that was a bit vague, wasn't it! [noob]Fort Donalds is a space station though - model #74. If there are "problems" (bit vague there Steve!) then they would be unrelated to model 86 being loaded or not.
What problem are you seeing there?
("list stations" in the console will show you the all the station/starport types present in the system)
Ooooooh! That's freaky!![]()
you can spawn a bunch of Mk1 / Mk2 Vipers, rename their ship ID's to "Police" (via BUFFET for now), they'll be automatically re-skinned as police ships and voila, you're chief of your own private L.E.A! Right on commander!
logging off
if wingman 30
#set name to Police
objpoke c byte 0x124 0x50
objpoke c byte 0x125 0x6f
objpoke c byte 0x126 0x6c
objpoke c byte 0x127 0x69
objpoke c byte 0x128 0x63
objpoke c byte 0x129 0x65
objpoke c byte 0x12a 0x0
else
print Unable to spawn new wingman
endif