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July. 22, 2019

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MultiUniverse Beta
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NavMap allows to have a few universes. Read multiuniverse.ini to get the declaring way and further details.

Installation:
• MultiUniverse.dll goes into EXE\
• multiuniverse.ini goes into DATA\UNIVERSE\
• Add MultiUniverse.dll in dacom.ini.

Updated on March 2014.

Attach file:


zip MultiUniverse 1.1.3b.zip Size: 369.05 KB; Hits: 240

Posted on: 2013/12/27 4:05
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Re: MultiUniverse NavMap Plugin (Demo Release)
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For a demo it looks not bad. Interesting someone actually made such a plugin
I am als surprised: it's the first time I see a FL plugin written in Delphi.

So far I think it's not very practical in normal use for mods, but further developement will turn this into a useable plugin for big mods that want to split up the map to keep a good overview.

Posted on: 2013/12/27 13:01
How to create .SUR files - Tutorial
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Re: MultiUniverse NavMap Plugin (Demo Release)
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Well, most of it seems to be in asm, wow

Looks awesome!

Posted on: 2013/12/27 13:58
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Re: MultiUniverse NavMap Plugin (Demo Release)
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Quote:

Skotty. wrote:
Interesting someone actually made such a plugin

No way, never seen never been . Link?

For now, this one already can be used, it contains a main base mechanics, but true - it's just an experimental one. I was getting to know to FL structures on the fly and was putting all things in one big mess, as a result hard to do smth now & lack of minor handlers(one more needed: playershiplocation-icon is rendered always whatever cluster you observing). It must be rewritten from scratch.

That was my first hooking adventure. As for delphi, it nicely served as a tasm for asm)))

Posted on: 2013/12/27 19:11
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Re: MultiUniverse NavMap Plugin (Demo Release)
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Quote:

WhiskasTM wrote:
Quote:

Skotty. wrote:
Interesting someone actually made such a plugin

No way, never seen never been . Link?

My mistake. Wanted to say:
Interesting someone finally made such a plugin

Posted on: 2013/12/27 20:03
How to create .SUR files - Tutorial
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Re: MultiUniverse NavMap Plugin (Demo Release)
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This is a good project.

Posted on: 2013/12/28 11:44
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Re: MultiUniverse NavMap Plugin (Demo Release)
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Very good work, Whiskas, well done.

As it works, who cares what its written in?

As long as it all bubbles down to 1s and 0s in the end! lol

Posted on: 2013/12/28 16:48
"C" for "Caterpillar"... "Cool"... "Cheesey"!
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Re: MultiUniverse NavMap Plugin (Demo Release)
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this is considered as near as possible to awesome by me!

Please keep on, i will test it as soon as i have some time and will give some feedback.

Thanks for sharing it!

Posted on: 2013/12/29 12:37
Open in new window

>>> If this is the solution, i want to have my problem back! <<<
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Re: MultiUniverse Beta
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Finished. Uploaded in the first post.

With jumpgate button additionally hooked a base list. Spent time jumping into all clusters with different navmap's states, this time everything is perfect, i guess. Have fun!)
__

Damn, missed territory plugin...

Posted on: 2014/1/3 4:32
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Re: MultiUniverse Beta
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@ Whiskas

In my mod I use fancymap.tga 1024x1024 :
nav_prettymap.3db HD

Posted on: 2014/1/4 11:39
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Re: MultiUniverse Beta
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For 1024x1024 scale factor (the 5th param ) is about -0.7.

Code:
[fancymap] 
mapping = 1024_1x1

[1024_1x1]
mapping = 0, don't use,0, 0, -0.7, 1.175, 1.5,  1 ; full galaxy background 1024x1024
.......

Posted on: 2014/1/4 12:13
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Re: MultiUniverse Beta
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I do not understand how to configure :
x, y, scale, squeezex, squeezey

Your fancymap are 256x256 x8 pictures, 4x2 = 4 pictures for 2 lines, = 1024x512.

In ClusterNavMap.ini :
Code:
;mapping = index, nickname, x, y, scale, squeezex, squeezey, ids_name
[4x2_Example] 
mapping = 0, don't use,  0.1225,  0.1375,  -0.235, 1.566, 1,  60239 ; "HAZARD" galaxy 
mapping = 1, cluster_1,  0.3675,  -0.1375,  -0.235, 1.566, 1,  24200  ; will print "MISSION 12" for this cluster in the navmaps's bottom  
mapping = 2, cluster_2,  0.1225,  -0.1375,  -0.235, 1.566, 1,  60247 ; "Debris"  
mapping = 3, cluster_3,  -0.1225,  0.1375,  -0.235, 1.566, 1,  47051 ;"LSF" 
mapping = 4, WHATEVER_NAME,  0.3675,  0.1375,  -0.235, 1.566, 1,  60249 ; "Black Hole"


Do you know if 1024x1024 x8 pictures ( 4096x2048 ) work?

Posted on: 2014/1/5 18:47
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Re: MultiUniverse Beta
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@starworld

Absolutely the same as in "4x2_Example". I tested it by adjusting image size of that 1024x512 texture in video to 4096x2048 and just launched the game.

Those params serves to project a textures's region that should be fit the NavMap for each universe, sort of that. I've failed to fool crc "database" by loading a few 3db files so got more tricky way.

Posted on: 2014/1/5 20:38
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Re: MultiUniverse Beta
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wow your multiverse looks great, what goes into the cluster inis?

Right now it just crashes on me

Posted on: 2014/1/9 0:03
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Re: MultiUniverse Beta
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Finalizing. Attached in first post.

• Sectors visit flag emu (depends on systems inside you've visited).
• Drawing lines between sectors and highlighting ones when best path been made.
• Sectors can have visit 128.
• Autohide player location button.
• No more core.dll.
• Minor fixes for navmap behaviour.

Posted on: 2014/3/13 9:45
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