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May. 18, 2021
The Starport Forum Index > All Posts (SilentAssassin82)

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Re: CMP Editor
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I've used the 0.2 version of this and i always liked it for changing the texture colours using the colour picker, very easy to use.

Posted on: 2009/8/6 16:10
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Re: More than 3 ships at the Ship dealer
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There's also entry's in the THN scripts for the Mounts that the ship uses in the dealer.

Posted on: 2009/3/28 4:58
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Re: Where Does Your Nickname Come From?
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Return to Castle Wolvenstien and Battlefield 2 and my anti social behavour with the sniper rifle.

Posted on: 2009/3/6 5:25
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Re: Sorted ??
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Ive known Angelfire through the Discovery mod for a long time now. And this is the very same guy that got pictures of Super Models from a shoot he was doing. Holding signs saying i love Discovery. And i love the Reapors of Sirius a clan im part of amongs other goodies.

If theres somone that can get this done. Its Angelfire.

Posted on: 2009/2/23 17:56
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Re: DX9 Hooks?
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I think enbseries works pretty perfect. ENBseries 0005 gta <<this one here. The only thing wrong with it is that the startup screen flashes when you bootup the game.

Posted on: 2009/2/11 18:29
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Re: Chnaging effect of thruster
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Quote:
That is precisely what I set out to accomplish the other night, and I had in my mind several methods of doing so. However due to the unique way that the thruster ALE functions, I could not figure out a way to replicate the effect. I threw every ALE editing trick in my book at it, but could not find a satisfactory solution.


No your right mate. I did kind of get it to work, but the thruster only fired once and once only. You had to either log off or dock to get it to fire again. And thats about as much use as a chocolate firegaurd.

Posted on: 2009/1/27 22:22
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Re: Chnaging effect of thruster
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I dont know about being able to re-create those Viper engine effects through the thruster. 1 reason for a start is you would need to have the same amount of thruster hardpoints and thrusters as you do engines on the ship you intended using the effect on. But you could do it easily through the cruise engine. You could just make the cruise flame as close to size, shape and pressure as your normal impulse engines. And then use the charge glow to recreate the flash right before you enter cruise.

Although this could also be done by the timing through the thruster.ale just have it work up to the flash and then instead of haveing the larger flame at the end of the effect when the thruster is at max have the smaller flame. But like i said i think the only way this could work using the Viper as an example. Is to have 3 thrusters on the ship.

Posted on: 2009/1/26 20:51
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Re: new animation
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I was trying to get the animation to work when you fired the forward cannon. But it wont work for some reason. Is it possible considering the animation is in the ship.cmp instead of the actual gun?

Posted on: 2009/1/17 12:53
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Re: new animation
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I think your right. Im just wondering why it isnt working. Th liberty cruiser forward cannon dosnt have anything to activate it. Ive tried pretty much everything i can think of.

Posted on: 2009/1/16 16:10
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Re: new animation
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Ive kind of had a dig around at this. Now this is me compleatly shooting in the dark but its worth a try. First off i put the Common.dll through a decompiler. And found alot of refrances to animations. But ive went for the obviouse ones. They go somthing like this.

bay_door:

char aBay_door_anim[]
.rdata:063A16D0 aBay_door_anim db 'bay_door_anim',0 ; DATA XREF: Archetype:hip::read(INI_Reader &)+30o

open_anim:

; char aOpen_anim[]
.rdata:063A1800 aOpen_anim db 'open_anim',0 ; DATA XREF: Archetype:olar::read(INI_Reader &):loc_62F34D0o

use_animation: This is the one i think we need for the missing animations.

aUse_animation db 'use_animation',0 ; DATA XREF: Archetype::InternalFXEquip::read(INI_Reader &)+12o
.rdata:  ; Archetype::Launcher::read(INI_Reader &):loc_62F61C3o

Now the first 2 i kind of figure that those are pointing out theire .ini files in these lines here

XREF: Archetype:hip::read(INI_Reader &)+<< Shiparch.ini

XREF: Archetype:olar::read(INI_Reader &):<<Solararch.ini

So am i right here? Im realy not sure. But if this is the case then it meens use_animation. Wich is the one i believe that all these missing animations belong to should have its own .ini along the lines of

InternalFXEquiparch.ini

Could this be the case. Like i say im not sure at all. But it just seems obviouse to me this could be an answer to this.




Posted on: 2009/1/16 12:23
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Re: Missing weapon FX
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Heres another one of the missing ones for those who cant wait to see what they look like.

http://i352.photobucket.com/albums/r3 ... tAssassin82/screen193.jpg

This is the ku_tachyon. Most of the Kusari guns have been left out. Flashgranade is just a bit like a camera flash. Theres sound effects aswell not in use, explosions also they must have just been abandoned when they were pushing for the release. Its a shame realy.

Theres alot been created for The new Discovery mod. Nomad Tradlanes things like that. I cant post anything about them yet. Theres not been a public beta released so i wouldnt want to spoil it.

ALE editor is a great programme. LS done great work on that. Its realy easy to use. It will take you less than a couple of weeks to work out what everything does. And all .ales can be recompiled. If anyone has trouble compiling a .ale file i have no problems in sharing. Give it a try thats all i can say. And you will forget that theres been weapons left out. You will be more concerned about how far you can push the effects you create. And you can make some nice ones realy easy.

Posted on: 2008/12/22 1:50
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Re: Missing weapon FX
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If you have a good look in the effects.ini theres alot of effects not even been coded in to FL. Some realy nice ones aswell.

ku_plasma_04.ale theres one. And this is what it looks like ingame.

http://i352.photobucket.com/albums/r3 ... sassin82/ku_plasma_04.jpg

Theres realy alot of stuff not in use. I just thought i would share that with you. You may already know though.


Posted on: 2008/12/21 13:07
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