With one of the recent release builds of Rebellion, support for map version 3, which did not have the forced moveAreaRadius and hyperspaceExitRadius inserts, was cut. I feel that this lack of support takes much away from making maps.
As version 4 does not allow for the various Random objects to have an moveAreaRadius and hyperspaceExitRadius based off the entity of whatever spawns, taking away an additional form of chance or "randomness". For example, if one puts a WeightedRandom in a map, regardless of spawns, such as an Ice planet or a Dead Asteroid, they will have the same movement area. Plus, nor does it allow, for modders, the ability to put in suns of various sizes with different areas of movement.
Due to these, however futile it may be, I request that either map version 4 has some sort of option to let the moveAreaRadius and hyperspaceExitRadius be left blank or allow for a wildcard symbol (aka. the game loads these values from the planet/star's entity file as in the past), or that map version 3 support be re-added.
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The ability to change a ship's scale via a variable in it's entity file would be nice, as would the ability to define a set of textures in addition to the mesh, in the entity file. This way one could have a differently skinned ship without having to put in an additional mesh file.
64 bit exe with full ram access, multithreading, and texture specification in entity
I can't do all the weird parenthesis things you guys have been doing but here's my bump.
I want minor factions and maybe minor races as the neutral factions, with perhaps one unique ship and some other stolen or modified designs from other factions, (the major ones).
what parenthesis things?
and yes the militias could possibly have one or two small ships from other than tec,
and 64 bit exe with full ram availablility, multithreaded, and aslo textures specified in the entities (planets and ships especially)
btw I was using morse
the militias could possibly have one or two small ships from other than tec,
64 bit exe with full ram availablility, multithreaded, and aslo textures specified in the entities (planets and ships especially)
64-bit multi-threaded exe with full RAM usage, and have the scale/textures of meshes specified in the entities (especially for planets and ships).
Additionally, if scale can be included in an entity, the shield mesh scale should be included as well; this way one can use the same mesh for the unit itself and as the shield mesh, but with slightly different scales, which could save up on RAM.
64 bit exe with full ram availablility, multithreaded, and aslo textures and scaling specified in the entities (planets and ships especially)
bump
a fully multithreaded (at least four threads)64 bit exe with full ram availability, and aslo textures and scaling specified in the entities (planets and ships especially)
Dit dit dash dot dish dash dishie dashie dotie dash
Bippidi Boppidi Bump.
-.....---.--.a fully multithreaded (at least four threads,perhaps 1 thread per player/ai )64 bit exe with full ram availability, and aslo textures and scaling specified in the entities (planets and ships especially)
A nice soundtrack, as good or better than the current Sins.
FEE FI FO FUM I HAVE COME TO FEED ON POINTLESS THREADS
-.....---.--.a fully multithreaded (at least four threads,perhaps 1 thread per player/ai )64 bit exe with full ram availability, and aslo textures and scaling specified in the entities (planets and ships especially)(and a means of using ponies for food for the population )
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