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.
-.....---.--.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 no ice or ANY other states of h2o
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).
64-bit exe AND the possibility of altering the number of resource asteroid spawned with each planet.
but honestly, is a version 4 going to happen?
-.....---.--.a fully multithreaded (at least four threads,perhaps 1 thread per player/ai )64 bit exe with full ram availability, and also textures and scaling specified in the entities (planets and ships especially),the galaxy files able to specify resource asteroid types and counts, and no ice or ANY other states of h2o
change my request to this
or if nothing, release the source code of the tool.
dark_ansem, I CAN release the source code for MY utilities, BUT the galaxy file issue stems from the game engine.
not YOURS harpo, the Galaxy Forge's source code, if they don't want to develop it any longer.
Devs, anyone?
to the best of my limited knowledge, the galaxyforge is from ironclad, and was updated with a new version for rebel that is incompatable with the trinity version (that is seperately downloadable)
Gosh, it is still alive!
and some of us will KEEP -.....---.--.a fully multithreaded (at least four threads,perhaps 1 thread per player/ai )64 bit exe with full ram availability, and also textures and scaling specified in the entities (planets and ships especially),the galaxy files able to specify resource asteroid types and counts, and no ice or ANY other states of h2o
Or they could release the egine altogether. those with time and skill could simply alter it as they see fit.
teun-a-roonius, I had mis-positioned the crlf, shound have been
Ahhh! It's all so clear to me now! Another bump!
but I do feel that this tread is in a bit if a sump as it has not managed to even get any of the desired requests to even be answered.
What's wrong with H2O?
it KILLS computers and electronic components that have not been sealed against it, BUT for non-electronic things it is ok to needed
What about water cooling? That's pretty cool stuff.
Ha. Ha. Yeah... now I feel like backing out of the room slowly...
most of the water cooling systems are completly sealed, BUT if they spring a leak YOU lose the computer as the water tends to short out and corrode most materials used in computers
The thread has been read many times We have more Sins stuff coming up so its easier to include these kinds of changes. I'll take a look at how much effort it would take to allow the radii to be based on the spawning entity if left blank. But no promises!
*Gasp!* Lavo your prayers have been answered! Someone no less than Blair Fraser acknowledged this thread exists! That must mean whatever was chasing the Vasari has arrived and the universe is about to end.
If you do end up taking a look at these kind of things, could you also see what you could do about letting us spawn stuff at stars? Even the "Always" condition fails to cause anything to spawn at star entity types, in either random or premade maps.
We won. Giggity.
This is great to hear. Thank you for doing whatever you can regarding this!
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