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Messages - GeoModder

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101
Scripting / Re: Nexus and problems with widescreen
« on: December 28, 2015, 18:30:51 »
Any way we can change the font size?

Just tried the following: in Nexus - The Jupiter Incident\gui\title, change the parameter fontsize.
It is 3 by default. Changing it to 1 showed me a significantly smaller title size at the onset of mission 11.

Looks like, if we want, we could even change the color.

102
Scripting / Re: Nexus and problems with widescreen
« on: December 28, 2015, 15:29:03 »
 ;D

103
Scripting / Re: Nexus and problems with widescreen
« on: December 26, 2015, 19:33:36 »
Well, changing the position of the briefings is an ugly fix. But it gets us closer to a 16:9 brief. It's going to take many hours and work to get all the briefs close to correctly. Something I don't want to commit to until there is no other option.

I've been looking through the different files and haven't seen anything that would change the resolution of the briefs themselves. I wish the briefing.gui did what it looks like its supposed to do, but sadly that isn't the case. I think I gotta pull that card for more information here.  ;)

Yeah, bummer on all of that. :(
And repositioning all kind of things in briefing files won't fix it all if the 'sector/planet' in question isn't completely visible. All in all, it would only work perfectly for one particular resolution, and that's it.

104
Scripting / Re: Nexus and problems with widescreen
« on: December 26, 2015, 17:51:23 »
Frankly, I'm out of ideas of where to look for briefing renderings (and titles as well).
It could as well be hardcoded in the engine. :(

In other news, I *think* I finally found which parameters to adjust to get the planets of Sol rotate in the right direction. Luckily I had two old inverted test textures of Earth and Mars lying around on my backup drive. Antarctica is now clearly visible in daylight at CE 01/01/2112 (local summer), with the sun setting in the west instead of east.

So if by good fortune somebody manages a working texture converter for the game, I could offer a rectified Solar System once my number tinkering is triple checked and adjusted.

105
Scripting / Re: Nexus and problems with widescreen
« on: December 26, 2015, 02:26:32 »
If you use 1920x1080 resolution, I bet ya the stretch is 16x10. ;)
Which translates to 4x2.5 compared to 4x3 ratio on the older resolutions. But that excludes the 1280x1024 resolution (included in the game), which is 5x4 and clearly works as intended.

106
Scripting / Re: Nexus and problems with widescreen
« on: December 26, 2015, 01:52:31 »
The same as in the video you posted.
Clearly things get stretched. Just comparing the width/size of Finn's explaining boxes and picture tells us that.
Its almost likes the briefs and titles get 'doubled up'. Once with a new custom resolution, and then again with things getting stretched beyond monitor size. I wonder if having a second monitor linked, and in extended view mode, would show things better.
But I don't have a second monitor, so can't check on that.

107
Scripting / Re: Nexus and problems with widescreen
« on: December 26, 2015, 01:26:45 »
As far as I could see, changing the values of the files in the gui folder to your custom resolution doesn't change a thing. Standard value there is "0 0 1024 768".
Drawing symbols/arrows from map objects towards another works just fine. The problem there is that objects are often off-screen. 'Hard' positioning (by coordinates) fails miserably.

I wonder if the guy who recently gave us part of the texture converter code on facebook could shed some light?

108
Scripting / Re: Nexus and problems with widescreen
« on: December 25, 2015, 14:51:40 »
Yes, I see it now. I tried it out with 1920x1080 resolution.

Tinkered a bit, and it seems changing the FOV values in rendering.ini also has an effect on the location display of some of the briefing icons during briefings even when playing with one of the standard Nexus resolutions.
Normal values are 70 45 46.826, but when leaving it 90 45 46.826 after switching from a custom resolution to a standard one made the overlay icons not be centered on their respective briefing object locations anymore.

Overall, I think the game calculates positioning from a 'standard' resolution, and extends things off-screen when the height/width registry values are changed to a non-standard resolution.

109
Scripting / Re: Nexus and problems with widescreen
« on: December 22, 2015, 11:17:08 »
Never did more then browsing through the briefing files. But mission intros not looking good? In what way?

110
Modding Tools / Re: Issue running Nexus' model / texture converter
« on: December 14, 2015, 18:16:14 »
Not to mention Charon, Vesta, and Ceres. ;D

111
Modding Tools / Re: Issue running Nexus' model / texture converter
« on: December 14, 2015, 15:12:30 »
An update. The lead coder on Nexus came forward and released the source code for the converter. Hopefully that should give us enough insight to make a new one. ;)

Wow. 8)

On a side note, how are people feeling about trying to update Nexus assets? To do a community graphic enhancement?

Only Nexus assets? ;)
I would love to see/import new planet textures, surplus old earth meshes, and textures for those for a couple other corporations like AeroSpace and Orbital ingame. 

112
Modding Tools / Re: Issue running Nexus' model / texture converter
« on: December 10, 2015, 23:41:30 »
Hi as well, Old Dragon.  :)

It simply doesn't appear. And yes, I checked on the compatability. Most of the time admin is disabled at my machine, so it shouldn't have been active back in the days when the converter still worked.

113
Modding Tools / Re: Issue running Nexus' model / texture converter
« on: December 08, 2015, 23:58:58 »
I recently re-installed the game again (on Windows Vista), and the converter doesn't seem to work too.
Does anyone know if there was a special action/trick needed to let it work on this OS?

114
Scripting / Re: Speeding up the IP drive
« on: December 01, 2015, 17:57:07 »
Bit late to the party, but have you tried running engines on 200%. IIRC, that shortens the 'build-up time' for the effect.

115
After you, my child... :P

117
i hv tried with changing the setting back to default, but it proves no use

 :'( if it cant be solved, i b forever stuck here

To see the effect of changes, you need to start a new campaign and play back up to this mission. The tacticstypes.ini file is embedded in the campaign save(s).
I'd say I offer the use of a save of this mission, but I don't have one anymore, and don't have the time to play up to this mission atm due to traveling reasons.

118
I don't recall this mission being buggy, but its been a long time since I played it.
My guess is one of your changes made it crash.

119
jz as the title suggest

the game crash when i finish the mission

anyone can help? PLEASE~~

FYI
i hv made modifications to some .ini files

npcs.ini (charactor skill level)
episode 1 -> 6.ini (resource point)
tacticstypes.ini (angelwing specs & ghost ship hp)

Version number of the game? I presume 1.01, but you never know.
The game crashes when the mission is literally finished? Meaning you accomplished the goals, and the UI fades out and you're going to the next mission?
To make sure this is the same mission we're talking about, it is the one in the Herlas system where Cromwell has peacetalks with the Gorg emperor in the battleship "Warcry", right?

120
Help / Technical Support / Re: Non-Playable race
« on: March 29, 2015, 20:27:15 »
Can't help you there. I never played with the Stargate mod.

121
Scripting / Re: Question on how to edit rp in campaign
« on: March 29, 2015, 20:26:03 »
Have fun. :)

122
Scripting / Re: Question on how to edit rp in campaign
« on: March 24, 2015, 17:55:56 »
Is there somewhere a documentation?


Besides the Mithis mod document that ships with the game, I don't think so. And I don't recall ever seeing this GroupFire parameter described. Can be wrong about that though.

You can try if Arparso's Wiki describes this parameter.

http://nexusthegame.net/wiki/Nexus_-_The_Jupiter_Incident

123
Scripting / Re: Return resource points back on unmount devices
« on: March 24, 2015, 17:53:39 »
Of course, i can do that, but i will do some little modifications.  ;)

Its not something I know.
But in-universe, the spending of RP's represents not only the materials, but also the time needed to mount/dismount said devices in their slot. So in my view that's the sole reasonwhy  you don't get your RP's back when trying out.

124
Scripting / Re: Question on how to edit rp in campaign
« on: March 23, 2015, 17:06:24 »
Can anyone explain how do i do this
"1)  Add more fighters/bombers/gunboats per squadron say from 3 to 12 in the campaign for good and bad guys"

I don't recommend it. The game will crash due to too many graphic models on the scene.

But to answer your question. If I'm not wrong, you adjust the number of the GroupFire parameter of a fighter/gunboat/bomber weapon (devicetype) in the tacticstypes.ini file

125
Scripting / Re: Return resource points back on unmount devices
« on: March 23, 2015, 17:05:18 »
Mosttimes I made a save before spending my RP on the ships.

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