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Messages - GeoModder

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76
Scripting / Re: Nexus and problems with widescreen
« on: January 08, 2016, 17:33:17 »
Going through the files myself as well. There's some text errors here and there. For instance, the cruiser Avalanche being named 'Avelanche' in episode 4 briefing messages.

77
Scripting / Re: Nexus and problems with widescreen
« on: January 08, 2016, 17:08:22 »
Well, I just listened throughout the voice files as well. There's one instance he's (probabally mistaken) called 'Rear Admiral' and one where he's called 'Captain' by Sweetwater in the latter part of episode 4. Which means box headers would need to be adjusted if we feel it important enough. ;)
Throughout Episode 5 I heard him called 'Rear Admiral', and in Episode 6 he made it to 'Vice -Admiral'.

Cromwell being called 'Admiral' instead of 'Vice Admiral' isn't that far fetched. It is sometimes done when there's no other officer of equal or higher rank nearby as a short nomer. Like calling a 'Chief Petty Officer' a 'Chief' for saving time.

78
Scripting / Re: Nexus and problems with widescreen
« on: January 08, 2016, 15:49:14 »
Have you noticed that during episode 4 Cromwell is addressed as 'Commodore' in voiceovers, but as 'Rear Admiral' in briefing texts?

79
Scripting / Re: Nexus and problems with widescreen
« on: January 08, 2016, 12:33:36 »
Will prove useful after mission 52 (I found some old saves up until that mission).

In other news, there's a text error in 44_1_Brief_5 of briefing 44: "Unsuccesfull" instead of "Unsuccessful".
And "feet" instead of "fleet" in the same box. ;D

Placement of the boxes looks okay.

80
Scripting / Re: Nexus and problems with widescreen
« on: January 08, 2016, 00:05:33 »
I *should* have time to enjoy your work tomorrow. Weekend starts a day earlier this week. :)

Now I have to find saves for after mission 41 as well. In my current playthrough I haven't been able to defeat the Gorgs fast enough before the Mech wakes up and blasts Angelwing to its makers.

And I made it to CPO! 8)

81
Scripting / Re: Nexus and problems with widescreen
« on: January 06, 2016, 17:36:55 »
Will have a look at that brief then ;)

Edit: fort shield = fortress shield?

Criuser instead of cruiser.
But I think it should be fortress shield as well.

82
Scripting / Re: Nexus and problems with widescreen
« on: January 06, 2016, 09:52:20 »
Back to business. [/Norbank]

;D

Mission brief 33 and 34 look perfectly placed. There is one text error in the Gorg Epsilon fleet description of briefing 34, but that's from the creators, not you Sargoth.

And the first 2-system brief seems to be a succes as well. Welcome in Rhaggra territory, Specialist. 8)

83
Mod Development / Released Mods / Updated Sol System file
« on: January 05, 2016, 19:43:40 »
Hi all.

Finally finished updating the ingame Sol.system map to today's standards (as compared to 2004 when the game came out).

Added several (dwarf) planets, moons, Jupiter's Trojans, and Centaurs (comets).
Also, I inverted the Solar System and added inverted textures for Earth and Mars.
The result is that Earth and Mars now rotate in the correct direction (east to west) and all objects orbit counter-clockwise around the sun. The 'dark sun' object from the lightning patch is also included for those who can see the effects with their graphics card.
Included as well are text files labeling the planets, moons, and objects, in the starmap to show more variety there.

How to add this to the game?

For starters, make a copy of the original files just to be on the safe side.
The files that overwrite existing files are sol, sol.system.bg, diary_texts, gssm_details, and gssm_infos.
The texture files all have new names so don't overwrite existing files. They can simply be moved to textures\planets.

Thereafter, you can decompress the attached folder, and move the included files to the correct locations.
I added subfolders to show where each file has to go. Basically, its only to 3 folders, thus not much work.

Hope you enjoy this, and comments are welcome. :)

84
Scripting / Re: Nexus and problems with widescreen
« on: January 04, 2016, 22:43:35 »
The two last mission briefings of episode 2 look okay.
The last text of briefing 31 seems to be down out of sight of the screen ("the battle on the Gorg station begins" or something like that). I see it when I play your adjusted briefing in 1280x1024 resolution, but not in 1920x1080.

Edit:
All right, that was the fourth then. Briefing 32 looks fine as well.
I'd say my only nitpick would be ship meshes and text partially overlapping one another in some of the briefs.
OTOH, the text isn't really long enough to justify creating a separate picture box like in briefing 16, even if there was enough place to do so. Things are getting crowded in these last briefings.

85
Scripting / Re: Nexus and problems with widescreen
« on: January 03, 2016, 22:06:21 »
Good, gives me time to work on Sol. :D

86
Scripting / Re: Nexus and problems with widescreen
« on: January 03, 2016, 00:36:56 »
Looks good too. Well, beside the Norbank factor of course. ;)

87
Scripting / Re: Nexus and problems with widescreen
« on: January 02, 2016, 17:38:04 »
Plays out perfectly! :D

88
Scripting / Re: Nexus and problems with widescreen
« on: January 02, 2016, 14:50:23 »
I know, I already added it at my end. ;)

Yeah, either without the circle or perhaps instead of Pluto the arrow pointed at the Shukenja (Beta)/asteroid location with a circle would be better.


89
Scripting / Re: Nexus and problems with widescreen
« on: January 02, 2016, 13:06:51 »
I assume you've already seen the text error in the screenshot. Do you know where to add text to the headers of the briefings?

In the end, it's a bit odd not to have Pluto circled instead of the circle sitting in the (dwarf) planet.

90
Scripting / Re: Nexus and problems with widescreen
« on: January 02, 2016, 12:54:11 »
I tried the 000 texture. Honestly I feel the Still texture is better, even if it is stretched. I feel it gives the whole brief a bit more personal, up in your face, than the 000 one.

Just offering alternatives. ;)

91
Scripting / Re: Nexus and problems with widescreen
« on: January 01, 2016, 21:41:41 »
Happy New Year all. 8)

First a question: does CmdrKoenig's editor work for anyone? At my end, a window appears with the rotating Nexus logo top left like the game does, but after a couple seconds the window crashes. I placed the program in the main Nexus - The Jupiter Incident folder since that's where a binkw32.dll library sits.

@The Old Dragon
That's a nice offer from your boss. :)
I already have Earth and Mars inverted from years ago when the Mithis converter was still working though.
Don't know if its worth the effort for the other main planets of the Solar System, but Pluto/Charon, Vesta, and Ceres might be worth it if I can find good enough surface maps of those bodies.

You say you don't have a model to convert yet? How about a test if its possible to tinker with the existing main asteroids in the meshes\planets folder by creating a copy of the mesh and linking it to another texture?
It would give us more variety for those rocks to use in different star systems.
For instance, atm my adjusted sol file uses twice the mesh sol_ast_ vesta for the main asteroid belt objects Vesta and Pallas.


Making nice progress on the sol.system file. Neptune and Saturn's moons still need to be aligned with the axial tilt of their respective planets (gonna be a tough one on Saturn because of the rings), and in the end deciding where to put the limit of objects to add. There's already 8 main planets, 5 largest dwarf planets known today, 3 largest asteroids, Jupiter's Trojan asteroid 'clumps'. Thinking of adding Neptune's Trojans as well and a couple Chiron objects, while removing most of the comets since the latter seem to be comet-like anyway.

@Sargoth
A sort of hack solution could be to split the text in two windows which so to speak play one after the other. But I don't know if the audio file needs to be split in two as well to let that work

92
Scripting / Re: Nexus and problems with widescreen
« on: December 29, 2015, 21:48:18 »
A tip to  make the briefing text/picture boxes somewhat smaller: use the "000" texture instead of the "still" texture for any given NPC.

93
Scripting / Re: Nexus and problems with widescreen
« on: December 29, 2015, 19:42:40 »
Gives me (a bit) time to study your changes. ;D

Happy New Year. :)

94
Scripting / Re: Nexus and problems with widescreen
« on: December 29, 2015, 18:17:20 »
I see. I only looked at the destination point of the arrow, not the origin of the arc.

95
Scripting / Re: Nexus and problems with widescreen
« on: December 29, 2015, 16:44:44 »
Arrows look better indeed. How did you do it?

EDIT: after comparing, the arrows in the old(er) one and the new one look similar? What did you change?

96
Scripting / Re: Nexus and problems with widescreen
« on: December 29, 2015, 15:43:41 »
All the briefs I saw sofar look good. Maybe just a little correction for the red arrow of the Kissaki fleet flying from Mars to the Sunflower, but I suppose that's impossible if the arrow is generated from location to location and now with coordinates.

As Cmd. Koenig said, the horizontal stretching is a bit odd. Not so much for the text, but for the pictures -and markers shown in the briefs. At the very least cropping the 'box' there should be done.

Looked at the 16 brief for comparison, and your work is heaven compared to it. 8)

97
Scripting / Re: Nexus and problems with widescreen
« on: December 29, 2015, 12:11:59 »
I will. After work. ;)

98
Scripting / Re: Nexus and problems with widescreen
« on: December 28, 2015, 20:45:58 »
Yup, that's what I see as well. :)

In other news, changing the titles (during missions) to size 2 shows them sofar completely readable. They're 'just' off-center to the right of the screen.

99
Scripting / Re: Nexus and problems with widescreen
« on: December 28, 2015, 19:52:39 »
Just played it out (and the best news is that it even works with existing save files).

Looks spot on, except for one thing. the last "Sunflower Base" box looks slightly too small (text touching bottom of the box), or the font is too big for the text. But that should be easily corrected by increasing the length of the box.

100
Scripting / Re: Nexus and problems with widescreen
« on: December 28, 2015, 19:40:47 »
Was that for mission start title? Because I changed that, and it did nothing to the brief.

Eh, yes. Must have misunderstood you.

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