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-   -   Star Wolves 3: Ashes of Victory in Development (http://forum.fulqrumpublishing.com/showthread.php?t=14654)

Nanaki 06-06-2010 02:07 PM

It looks like they decided to overhaul the graphics.

Goblin Wizard 06-06-2010 02:21 PM

Yesss. At last. Added bloom/hdr? Textures resolution looks the same.
I'd like to see new GUI too.

Trucidation 06-06-2010 02:26 PM

While better graphics is always a nice thing, imo that's just icing on the cake. Putting more stuff as FILETYPE STANDART instead of DYNAMIC would be nice ;) Also, I still don't know enough of LUA to suggest script improvements, but I'm sure guys like Nanaki and Goblin Wizard may have something to say about that.

Rastix 06-06-2010 02:27 PM

Think some more screenshots http://www.strategyinformer.com/pc/s...reenshots.html

Rastix 06-06-2010 02:28 PM

Quote:

Originally Posted by Trucidation (Post 162972)
Putting more stuff as FILETYPE STANDART instead of DYNAMIC would be nice ;)

Explain please

Goblin Wizard 06-06-2010 02:42 PM

Quote:

Originally Posted by Trucidation (Post 162972)
While better graphics is always a nice thing, imo that's just icing on the cake. Putting more stuff as FILETYPE STANDART instead of DYNAMIC would be nice ;) Also, I still don't know enough of LUA to suggest script improvements, but I'm sure guys like Nanaki and Goblin Wizard may have something to say about that.

I can give only one suggestion: Release as much part of the code as you can (form the exe) and put it into editable script files. We'll take care of the rest.

I like the new light effects.

Trucidation 06-06-2010 03:05 PM

@Rastix:
DYNAMIC type seems to be some sort of encoding, for example look at the text in \Data\LocData\English\Locations\Aurora\text.loc. Line 8 is something like "#L_nav_Alex=<some numbers>".

But in STANDART type files like \Data\LocData\English\ui_windows.loc, definitions like those are in plaintext, e.g. line 11 "#UI_TradeStationWndCaption = Trade station".

I'm sure the devs have their reasons for using different types, but perhaps they can be persuaded to explain how to understand DYNAMIC type files?

Rastix 06-06-2010 03:33 PM

Quote:

Originally Posted by Goblin Wizard (Post 162977)
I can give only one suggestion: Release as much part of the code as you can (form the exe) and put it into editable script files. We'll take care of the rest.

The great decrease of perfomance would be as a result


Quote:

Originally Posted by Trucidation (Post 162979)
I'm sure the devs have their reasons for using different types, but perhaps they can be persuaded to explain how to understand DYNAMIC type files?

They have copyrighted decoding tools

Trucidation 06-06-2010 03:46 PM

We don't need their decoding tools if they used STANDART (because the text wouldn't be encoded...). Or did you mean something else?

Btw thanks for the update, nice pictures :)

Goblin Wizard 06-06-2010 03:54 PM

Quote:

Originally Posted by Trucidation (Post 162985)
We don't need their decoding tools if they used STANDART (because the text wouldn't be encoded...).

Exactly! What is the reason of encoding the dialogs? Why don't put them in plain text (like some others loc files)?


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