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| Star Wolves 3D space RPG with deep strategy and tactical elements |
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#1
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Yes. Saves contain information about sectors you visited.
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#2
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http://rapidshare.com/files/39212394...louds.exe.html
This is the Locations folder from SW3->Data->Scripts->Locations. All clouds are deleted. Just make a back up copy and replace the Locations folder. |
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#3
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I don't suppose we could fix the root cause and mod the actual LoadCloud() function itself?
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#4
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LoadCloud() function is a base function, fixed in exe. You can't change it.
---- EDIT ---- It's not entirely true. In the Main.ini there is EditClouds = 0 parameter. When changed to 1 editor should start but I've never tried this. There is full guide inside ../Data/PFX/DustFX/Editor Description - Russian.zip. Disabling LoadCloud function is probably faster and easier than modifying all those cloud files. Last edited by Goblin Wizard; 05-27-2010 at 05:02 PM. |
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#5
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Manual edit of each location was the best I could do.
In Data\Scripts there is a file - system.lst. This is a list of scripts to be run (I think) and there is a line "create_clouds.script". Deleting it didn't do anything. |
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#6
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You are lucky. "create_clouds.script" contains two external functions which are not used in the game. If you try this with other scripts you'll get a lot of errors/CTDs.
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#7
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Quote:
We need [spoiler] tags so that long posts don't stretch the page too much. Oh well. The guide is in Russian, running it through lolgoogletranslate produced: Quote:
- Edit: What about include scripts, rather than system-specific ones? There's references to clouds in 3 include scripts: - Create_clouds.script -- cloud creation function? Looks like it's possible to mess with the parameters - ObjectList.script -- appears to contain definitions - RandomObjects.script -- several functions with "cloud" in the name; appears to generate debris I'll do some editing and see what testing will turn up. I think I'll have to start a new game, as saves appear to contain info on systems we've already visited. Edit 2: Okay, I commented out the CreateCloud() calls (lines 64-66, 149-151) in Create_clouds.script, but I'm not sure if it worked. There's still the fog effect in Hephaestus, but I can't remember if it's less than before. Screenshot attached (got blown up by the turrets, lol). Last edited by Trucidation; 05-28-2010 at 12:37 PM. |
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#8
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As I said earlier, the createclouds.script contains 2 functions which are never used/executed in any script file. Changing them gives no effect.
But RandomObject contains functions which are used sometimes: CreateClouds, CreateAsterCloudsCube, CreateTechCloudsCube, CreateCloudsCube, CreateCloudsLine, CreateAsterCloudsLine, CreateTechCloudsLine, CreateClouds2. There are more "cloud" functions but only these use troublesome LoadCloud() function. Only one advise: to disable every function (inside location scripts) that contains word "cloud" Try CODE. Not as good as SPOILER but better than plain text. Last edited by Goblin Wizard; 05-28-2010 at 04:01 PM. |
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#9
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Yeah I forgot about that, d'oh. There's quite a few in RandomObjects but I'm not sure if commenting those out will help - as you can see, they spawn debris and other stuff as well, right? Those aren't really a problem. It's the damn fog clouds we need to remove.
Location scripts... I have trouble looking for Hephaestus, most of the folders are named correctly after the systems they represent but not Hephaestus. That's the earliest sector which I can check for fog clouds when starting a new game. |
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