This seems to do exactly what I was looking for. I will play around with this a bit. I think the solution would be to run this while
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this.systemWillPopulate
Thanks another_commander!!!
Moderators: winston, another_commander
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this.systemWillPopulate
50000? *sigh* I linger at 6000. 50000 and I get 12fps with no ships or any other objects around.another_commander wrote:I did a test on Lave using(default for me is 50000) and it worked.Code: Select all
system.info.sky_n_stars = 500;
Ok Sounds nice. Hope you get better soon.mh82 wrote:@Wildeblood: Not exactly... Reading those values is not a problem. My question was more about setting things according to those readings especially for stars and nebulae. But I had a closer look a the scripting reference and there doesn't seem to be a possibility to do so. I think I'll have to do things by design. At least I'll try...
@pagroove: Sounds nice. I'll have a look at it. I'm using Logic Pro 9. That's because I still use some older plugins which don't offer 64bit support. At the moment I've put all audio related stuff on hold because I got an evil flu and my ears won't work right... I haven't tested my early versions against other OXPs. So I can't say if there will be conflicts. But I'm sure that there will be conflicts/multiple sounds/musics playing if they are used alongside each other. I use Scripts for all sounds that can't be set directly via customsounds.plist. So I think it won't be a good idea to do so. I will see if I can add a menu to switch those sounds on and off. By the way: my "cinematic ooniverse" will be a collection of OXPs and no gigantic bundle. So one can decide what he/she wants to add to the game. I'll have a look at BGS though...
Tried this yesterday... ..but all I get is a log entry which tells me to exit/re-enter the system for the changes to take effect.another_commander wrote:I am pretty sure you can set values via the system.info object and, according to the wiki, they are stored in the savefile. I did a test on Lave usingmh82 wrote:@Wildeblood:. But I had a closer look a the scripting reference and there doesn't seem to be a possibility to do so.(default for me is 50000) and it worked. The catch is, you need to jump out and back, as the game will have to regenerate the system in order for the changes to take effect.. In the same way, you can change many other sky properties apart from number of stars.Code: Select all
system.info.sky_n_stars = 500;
It would probably help if you dropped the attitude, and read the replies to your queries.mh82 wrote:Tried this yesterday... ..but all I get is a log entry which tells me to exit/re-enter the system for the changes to take effect.another_commander wrote:I am pretty sure you can set values via the system.info object and, according to the wiki, they are stored in the savefile. I did a test on Lave usingmh82 wrote:@Wildeblood:. But I had a closer look a the scripting reference and there doesn't seem to be a possibility to do so.(default for me is 50000) and it worked. The catch is, you need to jump out and back, as the game will have to regenerate the system in order for the changes to take effect.. In the same way, you can change many other sky properties apart from number of stars.Code: Select all
system.info.sky_n_stars = 500;
By the way: it seems like the color parameters of the planetlist.plist can't be altered by script. At least I got no error messages when I did my experiments BUT I didn't get different colors for stars and/or nebulae either...
shipWillEnterWitchspace
, which fires just before actually executing the hyperspace jump.Code: Select all
this.shipWillEnterWitchspace = function()
{
var targetSysID = player.ship.targetSystem;
var targetSysInfo = System.infoForSystem(0, targetSysID);
if (targetSysID == 147) // Diso
{
targetSysInfo.sky_n_stars = 500;
}
else if (targetSysID == 55) // Leesti
{
targetSysInfo.sky_n_stars = 200000;
}
}
<grins> You should see us on a good day!mh82 wrote:And at this point I have to state out that this is one of the most responsive and friendliest boards I've come across so far.