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Re: System Redux

Posted: Fri Jun 14, 2013 7:54 pm
by Svengali
CaptSolo wrote:
But, if the right shift value was less than 12, the script could be modified to use more textures. What would the shift argument need to be to result in 0x20?
parazaine wrote:
i could quickly flesh out a 64 random home-planet (and 32 moons and planets)
You'll have to modify the values in the array. For more 'home' planet textures just change the 0x2 part (to e.g. 0x21A5 -> 0x1F1A5). The script supports up to 256 textures currently. Secondary planets and moons is handled differently if I recall it right (have to look it up).

Re: System Redux

Posted: Sun Jun 16, 2013 10:46 pm
by CaptSolo
Svengali wrote:
You'll have to modify the values in the array.
It works! Thank you, Svengali.

Re: System Redux

Posted: Mon Jun 17, 2013 9:28 pm
by Svengali
CaptSolo wrote:
It works! Thank you, Svengali.
Fine. I think Kaks has prepared it pretty well.

Re: System Redux

Posted: Mon Jun 17, 2013 11:51 pm
by CaptSolo
Yes, I modified the section of the array for galaxy 3, my commanders current location. For brevity, I'll just say I did it to expand the variety of home_planet textures to 64. Of course I had to implement 64 unique textures for the script to work.

For example, if system number 0 previously had an array value of:
0x2100
It now has a value of:
0x2C100

This brings up a question I have... Oh, when will he ever bugger off... Will this (The extra hex digit) effect how the number of moons and extra planets are determined?

I know you are familiar with this but here it is anyway:

Code: Select all

var sys_info = n & (0x0F >> (4 - this.max_moons));
var sys_info = n & (0xF0 >> (4 - this.max_planets));
By the way, this modification of System Redux is for my own use. I see no need to release it.

Re: System Redux

Posted: Tue Jun 18, 2013 10:01 am
by Svengali
CaptSolo wrote:
Will this (The extra hex digit) effect how the number of moons and extra planets are determined?
No. For moons and secondary planets the first two nibbles (4 bits are a nibble) are used.

Re: System Redux

Posted: Fri Jun 21, 2013 9:50 pm
by CaptSolo
Svengali wrote:
CaptSolo wrote:
Will this (The extra hex digit) effect how the number of moons and extra planets are determined?
No. For moons and secondary planets the first two nibbles (4 bits are a nibble) are used.
Crikey! This Old Codger is beginning to understand JS, somewhat.

Re: System Redux

Posted: Sat Oct 10, 2015 2:28 pm
by Anonymissimus
The number of planets/moons set with OXP config is not kept for me over saveloads. (Maybe a program restart is required in order to make it "forget" about the setting as opposed to going to the main screen only.)

Re: System Redux

Posted: Sat Oct 10, 2015 3:21 pm
by spara
Anonymissimus wrote:
The number of planets/moons set with OXP config is not kept for me over saveloads. (Maybe a program restart is required in order to make it "forget" about the setting as opposed to going to the main screen only.)
Are you using SR from wiki or Additional Planets from the manager? Additional Planets uses the same identifier in OXPConfig. Mainly because Additional Planets was originally forked from System Redux. The current version of Additional Planets has been mostly written from scratch. The link to OXPConfig being the only relic from SR. And to be honest, at time I did not very thoroughly test it :oops: .

Re: System Redux

Posted: Sat Oct 10, 2015 4:02 pm
by Anonymissimus
spara wrote:
Are you using SR from wiki or Additional Planets from the manager?
must be Additional Planets then - installed using the manager