The textures were not well done in places and needed to be redone.
Parts of the scripts seem to be incompatible with current game version.
Some people seem to think it is a frame rate killer, though I have never seen this.
I started simple by redoing the textures, which ended up not so simple as I have 'lost' the original model and texture files. I did find some untextured sub-entities and as I cannot remember where they were supposed to be and nobody has seen them they might as well get deleted. I am considering removing the derelicts from the far end of the yard and may replace them with standard model wrecks, not spinning, perhaps this will help with framerates.
I am now onto updating the scripts. I am looking at the shipdata.plist wich is currently XML, the beginning I have converted OK but when I get to this
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<key>subentities</key>
<array>
<string>dock-flat 0.0 0.0 -600.0 1 0 0 0</string>
<string>civ-supports 0.0 0.0 -400.0 1 0 0 0</string>
<string>civ_docks_main 0.0 0.0 -609.0 1 0 0 0</string>
<string>civ_docks_main 0.0 0.0 -609.0 0 0 0 1</string>
<string>sirf 0.0 0.0 -400.0 1 0 0 0</string>
<string>sirfplanet 0.0 0.0 -400.0 1 0 0 0</string>
I have this template from a working station
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subentities =
(
{
subentity_key = "dock-flat";
orientation = ( 1, 0, 0, 1); // rotated 90 degrees
position = ( 0, 0, 500 );
is_dock = true;
},
{
subentity_key = "arc-detail";
},
{
subentity_key = "arc-detail";
orientation = ( 1, 0, 0, 1 );
},
The next problem is with flashers, the XML contains dozens like this
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<string>*FLASHER* 96.01342 -0.150384 -50 60.0 1 -0.50 12</string>
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{
type = flasher;
size = 12;
color = { hue = 120; };
frequency = 1;
phase = -1.8;
position = ( 0, -92, 275 );
},
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{
type = flasher;
size = 12;
color = "orangeColor";
frequency = 1;
phase = 0.5;
position = ( 0, -16, 252 );
},
Could someone also point to something to help me convert the script.plist to script.js.