Thanks Kpt. Lehmann
Us Freaking Technomages will carry on.
:03:
I saw a post about removing Map Contacts.
In that post it was stated how much work that would be for several hundreds of ships.
So......
Shall I do a script to demonstrate how that can be done?
:03:
Why yes.... yes you should! :)
Then, you should also do a script to make BACON quadruple itself.... because the only thing better than bacon.... is MORE bacon. :D
propbeanie
03-29-20 09:02 PM
Did somebody say ~BACON~??!!!??? ee-yum!
propbeanie
11-25-21 04:36 PM
In support of the "More BACON" principal, Sweetscape is having a "Black Friday" sale on 010 Editor, at 30% off until the 29th. This makes an "upgrade" $15US, or a "new" purchase at $35US for "home" users. Rather nice price point. :salute:
Jeff-Groves
11-26-21 04:19 PM
One is a FOOL to not take advantage of this Sale!
:D
propbeanie
11-26-21 07:19 PM
Did you see that they now have a disassembler in it? (I upgraded from v9.) That's for dummy's like me that no longer remember what anything looks like beyond 8 bits... lol " uh... zero 0000, one 0001, two 0010, uh, three 0011, uh.... what's after three?
never mind... four bits... and I'm supposed to be able to count to 15??... I'd get a "F" on that paper... :O:
:roll: :D
astvitaliy1982
11-28-21 04:44 PM
1
Quote:
Originally Posted by Tycho
(Post 2589118)
I don't know, probably it is matter of experiment with the elevation values and tests.
This year I decided to take a break from SH3.
Everything related is archived, and will rest for year or two.
So, I will not spend big amount of time and brain power for Silent Hunter.
Here, about terrain I can change this elevations table with sh5 one. Just for experiment, to see the result, and because will be quick and easy.
In fact, in sh3.exe have two such tables, the two are identical.
First one is at: 0x530ac0 /or: 00130ac0
And I saw where is used in the code.
Second one, at: 0x5314f0 /or: 001314f0
I don't saw where is used. Maybe is not used.
It is matter of experiment, are it also need to be changed, if I change the first one.
By address of the first one you can search where is used in the code section.
In this function, for example:
Maybe is possible, let's say, to prioritise the underwater and to simplify the above water terrain. If give it more indexes.
Of course, this will require completely new map and elevations table, if now give 208 to the underwater and 48 to the ground:
The most of the world will go underwater (Sci-Fi mod: Waterworld :hmmm:).
To better understand it, I need to run it through debugger, but I will not.
Maybe is possible, this 601x601 also to be changed, I think, I once saw this somewhere there.
So, probably many things are possible if someone have desire to do it.
А если значения глубин будут 0-47 и 150-255, а значения высот 48-149, то мир не должен уйти под воду...)
Если бы значения глубин имели бы свой Terrain.pal а значения высот свой отдельный Terrain.pal, это был бы идеальный вариант...
Jeff-Groves
11-28-21 05:03 PM
Quote:
Originally Posted by propbeanie
(Post 2780439)
Did you see that they now have a disassembler in it? (I upgraded from v9.) That's for dummy's like me that no longer remember what anything looks like beyond 8 bits... lol " uh... zero 0000, one 0001, two 0010, uh, three 0011, uh.... what's after three?
never mind... four bits... and I'm supposed to be able to count to 15??... I'd get a "F" on that paper... :O:
:roll: :D
You know I keep a constant update to 010!
And I have been playing with the DisAssembler!
:03:
I've worked so much in 010? I have to refocus my brain to program in C++!
I can do things so much FASTER in 010!