Thread: [TEC] Let's grab the ID's
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Old 12-15-21, 06:35 PM   #3
propbeanie
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The IDs ~love~ to be grabbed, but they're just like that... all those permutations of possible IDs that the numbering system has, and they all seem to be like humans, and want to keep up with the Jones and Smith families, and congregate on the town square, all looking the same...

A certain s7rikeback has been digging deep into the bowels of the FotRSU mod with this very approach, and has made HUGE headway. Some of the "returns" from eliminating conflicts slows things up a bit (less sharing of assets), but others have more than made up for that (less sharing of assets ). The FotRSU mod is quite large compared to what it was, and loads faster than before, quicker to the mission, and better at Saves and later Loads than previously measured and noted. A really BIG difference is when the Museum goes to load, in that over a minute (almost "and a half") has been shaved from its load time, and there are more ships planes and subs to look at now. We consider this "mandatory" work, but it does take quite a bit of patience to work through. Thankfully, s7rikeback has plenty of that. I am not certain if he has "catalogued" the IDs, but that does sound like an excellent idea.

Now for a shameless plug: If not for Jeff-Groves, we would most likely have never delved into this aspect of "modding". We were content to "Re-Map IDs" and use the "Random" button, under the assumption ("assumption!!! never 'assume' nothing!") that S3D would pick an unused set of numbers - HAH! every time we change an ID "here", there ends up being a conflict over "there"... so it is a continual battle. But kudos to Jeff-Groves for the impetus and tools to do this! Of course, he came from the GWX team, so he is good people... plus he's SubSim through and through...
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