FQM Beta 5 Posted |
Announcing the posting of FQM 5.00 Beta 5, for SE5.
download link (878 kb)
Note that the mod now contains Credits and License files.
Beta 5 version history:
1. Added - New StarGlow.bmp texture with solar flare effects, courtesy of Captain Kwok.
2. Added - New PlanetGlow.bmp texture for better atmospheric effects on planets, courtesy of Captain Kwok.
3. Added - Green stars. Texture coloring courtesy of Captain Kwok.
4. Changed - Reduced the size of atmosphere glow for large and huge planets.
5. Added - Large Ringed planets have a Tiny atmosphere glow. Huge Ringed planets have a Small atmosphere glow.
6. Note - The solar system named planets (eg: Mercury, Earth) do not have glows. They do not appear to be used in-game (no references exist in StellarObjectTypes.txt).
Please note that this is a work in progress. There are bound to be quirks, which you should report. All suggestions for improvement are welcome!
It seems that SE5 still indexes data by file position, rather than name. As such, this version will tend to break savegames created with beta 4.
Re: FQM Beta 5 Posted
Here we have.... A stargate.
Re: FQM Beta 5 Posted
Help its the "ring" we are all going to die!!!
apart from looking a bit wyrd I rather like the idea of quadrents which look engineered
Re: FQM Beta 5 Posted
Just imagine an uberpowerful race that had the ability to form any kind of galaxy look 
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Re: FQM Beta 5 Posted
Fyron add a blackhole in the center and maybe so that every third or forth inner system is connected to it
Re: FQM Beta 5 Posted
very prety but I suspect that some of the nebulae cloud effects might become quite irritating to a player who cant find his own ships in them.

Re: FQM Beta 5 Posted
This certainly looks better yes. Would a single "Huge Cloud" affect multiple sectors with its abilities (e.g. "no shields in this storm") or would the Nebula system itself have some special "all sectors in this system have this problem" ability? Is it also confirmed that it's the number of stellar objects that's causing problems which gets solved by having fewer but larger-to-draw objects?
---Sig---
Playing Touhou games (Go here if interested . No, nobody else is that good/insane as that replay). No rush for SE V bug fixing.
Re: FQM Beta 5 Posted
just had a look at v5 as I started a quick game of BM 1.04 and wanted to give a bit of feed back like the swirl warp points look very nice when implemented. Planetary glows looked odd to me though I did get what they where trying to do perhaps make them smaller and a lot more translucent.
I prefer the earlier appearance of stars as the current ones look wrong too bright with the glow far too prominent for my eyes to the point where I would want to remove the effect before playing for any length of time.

Re: FQM Beta 5 Posted
In StellarObjectTypes.txt, there is this line:
Hex Size := 1
If you make it 2, you get the object to be located in a circle of hexes around its center, for a total of 7 hexes. This doesn't affect the animations of the object, just how SE5 classifies its location. To make the animation bigger, you have to modify the XFileClasses_Stellar.txt file. Note that stars have a Hex Size of 2.
That is interesting... where do we modify how many of these objects spawn in a Nebula system? Looking briefly at previous versions of FQM, seems Nebulae systems have 'code' to control where they spawn too - would these need working on too?
---Sig---
Playing Touhou games (Go here if interested . No, nobody else is that good/insane as that replay). No rush for SE V bug fixing.




Re: FQM Beta 5 Posted
Working on some fancy quadrant types...
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