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41
FS2 Open Coding - The Source Code Project (SCP) / Re: In-game options menu discussion
« Last post by Nightmare on September 18, 2018, 05:18:43 pm »
Could something like this - https://www.hard-light.net/forums/index.php?topic=95100.0 - be implemented along with that?
42
FS2 Open Coding - The Source Code Project (SCP) / Re: In-game options menu discussion
« Last post by m!m on September 18, 2018, 05:11:15 pm »
That list is only based on the command line options. Other options (such as the selected joystick) will also appear in the options menu.
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FS2 Open Coding - The Source Code Project (SCP) / Re: In-game options menu discussion
« Last post by mjn.mixael on September 18, 2018, 05:06:14 pm »
We're not currently talking about lighting settings, right? I know we'd like to include that in the future, but I think that's a separate project.

The list of commandline options I have listed to move into the in-game options are as follows.

Code: [Select]
Graphics:
Resolution: Choice
Window Mode: Choice (Fullscreen/Borderless/Windowed)
FOV: Range
Motion debris: On/Off
3D Shockwaves: On/Off
Soft Particles: On/Off
Post Processing: On/Off
AA: Choice (None/FXAA/...)
Framebuffer Effects: Choice
Shadow Quality: Choice
Anisotropic Filtering: Choice
VSync: On/Off
3D warp: On/Off

HUD:
Ballistic Gauge: On/Off
Dual Scanlines: On/Off
3D radar: On/Off
Rearm Timer: On/Off
Target Info: On/Off

Interface:
3D Ship choice: On/Off
2D Ship choice: On/Off
44
FS2 Open Coding - The Source Code Project (SCP) / In-game options menu discussion
« Last post by m!m on September 18, 2018, 04:47:17 pm »
Thanks to the work of mjn.mixael and libRocket (see the High Resolution UI system thread for more information) it is now possible to build new user interfaces relatively easy. Since FSO lacks a fully featured in-game options menu, mjn.mixael and I decided that we would like to build a user interface for that next. This will require changes to the engine since most of these settings have been managed by the launcher until now.

The reason I am creating this thread is that I would like to collect some input on what this new system should be able to do.

Here is my current plan:

The system will have a list of options that are separated into various categories (e.g. Graphics, HUD, ...). This system will be dynamic so Lua scripts could add their own options if necessary. I also plan on adding an "Expert level" to each option which would allow to show or hide certain options depending on what the user specified.
There have been some discussions on how to allow mods to override the values of certain options. At the moment I'm thinking that there will be a number of game_settings options which would specify the override value. This would automatically increase the expert level of this option to the highest level so that the option is hidden in almost all circumstances.

Please let me know what you think about this and how it could be improved. I'm still in the design stage for these changes so nothing about this is set in stone yet.
45
Asset Releases / Re: Release: Effects DB
« Last post by Ferret on September 18, 2018, 04:23:33 pm »
Yaaay! They're fantastic!
46
Gaming Discussion / Re: Buy Bard's Tale 4 - Get Freespace 3?
« Last post by Nightmare on September 18, 2018, 02:49:46 pm »
I don't see how this should lead to FS3, apart from Interplays hoarded IPs changing owner. :(
47
Gaming Discussion / Buy Bard's Tale 4 - Get Freespace 3?
« Last post by karajorma on September 18, 2018, 02:31:01 pm »
https://variety.com/2018/gaming/news/brian-fargo-wants-to-buy-back-interplay-1202944111/

Well, I don't know how much hope there would be of the 2nd half but this is a rather interesting proposition. Apparently one of the founders of Interplay who later left the company has stated that if Bard's Tale 4 does really well he'll attempt to buy back the remains of Interplay so that he can make games from the IP they've been hoarding like a moribund dragon.

Now while I don't know much about Bard's Tale 4, I remember putting hours into the first one so this has got me a little interested in the game. If you were already interested BT4 and you're a member of any other sites which are devoted to other Interplay games, it might be worth spreading the news.
48
FS2 Open Coding - The Source Code Project (SCP) / Re: JSON pilots
« Last post by wookieejedi on September 18, 2018, 01:05:02 pm »
Great news! I've been looking forward to that merge for a long time!
49
FS2 Open Coding - The Source Code Project (SCP) / Re: JSON pilots
« Last post by Nightmare on September 18, 2018, 12:32:54 pm »
Ah, that's pretty neat. I had a lot of trouble with corrupted pilot files; at one point pressing 1 didn't work for me anymore, and another time the game crashed while playing BP and after several restarts my pilot file had grown to over 200MB for some reason.
50
FS2 Open Coding - The Source Code Project (SCP) / Re: JSON pilots
« Last post by m!m on September 18, 2018, 12:23:00 pm »
The given reasons are the most compelling ones. Since JSON is plain-text it is much easier to inspect (and change) the pilots files in case they got corrupted. There are still some bit-flags in there which make it harder to manipulate them but at least now you don't have to look up the byte-offset of the individual options in the FSO code.
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