Author Topic: Registry dependence  (Read 2311 times)

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Offline IPAndrews

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Are there any game settings that are stored in the registry but cannot be passed to users who download a mod in the form of a launcher.ini file?
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Offline karajorma

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Resolution and OpenGL/D3D settings are the biggie. We'll be rid of that sort of stuff by 3.7 though.

The game itself also stores a few things (like last used pilot) in the registry too but that's not hugely important.
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Offline IPAndrews

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The other you mentioned are though. Looks like I'm shipping TBP as an msi package then.
« Last Edit: January 26, 2007, 03:43:29 am by IPAndrews »
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Offline karajorma

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Yeah. There's not really much you can do about the resolution things at the moment. It's a pity really cause if you could we'd do the same thing in BtRL.
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Offline Turey

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Yeah. There's not really much you can do about the resolution things at the moment. It's a pity really cause if you could we'd do the same thing in BtRL.

* Turey thinks that allowing automatic selection of Resolution and OpenGL vs. D3D outside of the registry would make his job easier. :nod:
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Offline MP-Ryan

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Resolution and OpenGL/D3D settings are the biggie. We'll be rid of that sort of stuff by 3.7 though.

The game itself also stores a few things (like last used pilot) in the registry too but that's not hugely important.

You mean to tell us that 3.7 will eliminate registry dependence (or at least reduce it)?  Hallelujah.
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Offline taylor

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You mean to tell us that 3.7 will eliminate registry dependence (or at least reduce it)?  Hallelujah.
3.7 will totally eliminate all registry usage.  It will use ini files instead.  This will also be the base framework for the eventual in-game options screen for setting most of the available common options (like OGL/D3D, resolution, color depth, sound stuff, glow/spec/env/bump, etc.).  It won't be long before the Launcher is all but useless. :)

 

Offline karajorma

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How are you going to handle mod selection though? In-game? Cause if that means that you now have a way to reparse the tables without tediously shutting down and restarting the game the table modders will be happy :D
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Offline IPAndrews

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Maybe that will be the one and only command line option?
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Offline MP-Ryan

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How are you going to handle mod selection though? In-game? Cause if that means that you now have a way to reparse the tables without tediously shutting down and restarting the game the table modders will be happy :D

Not to mention all us poor schmucks who forget to swap mods BEFORE launching the game.  *sigh*
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Offline taylor

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How are you going to handle mod selection though? In-game? Cause if that means that you now have a way to reparse the tables without tediously shutting down and restarting the game the table modders will be happy :D
It was actually asked for, and is on my todo list.  There is a thread about it somewhere, but I haven't been able to find it again, and I don't remember exactly what I promised to do.  :sigh:  :D

Beyond the initial thing that I had promised to do (what I don't remember) I have been building to the point where we can re-init everything with different CFILE info.  The idea behind it is simple enough, but having the game get to a state where that becomes remotely reliable is the holdup.  I would like to do it better than this, but what will likely happen is that you switch mods (which can easily be detected in-game), then it would re-init and send you back to the initial playerselect screen.  That would allow you to come back in fresh and would give the same basic result as restarting the game.  The only stuff that wouldn't get reset are things like cmdline options (which most will be replaced ini file options anyway) and the logging stuff (for obvious reasons).

In my perfect world the new pilot file code will be able to handle this without breaking a sweat, and you could switch mods, keep your same pilot, and go right back to the mainhall.  I don't want to hope too much for that until I actually get to the point where I can test such a thing though.

That is all a long ways off though, there are far larger things on my todo list before I get to that point.  :)

 

Offline WMCoolmon

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For most of the tables it's not that big of a deal, anyways. You could (And I think there's actually some multi code to that effect) switch out ships.tbl without restarting FS2. You can probably add or remove ship classes at will if you provide yourself the functions for it.

After all, the Lab already allows you to edit that sort of information in-game.
-C