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-# Freelancer: HD Edition
-
-
-[](https://GitHub.com/BC46/freelancer-hd-edition/releases/)
-[](https://GitHub.com/BC46/freelancer-hd-edition/releases/)
-[](https://GitHub.com/BC46/freelancer-hd-edition/stargazers/)
-[](https://discord.gg/ScqgYuFqmU)
-
-[](https://www.moddb.com/mods/freelancer-hd-edition)
-
-Freelancer: HD Edition is a mod that aims to improve every aspect of the game Freelancer (2003) while keeping the look and feel as close to vanilla as possible. Experience enhanced visuals with HD textures, high-quality soundtracks, and seamless gameplay with bug fixes and quality of life improvements. The mod is fully compatible with the original game, allowing for seamless integration into vanilla servers. Easy to install and customize, it revitalizes the beloved Freelancer experience for modern systems.
-
-This mod was made possible with the help of the [Freelancer: Nomad Legacy](https://freelancer2.space/en/) developers. Thanks to them for providing us their station textures.
-
-Join our Discord server to stay up to date with the latest news and information!
-
-[](https://discord.gg/ScqgYuFqmU)
-
-## Key Features
-- HD Space Stations
-- HD Ships
-- HD Planets
-- HD Effects
-- HD Asteroids
-- HD Character Models
-- HD Base Interiors & Planetscapes
-- HD HUD & Icons
-- HD Nebulae
-- HD Starspheres
-- Maximized Draw Distances
-- Anti-Aliasing and Anisotropic Filtering support
-- ReShade
-- HQ Music
-- Windows 10 & 11 compatibility fixes
-- Jason's Freelancer Patch
- - Full Widescreen support
- - Improvements
- - New features
- - Bug fixes
-- flplusplus
-- No-CD Patch
-- Official 1.1 Patch
-- Tons of additional bug fixes
-- Additional gameplay improvements
-- Easy customization
-- Full vanilla Multiplayer support
-
-To learn more about all the changes made in this mod, please refer to the [Changelog](https://github.com/BC46/freelancer-hd-edition/blob/main/CHANGELOG.md).
-
-## Installation instructions
-[Visit this link to view the installation instructions.](https://github.com/BC46/freelancer-hd-edition/wiki/Freelancer:-HD-Edition-installation-instructions)
-
-## Recommendations
-Due to the large file size of many textures used in this mod, some users may experience significantly longer load times during gameplay. Therefore, it is strongly recommended to install Freelancer: HD Edition on an (M.2) SSD.
-
-For the best vanilla Multiplayer experience with this mod, check out the [Zoner Universe server](https://www.zoneruniverse.com/). Also be sure to have a look at the [Freelancer Universe mod and server](https://discord.com/invite/JY6xAyv8ay) which are both compatible with Freelancer: HD Edition.
-
-## Related projects
-- [Freelancer: HD Edition Installer](https://github.com/oliverpechey/Freelancer-hd-edition-install-script)
- - Source code for the Inno Setup script which is used to install Freelancer: HD Edition.
-- Content that is free to use in other mods or anything else, no questions asked:
- - [HD Base Interiors and Planetscapes](https://github.com/BC46/freelancer-hd-base-interiors-and-planetscapes) *([Mod DB](https://www.moddb.com/addons/freelancer-hd-base-interiors-and-planetscapes))*
- - [HD Character Models](https://github.com/BC46/freelancer-hd-character-models) *([Mod DB](https://www.moddb.com/addons/freelancer-hd-character-models))*
- - [HD Icons and HUD Backgrounds](https://github.com/BC46/freelancer-hd-icons-and-hud-backgrounds) *([Mod DB](https://www.moddb.com/games/freelancer/addons/freelancer-hd-icons-and-hud-backgrounds))*
- - [Maximized Draw Distances](https://github.com/BC46/freelancer-maximized-draw-distances) *([Mod DB](https://www.moddb.com/games/freelancer/downloads/freelancer-maximized-draw-distances))*
- - [Text Strings Revision](https://github.com/BC46/freelancer-text-strings-revision) *([Mod DB](https://www.moddb.com/games/freelancer/downloads/freelancer-text-strings-revision))*
-
-## Contributing
-Have something to contribute to make the mod even better? Feel free to create a pull request or feature request! We are always open to new suggestions and improvements. Making the repository public has allowed us as a community to create the best possible HD mod for Freelancer out there since many modders from around the world have contributed to this project.
-
-## Credits
-- [BC46](https://github.com/BC46)
- - [HD Base Interiors and Planetscapes](https://www.moddb.com/addons/freelancer-hd-base-interiors-and-planetscapes) *([Mirror](https://github.com/BC46/freelancer-hd-base-interiors-and-planetscapes))*
- - [HD Character Models](https://www.moddb.com/addons/freelancer-hd-character-models) *([Mirror](https://github.com/BC46/freelancer-hd-character-models))*
- - HD Cockpits
- - HD HUD
- - HD Nebulae & Fog
- - HD Ships
- - HD Vanilla Starspheres
- - HD System Map
- - HD Vanilla Asteroids
- - HD Vanilla Planets
- - Many general HD and effect additions
- - Many misc fixes
- - Many misc improvements
- - [Maximized Draw Distances](https://www.moddb.com/games/freelancer/downloads/freelancer-maximized-draw-distances) *([Mirror](https://github.com/BC46/freelancer-maximized-draw-distances))*
- - [Text Strings Revision](https://www.moddb.com/games/freelancer/downloads/freelancer-text-strings-revision) *([Mirror](https://github.com/BC46/freelancer-text-strings-revision))*
-- [BC46](https://github.com/BC46) & [Aingar](https://github.com/Aingar)
- - [FLSharp](https://github.com/BC46/FLSharp)
-- [Bolte](https://github.com/bolte-io)
- - Support
- - Testing
-- Buck Danny
- - [Unofficial FL SP 1.4 patch](https://www.moddb.com/games/freelancer/downloads/freelancer-unofficial-patch-14) *(included in Jason's Freelancer Patch)*
-- [CallumDev](https://github.com/CallumDev)
- - [flplusplus](https://github.com/CallumDev/flplusplus)
-- [crosire](https://github.com/crosire) et al.
- - [ReShade](https://github.com/crosire/reshade)
-- [Daniel Stenberg](https://github.com/bagder) et al.
- - [curl](https://github.com/curl/curl)
-- Dege
- - [dgVoodoo2](http://dege.freeweb.hu/dgVoodoo2/dgVoodoo2/)
-- [dmutlu](https://github.com/dmutlu)
- - [FL Save Convert](https://github.com/dmutlu/fl_convert)
-- [DragonFire](https://github.com/Drakohen)
- - Player engine trails and fixes
- - HQ Music compression
- - Support
- - Testing
-- [Elisha Riedlinger](https://github.com/elishacloud) et al.
- - [DxWrapper](https://github.com/elishacloud/dxwrapper)
-- Freestalker.fl
- - [FLHQmusics Remaster](https://www.moddb.com/games/freelancer/addons/flhqmusics-remaster-read-description)
- - [HD Asteroid Textures](https://www.moddb.com/games/freelancer/addons/hd-asteroid-textures-for-freelancer)
- - New commodity icon
-- DAVENAT0R
- - [Flat Interface](https://www.moddb.com/games/freelancer/addons/freelancer-flat-interface)
- - [Flat UI Icons V2](https://www.moddb.com/games/freelancer/addons/flat-ui-icons-v2)
- - [HD Universe map](https://www.moddb.com/games/freelancer/news/freelancer-hd-starsphere-pack)
- - [New interface](http://www.mediafire.com/download/4qluqu7564lztvs/New+interface.rar)
-- [Jason Hood](https://github.com/adoxa)
- - [Call Sign plugin](http://adoxa.altervista.org/freelancer/plugins.html#callsign)
- - [Console plugin](http://adoxa.altervista.org/freelancer/plugins.html#console)
- - [HUDless plugin](http://adoxa.altervista.org/freelancer/plugins.html#hudless)
- - [HUD Shift plugin](http://adoxa.altervista.org/freelancer/plugins.html#hudshift)
- - [Jason's Freelancer Patch v1.25](http://adoxa.altervista.org/freelancer/index.html)
- - [MP Rep plugin](http://adoxa.altervista.org/freelancer/plugins.html#mprep)
- - [MP3 Codec Fix](http://adoxa.altervista.org/freelancer/plugins.html#mp3codec)
- - [Numeric Damage plugin](http://adoxa.altervista.org/freelancer/plugins.html#numeric)
- - [Ranks plugin](http://adoxa.altervista.org/freelancer/plugins.html#ranks)
- - [Story Factions plugin](http://adoxa.altervista.org/freelancer/plugins.html#storyfactions)
- - [Territory plugin](http://adoxa.altervista.org/freelancer/plugins.html#territory)
- - [Turret Zoom plugin](http://adoxa.altervista.org/freelancer/plugins.html#turretzoom)
- - [Wheel Scroll plugin](http://adoxa.altervista.org/freelancer/plugins.html#wheelscroll)
- - [Zone plugin](http://adoxa.altervista.org/freelancer/plugins.html#zone)
- - Support
-- Jean-loup Gailly & [Mark Adler](https://github.com/madler) et al.
- - [zlib-ng](https://github.com/zlib-ng/zlib-ng)
-- [Jeider](https://github.com/Jeider), RenderG & Whiskas T-Mech
- - [Freelancer Advanced Widescreen HUD](https://www.moddb.com/mods/freelacer-advanced-widescreen-hud)
- - [HD Station textures from Freelancer: The Nomad Legacy](https://www.moddb.com/mods/freelancer-nomad-legacy)
-- [Laz](https://github.com/Lazrius), [Jason Hood](https://github.com/adoxa) & [BC46](https://github.com/BC46)
- - [Windowed Mode Mouse Fix](https://github.com/FLHDE/windowed-mode-mouse-fix)
-- Louva-Deus
- - [Freelancer SDK/QuickFix](https://swat-portal.com/forum/filebase/file/619-freelancer-quickfix-1-0c/) *(included in Jason's Freelancer Patch)*
-- M0tah
- - [DelayDisplay plugin](https://forge.the-starport.net/projects/delaydisplay)
- - [MultiIntro plugin](https://github.com/BC46/MultiIntro-Updated)
-- [Microsoft](https://github.com/microsoft)
- - [Freelancer Patch 1.1](https://www.moddb.com/games/freelancer/downloads/freelancer-patch-11)
-- [Raikkonen](https://github.com/oliverpechey), [Keenan Weaver](https://github.com/keenanweaver) & [BC46](https://github.com/BC46)
- - [Installation script](https://github.com/oliverpechey/Freelancer-hd-edition-install-script)
- - Support
- - Testing
-- [Ruppetus](https://github.com/IrateRedKite)
- - [Planetscapes Fixed for 16:9 Resolutions](https://www.moddb.com/games/freelancer/addons/planetscapes-fixed-for-169-resolutions)
- - Many other .thn fixes
-- [Skotty](https://github.com/erikroe)
- - Additional text fixes
- - Bug fixes
-- [Thaddeus](https://github.com/thaddeus-ex)
- - Fixed models
-- w0dk4
- - [Freelancer Global Server Workaround v1.0](https://www.moddb.com/games/freelancer/downloads/freelancer-global-server-workaround-v10)
-- [Why485](https://github.com/brihernandez)
- - [The Big Huge Effects Pack](https://the-starport.net/freelancer/forum/viewtopic.php?topic_id=1317)
-- [XxSARGExX](https://github.com/XxSARGExX)
- - Civilian engine effects
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diff --git a/FLARDATA/MyGUI_Media/MyGUI_BlackBlueTemplates.xml b/FLARDATA/MyGUI_Media/MyGUI_BlackBlueTemplates.xml
deleted file mode 100644
index 55625f3d..00000000
--- a/FLARDATA/MyGUI_Media/MyGUI_BlackBlueTemplates.xml
+++ /dev/null
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diff --git a/FLARDATA/MyGUI_Media/MyGUI_BlackBlueTheme.xml b/FLARDATA/MyGUI_Media/MyGUI_BlackBlueTheme.xml
deleted file mode 100644
index 50e433d0..00000000
--- a/FLARDATA/MyGUI_Media/MyGUI_BlackBlueTheme.xml
+++ /dev/null
@@ -1,6 +0,0 @@
-
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diff --git a/FLARDATA/MyGUI_Media/MyGUI_CommonSkins.xml b/FLARDATA/MyGUI_Media/MyGUI_CommonSkins.xml
deleted file mode 100644
index cee2f26f..00000000
--- a/FLARDATA/MyGUI_Media/MyGUI_CommonSkins.xml
+++ /dev/null
@@ -1,19 +0,0 @@
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diff --git a/FLARDATA/MyGUI_Media/MyGUI_Core.xml b/FLARDATA/MyGUI_Media/MyGUI_Core.xml
deleted file mode 100644
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--- a/FLARDATA/MyGUI_Media/MyGUI_Core.xml
+++ /dev/null
@@ -1,11 +0,0 @@
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diff --git a/FLARDATA/MyGUI_Media/MyGUI_Fonts.xml b/FLARDATA/MyGUI_Media/MyGUI_Fonts.xml
deleted file mode 100644
index 7fd82af0..00000000
--- a/FLARDATA/MyGUI_Media/MyGUI_Fonts.xml
+++ /dev/null
@@ -1,18 +0,0 @@
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diff --git a/FLARDATA/MyGUI_Media/MyGUI_GeneratedFonts.xml b/FLARDATA/MyGUI_Media/MyGUI_GeneratedFonts.xml
deleted file mode 100644
index ff9334cc..00000000
--- a/FLARDATA/MyGUI_Media/MyGUI_GeneratedFonts.xml
+++ /dev/null
@@ -1,191 +0,0 @@
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diff --git a/FLARDATA/MyGUI_Media/MyGUI_Layers.xml b/FLARDATA/MyGUI_Media/MyGUI_Layers.xml
deleted file mode 100644
index 92cadfe6..00000000
--- a/FLARDATA/MyGUI_Media/MyGUI_Layers.xml
+++ /dev/null
@@ -1,48 +0,0 @@
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diff --git a/FLARDATA/MyGUI_Media/MyGUI_OpenGL3_FP.glsl b/FLARDATA/MyGUI_Media/MyGUI_OpenGL3_FP.glsl
deleted file mode 100644
index 52c15523..00000000
--- a/FLARDATA/MyGUI_Media/MyGUI_OpenGL3_FP.glsl
+++ /dev/null
@@ -1,8 +0,0 @@
-#version 130
-in vec4 Color;
-in vec2 TexCoord;
-uniform sampler2D Texture;
-void main(void)
-{
- gl_FragColor = texture2D(Texture, TexCoord) * Color;
-}
\ No newline at end of file
diff --git a/FLARDATA/MyGUI_Media/MyGUI_OpenGL3_VP.glsl b/FLARDATA/MyGUI_Media/MyGUI_OpenGL3_VP.glsl
deleted file mode 100644
index 6a248494..00000000
--- a/FLARDATA/MyGUI_Media/MyGUI_OpenGL3_VP.glsl
+++ /dev/null
@@ -1,15 +0,0 @@
-#version 130
-out vec4 Color;
-out vec2 TexCoord;
-in vec3 VertexPosition;
-in vec4 VertexColor;
-in vec2 VertexTexCoord;
-uniform float YScale;
-void main()
-{
- TexCoord = VertexTexCoord;
- Color = VertexColor;
- vec4 vpos = vec4(VertexPosition,1.0);
- vpos.y *= YScale;
- gl_Position = vpos;
-}
\ No newline at end of file
diff --git a/FLARDATA/MyGUI_Media/MyGUI_PointerImages.xml b/FLARDATA/MyGUI_Media/MyGUI_PointerImages.xml
deleted file mode 100644
index 22d6a0e5..00000000
--- a/FLARDATA/MyGUI_Media/MyGUI_PointerImages.xml
+++ /dev/null
@@ -1,64 +0,0 @@
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diff --git a/FLARDATA/MyGUI_Media/MyGUI_Pointers.png b/FLARDATA/MyGUI_Media/MyGUI_Pointers.png
deleted file mode 100644
index 9e028e2e..00000000
Binary files a/FLARDATA/MyGUI_Media/MyGUI_Pointers.png and /dev/null differ
diff --git a/FLARDATA/MyGUI_Media/MyGUI_Pointers.xml b/FLARDATA/MyGUI_Media/MyGUI_Pointers.xml
deleted file mode 100644
index 41cec68a..00000000
--- a/FLARDATA/MyGUI_Media/MyGUI_Pointers.xml
+++ /dev/null
@@ -1,43 +0,0 @@
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diff --git a/FLARDATA/MyGUI_Media/MyGUI_Settings.xml b/FLARDATA/MyGUI_Media/MyGUI_Settings.xml
deleted file mode 100644
index cc0c1b0d..00000000
--- a/FLARDATA/MyGUI_Media/MyGUI_Settings.xml
+++ /dev/null
@@ -1,11 +0,0 @@
-
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diff --git a/FLARDATA/MyGUI_Media/Settings.layout b/FLARDATA/MyGUI_Media/Settings.layout
deleted file mode 100644
index 24946801..00000000
--- a/FLARDATA/MyGUI_Media/Settings.layout
+++ /dev/null
@@ -1,182 +0,0 @@
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diff --git a/FLARDATA/Shader/ColorConversion.inc b/FLARDATA/Shader/ColorConversion.inc
deleted file mode 100644
index f270e0dd..00000000
--- a/FLARDATA/Shader/ColorConversion.inc
+++ /dev/null
@@ -1,59 +0,0 @@
-//This shader file is part of FLAR - Advanced Renderer for Freelancer by Schmackbolzen
-//If you use the supplied shader files you may not modify them unless you state in them what you changed
-//and also mention the source or who the author is.
-//
-//Color conversion include shader for FLAR by Schmackbolzen
-
-vec3 ToLinearAccurate(vec3 inColor)
-{
- vec3 treshold=step(vec3(0.04045),inColor);
- return mix(inColor / 12.92,pow ((inColor + 0.055) / 1.055, vec3(2.4)),treshold);
-}
-
-vec3 ToGammaCorrectedAccurate(vec3 inColor)
-{
- vec3 treshold=step(vec3(0.0031308),inColor);
- return mix(inColor * 12.92,pow (inColor, vec3(1.0/2.4)) * 1.055 - 0.055,treshold);
-}
-
-vec3 ToLinearFast(vec3 inColor)
-{
- return pow(inColor,vec3(2.2));
-}
-
-vec3 ToGammaCorrectedFast(vec3 inColor)
-{
- return pow(inColor.rgb,1./vec3(2.2));
-}
-
-$SRGB_CONVERSION_DEFINE
-#ifdef ALWAYS_USE_FAST_SRGB_CONVERSION
-vec3 ToLinear(vec3 inColor)
-{
- return ToLinearFast(inColor);
-}
-
-vec3 ToGammaCorrected(vec3 inColor)
-{
- return ToGammaCorrectedFast(inColor);
-}
-#endif
-
-#ifdef ALWAYS_USE_ACCURATE_SRGB_CONVERSION
-vec3 ToLinear(vec3 inColor)
-{
- return ToLinearAccurate(inColor);
-}
-
-vec3 ToGammaCorrected(vec3 inColor)
-{
- return ToGammaCorrectedAccurate(inColor);
-}
-#endif
-
-//Works on gamma compressed and linear values (note that the values are not identical)
-//Values are from https://en.wikipedia.org/wiki/Luma_(video)
-float ToLuma(vec3 color)
-{
- return dot(color, vec3(0.2126, 0.7152, 0.0722));
-}
\ No newline at end of file
diff --git a/FLARDATA/Shader/Irradiance.fp b/FLARDATA/Shader/Irradiance.fp
deleted file mode 100644
index dde25ac1..00000000
--- a/FLARDATA/Shader/Irradiance.fp
+++ /dev/null
@@ -1,47 +0,0 @@
-//This shader file is part of FLAR - Advanced Renderer for Freelancer by Schmackbolzen
-//If you use the supplied shader files you may not modify them unless you state in them what you changed
-//and also mention the source or who the author is.
-//Code based on https://learnopengl.com/PBR/IBL/Specular-IBL
-
-#version 330
-#include "ColorConversion.inc"
-in vec3 WorldPos;
-
-uniform samplerCube environmentMap;
-uniform bool convertToLinear;
-
-const float PI = 3.14159265359;
-
-void main()
-{
- vec3 N = normalize(WorldPos);
-
- vec3 irradiance = vec3(0.0);
-
- // tangent space calculation from origin point
- vec3 up = vec3(0.0, 1.0, 0.0);
- vec3 right = normalize(cross(up, N));
- up = normalize(cross(N, right));
-
- float sampleDelta = 0.025;
- float nrSamples = 0.0f;
- for(float phi = 0.0; phi < 2.0 * PI; phi += sampleDelta)
- {
- for(float theta = 0.0; theta < 0.5 * PI; theta += sampleDelta)
- {
- // spherical to cartesian (in tangent space)
- vec3 tangentSample = vec3(sin(theta) * cos(phi), sin(theta) * sin(phi), cos(theta));
- // tangent space to world
- vec3 sampleVec = tangentSample.x * right + tangentSample.y * up + tangentSample.z * N;
-
- vec3 texColor=texture(environmentMap, sampleVec).rgb;
- if(convertToLinear)
- texColor=ToLinear(texColor);
- irradiance += texColor * cos(theta) * sin(theta);
- nrSamples++;
- }
- }
- irradiance = PI * irradiance * (1.0 / float(nrSamples));
-
- gl_FragColor = vec4(ToGammaCorrected(irradiance), 1.0);
-}
\ No newline at end of file
diff --git a/FLARDATA/Shader/bloomDownsample.fs b/FLARDATA/Shader/bloomDownsample.fs
deleted file mode 100644
index 6892e9cf..00000000
--- a/FLARDATA/Shader/bloomDownsample.fs
+++ /dev/null
@@ -1,81 +0,0 @@
-//This shader file is part of FLAR - Advanced Renderer for Freelancer by Schmackbolzen
-//If you use the supplied shader files you may not modify them unless you state in them what you changed
-//and also mention the source or who the author is.
-//
-//PBR bloom downsample shader for FLAR by Schmackbolzen based on code from https://learnopengl.com/Guest-Articles/2022/Phys.-Based-Bloom
-//The code has been modified to be more like the original presentation and also blog article from the original
-//authors of the technique (referenced in the link above).
-
-#version 330
-#include "ColorConversion.inc"
-
-uniform sampler2D srcTexture;
-uniform vec2 srcTexelSize[$NUM_MIPS];
-
-
-uniform int mipLevel;
-
-in vec2 texCoord;
-layout (location = 0) out vec3 downsample;
-
-float KarisAverage(vec3 col)
-{
- // Formula is 1 / (1 + luma)
- float luma = ToLuma(col);
- return 1.0f / (1.0f + luma);
-}
-
-void main()
-{
- vec2 texelSize = srcTexelSize[mipLevel];
- float x = texelSize.x;
- float y = texelSize.y;
-
- // Take 13 samples around current texel:
- // a - b - c
- // - j - k -
- // d - e - f
- // - l - m -
- // g - h - i
- // === ('e' is the current texel) ===
- vec3 a = texture(srcTexture, vec2(texCoord.x - 2*x, texCoord.y + 2*y)).rgb;
- vec3 b = texture(srcTexture, vec2(texCoord.x, texCoord.y + 2*y)).rgb;
- vec3 c = texture(srcTexture, vec2(texCoord.x + 2*x, texCoord.y + 2*y)).rgb;
-
- vec3 d = texture(srcTexture, vec2(texCoord.x - 2*x, texCoord.y)).rgb;
- vec3 e = texture(srcTexture, vec2(texCoord.x, texCoord.y)).rgb;
- vec3 f = texture(srcTexture, vec2(texCoord.x + 2*x, texCoord.y)).rgb;
-
- vec3 g = texture(srcTexture, vec2(texCoord.x - 2*x, texCoord.y - 2*y)).rgb;
- vec3 h = texture(srcTexture, vec2(texCoord.x, texCoord.y - 2*y)).rgb;
- vec3 i = texture(srcTexture, vec2(texCoord.x + 2*x, texCoord.y - 2*y)).rgb;
-
- vec3 j = texture(srcTexture, vec2(texCoord.x - x, texCoord.y + y)).rgb;
- vec3 k = texture(srcTexture, vec2(texCoord.x + x, texCoord.y + y)).rgb;
- vec3 l = texture(srcTexture, vec2(texCoord.x - x, texCoord.y - y)).rgb;
- vec3 m = texture(srcTexture, vec2(texCoord.x + x, texCoord.y - y)).rgb;
-
- vec3 groups[5];
- const float factor1=0.125f/4.f;
- const float factor2=0.5f/4.f;
- groups[0] = (a+b+d+e) * factor1;
- groups[1] = (b+c+e+f) * factor1;
- groups[2] = (d+e+g+h) * factor1;
- groups[3] = (e+f+h+i) * factor1;
- groups[4] = (j+k+l+m) * factor2;
- if (mipLevel == 0)
- {
- float avg1=KarisAverage(groups[0]);
- float avg2=KarisAverage(groups[1]);
- float avg3=KarisAverage(groups[2]);
- float avg4=KarisAverage(groups[3]);
- float avg5=KarisAverage(groups[4]);
- float normalization=avg1+avg2+avg3+avg4+avg5+0.0001;
- downsample = (groups[0]*avg1+groups[1]*avg2+groups[2]*avg3+groups[3]*avg4+groups[4]*avg5)/normalization;
- downsample = max(downsample, 0.0001f);
- }
- else
- {
- downsample = (groups[0]+groups[1]+groups[2]+groups[3]+groups[4]);
- }
-}
diff --git a/FLARDATA/Shader/bloomDownsample.vs b/FLARDATA/Shader/bloomDownsample.vs
deleted file mode 100644
index 8296cc93..00000000
--- a/FLARDATA/Shader/bloomDownsample.vs
+++ /dev/null
@@ -1,18 +0,0 @@
-//This shader file is part of FLAR - Advanced Renderer for Freelancer by Schmackbolzen
-//If you use the supplied shader files you may not modify them unless you state in them what you changed
-//and also mention the source or who the author is.
-//
-//PBR bloom downsample shader for FLAR by Schmackbolzen based on code from https://learnopengl.com/Guest-Articles/2022/Phys.-Based-Bloom
-
-#version 330
-
-layout (location = 0) in vec2 aPosition;
-layout (location = 1) in vec2 aTexCoord;
-
-out vec2 texCoord;
-
-void main()
-{
- gl_Position = vec4(aPosition.x, aPosition.y, 0.0, 1.0);
- texCoord = aTexCoord;
-}
diff --git a/FLARDATA/Shader/bloomUpsample.fs b/FLARDATA/Shader/bloomUpsample.fs
deleted file mode 100644
index 53e9417a..00000000
--- a/FLARDATA/Shader/bloomUpsample.fs
+++ /dev/null
@@ -1,46 +0,0 @@
-//This shader file is part of FLAR - Advanced Renderer for Freelancer by Schmackbolzen
-//If you use the supplied shader files you may not modify them unless you state in them what you changed
-//and also mention the source or who the author is.
-//
-//PBR bloom upsample shader for FLAR by Schmackbolzen based on code from https://learnopengl.com/Guest-Articles/2022/Phys.-Based-Bloom
-//The only bug fix is using different filter radii for each direction since the texture is not square
-
-#version 330
-uniform sampler2D srcTexture;
-uniform float filterRadiusX;
-uniform float filterRadiusY;
-
-in vec2 texCoord;
-layout (location = 0) out vec3 upsample;
-
-void main()
-{
- float x = filterRadiusX;
- float y = filterRadiusY;
-
- // Take 9 samples around current texel:
- // a - b - c
- // d - e - f
- // g - h - i
- // === ('e' is the current texel) ===
- vec3 a = texture(srcTexture, vec2(texCoord.x - x, texCoord.y + y)).rgb;
- vec3 b = texture(srcTexture, vec2(texCoord.x, texCoord.y + y)).rgb;
- vec3 c = texture(srcTexture, vec2(texCoord.x + x, texCoord.y + y)).rgb;
-
- vec3 d = texture(srcTexture, vec2(texCoord.x - x, texCoord.y)).rgb;
- vec3 e = texture(srcTexture, vec2(texCoord.x, texCoord.y)).rgb;
- vec3 f = texture(srcTexture, vec2(texCoord.x + x, texCoord.y)).rgb;
-
- vec3 g = texture(srcTexture, vec2(texCoord.x - x, texCoord.y - y)).rgb;
- vec3 h = texture(srcTexture, vec2(texCoord.x, texCoord.y - y)).rgb;
- vec3 i = texture(srcTexture, vec2(texCoord.x + x, texCoord.y - y)).rgb;
-
- // Apply weighted distribution, by using a 3x3 tent filter:
- // 1 | 1 2 1 |
- // -- * | 2 4 2 |
- // 16 | 1 2 1 |
- upsample = e*4.0;
- upsample += (b+d+f+h)*2.0;
- upsample += (a+c+g+i);
- upsample *= 1.0 / 16.0;
-}
diff --git a/FLARDATA/Shader/bloomUpsample.vs b/FLARDATA/Shader/bloomUpsample.vs
deleted file mode 100644
index a3cda365..00000000
--- a/FLARDATA/Shader/bloomUpsample.vs
+++ /dev/null
@@ -1,18 +0,0 @@
-//This shader file is part of FLAR - Advanced Renderer for Freelancer by Schmackbolzen
-//If you use the supplied shader files you may not modify them unless you state in them what you changed
-//and also mention the source or who the author is.
-//
-//PBR bloom upsample shader for FLAR by Schmackbolzen based on code from https://learnopengl.com/Guest-Articles/2022/Phys.-Based-Bloom
-
-#version 330
-
-layout (location = 0) in vec2 aPosition;
-layout (location = 1) in vec2 aTexCoord;
-
-out vec2 texCoord;
-
-void main()
-{
- gl_Position = vec4(aPosition.x, aPosition.y, 0.0, 1.0);
- texCoord = aTexCoord;
-}
diff --git a/FLARDATA/Shader/brdf.fp b/FLARDATA/Shader/brdf.fp
deleted file mode 100644
index 511b8a15..00000000
--- a/FLARDATA/Shader/brdf.fp
+++ /dev/null
@@ -1,128 +0,0 @@
-//This shader file is part of FLAR - Advanced Renderer for Freelancer by Schmackbolzen
-//If you use the supplied shader files you may not modify them unless you state in them what you changed
-//and also mention the source or who the author is.
-//Code based on https://learnopengl.com/PBR/IBL/Specular-IBL
-
-
-#version 330
-in vec2 TexCoords;
-
-const float PI = 3.14159265359;
-// ----------------------------------------------------------------------------
-// http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html
-// efficient VanDerCorpus calculation.
-float RadicalInverse_VdC(uint bits)
-{
- bits = (bits << 16u) | (bits >> 16u);
- bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
- bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
- bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
- bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
- return float(bits) * 2.3283064365386963e-10; // / 0x100000000
-}
-// ----------------------------------------------------------------------------
-vec2 Hammersley(uint i, uint N)
-{
- return vec2(float(i)/float(N), RadicalInverse_VdC(i));
-}
-// ----------------------------------------------------------------------------
-vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughnessSquared)
-{
- //float a = roughness*roughness;
- float a = roughnessSquared;
-
- float phi = 2.0 * PI * Xi.x;
- float cosTheta = sqrt((1.0 - Xi.y) / (1.0 + (a*a - 1.0) * Xi.y));
- float sinTheta = sqrt(1.0 - cosTheta*cosTheta);
-
- // from spherical coordinates to cartesian coordinates - halfway vector
- vec3 H;
- H.x = cos(phi) * sinTheta;
- H.y = sin(phi) * sinTheta;
- H.z = cosTheta;
-
- // from tangent-space H vector to world-space sample vector
- vec3 up = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
- vec3 tangent = normalize(cross(up, N));
- vec3 bitangent = cross(N, tangent);
-
- vec3 sampleVec = tangent * H.x + bitangent * H.y + N * H.z;
- return normalize(sampleVec);
-}
-// ----------------------------------------------------------------------------
-float GeometrySchlickGGX(float NdotV, float roughness)
-{
- // note that we use a different k for IBL
- float a = roughness;
- float k = (a * a) / 2.0;
-
- float nom = NdotV;
- float denom = NdotV * (1.0 - k) + k + 0.00001; // 0.00001 to prevent divide by zero.
-
- return nom / denom;
-}
-// ----------------------------------------------------------------------------
-float GeometrySmith(float NdotV, float NdotL, float roughness)
-{
- float ggx2 = GeometrySchlickGGX(NdotV, roughness);
- float ggx1 = GeometrySchlickGGX(NdotL, roughness);
-
- return ggx1 * ggx2;
-}
-//"PBR Diffuse Lighting for GGX+Smith Microsurfaces", Earl Hammon, Jr.
-float GeometrySmithG2Hammon(float NdotV, float NdotL, float roughnessSquared)
-{
- float nom = 2*NdotL*NdotV;
- float denom = mix(2*NdotL*NdotV,NdotL+NdotV,roughnessSquared) + 0.00001; // 0.00001 to prevent divide by zero.
- return nom/denom;
-}
-
-// ----------------------------------------------------------------------------
-vec2 IntegrateBRDF(float NdotV, float roughness)
-{
- vec3 V;
- V.x = sqrt(1.0 - NdotV*NdotV);
- V.y = 0.0;
- V.z = NdotV;
-
- float A = 0.0;
- float B = 0.0;
-
- vec3 N = vec3(0.0, 0.0, 1.0);
-
- float roughnessSquared = roughness*roughness;
-
- const uint SAMPLE_COUNT = 1024u;
- for(uint i = 0u; i < SAMPLE_COUNT; ++i)
- {
- // generates a sample vector that's biased towards the
- // preferred alignment direction (importance sampling).
- vec2 Xi = Hammersley(i, SAMPLE_COUNT);
- vec3 H = ImportanceSampleGGX(Xi, N, roughnessSquared);
- vec3 L = normalize(2.0 * dot(V, H) * H - V);
-
- float NdotL = max(L.z, 0.0);
-
- if(NdotL > 0.0)
- {
- float NdotH = max(H.z, 0.0);
- float VdotH = max(dot(V, H), 0.0);
- //float G = GeometrySmith(NdotV, NdotL, roughness);
- float G = GeometrySmithG2Hammon(NdotV, NdotL, roughnessSquared);
- float G_Vis = (G * VdotH) / (NdotH * NdotV);
- float Fc = pow(1.0 - VdotH, 5.0);
-
- A += (1.0 - Fc) * G_Vis;
- B += Fc * G_Vis;
- }
- }
- A /= float(SAMPLE_COUNT);
- B /= float(SAMPLE_COUNT);
- return vec2(A, B);
-}
-// ----------------------------------------------------------------------------
-void main()
-{
- vec2 integratedBRDF = IntegrateBRDF(TexCoords.x, TexCoords.y);
- gl_FragColor.rg = integratedBRDF;
-}
\ No newline at end of file
diff --git a/FLARDATA/Shader/brdf.vs b/FLARDATA/Shader/brdf.vs
deleted file mode 100644
index 02c52233..00000000
--- a/FLARDATA/Shader/brdf.vs
+++ /dev/null
@@ -1,17 +0,0 @@
-//This shader file is part of FLAR - Advanced Renderer for Freelancer by Schmackbolzen
-//If you use the supplied shader files you may not modify them unless you state in them what you changed
-//and also mention the source or who the author is.
-//Code based on https://learnopengl.com/PBR/IBL/Specular-IBL
-
-
-#version 330
-layout (location = 0) in vec3 aPos;
-layout (location = 1) in vec2 aTexCoords;
-
-out vec2 TexCoords;
-
-void main()
-{
- TexCoords = aTexCoords;
- gl_Position = vec4(aPos, 1.0);
-}
\ No newline at end of file
diff --git a/FLARDATA/Shader/cubemap.vs b/FLARDATA/Shader/cubemap.vs
deleted file mode 100644
index bd0b5c52..00000000
--- a/FLARDATA/Shader/cubemap.vs
+++ /dev/null
@@ -1,18 +0,0 @@
-//This shader file is part of FLAR - Advanced Renderer for Freelancer by Schmackbolzen
-//If you use the supplied shader files you may not modify them unless you state in them what you changed
-//and also mention the source or who the author is.
-//Code based on https://learnopengl.com/PBR/IBL/Specular-IBL
-
-#version 330
-layout (location = 0) in vec3 aPos;
-
-out vec3 WorldPos;
-
-uniform mat4 projectionMat;
-uniform mat4 viewMat;
-
-void main()
-{
- WorldPos = aPos;
- gl_Position = projectionMat * viewMat * vec4(WorldPos, 1.0);
-}
\ No newline at end of file
diff --git a/FLARDATA/Shader/depthOnly.fp b/FLARDATA/Shader/depthOnly.fp
deleted file mode 100644
index f5e9bc93..00000000
--- a/FLARDATA/Shader/depthOnly.fp
+++ /dev/null
@@ -1,20 +0,0 @@
-//This shader file is part of FLAR - Advanced Renderer for Freelancer by Schmackbolzen
-//If you use the supplied shader files you may not modify them unless you state in them what you changed
-//and also mention the source or who the author is.
-//Depth only shader for FLAR by Schmackbolzen
-
-#version 330
-
-uniform sampler2D texture;
-uniform float alphaTestValue;
-in vec2 outTexCoords;
-
-void main()
-{
- if (alphaTestValue > 0)
- {
- if (texture2D(texture, outTexCoords).a < alphaTestValue)
- discard;
- }
- gl_FragColor = vec4(1,0,0,1);
-}
\ No newline at end of file
diff --git a/FLARDATA/Shader/depthOnly.gs b/FLARDATA/Shader/depthOnly.gs
deleted file mode 100644
index 4b19ff5e..00000000
--- a/FLARDATA/Shader/depthOnly.gs
+++ /dev/null
@@ -1,30 +0,0 @@
-//This shader file is part of FLAR - Advanced Renderer for Freelancer by Schmackbolzen
-//If you use the supplied shader files you may not modify them unless you state in them what you changed
-//and also mention the source or who the author is.
-//Code based on "Parallel-Split Shadow Maps on Programmable GPUs" GPU Gems 3 (2005)
-
-#version 330
-const int g_iNumSplits = $NUM_SPLITS;
-
-layout (triangles) in;
-layout (triangle_strip, max_vertices = 3) out;
-
-flat in int splitIndex[];
-
-in vec2 inTexCoords[];
-uniform mat4 mvpMat[g_iNumSplits];
-
-out vec2 outTexCoords;
-
-void main()
-{
- for(int iVertex = 0; iVertex < 3; iVertex++)
- {
- int iSplit = splitIndex[iVertex];
- gl_Layer = iSplit;
- gl_Position = mvpMat[iSplit]*gl_in[iVertex].gl_Position;
- outTexCoords = inTexCoords[iVertex];
- EmitVertex();
- }
- EndPrimitive();
-}
\ No newline at end of file
diff --git a/FLARDATA/Shader/depthOnly.vs b/FLARDATA/Shader/depthOnly.vs
deleted file mode 100644
index c33f1cd1..00000000
--- a/FLARDATA/Shader/depthOnly.vs
+++ /dev/null
@@ -1,46 +0,0 @@
-//This shader file is part of FLAR - Advanced Renderer for Freelancer by Schmackbolzen
-//If you use the supplied shader files you may not modify them unless you state in them what you changed
-//and also mention the source or who the author is.
-//Code based on "Parallel-Split Shadow Maps on Programmable GPUs" GPU Gems 3 (2005)
-#version 330
-
-layout (location = 0) in vec4 inPosition;
-layout (location = 4) in vec2 inTexCoord0;
-layout (location = 6) in mat4 inMVPMatInstanced;
-layout (location = 10) in int inSplitIndexInstanced;
-
-out vec2 inTexCoords;
-flat out int splitIndex;
-
-const int g_iNumSplits = $NUM_SPLITS;
-
-uniform mat4 worldMat;
-uniform bool isInstanced;
-uniform bool isInstancedSplits;
-uniform float alphaTestValue;
-uniform int firstSplit;
-
-void main(){
- mat4 mvp;
-
- if(!isInstanced)
- mvp=worldMat;
- else
- {
- mvp=inMVPMatInstanced;
- }
-
- if(!isInstancedSplits)
- {
- splitIndex = firstSplit + gl_InstanceID;
- }
- else
- {
- splitIndex = inSplitIndexInstanced;
- }
-
- gl_Position = mvp * inPosition;
- if (alphaTestValue > 0)
- inTexCoords = inTexCoord0.st;
-}
-
diff --git a/FLARDATA/Shader/fixedFunction.fp b/FLARDATA/Shader/fixedFunction.fp
deleted file mode 100644
index 7283e74c..00000000
--- a/FLARDATA/Shader/fixedFunction.fp
+++ /dev/null
@@ -1,404 +0,0 @@
-//This shader file is part of FLAR - Advanced Renderer for Freelancer by Schmackbolzen
-//If you use the supplied shader files you may not modify them unless you state in them what you changed
-//and also mention the source or who the author is.
-//Fixed function shader for FLAR by Schmackbolzen
-
-#version 330
-#define TEXTURESTAGE_COUNT 2
-#include "ColorConversion.inc"
-
-struct Light{
- vec3 ambient;
- vec3 diffuse;
- vec4 position;
- vec3 spotDirection;
- float spotExponent;
- float spotCosPhi;
- float spotCosTheta;
- float constantAttenuation;
- float linearAttenuation;
- float quadraticAttenuation;
- float range;
-};
-
-struct glFogParameters
-{
- vec3 color;
- float density;
- float start;
- float end;
-};
-
-
-uniform Light glLightSource[8];
-uniform glFogParameters glFog;
-uniform sampler2D textures[TEXTURESTAGE_COUNT];
-uniform samplerCube cubemap;
-uniform int colorOp[TEXTURESTAGE_COUNT];
-uniform int alphaOp[TEXTURESTAGE_COUNT];
-uniform int colorArg1[TEXTURESTAGE_COUNT];
-uniform int colorArg2[TEXTURESTAGE_COUNT];
-uniform int alphaArg1[TEXTURESTAGE_COUNT];
-uniform int alphaArg2[TEXTURESTAGE_COUNT];
-uniform bool textureBound[TEXTURESTAGE_COUNT];
-uniform vec3 ambientColor;
-uniform vec3 matAmbientColor;
-uniform vec4 matDiffuseColor;
-uniform vec3 matEmissiveColor;
-uniform vec4 matSpecularColor;
-uniform float alphaTestValue;
-uniform int alphaTestCompareMethod;
-uniform int lightCount;
-uniform int texture1Index;
-uniform int fogMode;
-
-uniform bool enableVertexColor;
-uniform bool vertexColorAvailable;
-uniform bool specularVertexColorAvailable;
-uniform bool enableLighting;
-uniform bool enableAlphaTest;
-uniform bool enableCubemap;
-uniform bool enableRHWCoordinates;
-uniform bool enableAccurateSRGB;
-uniform bool isInstancedTransparent;
-
-in vec3 N;
-in vec3 v;
-in float RHWdepth;
-in vec2 texCoords[2];
-in vec4 vertexColor;
-in vec4 vertexColorSecondary;
-in float fogEnd;
-in float fogScale;
-
-#define D3DTA_DIFFUSE 0x00000000 // select diffuse color (read only)
-#define D3DTA_CURRENT 0x00000001 // select stage destination register (read/write)
-#define D3DTA_TEXTURE 0x00000002 // select texture color (read only)
-#define D3DTA_TFACTOR 0x00000003 // select D3DRS_TEXTUREFACTOR (read only)
-#define D3DTA_SPECULAR 0x00000004 // select specular color (read only)
-#define D3DTA_TEMP 0x00000005 // select temporary register color (read/write)
-#define D3DTA_COMPLEMENT 0x00000010 // take 1.0 x (read modifier)
-#define D3DTA_ALPHAREPLICATE 0x00000020 // replicate alpha to color components (read modifier)
-
-#define D3DTOP_DISABLE 1 // disables stage
-#define D3DTOP_SELECTARG1 2 // the default
-#define D3DTOP_SELECTARG2 3
-
- // Modulate
-#define D3DTOP_MODULATE 4 // multiply args together
-#define D3DTOP_MODULATE2X 5 // multiply and << 1 bit
-#define D3DTOP_MODULATE4X 6 // multiply and << 2 bits
-
- // Add
-#define D3DTOP_ADD 7 // add arguments together
-#define D3DTOP_ADDSIGNED 8 // add with -0.5 bias
-#define D3DTOP_ADDSIGNED2X 9 // as above but left << 1 bit
-
-vec3 ToLinear(vec3 inColor)
-{
- if (enableAccurateSRGB)
- return ToLinearAccurate(inColor);
- else
- return ToLinearFast(inColor);
-}
-
-vec3 ToGammaCorrected(vec3 inColor)
-{
- if (enableAccurateSRGB)
- return ToGammaCorrectedAccurate(inColor);
- else
- return ToGammaCorrectedFast(inColor);
-}
-
-vec4 GetColorForStage(const int stage, int colorArg, int alphaArg, vec4 previousColor, vec4 gouradDiffuseColor, vec4 specularColor, vec2 texCoords, vec3 cubeMapTexCoords)
-{
- vec4 color;
- vec4 textureColor;
- if(colorArg == D3DTA_TEXTURE || alphaArg == D3DTA_TEXTURE)
- if(textureBound[stage])
- //Use if because some glsl compilers can not propagate the constant stage even though it has a constant value
- //when the function gets called (0 or 1) and complain about missing glsl compliance for texture lookup (no constant index)
- if (stage==0)
- textureColor=texture2D(textures[0],texCoords);
- else
- if (!enableCubemap)
- textureColor=texture2D(textures[1],texCoords);
- else
- textureColor=texture(cubemap,cubeMapTexCoords);
- else
- textureColor=vec4(1);
-
- //textureColor.rgb=ToLinear(textureColor.rgb);
-
- if(colorArg == D3DTA_DIFFUSE)
- color.rgb=gouradDiffuseColor.rgb;
- else if(colorArg == D3DTA_CURRENT)
- color.rgb=previousColor.rgb;
- else if(colorArg == D3DTA_TEXTURE)
- color.rgb=textureColor.rgb;
- else if(colorArg == D3DTA_SPECULAR)
- color.rgb =specularColor.rgb;
- else
- color=vec4(1,0,0,1);
-
- if(alphaArg == D3DTA_DIFFUSE)
- color.a=gouradDiffuseColor.a;
- else if(alphaArg == D3DTA_CURRENT)
- color.a=previousColor.a;
- else if(alphaArg == D3DTA_TEXTURE)
- color.a=textureColor.a;
- else if(alphaArg == D3DTA_SPECULAR)
- color.a =specularColor.a;
- else
- color=vec4(1,0,0,1);
- return color;
-}
-
-vec4 ApplyFunctionForStage(const int stage, vec4 previousColor, vec4 gouradDiffuseColor, vec4 specularColor, vec2 texCoords, vec3 cubeMapTexCoords)
-{
- vec4 color1=GetColorForStage(stage,colorArg1[stage],alphaArg1[stage], previousColor, gouradDiffuseColor, specularColor, texCoords, cubeMapTexCoords);
- vec4 color2=GetColorForStage(stage,colorArg2[stage],alphaArg2[stage], previousColor, gouradDiffuseColor, specularColor, texCoords, cubeMapTexCoords);
-
- if (colorOp[stage]==D3DTOP_SELECTARG2)
- {
- color1.rgb = color2.rgb;
- }
- else if (colorOp[stage]==D3DTOP_MODULATE)
- {
- color1.rgb*=color2.rgb;
- }
- else if (colorOp[stage]==D3DTOP_MODULATE2X)
- {
- color1.rgb=color1.rgb*color2.rgb*4.6; //2^2.2 since rendering is gamma correct
- }
- else if (colorOp[stage]==D3DTOP_MODULATE4X)
- {
- color1.rgb=color1.rgb*color2.rgb*21.11; //4^2.2 since rendering is gamma correct
- }
- else if (colorOp[stage]==D3DTOP_ADD)
- {
- color1.rgb=color1.rgb+color2.rgb;
- }
- else if (colorOp[stage]==D3DTOP_ADDSIGNED)
- {
- color1.rgb=color1.rgb+color2.rgb-0.5;
- }
- else if (colorOp[stage]==D3DTOP_ADDSIGNED2X)
- {
- color1.rgb=(color1.rgb+color2.rgb-0.5)*4.6; //2^2.2 since rendering is gamma correct
- }
-
- if (alphaOp[stage]==D3DTOP_SELECTARG2)
- {
- color1.a = color2.a;
- }
- else if (alphaOp[stage]==D3DTOP_MODULATE)
- {
- color1.a*=color2.a;
- }
- else if (alphaOp[stage]==D3DTOP_MODULATE2X)
- {
- color1.a=(color1.a*color2.a)*4.6; //2^2.2 since rendering is gamma correct
- }
- else if (alphaOp[stage]==D3DTOP_MODULATE4X)
- {
- color1.a=(color1.a*color2.a)*21.11; //4^2.2 since rendering is gamma correct
- }
- else if (alphaOp[stage]==D3DTOP_ADD)
- {
- color1.a=(color1.a+color2.a);
- }
- else if (alphaOp[stage]==D3DTOP_ADDSIGNED)
- {
- color1.a=color1.a+color2.a-0.5;
- }
- else if (alphaOp[stage]==D3DTOP_ADDSIGNED2X)
- {
- color1.a=(color1.a+color2.a-0.5)*4.6; //2^2.2 since rendering is gamma correct
- }
- color1.a=pow(color1.a,1.2);
-
- return color1;
-}
-
-void main()
-{
- vec4 gouradDiffuseColor;
- vec4 specularColor;
- vec3 vertexAmbientColor;
-
- if (enableLighting)
- {
- if(enableVertexColor)
- {
-
- float alpha = vertexColorAvailable ? vertexColor.a : matDiffuseColor.a;
- if (specularVertexColorAvailable)
- {
- vertexAmbientColor=ToLinear(vertexColorSecondary.rgb);
- gouradDiffuseColor=vec4(ambientColor*vertexAmbientColor,alpha);
- }
- else
- {
- vertexAmbientColor=matAmbientColor.rgb;
- gouradDiffuseColor=vec4(ambientColor*vertexAmbientColor,alpha);
- }
- }
- else
- {
- vertexAmbientColor=matAmbientColor.rgb;
- gouradDiffuseColor=vec4(ambientColor*vertexAmbientColor, isInstancedTransparent ? vertexColor.a : matDiffuseColor.a);
- }
- //FL never has specular lighting enabled
- specularColor=vec4(0,0,0,0);
- }
- else
- {
- if(vertexColorAvailable)
- {
- //gouradDiffuseColor=vec4(ToLinear(vertexColor.rgb),vertexColor.a);
- //TODO: Weird bug with MSAA and float16 render target
- vec4 vertexColorAboveZero=max(vertexColor,0);
- gouradDiffuseColor=vec4(ToLinear(vertexColorAboveZero.rgb),vertexColorAboveZero.a);
- }
- else
- gouradDiffuseColor=vec4(1,1,1,1);
-
- if(specularVertexColorAvailable)
- specularColor=vec4(ToLinear(vertexColorSecondary.rgb),vertexColor.a);
- else
- specularColor=vec4(0,0,0,0);
- }
-
- vec3 normal=normalize(N);
- if (enableLighting)
- {
- gouradDiffuseColor.rgb+=matEmissiveColor;
- vec3 vertexDiffuseColor=vertexColorAvailable&&enableVertexColor ? ToLinear(vertexColor.rgb): matDiffuseColor.rgb;
-
- for (int index = 0; index < lightCount; index++)
- {
-
- vec3 lightDir;
- float attenFactor;
- // attenuation and light direction
- if(glLightSource[index].spotCosTheta != -1.)
- {
- lightDir = normalize(glLightSource[index].position.xyz - v);
-
- float angle = max(dot(normalize(glLightSource[index].spotDirection), -lightDir),0);
-
- if (angle > glLightSource[index].spotCosPhi)
- {
- float spotAtten;
- if (angle < glLightSource[index].spotCosTheta)
- spotAtten = (angle-glLightSource[index].spotCosPhi)/(glLightSource[index].spotCosTheta-glLightSource[index].spotCosPhi);
- else
- spotAtten = 1;
-
- if(glLightSource[index].spotExponent != 1.0)
- spotAtten = pow(spotAtten, glLightSource[index].spotExponent);
-
- float dist = distance(glLightSource[index].position.xyz, v);
- attenFactor = spotAtten * min(1.0/ (glLightSource[index].constantAttenuation +
- glLightSource[index].linearAttenuation * dist +
- glLightSource[index].quadraticAttenuation * dist * dist),1);
- }
- else
- attenFactor = 0.;
- }
- else if (glLightSource[index].position.w != 0.0)
- {
- // positional light source
- float dist = distance(glLightSource[index].position.xyz, v);
- if (dist <= glLightSource[index].range )
- {
- attenFactor = min(1.0/( glLightSource[index].constantAttenuation +
- glLightSource[index].linearAttenuation * dist +
- glLightSource[index].quadraticAttenuation * dist * dist ),1);
- lightDir = normalize(glLightSource[index].position.xyz - v);
- }
- else
- attenFactor = 0;
- }
- else
- {
- attenFactor = 1;
- lightDir = normalize(glLightSource[index].position.xyz);
- }
- if(attenFactor > 0)
- {
- float intensity = max(dot(normal,lightDir),0.0);
-
- vec3 lightColorAmbient = glLightSource[index].ambient.rgb*vertexAmbientColor;
- vec3 lightColorDiffuse = glLightSource[index].diffuse.rgb*vertexDiffuseColor*intensity;
- gouradDiffuseColor.rgb += (lightColorAmbient + lightColorDiffuse)*attenFactor;
- }
- }
- }
-
- vec4 finalColor=gouradDiffuseColor;
- if (colorOp[0]!=D3DTOP_DISABLE)
- {
- vec3 cubeMapTexCoords;
- finalColor=ApplyFunctionForStage(0,finalColor,gouradDiffuseColor,specularColor,texCoords[0], cubeMapTexCoords);
-
- if (colorOp[1]!=D3DTOP_DISABLE)
- {
-
- if(enableCubemap)
- cubeMapTexCoords=reflect(v,normal);
- finalColor=ApplyFunctionForStage(1,finalColor,gouradDiffuseColor,specularColor,texCoords[1], cubeMapTexCoords);
- }
- }
- else
- finalColor=gouradDiffuseColor;
-
- if (enableAlphaTest)
- if(alphaTestCompareMethod==5)
- {
- if( finalColor.a <= alphaTestValue)
- discard;
- }
- else if(alphaTestCompareMethod==2)
- {
- if( finalColor.a > alphaTestValue)
- discard;
- }
- else
- finalColor =vec4(1,0,0,1);
-
- if (fogMode > 0)
- {
- float z;
- if(enableRHWCoordinates)
- z = RHWdepth;
- else
- //Radial fog
- z = length(v);
-
- const float LOG2E = 1.442695;
- float fogFactor;
- if (fogMode == 3)
- {
- fogFactor = (fogEnd - z) * fogScale;
- }
- else if (fogMode == 1)
- {
- fogFactor =exp(-glFog.density * z);
- }
- else if (fogMode == 2)
- {
- fogFactor = exp2(-glFog.density * glFog.density * z * z * LOG2E);
- }
- else
- fogFactor = 1;
-
- fogFactor = clamp(fogFactor, 0.0, 1.0);
- finalColor.rgb = mix(glFog.color.rgb,ToGammaCorrected(finalColor.rgb), fogFactor);
- gl_FragColor = vec4((finalColor.rgb), finalColor.a);
- }
- else
- gl_FragColor = vec4(ToGammaCorrected(finalColor.rgb), finalColor.a);
- //gl_FragColor = finalColor;
-}
diff --git a/FLARDATA/Shader/fixedFunction.vs b/FLARDATA/Shader/fixedFunction.vs
deleted file mode 100644
index 38486d67..00000000
--- a/FLARDATA/Shader/fixedFunction.vs
+++ /dev/null
@@ -1,110 +0,0 @@
-//This shader file is part of FLAR - Advanced Renderer for Freelancer by Schmackbolzen
-//If you use the supplied shader files you may not modify them unless you state in them what you changed
-//and also mention the source or who the author is.
-//Fixed function shader for FLAR by Schmackbolzen
-
-#version 330
-out vec2 texCoords[2];
-out vec3 N;
-out vec3 v;
-out float RHWdepth;
-out vec4 vertexColor;
-out vec4 vertexColorSecondary;
-out float fogEnd;
-out float fogScale;
-
-struct glFogParameters
-{
- vec3 color;
- float density;
- float start;
- float end;
-};
-
-uniform glFogParameters glFog;
-uniform bool enableRHWCoordinates;
-uniform mat4 modelViewMat;
-uniform mat4 projectionMat;
-uniform mat3 normalMat;
-uniform vec2 projCorrection[2];
-uniform mat4 textureMatrix[2];
-uniform bool isInstanced;
-uniform bool isInstancedTransparent;
-uniform bool isInstancedFog;
-uniform bool enableTextureTransform0;
-uniform bool enableTextureTransform1;
-uniform int texture1Index;
-
-layout (location = 0) in vec4 inPosition;
-layout (location = 1) in vec3 inNormal;
-layout (location = 2) in vec4 inColor;
-layout (location = 3) in vec4 inSecondColor;
-layout (location = 4) in vec4 inTexCoord0;
-layout (location = 6) in mat4 inModelViewMatInstanced;
-layout (location = 10) in float inAlphaValue;
-layout (location = 11) in vec2 inFogStartEndInstanced;
-
-void main()
-{
- mat4 mv;
- if(!isInstanced)
- mv=modelViewMat;
- else
- mv=inModelViewMatInstanced;
-
- vertexColor.rgba = (inColor).bgra;
- vertexColorSecondary.rgba=inSecondColor.bgra;
-
- if(isInstancedTransparent)
- {
- vertexColor.a = inAlphaValue;
- }
-
- if(!isInstancedFog)
- {
- fogEnd = glFog.end;
- fogScale = 1.0f / (glFog.end - glFog.start);
- }
- else
- {
- fogEnd = inFogStartEndInstanced.y;
- fogScale = 1.0f / (inFogStartEndInstanced.y - inFogStartEndInstanced.x);
- }
-
- v = vec3(mv * inPosition);
- N = normalize(mat3(mv) * inNormal);
-
- if (!enableRHWCoordinates)
- gl_Position = projectionMat * mv * inPosition;
- else
- {
- const float offset=63.0f / 128.0f;
- gl_Position = vec4(((inPosition.x+offset)*projCorrection[0].x-1)*projCorrection[1].x,(1-(inPosition.y+offset)*projCorrection[0].y)*projCorrection[1].y,inPosition.z*2-1,1);
- RHWdepth = inPosition.z/inPosition.w;
- }
-
- if(enableTextureTransform0)
- {
- vec4 texCoords0=vec4(inTexCoord0.xy,0,1);
- texCoords[0] = (textureMatrix[0]*texCoords0).xy;
- }
- else
- texCoords[0] = inTexCoord0.xy;
-
- if (texture1Index == 0)
- if(enableTextureTransform1)
- {
- vec4 texCoords0=vec4(inTexCoord0.xy,0,1);
- texCoords[1] = (textureMatrix[1]*texCoords0).xy;
- }
- else
- texCoords[1] = inTexCoord0.xy;
- else if (texture1Index == 1)
- if(enableTextureTransform1)
- {
- vec4 texCoords1=vec4(inTexCoord0.zw,0,1);
- texCoords[1] = (textureMatrix[1]*texCoords1).xy;
- }
- else
- texCoords[1] = inTexCoord0.zw;
-}
\ No newline at end of file
diff --git a/FLARDATA/Shader/histogramBin.fp b/FLARDATA/Shader/histogramBin.fp
deleted file mode 100644
index 21fc7f7d..00000000
--- a/FLARDATA/Shader/histogramBin.fp
+++ /dev/null
@@ -1,25 +0,0 @@
-//This shader file is part of FLAR - Advanced Renderer for Freelancer by Schmackbolzen
-//If you use the supplied shader files you may not modify them unless you state in them what you changed
-//and also mention the source or who the author is.
-//
-//Simple histogram shader for FLAR by Schmackbolzen
-
-#version 330
-#include "ColorConversion.inc"
-#define NUM_LIMITS $NUM_LIMITS
-in vec2 TexCoords;
-
-uniform sampler2D scene;
-uniform vec2 limits[NUM_LIMITS];
-uniform int index;
-
-void main()
-{
- float luma = clamp(ToLuma(texture2D(scene, TexCoords).rgb),limits[0].x,limits[NUM_LIMITS-1].x);
- vec2 currentLimits=limits[index];
- bool withinLimits;
- withinLimits = (luma >= currentLimits.x) && (luma < currentLimits.y);
- if (!withinLimits)
- discard;
- gl_FragDepth= 0;
-}
\ No newline at end of file
diff --git a/FLARDATA/Shader/lighting.fp b/FLARDATA/Shader/lighting.fp
deleted file mode 100644
index 3250acbd..00000000
--- a/FLARDATA/Shader/lighting.fp
+++ /dev/null
@@ -1,724 +0,0 @@
-//This shader file is part of FLAR - Advanced Renderer for Freelancer by Schmackbolzen
-//If you use the supplied shader files you may not modify them unless you state in them what you changed
-//and also mention the source or who the author is.
-//PBR lighting shader for FLAR by Schmackbolzen
-//Sources are either mentioned in the comments below,
-//from https://learnopengl.com/PBR/Lighting or https://learnopengl.com/PBR/IBL/Specular-IBL
-//or "Parallel-Split Shadow Maps on Programmable GPUs" GPU Gems 3 (2005)
-
-#version 330
-#include "ColorConversion.inc"
-#define MAX_SHADOWS $MAX_SHADOWS
-#define NUM_SPLITS $NUM_SPLITS
-#define USE_PCF $USE_PCF
-#define USE_HQ_DIFFUSE $USE_HQ_DIFFUSE
-#define USE_PARALLAX_MAPS $USE_PARALLAX_MAPS
-#define USE_CLUSTERED_SHADING $USE_CLUSTERED_SHADING
-
-
-//#define SIMPLE_KD
-#define IBL_MULTIPLE_SCATTERING
-
-#if USE_CLUSTERED_SHADING == 1
-#define NUM_POSSIBLE_LIGHTS $NUM_POSSIBLE_LIGHTS
-#define LIGHT_GRID_TILE_DIM_X $LIGHT_GRID_TILE_DIM_X
-#define LIGHT_GRID_TILE_DIM_Y $LIGHT_GRID_TILE_DIM_Y
-#define LIGHT_GRID_MAX_DIM_X $LIGHT_GRID_MAX_DIM_X
-#define LIGHT_GRID_MAX_DIM_Y $LIGHT_GRID_MAX_DIM_Y
-#endif
-
-const float PBR_FACTOR = 2;
-const float PBR_FACTOR_ENV = 1.5;
-
-in vec3 eyeVec;
-in vec3 v,vWorld,worldNormal;
-in vec3 N;
-in mat3 tbnMatrix,tbnMatrixObj;
-in vec4 shadowCoord[MAX_SHADOWS*NUM_SPLITS];
-in vec4 texCoords;
-in mat3 worldRotMat;
-in float alphaValue;
-
-in float fogEnd;
-in float fogScale;
-
-struct Light{
- vec3 ambient;
- vec3 diffuse;
- vec4 position;
- vec3 spotDirection;
- float spotExponent;
- float spotCosPhi;
- float spotCosTheta;
- float constantAttenuation;
- float linearAttenuation;
- float quadraticAttenuation;
-};
-
-struct glFogParameters
-{
- vec3 color;
- vec3 colorLinear;
- float density;
- float start;
- float end;
-};
-
-#if USE_CLUSTERED_SHADING == 1
-//Has to be 16 byte aligned (otherwise it will be padded)
-struct ClusteredLight{
- vec4 position;
- vec4 diffuse;
-};
-
-layout (std140) uniform LightSourceClustered
-{
- ClusteredLight clusteredLights[NUM_POSSIBLE_LIGHTS];
-};
-
-uniform isamplerBuffer clusterLightIndexListsTex;
-uniform usamplerBuffer clusterGridTex;
-#endif
-
-uniform glFogParameters glFog;
-uniform Light glLightSource[8];
-uniform sampler2D tex;
-uniform sampler2D tex2;
-uniform sampler2D heightMap;
-uniform sampler2D normalMap;
-uniform sampler2D roughnessMap;
-uniform sampler2D metalnessMap;
-uniform sampler2D reflectionMap;
-uniform sampler2D brdfLUT;
-uniform sampler2DArrayShadow shadowMap[MAX_SHADOWS];
-uniform float splitPlanes[NUM_SPLITS];
-
-uniform samplerCube envMap;
-uniform samplerCube irradianceMap;
-uniform vec2 texture1Size;
-uniform vec2 textureShadowSize;
-uniform int lightCount;
-uniform int shadowCount;
-uniform int tex2Mode;
-uniform int fogMode;
-uniform float metalnessConst;
-uniform float roughnessConst;
-uniform float roughnessTextureBias;
-
-uniform mat4 invWorldView;
-uniform vec3 camPos;
-uniform vec3 ambientColor;
-uniform vec3 matAmbientColor;
-uniform vec3 matDiffuseColor;
-uniform vec3 matEmissiveColor;
-uniform int alphaTestCompareMethod;
-uniform float alphaTestValue;
-
-uniform bool enableNormalMaps;
-uniform bool enableParallaxMaps;
-uniform bool enableFirstTexture;
-uniform bool enableSecondTexture;
-uniform bool enableFog;
-uniform bool enableEnvMap;
-uniform bool enableTex2Modulate2X;
-uniform bool enableRoughnessMap;
-uniform bool enableMetalnessMap;
-uniform bool enableAlphaTest;
-#if USE_CLUSTERED_SHADING == 1
-uniform bool enableClusteredShading;
-uniform float recNear; /**< 1.0f / g_near */
-uniform float recLogSD1; /**< 1.0f / logf(sD + 1.0f), used to compute cluster index. */
-#endif
-
-
-
-float HEIGHT_SCALE = 0.01;
-
-const float PI = 3.141592654;
-
-out vec4 diffuseColorOut;
-
-
-float ShadowCalculation(const float bias, const int shadowMapIndex, const int lightIndex, const sampler2DArrayShadow shadowSampler)
-{
- vec4 fragPosLightSpace = shadowCoord[lightIndex*NUM_SPLITS+shadowMapIndex];
- vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
- #if USE_PCF == 1
- float currentDepth = clamp(projCoords.z,0,1);
-
-
- // Check whether current frag pos is in shadow
- //if(projCoords.z <= 1.0)
- {
- float shadow = 0.0;
- vec2 texelSize = 1.0 / vec2(textureShadowSize);
- for(int x = -1; x <= 1; ++x)
- {
- for(int y = -1; y <= 1; ++y)
- {
- float pcfDepth = clamp(texture(shadowSampler, vec4(projCoords.xy + vec2(x, y) * texelSize, shadowMapIndex, projCoords.z - bias)),0,1);
- shadow += pcfDepth;
- }
- }
- shadow *= 1.0/9.0;
- return shadow;
- }
- //else
- //return 1;
- #else
- return texture(shadowSampler, vec4(projCoords.xy, shadowMapIndex, projCoords.z - bias));
- #endif
-}
-
-float ShadowCalculationForAllSplitPlanes(const int lightIndex, const vec3 lightDirViewSpace, const vec3 normal, float lightIntensity, const sampler2DArrayShadow shadowSampler)
-{
- float distance = v.z;
- float bias = max(0.001 * (1.0 - dot(normal, lightDirViewSpace)), 0.0003);
-
- bool applied = false;
-
- for (int i = 0; i < NUM_SPLITS; i++)
- if(!applied && (distance < splitPlanes[i]))
- {
- lightIntensity *= ShadowCalculation(bias, i, lightIndex, shadowSampler);
- applied=true;
- //Graphics cards hate break (SLOW), hence boolean value above
- //break;
- }
- return lightIntensity;
-
-}
-
-//Parallax mapping with offset limiting
-//You can try different parallax mapping techniques, but they all have problems with steep angles so I decided this is something for later
-vec2 ParallaxMapping(vec3 V, vec2 T)
-{
- // get depth for this fragment
- float initialHeight = texture2D(heightMap, T).r-0.5;
-
- // calculate amount of offset for Parallax Mapping With Offset Limiting
- vec2 texCoordOffset = HEIGHT_SCALE * V.xy * initialHeight;
-
- // return modified texture coordinates
- return T + texCoordOffset;
-}
-
-float DistributionGGX(float NdotH, float roughnessSquared)
-{
- float a = roughnessSquared;
- float a2 = a*a;
- float NdotH2 = NdotH*NdotH;
-
- float nom = a2;
- float denom = NdotH2 * (a2 - 1.0) + 1.0;
- denom = PI * denom * denom + 0.0001;
-
- return nom / denom;
-}
-
-//"PBR Diffuse Lighting for GGX+Smith Microsurfaces", Earl Hammon, Jr.
-float GeometrySmithG2HammonDenom(float NdotL, float NdotV, float roughnessSquared)
-{
- float denom = mix(2*NdotL*NdotV,NdotL+NdotV,roughnessSquared);
- return denom;
-}
-
-vec3 fresnelSchlick(float cosTheta, vec3 F0)
-{
- return F0 + (1.0 - F0) * pow(max(1.0 - cosTheta,0), 5.0);
-}
-
-
-vec3 fresnelSchlickRoughness(float cosTheta, vec3 F0, float roughness)
-{
- return F0 + (max(vec3(1.0 - roughness), F0) - F0) * pow(max(1.0 - cosTheta, 0.0), 5.0);
-}
-
-struct LightValues
-{
- vec3 lightVec;
- vec3 lightDir;
- vec3 lightDirViewSpace;
- float attenFactor;
- float lightDist;
-};
-
-LightValues CalculateLightValues(const int index)
-{
- LightValues result;
- if(glLightSource[index].spotCosTheta != -1.)
- {
- result.lightVec = glLightSource[index].position.xyz - v;
- result.lightDirViewSpace=normalize(result.lightVec);
- result.lightDist = length(result.lightVec);
- result.lightDir = normalize(result.lightVec);
-
- float angle = max(dot(normalize(glLightSource[index].spotDirection), -result.lightDir),0);
-
- if (angle > glLightSource[index].spotCosPhi)
- {
- float spotAtten;
- if (angle < glLightSource[index].spotCosTheta)
- spotAtten = (angle-glLightSource[index].spotCosPhi)/(glLightSource[index].spotCosTheta-glLightSource[index].spotCosPhi);
- else
- spotAtten = 1;
-
-
- if(glLightSource[index].spotExponent != 1.0)
- spotAtten = pow(spotAtten, glLightSource[index].spotExponent);
-
- result.attenFactor = spotAtten * min(1.0/ (glLightSource[index].constantAttenuation +
- glLightSource[index].linearAttenuation * result.lightDist +
- glLightSource[index].quadraticAttenuation * result.lightDist * result.lightDist),1);
- }
- else
- result.attenFactor = 0.;
- }
- else if (glLightSource[index].position.w != 0.0)
- {
- result.lightVec = glLightSource[index].position.xyz - v;
- result.lightDirViewSpace=normalize(result.lightVec);
- result.lightDist = length(result.lightVec);
-
- if (enableNormalMaps)
- result.lightVec = tbnMatrix*result.lightVec;
- result.lightDir = normalize(result.lightVec);
-
-
- // positional light source
- result.attenFactor = clamp(1.0/( glLightSource[index].constantAttenuation +
- glLightSource[index].linearAttenuation * result.lightDist +
- glLightSource[index].quadraticAttenuation * result.lightDist * result.lightDist ),0,1);
- }
- else
- {
- // directional light source
- result.attenFactor = 1.0;
-
- if (enableNormalMaps)
- {
- result.lightDirViewSpace=normalize(glLightSource[index].position.xyz);
- result.lightVec = tbnMatrix*glLightSource[index].position.xyz;
- result.lightDir = normalize(result.lightVec);
- }
- else
- {
- result.lightVec = glLightSource[index].position.xyz;
- result.lightDir = normalize(result.lightVec);
- result.lightDirViewSpace = result.lightDir;
- }
- result.lightDist = length(result.lightVec);
- }
- return result;
-}
-
-#if USE_CLUSTERED_SHADING == 1
-LightValues CalculateLightValuesClustered(const int index)
-{
- LightValues result;
-
- result.lightVec = clusteredLights[index].position.xyz - v;
- result.lightDirViewSpace=normalize(result.lightVec);
- result.lightDist = length(result.lightVec);
-
- if (enableNormalMaps)
- result.lightVec = tbnMatrix*result.lightVec;
- result.lightDir = normalize(result.lightVec);
-
- // positional light source
- float inner = 0.0;
- float att = max(1.0 - max(0.0, (result.lightDist - inner) / (clusteredLights[index].position.w - inner)), 0.0);
- result.attenFactor = att;
- return result;
-}
-#endif
-
-vec3 ApplyAmbientLight(const int index,const vec3 firstTexture, const float intensity, vec3 lightSum)
-{
- vec3 IAmbient = (matAmbientColor)*(PBR_FACTOR*glLightSource[index].ambient)*firstTexture;
- lightSum.rgb += IAmbient*intensity;
- return lightSum;
-}
-
-vec3 ApplyPBRLight(vec3 lightDiffuseColor, const LightValues lightValues, const vec3 mapNormal, const vec3 eyeV, const vec3 F0, const float roughness, const vec3 IDiffuse, const vec3 firstTexture, vec3 lightSum, const float metalness)
-{
-
- float visible = 1.0;
- float intensity = lightValues.attenFactor;
-
- //vec3 IAmbient = (matAmbientColor.rgb)*(PBR_FACTOR*glLightSource[index].ambient)*firstTexture;
- //lightSum.rgb += IAmbient*intensity;
-
- vec3 L = lightValues.lightDir;
- vec3 V = normalize(eyeV);
- vec3 H = normalize(L + V);
-
- vec3 reflected;
- vec3 N = mapNormal;
-
- float HdotV = max(dot(H, V), 0.0);
- float NdotL = max(dot(N, L), 0.0);
- float NdotV = max(dot(N, V), 0.0001);
- float NdotH = max(dot(N, H), 0.0001);
-
- vec3 F = fresnelSchlick(HdotV, F0);
-
- // Cook-Torrance BRDF
- float roughnessSquared = roughness*roughness;
- float NDF = DistributionGGX(NdotH, roughnessSquared);
-
- vec3 nominator = NDF * F;
- float denominator = 2.0 * GeometrySmithG2HammonDenom(NdotV, NdotL, roughnessSquared) + 0.00001; // 0.00001 to prevent divide by zero.
- vec3 specular = nominator/denominator;
-
- #ifndef SIMPLE_KD
- vec3 kD=mix(vec3(1.0)-F,vec3(0.0),metalness);
- #else
- float kD = 1.0 - metalness;
- #endif
-
- #if USE_HQ_DIFFUSE == 1
- //GGX Diffuse Approximation from
- //"PBR Diffuse Lighting for GGX+Smith Microsurfaces, Earl Hammon, Jr."
- float LdotV = dot(L, V);
- float facing = 0.5+0.5*LdotV;
- float rough = facing*(0.9-0.4*facing)*(.5/(NdotH+0.05) + 1); //+0.05 to prevent too large values
- float smooth_ = 1.05*(1-pow(1-NdotL,5))*(1-pow(1-NdotV,5));
- float single = 1./PI*mix(smooth_, rough, roughnessSquared);
- float multi = 0.1159*roughnessSquared;
- vec3 diffuse = kD*IDiffuse.rgb*(single+IDiffuse.rgb*multi);
- #else
- vec3 diffuse = kD*IDiffuse.rgb/PI;
- #endif
-
- lightSum+= PBR_FACTOR*lightDiffuseColor*(diffuse + specular)*intensity*NdotL;
-
-
-
-return lightSum;
-}
-
-vec3 ApplyLight(const int index, const LightValues lightValues, const vec3 mapNormal, const vec3 eyeV, const vec3 F0, const float roughness, const vec3 IDiffuse, const vec3 firstTexture, vec3 lightSum, const float metalness)
-{
- lightSum=ApplyAmbientLight(index, firstTexture, lightValues.attenFactor, lightSum);
- lightSum=ApplyPBRLight(glLightSource[index].diffuse.rgb, lightValues, mapNormal, eyeV, F0, roughness, IDiffuse, firstTexture, lightSum, metalness);
- return lightSum;
-}
-
-#if USE_CLUSTERED_SHADING == 1
-//Clustered shading code partially from
-//"Demo code implementing Clustered Forward Shading, accompanying the talk
-//'Tiled and Clustered Forward Shading' presented at Siggraph 2012."
-
-/**
- * Computes the {i,j,k} integer index into the cluster grid. For details see our paper:
- * 'Clustered Deferred and Forward Shading'
- * http://www.cse.chalmers.se/~olaolss/main_frame.php?contents=publication&id=clustered_shading
- */
-ivec3 calcClusterLoc(vec2 fragPos, float viewSpaceZ)
-{
- // i and j coordinates are just the same as tiled shading, and based on screen space position.
- ivec2 l = ivec2(int(fragPos.x) / LIGHT_GRID_TILE_DIM_X, int(fragPos.y) / LIGHT_GRID_TILE_DIM_Y);
-
- // k is based on the log of the view space Z coordinate.
- float gridLocZ = log(viewSpaceZ * recNear) * recLogSD1;
-
- return ivec3(l, int(gridLocZ));
-}
-
-/**
- * Linearlizes the 3D cluster location into an offset, which can be used as an
- * address into a linear buffer.
- */
-int calcClusterOffset(ivec3 clusterLoc)
-{
- return (clusterLoc.z * LIGHT_GRID_MAX_DIM_Y + clusterLoc.y) * LIGHT_GRID_MAX_DIM_X + clusterLoc.x;
-}
-
-/**
- * Convenience shorthand function, see above...
- */
-int calcClusterOffset(vec2 fragPos, float viewSpaceZ)
-{
- return calcClusterOffset(calcClusterLoc(fragPos, viewSpaceZ));
-}
-
-vec3 ApplyClusteredLights(const vec3 mapNormal, const vec3 eyeV, const vec3 F0, const float roughness, const vec3 IDiffuse, const vec3 firstTexture, vec3 lightSum, const float metalness)
-{
- // fetch cluster data (i.e. offset to light indices, and numer of lights) from grid buffer.
- uvec2 offsetCount = texelFetch(clusterGridTex, calcClusterOffset(gl_FragCoord.xy, v.z)).xy;
-
- int lightOffset = int(offsetCount.x);
- int lightCount = int(offsetCount.y);
-
- for (int i = 0; i < lightCount; ++i)
- {
- // fetch light index from list of lights for the cluster.
- int lightIndex = texelFetch(clusterLightIndexListsTex, lightOffset + i).x;
- LightValues lightValues = CalculateLightValuesClustered(lightIndex);
- // compute and accumulate shading.
- lightSum = ApplyPBRLight(clusteredLights[lightIndex].diffuse.rgb*2, lightValues, mapNormal, eyeV, F0, roughness, IDiffuse, firstTexture, lightSum, metalness);
- }
-
- return lightSum;
-}
-#endif
-
-void main(void)
-{
- float fogFactor = 0;
- if (enableFog && fogMode > 0)
- {
- //Radial fog
- float z = length(v);
- if (fogMode == 3)
- {
- fogFactor = (fogEnd - z) * fogScale;
- }
- else if (fogMode == 1)
- {
- fogFactor = exp(-glFog.density * z);
- }
- else if (fogMode == 2)
- {
- fogFactor = exp(- pow(z * glFog.density,2));
- }
-
- fogFactor = clamp(fogFactor, 0.0, 1.0);
- }
-
- vec3 eyeV=normalize(eyeVec);
- vec3 normal=normalize(N);
-
- vec2 texCoordsProcessed;
-
-#if USE_PARALLAX_MAPS == 1
- if (enableParallaxMaps)
- texCoordsProcessed = ParallaxMapping(eyeV, texCoords.st);
- else
-#endif
- texCoordsProcessed = texCoords.st;
-
- vec4 firstTexture;
- vec4 lightSum = vec4(0);
- if (enableFirstTexture)
- {
- firstTexture = texture2D(tex, texCoordsProcessed);
- if (enableSecondTexture)
- {
- if(tex2Mode == 0)
- {
- firstTexture *= texture2D(tex2, texCoords.pq);
- if (enableTex2Modulate2X)
- firstTexture.rgb*=4.6; //2^2.2 since rendering is gamma correct
-
- }
- else
- {
- lightSum.rgb += texture2D(tex2, texCoords.pq).rgb;
- }
- }
-
- }
- else{
- firstTexture = vec4(1,1,1,1);
- }
-
- float alpha = alphaValue*firstTexture.a;
-
- if (enableAlphaTest)
- if(alphaTestCompareMethod==5)
- {
- if( alpha <= alphaTestValue)
- discard;
- }
- else if(alphaTestCompareMethod==2)
- {
- if( alpha > alphaTestValue)
- discard;
- }
- else
- firstTexture =vec4(1,0,0,1);
-
- vec3 mapNormal;
- if (enableNormalMaps)
- {
- vec3 textureNormal = texture2D(normalMap, texCoordsProcessed).rgb;
- textureNormal.xy = (textureNormal.rg * 2.0 - 1.0);
- textureNormal.z = sqrt(1.0-dot(textureNormal.xy,textureNormal.xy));
- mapNormal = normalize(textureNormal.xyz);
- }
- else
- mapNormal = normal;
-
- lightSum+=vec4(((matEmissiveColor.rgb))* firstTexture.rgb, alpha);
-
- float metalness;
- if (enableMetalnessMap)
- {
- metalness=texture2D(metalnessMap, texCoordsProcessed.st).r;
- }
- else
- {
- metalness=metalnessConst;
-
- }
-
- vec3 IDiffuse = (matDiffuseColor)*firstTexture.rgb;
-
- float roughness;
- if (enableRoughnessMap)
- {
- roughness=clamp(roughnessTextureBias+texture2D(roughnessMap, texCoordsProcessed.st).r,0.0,1.0);
- }
- else
- {
- roughness=roughnessConst;
- }
-
- #define DIELECTRIC_SPECULAR 0.04
- vec3 F0 = mix(vec3(DIELECTRIC_SPECULAR), IDiffuse, metalness);
- if (enableEnvMap)
- {
- vec3 n;
- if (enableNormalMaps)
- n=normalize( worldRotMat * (tbnMatrixObj * mapNormal ));
- else
- n=normalize(worldNormal);
- vec3 v = normalize( camPos - vWorld);
- vec3 reflectDir = reflect(-v, n);
- const float MAX_REFLECTION_LOD = 7;
- float lod = roughness * (2.0 - roughness) * MAX_REFLECTION_LOD;
- vec3 irradiance;
- vec3 radiance;
- if (enableFog)
- {
- vec3 ambientTint=PBR_FACTOR_ENV*glFog.colorLinear.rgb;
- irradiance = vec3(texture(irradianceMap, n).r)*ambientTint;
- radiance = vec3(textureLod(envMap, reflectDir, lod).r)*ambientTint;
- }
- else
- {
- irradiance = texture(irradianceMap, n).rgb*PBR_FACTOR_ENV;
- radiance = textureLod(envMap, reflectDir, lod).rgb*PBR_FACTOR_ENV;
- }
-
- float NdotV = max(dot(n,v),0.0);
- vec2 brdf = texture(brdfLUT, vec2(NdotV, roughness)).rg;
-
- #ifdef IBL_MULTIPLE_SCATTERING
- vec3 diffuseColor = mix(IDiffuse.rgb, vec3(0), metalness);
- // Multiple scattering, from:
- //"A Multiple-Scattering Microfacet Model for Real-Time Image-based Lighting", Carmelo J. Fdez-Agüera
- vec3 kS = F0;
-
- vec3 FssEss = kS * brdf.x + brdf.y;
-
- float Ess = brdf.x + brdf.y;
- float Ems = 1.0-Ess;
- vec3 Favg = F0 + (1.0-F0)/21.0;
- vec3 Fms = FssEss*Favg/(1.0-Ems*Favg);
- vec3 FmsEms = Fms * Ems;
- // Dielectrics
- vec3 Edss = 1.0 - (FssEss + FmsEms);
- vec3 kD = diffuseColor * Edss;
- // Composition
- lightSum.rgb += FssEss * radiance + (FmsEms+kD) * irradiance;
- #else
- vec3 diffuse = irradiance * IDiffuse;
- vec3 F = fresnelSchlickRoughness(NdotV, F0, roughness);
- #ifndef SIMPLE_KD
- vec3 kD=mix(vec3(1.0)-F,vec3(0.0),metalness);
- #else
- float kD = 1.0 - metalness;
- #endif
-
- vec3 specular = radiance * (F0 * brdf.x + brdf.y);
- lightSum.rgb += kD*diffuse + specular;
- #endif
- }
- else
- {
- if (enableNormalMaps)
- {
- vec3 dir = vec3(0,0,1);
- float ambientIntensity = dot(dir,mapNormal);
- lightSum.rgb+=matAmbientColor.rgb * ambientColor.rgb* ambientIntensity*IDiffuse.rgb;
- }
- else
- lightSum.rgb+=matAmbientColor.rgb * ambientColor.rgb* IDiffuse.rgb;
- }
-
- //Unrolled loop and a separated shadow pass to help some glsl compilers. Also some glsl compilers need a constant value (not variable!) for sampler arrays.
- if(lightCount > 0)
- {
- const int lightIndex = 0;
- LightValues lightValues = CalculateLightValues(lightIndex);
- #if MAX_SHADOWS > 0
- if (shadowCount > 0)
- lightValues.attenFactor = ShadowCalculationForAllSplitPlanes(lightIndex, lightValues.lightDirViewSpace, normal, lightValues.attenFactor, shadowMap[0]);
- #endif
- lightSum.rgb = ApplyLight(lightIndex, lightValues, mapNormal, eyeV, F0, roughness, IDiffuse.rgb, firstTexture.rgb, lightSum.rgb, metalness);
- }
- if(lightCount > 1)
- {
- const int lightIndex = 1;
- LightValues lightValues = CalculateLightValues(lightIndex);
- #if MAX_SHADOWS > 1
- if (shadowCount > 1)
- lightValues.attenFactor = ShadowCalculationForAllSplitPlanes(lightIndex, lightValues.lightDirViewSpace, normal, lightValues.attenFactor, shadowMap[1]);
- #endif
- lightSum.rgb = ApplyLight(lightIndex, lightValues, mapNormal, eyeV, F0, roughness, IDiffuse.rgb, firstTexture.rgb, lightSum.rgb, metalness);
- }
- if (lightCount > 2)
- {
- const int lightIndex = 2;
- LightValues lightValues = CalculateLightValues(lightIndex);
- lightSum.rgb = ApplyLight(lightIndex, lightValues, mapNormal, eyeV, F0, roughness, IDiffuse.rgb, firstTexture.rgb, lightSum.rgb, metalness);
- }
- if (lightCount > 3)
- {
- const int lightIndex = 3;
- LightValues lightValues = CalculateLightValues(lightIndex);
- lightSum.rgb = ApplyLight(lightIndex, lightValues, mapNormal, eyeV, F0, roughness, IDiffuse.rgb, firstTexture.rgb, lightSum.rgb, metalness);
- }
- if (lightCount > 4)
- {
- const int lightIndex = 4;
- LightValues lightValues = CalculateLightValues(lightIndex);
- lightSum.rgb = ApplyLight(lightIndex, lightValues, mapNormal, eyeV, F0, roughness, IDiffuse.rgb, firstTexture.rgb, lightSum.rgb, metalness);
- }
- if (lightCount > 5)
- {
- const int lightIndex = 5;
- LightValues lightValues = CalculateLightValues(lightIndex);
- lightSum.rgb = ApplyLight(lightIndex, lightValues, mapNormal, eyeV, F0, roughness, IDiffuse.rgb, firstTexture.rgb, lightSum.rgb, metalness);
- }
- if (lightCount > 6)
- {
- const int lightIndex = 6;
- LightValues lightValues = CalculateLightValues(lightIndex);
- lightSum.rgb = ApplyLight(lightIndex, lightValues, mapNormal, eyeV, F0, roughness, IDiffuse.rgb, firstTexture.rgb, lightSum.rgb, metalness);
- }
- if (lightCount > 7)
- {
- const int lightIndex = 7;
- LightValues lightValues = CalculateLightValues(lightIndex);
- lightSum.rgb = ApplyLight(lightIndex, lightValues, mapNormal, eyeV, F0, roughness, IDiffuse.rgb, firstTexture.rgb, lightSum.rgb, metalness);
- }
- #if USE_CLUSTERED_SHADING == 1
- if(enableClusteredShading)
- lightSum.rgb = ApplyClusteredLights(mapNormal, eyeV, F0, roughness, IDiffuse.rgb, firstTexture.rgb, lightSum.rgb, metalness);
- #endif
-
- vec4 finalColor = lightSum;
-
-
- if (enableFog && fogMode > 0)
- {
- finalColor.rgb = mix(glFog.color.rgb,ToGammaCorrected(finalColor.rgb), fogFactor);
- diffuseColorOut=vec4(finalColor.rgb,finalColor.a);
- }
- else
- diffuseColorOut=vec4(ToGammaCorrected(finalColor.rgb),finalColor.a);
-}
\ No newline at end of file
diff --git a/FLARDATA/Shader/lighting.vs b/FLARDATA/Shader/lighting.vs
deleted file mode 100644
index 932dc6f7..00000000
--- a/FLARDATA/Shader/lighting.vs
+++ /dev/null
@@ -1,146 +0,0 @@
-//This shader file is part of FLAR - Advanced Renderer for Freelancer by Schmackbolzen
-//If you use the supplied shader files you may not modify them unless you state in them what you changed
-//and also mention the source or who the author is.
-//PBR lighting shader for FLAR by Schmackbolzen
-
-#version 330
-
-#define MAX_SHADOWS $MAX_SHADOWS
-#define NUM_SPLITS $NUM_SPLITS
-
-out vec3 eyeVec;
-out vec3 v,vWorld,worldNormal;
-out mat3 tbnMatrix,tbnMatrixObj;
-out vec3 N;
-out vec4 shadowCoord[MAX_SHADOWS*NUM_SPLITS];
-out vec4 texCoords;
-out mat3 worldRotMat;
-out float alphaValue;
-out float fogEnd;
-out float fogScale;
-
-struct glFogParameters
-{
- vec3 color;
- vec3 colorLinear;
- float density;
- float start;
- float end;
-};
-
-uniform glFogParameters glFog;
-uniform mat4 depthBiasMVP[MAX_SHADOWS*NUM_SPLITS];
-uniform mat4 modelViewMat;
-uniform mat4 projectionMat;
-uniform mat4 invViewMat;
-uniform mat4 textureMatrix[2];
-uniform bool enableNormalMaps;
-uniform int shadowCount;
-uniform bool enableEnvMap;
-uniform bool isInstanced;
-uniform bool isInstancedTransparent;
-uniform bool isInstancedFog;
-uniform float matDiffuseAlpha;
-uniform int tex2Mode;
-uniform int texture1Index;
-
-layout (location = 0) in vec4 inPosition;
-layout (location = 1) in vec3 inNormal;
-layout (location = 2) in vec4 inColor;
-layout (location = 3) in vec4 inSecondColor;
-layout (location = 4) in vec4 inTexCoord0;
-layout (location = 5) in vec4 inTexCoord2;
-layout (location = 6) in mat4 inModelViewMatInstanced;
-layout (location = 10) in float inAlphaValueInstanced;
-layout (location = 11) in vec2 inFogStartEndInstanced;
-
-const mat4 biasMatrix = mat4(0.5f, 0.0f, 0.0f, 0.0f,
- 0.0f, 0.5f, 0.0f, 0.0f,
- 0.0f, 0.0f, 0.5f, 0.0f,
- 0.5f, 0.5f, 0.5f, 1.0f);
-
-
-void main(void)
-{
-
-
- mat4 mv;
- if(!isInstanced)
- mv=modelViewMat;
- else
- mv=inModelViewMatInstanced;
-
- if(!isInstancedTransparent)
- {
- alphaValue = matDiffuseAlpha;
- }
- else
- {
- alphaValue = inAlphaValueInstanced;
- }
-
- if(!isInstancedFog)
- {
- fogEnd = glFog.end;
- fogScale = 1 / (glFog.end - glFog.start);
- }
- else
- {
- fogEnd = inFogStartEndInstanced.y;
- fogScale = 1 / (inFogStartEndInstanced.y - inFogStartEndInstanced.x);
- }
-
- mat3 normalMat = mat3(mv);
- v = vec3(mv * inPosition);
- mat4 worldMat = invViewMat*mv;
- if(enableEnvMap)
- {
- vWorld = vec3(worldMat * inPosition);
- worldRotMat = mat3(worldMat);
- worldNormal = worldRotMat * inNormal;
- }
- if (shadowCount > 0)
- {
- for(int i=0;i 1)
- for(int i=0;i XYZ => D65_2_D60 => AP1 => RRT_SAT
-const mat3 ACESInputMat = mat3(
- 0.59719, 0.07600, 0.02840,
- 0.35458, 0.90834, 0.13383,
- 0.04823, 0.01566, 0.83777);
-
-// ODT_SAT => XYZ => D60_2_D65 => sRGB
-const mat3 ACESOutputMat = mat3(
- 1.60475, -0.10208, -0.00327,
- -0.53108, 1.10813, -0.07276,
- -0.07367, -0.00605, 1.07602
-);
-
-vec3 RRTAndODTFit(vec3 v)
-{
- vec3 a = v * (v + 0.0245786f) - 0.000090537f;
- vec3 b = v * (0.983729f * v + 0.4329510f) + 0.238081f;
- return a / b;
-}
-
-vec3 ACESFitted(vec3 color)
-{
- color = ACESInputMat * color;
-
- // Apply RRT and ODT
- color = RRTAndODTFit(color);
-
- color = ACESOutputMat * color;
-
- // Clamp to [0, 1]
- color = clamp(color,0.,1.);
-
- return color;
-}
-
-// Uchimura 2017, "HDR theory and practice"
-// Math: https://www.desmos.com/calculator/gslcdxvipg
-// Source: https://www.slideshare.net/nikuque/hdr-theory-and-practicce-jp
-// Used in "Gran Turismo Sport" game
-vec3 uchimura(vec3 x, float P, float a, float m, float l, float c, float b) {
- float l0 = ((P - m) * l) / a;
- float L0 = m - m / a;
- float L1 = m + (1.0 - m) / a;
- float S0 = m + l0;
- float S1 = m + a * l0;
- float C2 = (a * P) / (P - S1);
- float CP = -C2 / P;
-
- vec3 w0 = vec3(1.0 - smoothstep(0.0, m, x));
- vec3 w2 = vec3(step(m + l0, x));
- vec3 w1 = vec3(1.0 - w0 - w2);
-
- vec3 T = vec3(m * pow(x / m, vec3(c)) + b);
- vec3 S = vec3(P - (P - S1) * exp(CP * (x - S0)));
- vec3 L = vec3(m + a * (x - m));
-
- return T * w0 + L * w1 + S * w2;
-}
-
-vec3 uchimura(vec3 x) {
- const float P = 1.0; // max display brightness
- const float a = 1.0; // contrast
- const float m = 0.22; // linear section start
- const float l = 0.4; // linear section length
- const float c = 1.33; // black
- const float b = 0.0; // pedestal
-
- return uchimura(x, P, a, m, l, c, b);
-}
-
-//new agx from https://github.com/godotengine/godot/pull/106940
-//C++ Code moved to shader by me (Schmackbolzen):
-
-const float tonemap_agx_white = 16.29; // Default to Blender's AgX white.
-const float tonemap_agx_contrast = 1.25;
-const float output_max_value = 1.0;
-
-// Calculate allenwp tonemapping curve parameters on the CPU to improve shader performance.
-// Source and details: https://allenwp.com/blog/2025/05/29/allenwp-tonemapping-curve/
-
-// These constants must match the those in the shader code.
-// 18% "middle gray" is perceptually 50% of the brightness of reference white.
-const float awp_crossover_point = 0.18;
-// When output_max_value and/or awp_crossover_point are no longer constant, awp_shoulder_max can
-// be calculated on the CPU and passed in as tonemap_parameters.tonemap_e.
-const float awp_shoulder_max = output_max_value - awp_crossover_point;
-
-// awp_toe_a is a solution generated by Mathematica that ensures intersection at awp_crossover_point.
-const float awp_toe_a = ((1.0 / awp_crossover_point) - 1.0) * pow(awp_crossover_point, tonemap_agx_contrast);
-// Slope formula is simply the derivative of the toe function with an input of awp_crossover_point.
-const float awp_slope_denom = pow(awp_crossover_point, tonemap_agx_contrast) + awp_toe_a;
-const float awp_slope = (tonemap_agx_contrast * pow(awp_crossover_point, tonemap_agx_contrast - 1.0) * awp_toe_a) / (awp_slope_denom * awp_slope_denom);
-
-const float awp_high_clip = tonemap_agx_white;
-const float awp_w=pow(awp_high_clip - awp_crossover_point,2)/awp_shoulder_max*awp_slope;
-
-const float awp_contrast = tonemap_agx_contrast;
-//End c++ code
-
-// allenwp tonemapping curve; developed for use in the Godot game engine.
-// Source and details: https://allenwp.com/blog/2025/05/29/allenwp-tonemapping-curve/
-// Input must be a non-negative linear scene value.
-vec3 allenwp_curve(vec3 x) {
-
- // Reinhard-like shoulder:
- vec3 s = x - awp_crossover_point;
- vec3 slope_s = awp_slope * s;
- s = slope_s * (1.0 + s / awp_w) / (1.0 + (slope_s / awp_shoulder_max));
- s += awp_crossover_point;
-
- // Sigmoid power function toe:
- vec3 t = pow(x, vec3(awp_contrast));
- t = t / (t + awp_toe_a);
-
- return mix(s, t, lessThan(x, vec3(awp_crossover_point)));
-}
-
-// This is an approximation and simplification of EaryChow's AgX implementation that is used by Blender.
-// This code is based off of the script that generates the AgX_Base_sRGB.cube LUT that Blender uses.
-// Source: https://github.com/EaryChow/AgX_LUT_Gen/blob/main/AgXBasesRGB.py
-// Colorspace transformation source: https://www.colour-science.org:8010/apps/rgb_colourspace_transformation_matrix
-vec3 tonemap_agx(vec3 color) {
- // Input color should be non-negative!
- // Large negative values in one channel and large positive values in other
- // channels can result in a colour that appears darker and more saturated than
- // desired after passing it through the inset matrix. For this reason, it is
- // best to prevent negative input values.
- // This is done before the Rec. 2020 transform to allow the Rec. 2020
- // transform to be combined with the AgX inset matrix. This results in a loss
- // of color information that could be correctly interpreted within the
- // Rec. 2020 color space as positive RGB values, but is often not worth
- // the performance cost of an additional matrix multiplication.
- //
- // Additionally, this AgX configuration was created subjectively based on
- // output appearance in the Rec. 709 color gamut, so it is possible that these
- // matrices will not perform well with non-Rec. 709 output (more testing with
- // future wide-gamut displays is be needed).
- // See this comment from the author on the decisions made to create the matrices:
- // https://github.com/godotengine/godot-proposals/issues/12317#issuecomment-2835824250
-
- // Combined Rec. 709 to Rec. 2020 and Blender AgX inset matrices:
- const mat3 rec709_to_rec2020_agx_inset_matrix = mat3(
- 0.544814746488245, 0.140416948464053, 0.0888104196149096,
- 0.373787398372697, 0.754137554567394, 0.178871756420858,
- 0.0813978551390581, 0.105445496968552, 0.732317823964232);
-
- // Combined inverse AgX outset matrix and Rec. 2020 to Rec. 709 matrices.
- const mat3 agx_outset_rec2020_to_rec709_matrix = mat3(
- 1.96488741169489, -0.299313364904742, -0.164352742528393,
- -0.855988495690215, 1.32639796461980, -0.238183969428088,
- -0.108898916004672, -0.0270845997150571, 1.40253671195648);
-
- // Apply inset matrix.
- color = rec709_to_rec2020_agx_inset_matrix * color;
-
- // Use the allenwp tonemapping curve to match the Blender AgX curve while
- // providing stability across all variable dyanimc range (SDR, HDR, EDR).
- color = allenwp_curve(color);
-
- // Clipping to output_max_value is required to address a cyan colour that occurs
- // with very bright inputs.
- color = min(vec3(output_max_value), color);
-
- // Apply outset to make the result more chroma-laden and then go back to Rec. 709.
- color = agx_outset_rec2020_to_rec709_matrix * color;
-
- // Blender's lusRGB.compensate_low_side is too complex for this shader, so
- // simply return the color, even if it has negative components. These negative
- // components may be useful for subsequent color adjustments.
- return color;
-}
-
-#if USE_PBR_BLOOM == 1
-const float bloomStrength = 0.2f;
-vec4 bloom_new()
-{
- vec4 hdrColor = texture(scene, TexCoords);
- //hdrColor.rgb=vec3(0);
- vec3 bloomColor = texture(bloomtex, TexCoords).rgb;
- //Blend in linear space
- /*hdrColor.rgb=ToLinear(hdrColor.rgb);
- bloomColor=ToLinear(bloomColor);*/
- vec4 blended=vec4(mix(hdrColor.rgb, bloomColor, bloomStrength),hdrColor.a); // linear interpolation
- //Blend in gamma corrected space
- blended.rgb=ToLinear(blended.rgb);
- return blended;
-}
-#endif
-
-void main()
-{
-#if USE_PBR_BLOOM == 0
- vec4 color = texture2D(scene, TexCoords);
- //Not a nice solution to convert two times (ideally there would be none), but not easily solvable currently
- color.rgb = ToLinear(color.rgb);
-#else
- vec4 color = bloom_new();
-#endif
- //Exposure is chosen so that all curves have about the same brightness and the look is fine with very bright starspheres like in Tau-37
-#if USE_CURVE == 0
- color.rgb =tonemap_agx(exposure*color.rgb);
-#elif USE_CURVE == 1
- color.rgb=ACESFitted(exposure*color.rgb);
-#elif USE_CURVE == 2
- color.rgb=uchimura(exposure*color.rgb);
-#endif
-
- color.rgb=ToGammaCorrected(color.rgb);
- gl_FragColor = color;
-
-}
diff --git a/FLARDATA/Shader/postProcess.vs b/FLARDATA/Shader/postProcess.vs
deleted file mode 100644
index 5fdfa4b9..00000000
--- a/FLARDATA/Shader/postProcess.vs
+++ /dev/null
@@ -1,16 +0,0 @@
-//This shader file is part of FLAR - Advanced Renderer for Freelancer by Schmackbolzen
-//If you use the supplied shader files you may not modify them unless you state in them what you changed
-//and also mention the source or who the author is.
-//Post processing shader for FLAR by Schmackbolzen
-
-#version 330
-layout (location = 0) in vec4 vertex;
-
-out vec2 TexCoords;
-
-void main()
-{
- gl_Position = vec4(vertex.xy, 1.0f, 1.0f);
- vec2 texture = vertex.zw;
- TexCoords = texture;
-}
\ No newline at end of file
diff --git a/FLARDATA/Shader/postProcessLightScatter.fp b/FLARDATA/Shader/postProcessLightScatter.fp
deleted file mode 100644
index ec1ac49b..00000000
--- a/FLARDATA/Shader/postProcessLightScatter.fp
+++ /dev/null
@@ -1,46 +0,0 @@
-//This shader file is part of FLAR - Advanced Renderer for Freelancer by Schmackbolzen
-//If you use the supplied shader files you may not modify them unless you state in them what you changed
-//and also mention the source or who the author is.
-//Code based on https://fabiensanglard.net/lightScattering/index.php which is based on
-//"Volumetric Light Scattering as a Post-Process" GPU Gems 3 (2005) and
-//"Light Shaft Rendering" ShadersX3 (2004).
-
-#version 330
-#define MAX_NUM_LIGHTS $MAX_NUM_LIGHTS
-in vec2 TexCoords;
-
-uniform float exposure;
-uniform float decay;
-uniform float density;
-uniform float weight;
-uniform vec2 lightPositionOnScreen[MAX_NUM_LIGHTS];
-uniform sampler2D myTexture;
-uniform int numActiveLights;
-
-const int NUM_SAMPLES = 75;
-
-void main()
-{
- vec4 result = vec4(0);
-
- for (int lightIndex = 0; lightIndex < MAX_NUM_LIGHTS && lightIndex < numActiveLights; lightIndex++ )
- {
- vec2 deltaTextCoord = vec2( TexCoords.st - lightPositionOnScreen[lightIndex].xy );
- vec2 textCoord = TexCoords.st;
- deltaTextCoord *= 1.0 / float(NUM_SAMPLES) * density;
- float illuminationDecay = 1.0;
-
- for(int i=0; i < NUM_SAMPLES ; i++)
- {
- textCoord -= deltaTextCoord;
- vec4 sample = texture2D(myTexture, textCoord );
- sample *= illuminationDecay * weight;
- result += sample;
- illuminationDecay *= decay;
- }
- }
-
- result=min(result,vec4(NUM_SAMPLES*weight));
- result *= exposure;
- gl_FragColor = result;
-}
diff --git a/FLARDATA/Shader/postProcessLightScatter.vs b/FLARDATA/Shader/postProcessLightScatter.vs
deleted file mode 100644
index 66fdac71..00000000
--- a/FLARDATA/Shader/postProcessLightScatter.vs
+++ /dev/null
@@ -1,18 +0,0 @@
-//This shader file is part of FLAR - Advanced Renderer for Freelancer by Schmackbolzen
-//If you use the supplied shader files you may not modify them unless you state in them what you changed
-//and also mention the source or who the author is.
-//Code based on https://fabiensanglard.net/lightScattering/index.php which is based on
-//"Volumetric Light Scattering as a Post-Process" GPU Gems 3 (2005) and
-//"Light Shaft Rendering" ShadersX3 (2004).
-
-#version 330
-layout (location = 0) in vec4 vertex;
-
-out vec2 TexCoords;
-
-void main()
-{
- gl_Position = vec4(vertex.xy, 0.0f, 1.0f);
- vec2 texture = vertex.zw;
- TexCoords = texture;
-}
diff --git a/FLARDATA/Shader/prefilter.fp b/FLARDATA/Shader/prefilter.fp
deleted file mode 100644
index 71b45427..00000000
--- a/FLARDATA/Shader/prefilter.fp
+++ /dev/null
@@ -1,129 +0,0 @@
-//This shader file is part of FLAR - Advanced Renderer for Freelancer by Schmackbolzen
-//If you use the supplied shader files you may not modify them unless you state in them what you changed
-//and also mention the source or who the author is.
-//Code based on https://learnopengl.com/PBR/IBL/Specular-IBL
-
-#version 330
-in vec3 WorldPos;
-
-uniform samplerCube environmentMap;
-uniform float roughness;
-uniform bool convertToLinear;
-uniform bool copyOnly;
-
-const float PI = 3.14159265359;
-
-vec3 ToGammaCorrected(vec3 inColor){
- return pow(inColor.rgb,1./vec3(2.2));
-}
-
-vec3 ToLinear(vec3 inColor){
- return pow(inColor,vec3(2.2));
-}
-
-// ----------------------------------------------------------------------------
-float DistributionGGX(vec3 N, vec3 H, float roughness)
-{
- float a = roughness*roughness;
- float a2 = a*a;
- float NdotH = max(dot(N, H), 0.0);
- float NdotH2 = NdotH*NdotH;
-
- float nom = a2;
- float denom = (NdotH2 * (a2 - 1.0) + 1.0);
- denom = PI * denom * denom + 0.0001;
-
- return nom / denom;
-}
-// ----------------------------------------------------------------------------
-// http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html
-// efficient VanDerCorpus calculation.
-float RadicalInverse_VdC(uint bits)
-{
- bits = (bits << 16u) | (bits >> 16u);
- bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
- bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
- bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
- bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
- return float(bits) * 2.3283064365386963e-10; // / 0x100000000
-}
-// ----------------------------------------------------------------------------
-vec2 Hammersley(uint i, uint N)
-{
- return vec2(float(i)/float(N), RadicalInverse_VdC(i));
-}
-// ----------------------------------------------------------------------------
-vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness)
-{
- float a = roughness*roughness;
-
- float phi = 2.0 * PI * Xi.x;
- float cosTheta = sqrt((1.0 - Xi.y) / (1.0 + (a*a - 1.0) * Xi.y));
- float sinTheta = sqrt(1.0 - cosTheta*cosTheta);
-
- // from spherical coordinates to cartesian coordinates - halfway vector
- vec3 H;
- H.x = cos(phi) * sinTheta;
- H.y = sin(phi) * sinTheta;
- H.z = cosTheta;
-
- // from tangent-space H vector to world-space sample vector
- vec3 up = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
- vec3 tangent = normalize(cross(up, N));
- vec3 bitangent = cross(N, tangent);
-
- vec3 sampleVec = tangent * H.x + bitangent * H.y + N * H.z;
- return normalize(sampleVec);
-}
-// ----------------------------------------------------------------------------
-void main()
-{
- vec3 N = normalize(WorldPos);
-
- // make the simplyfying assumption that V equals R equals the normal
- vec3 R = N;
- vec3 V = R;
-
- if (!copyOnly)
- {
- const uint SAMPLE_COUNT = 1024u;
- vec3 prefilteredColor = vec3(0.0);
- float totalWeight = 0.0;
-
- for(uint i = 0u; i < SAMPLE_COUNT; ++i)
- {
- // generates a sample vector that's biased towards the preferred alignment direction (importance sampling).
- vec2 Xi = Hammersley(i, SAMPLE_COUNT);
- vec3 H = ImportanceSampleGGX(Xi, N, roughness);
- vec3 L = normalize(2.0 * dot(V, H) * H - V);
-
- float NdotL = max(dot(N, L), 0.0);
- if(NdotL > 0.0)
- {
- // sample from the environment's mip level based on roughness/pdf
- float D = DistributionGGX(N, H, roughness);
- float NdotH = max(dot(N, H), 0.0);
- float HdotV = max(dot(H, V), 0.0);
- float pdf = D * NdotH / (4.0 * HdotV + 0.0001);
-
- float resolution = 1024.0; // resolution of source cubemap (per face)
- float saTexel = 4.0 * PI / (6.0 * resolution * resolution);
- float saSample = 1.0 / (float(SAMPLE_COUNT) * pdf + 0.0001);
-
- float mipLevel = roughness == 0.0 ? 0.0 : 0.5 * log2(saSample / saTexel);
- vec3 texColor=textureLod(environmentMap, L, mipLevel).rgb;
- if(convertToLinear)
- texColor=ToLinear(texColor);
- prefilteredColor += texColor * NdotL;
- totalWeight += NdotL;
- }
- }
-
- prefilteredColor = prefilteredColor / totalWeight;
-
- gl_FragColor = vec4(ToGammaCorrected(prefilteredColor), 1.0);
- //gl_FragColor = vec4(prefilteredColor, 1.0);
- }
- else
- gl_FragColor = vec4(textureLod(environmentMap, V, 0).rgb, 1.0);
-}
diff --git a/FLARDATA/Shader/simpleColor.fp b/FLARDATA/Shader/simpleColor.fp
deleted file mode 100644
index 8db47601..00000000
--- a/FLARDATA/Shader/simpleColor.fp
+++ /dev/null
@@ -1,14 +0,0 @@
-//This shader file is part of FLAR - Advanced Renderer for Freelancer by Schmackbolzen
-//If you use the supplied shader files you may not modify them unless you state in them what you changed
-//and also mention the source or who the author is.
-//
-//Simple color shader for FLAR by Schmackbolzen
-
-#version 330
-
-in vec3 currentColor;
-
-void main()
-{
- gl_FragColor = vec4(currentColor,1);
-}
diff --git a/FLARDATA/Shader/simpleColor.vs b/FLARDATA/Shader/simpleColor.vs
deleted file mode 100644
index 90a0c295..00000000
--- a/FLARDATA/Shader/simpleColor.vs
+++ /dev/null
@@ -1,36 +0,0 @@
-//This shader file is part of FLAR - Advanced Renderer for Freelancer by Schmackbolzen
-//If you use the supplied shader files you may not modify them unless you state in them what you changed
-//and also mention the source or who the author is.
-//
-//Simple color shader for FLAR by Schmackbolzen
-
-#version 330
-
-uniform mat4 modelViewMat;
-uniform mat4 projectionMat;
-uniform vec3 position;
-uniform vec3 color;
-uniform float size;
-uniform bool isInstanced;
-
-layout (location = 0) in vec3 inVertex;
-layout (location = 1) in vec3 inPositionInstanced;
-layout (location = 2) in float inSizeInstanced;
-layout (location = 3) in vec3 inColorInstanced;
-out vec3 currentColor;
-
-void main()
-{
- vec3 worldSpacePos;
- if(!isInstanced)
- {
- currentColor=color;
- worldSpacePos=size * inVertex + position;
- }
- else
- {
- currentColor=inColorInstanced;
- worldSpacePos=inSizeInstanced * inVertex + inPositionInstanced;
- }
- gl_Position = projectionMat * modelViewMat * vec4(worldSpacePos,1);
-}
diff --git a/FLARDATA/Textures/HeightMaps/Alien_organic000.dds.dds b/FLARDATA/Textures/HeightMaps/Alien_organic000.dds.dds
deleted file mode 100644
index 8b0184ef..00000000
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diff --git a/FLARDATA/Textures/HeightMaps/K_panel02.TGA.dds b/FLARDATA/Textures/HeightMaps/K_panel02.TGA.dds
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diff --git a/FLARDATA/Textures/HeightMaps/SLNDPD_64.TGA.dds b/FLARDATA/Textures/HeightMaps/SLNDPD_64.TGA.dds
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diff --git a/FLARDATA/Textures/HeightMaps/STADTL1_256.tga.dds b/FLARDATA/Textures/HeightMaps/STADTL1_256.tga.dds
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diff --git a/FLARDATA/Textures/HeightMaps/STADTL2_256.TGA.dds b/FLARDATA/Textures/HeightMaps/STADTL2_256.TGA.dds
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diff --git a/FLARDATA/Textures/HeightMaps/STADTL3_256.TGA.dds b/FLARDATA/Textures/HeightMaps/STADTL3_256.TGA.dds
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diff --git a/FLARDATA/Textures/HeightMaps/STADTLS2_128 .TGA.dds b/FLARDATA/Textures/HeightMaps/STADTLS2_128 .TGA.dds
deleted file mode 100644
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diff --git a/FLARDATA/Textures/HeightMaps/STANUMS_256.tga.dds b/FLARDATA/Textures/HeightMaps/STANUMS_256.tga.dds
deleted file mode 100644
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diff --git a/FLARDATA/Textures/HeightMaps/TLR_map_green.tga.dds b/FLARDATA/Textures/HeightMaps/TLR_map_green.tga.dds
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diff --git a/FLARDATA/Textures/HeightMaps/TLR_map_vents.tga.dds b/FLARDATA/Textures/HeightMaps/TLR_map_vents.tga.dds
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diff --git a/FLARDATA/Textures/HeightMaps/ast_ice01_outside.dds.dds b/FLARDATA/Textures/HeightMaps/ast_ice01_outside.dds.dds
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Binary files a/FLARDATA/Textures/RoughnessMaps/bhvhf01_eng_in_rt_lod1_albedo.tga.dds and /dev/null differ
diff --git a/FLARDATA/Textures/RoughnessMaps/bhvhf01_glass_hull_albedo.dds.dds b/FLARDATA/Textures/RoughnessMaps/bhvhf01_glass_hull_albedo.dds.dds
deleted file mode 100644
index 790602a7..00000000
Binary files a/FLARDATA/Textures/RoughnessMaps/bhvhf01_glass_hull_albedo.dds.dds and /dev/null differ
diff --git a/FLARDATA/Textures/RoughnessMaps/bhvhf01_turb1_albedo.tga.dds b/FLARDATA/Textures/RoughnessMaps/bhvhf01_turb1_albedo.tga.dds
deleted file mode 100644
index db4f4186..00000000
Binary files a/FLARDATA/Textures/RoughnessMaps/bhvhf01_turb1_albedo.tga.dds and /dev/null differ
diff --git a/FLARDATA/Textures/RoughnessMaps/bhvhf01_turb1_lod1_albedo.tga.dds b/FLARDATA/Textures/RoughnessMaps/bhvhf01_turb1_lod1_albedo.tga.dds
deleted file mode 100644
index 00a4e363..00000000
Binary files a/FLARDATA/Textures/RoughnessMaps/bhvhf01_turb1_lod1_albedo.tga.dds and /dev/null differ
diff --git a/FLARDATA/Textures/RoughnessMaps/bhvhf01_turb2_albedo.tga.dds b/FLARDATA/Textures/RoughnessMaps/bhvhf01_turb2_albedo.tga.dds
deleted file mode 100644
index 09d9c349..00000000
Binary files a/FLARDATA/Textures/RoughnessMaps/bhvhf01_turb2_albedo.tga.dds and /dev/null differ
diff --git a/FLARDATA/Textures/RoughnessMaps/bhvhf01_turb2_lod1_albedo.tga.dds b/FLARDATA/Textures/RoughnessMaps/bhvhf01_turb2_lod1_albedo.tga.dds
deleted file mode 100644
index 7d95379d..00000000
Binary files a/FLARDATA/Textures/RoughnessMaps/bhvhf01_turb2_lod1_albedo.tga.dds and /dev/null differ
diff --git a/FLARDATA/Textures/RoughnessMaps/m_hatch01.tga.dds b/FLARDATA/Textures/RoughnessMaps/m_hatch01.tga.dds
deleted file mode 100644
index 7d86bec8..00000000
Binary files a/FLARDATA/Textures/RoughnessMaps/m_hatch01.tga.dds and /dev/null differ
diff --git a/FLARDATA/Textures/RoughnessMaps/m_panels.tga.dds b/FLARDATA/Textures/RoughnessMaps/m_panels.tga.dds
deleted file mode 100644
index 53605ac5..00000000
Binary files a/FLARDATA/Textures/RoughnessMaps/m_panels.tga.dds and /dev/null differ
diff --git a/FLARDATA/config.cfg b/FLARDATA/config.cfg
deleted file mode 100644
index 1dda0d2c..00000000
--- a/FLARDATA/config.cfg
+++ /dev/null
@@ -1,22 +0,0 @@
-MSAAMode=3
-AnisotropicFilteringMode=4
-ToneMappingType=0
-ShadowNumSplits=5
-ShadowmapSize=4096
-ShadowCastingLights=2
-EnableNewLighting=1
-EnableShadows=1
-EnableEnvMaps=0
-EnablePostProcessing=1
-EnableLightScattering=1
-EnableParallaxMaps=1
-EnableHQDiffuse=1
-EnableShadowPCF=1
-EnableAsteroidShadows=1
-LightScatteringSunLimit=8
-EnableClusteredShading=1
-MaxNumberOfLightsIndex=3
-ReplaceFakeLights=0
-EnablePointLights=1
-EnableAutomaticExposure=1
-AlwaysUseAccurateSRGBConversion=1
\ No newline at end of file
diff --git a/FLARDATA/materials.json b/FLARDATA/materials.json
deleted file mode 100644
index 18129a71..00000000
--- a/FLARDATA/materials.json
+++ /dev/null
@@ -1,1144 +0,0 @@
-{
- "DefaultMaterial": {
- "Roughness" : 0.4,
- "Metalness" : 0.9,
- "RoughnessTextureBias" : 0.03
- },
- "ExactMatchedMaterials": [
- {
- "TextureNames": [
- "atmosphere",
- "cratermoon",
- "mercury_side",
- "desert_clouds_cap1",
- "desert_clouds_cap2",
- "desert_clouds_side",
- "desert_red_single",
- "desert_rock_single",
- "desert_rock_cap",
- "desert_clouds_01",
- "desert_clouds_02",
- "desert_clouds_cap",
- "desert_med_01",
- "desert_med_02",
- "desert_med_cap",
- "desert_med_new",
- "desert_red_01",
- "desert_red_02",
- "desert_red_cap",
- "desert_rock_01",
- "desert_rock_02",
- "desert_rock_cap",
- "desert01",
- "desert02",
- "desertcap",
- "detailmap_city",
- "detailmap_crater_high",
- "detailmap_crater_low",
- "detailmap_crater_mid",
- "detailmap_ground01",
- "detailmap_lava",
- "detailmap_ocean",
- "detailmap_rock01",
- "earthcity01",
- "earthcity02",
- "earthcitycap",
- "earthcity_new",
- "earthgaia",
- "earthgaiacap",
- "earthgrncld01",
- "earthgrncld02",
- "earthgrncldcap",
- "earthlike_new",
- "earthlike01",
- "earthlike02",
- "earthlikecap",
- "earthsnwcld01",
- "earthsnwcld02",
- "earthsnwcldcap",
- "earthsnwcld_side",
- "gasblucld01",
- "gasblucld02",
- "gasblucldcap",
- "gasblucld_single",
- "gasgrncld01",
- "gasgrncld02",
- "gasgrncldcap",
- "gasgrncld_single",
- "gasicecld",
- "gasicecld_side",
- "gasicecld_cap_top",
- "gasicecld_cap_btm",
- "gasorgcld_single",
- "gasorgcld01",
- "gasorgcld02",
- "gasorgcldcap",
- "gaspurcld01",
- "gaspurcld02",
- "gaspurcldcap",
- "gaspur_single",
- "gasyelcld",
- "gasyelcld_new_sides",
- "gasyelcld_new_cap_top",
- "gasyelcld_new_cap_btm",
- "greenwater01",
- "greenwater02",
- "greenwatercap",
- "icegrey01",
- "icegrey02",
- "icegreycap",
- "icelndwat01",
- "icelndwat02",
- "icelndwatcap",
- "icelndwat_cap",
- "icelndwat_side",
- "icewatcld_side",
- "icemntcld_new",
- "icemntcld01",
- "icemntcld02",
- "icemntcldcap",
- "icemoon",
- "icepurple01",
- "icepurple02",
- "icepurplecap",
- "icewatcld01",
- "icewatcld02",
- "icewatcldcap",
- "icewatind01",
- "icewatind02",
- "icewatindcap",
- "icewatind_side",
- "icewhiteblue01",
- "icewhiteblue02",
- "icewhitebluecap",
- "indust01",
- "indust02",
- "industcap",
- "jupiter_eirope",
- "jupiter_ganimed",
- "jupiter_io",
- "mercury01",
- "mercury02",
- "mercurycap",
- "moon_body.tga",
- "moonblu",
- "moonred",
- "moonyellow",
- "neptuncap",
- "neptunside",
- "neutron",
- "NUPS_fun_pl01_side1.tga",
- "NUPS_fun_pl02_side1.tga",
- "NUPS_fun_pl03_side1.tga",
- "nups_pla_des01_atmosphere.tga",
- "nups_pla_des01_side1.tga",
- "nups_pla_des01_side2.tga",
- "nups_pla_des01_side3.tga",
- "nups_pla_des01_side4.tga",
- "nups_pla_des01_sidebottom.tga",
- "nups_pla_des01_sidetop.tga",
- "NUPS_planet_capricacap1",
- "NUPS_planet_capricacap2",
- "NUPS_planet_capricaside",
- "NUPS_planet_scorpio01_bottom.tga",
- "NUPS_planet_scorpio01_side1.tga",
- "NUPS_planet_scorpio01_side2.tga",
- "NUPS_planet_scorpio01_side3.tga",
- "NUPS_planet_scorpio01_side4.tga",
- "NUPS_planet_scorpio01_top.tga",
- "ocean_drkclds_cap1",
- "ocean_drkclds_cap2",
- "ocean_drkclds_single",
- "ocean_bluclds_01",
- "ocean_bluclds_02",
- "ocean_bluclds_cap",
- "ocean_bluislclds_01",
- "ocean_bluislclds_02",
- "ocean_bluislclds_cap",
- "ocean_blusmlcld_01",
- "ocean_blusmlcld_02",
- "ocean_blusmlcld_cap",
- "ocean_blusmlcld_side",
- "ocean_drkclds_01",
- "ocean_drkclds_02",
- "ocean_drkclds_cap",
- "ocean_grnclds_01",
- "ocean_grnclds_02",
- "ocean_grnclds_cap",
- "ocean_grnclds_side",
- "plutoside",
- "rckbrn_cap1",
- "rckbrn_cap2",
- "rckbrn_single",
- "rckbrn_01",
- "rckbrn_02",
- "rckbrn_cap",
- "rockdes",
- "rockdes_01",
- "rockdes_02",
- "rockdes_cap",
- "rockmnt",
- "rockmnt_01",
- "rockmnt_cap",
- "saturncap1",
- "saturncap2",
- "saturnside",
- "sw_planet1_earthside1.tga",
- "sw_planet1_earthside2.tga",
- "sw_planet1_earthside3.tga",
- "sw_planet1_earthside4.tga",
- "sw_planet1_earthsidebottom.tga",
- "sw_planet1_earthsidetop.tga",
- "upiter01",
- "upiter02",
- "upitercap",
- "uranusside",
- "venus"
- ],
- "Roughness" : 0.01,
- "Metalness" : 0.0
- },
- {
- "TextureNames": [
- "tree_64.tga",
- "Sprauge_Grass.tga"
- ],
- "Roughness" : 0.01,
- "Metalness" : 0.0
- },
- {
- "TextureNames": [
- "pumpkin_mat03.dds",
- "pumpkin_mat01.dds",
- "scarecrow_0.dds",
- "gingerbread_0.dds",
- "bat_candy_0.dds",
- "coniferous_fir.dds",
- "tree_bark01.dds",
- "APE.TGA",
- "br_bartender_head02.TGA",
- "br_brighton_head02.TGA",
- "br_captain_head01.tga",
- "br_carina_head02.TGA",
- "br_darcy_head01.tga",
- "br_kaitlyn_head01.tga",
- "br_newscaster_head01.TGA",
- "br_quigly_head02.TGA",
- "br_sales_head02.TGA",
- "br_tobias_head.tga",
- "eyeblue.tga",
- "eyebrown.tga",
- "eyebrown_grey.TGA",
- "eyebrown_juni.TGA",
- "eyebrown_Orillion.TGA",
- "eyebrown_shiny.TGA",
- "eyegreen.tga",
- "eyeshinehilights2.tga",
- "eyetealblue.tga",
- "eyetealblueDARK.TGA",
- "eyetealblueTRENT.TGA",
- "ge_female1_head02.TGA",
- "ge_male1_head02.TGA",
- "ge_male2_head02.TGA",
- "ge_male3_head02.TGA",
- "ge_male4_head02.TGA",
- "ge_male6_head02.TGA",
- "ge_male7_head02.TGA",
- "ku_bartender_head02.TGA",
- "ku_captain_head02.TGA",
- "ku_edo_head01.tga",
- "ku_kym_head02.TGA",
- "ku_newscaster_head02.TGA",
- "ku_sales_head02.TGA",
- "ku_tashi_head02.TGA",
- "ku_tenji_head01.tga",
- "li_bartender_head01.tga",
- "li_captain_head02.TGA",
- "li_hatcher_head02.TGA",
- "li_newscaster_head02.TGA",
- "li_rockford_head01.tga",
- "li_sales_head02.TGA",
- "li_scrote_head02.TGA",
- "mandril.TGA",
- "N-dtl2-256.TGA_0",
- "pi_pirate1_head02.TGA",
- "pi_pirate2_head02.TGA",
- "pi_pirate3_head_HURT.TGA",
- "pi_pirate3_head02.TGA",
- "pi_pirate4_head02.TGA",
- "pi_pirate5_head04.TGA",
- "pl_female1_head02.TGA",
- "pl_female2_head02.TGA",
- "pl_female3_head01.tga",
- "pl_female4_head03.TGA",
- "pl_female5_head02.TGA",
- "pl_female6_head02.tga",
- "pl_male1_head03.TGA",
- "pl_male2_head03.TGA",
- "pl_male3_head02.TGA",
- "pl_male4_head01.tga",
- "pl_male5_head02.tga",
- "pl_male6_head02.TGA",
- "pl_male7_head01.tga",
- "pl_male8_head.tga",
- "rh_alaric_head02.TGA",
- "rh_bartender_head02.TGA",
- "rh_captain_head03.TGA",
- "rh_dedrich_head02.TGA",
- "rh_gruenwald_head02.TGA",
- "rh_hassler_head02.tga",
- "rh_newscaster_head02.tga",
- "rh_reichman_head02.TGA",
- "rh_sales_head02.TGA",
- "rh_wilhelm_head03.TGA",
- "sc_male1_head02.TGA",
- "sc_male2_head02.TGA",
- "sh_female1_head02.TGA",
- "sh_female2_head02.TGA",
- "sh_female2_rebus_head02.TGA",
- "sh_male1_head01.tga",
- "sh_male2_head01.tga",
- "sh_male3_head02.TGA",
- "sh_male4_head02.TGA",
- "Syd_head02.TGA",
- "teeth_white1.bmp",
- "Female_Hand.TGA","Female_Hand_black.TGA", "Male_Hand.tga", "Male_Hand_black.TGA", "Rebus_Female_Hand.TGA"
- ],
- "Roughness" : 0.01,
- "Metalness" : 0.0
- },
- {
- "TextureNames": [
- "robot01.TGA","robotB.TGA", "robotA.TGA", "robotC.TGA"
- ],
- "Roughness" : 0.3,
- "Metalness" : 0.9
- },
- {
- "TextureNames": [
- "2P_S 13.tga",
- "2P_S 14.tga",
- "br_carina_body_1.tga",
- "br_carina_body_2.tga",
- "br_carina_body_3.tga",
- "br_commtrader_body_1.tga",
- "br_commtrader_body_2.tga",
- "br_commtrader_body_3.tga",
- "br_darcey_body_1.tga",
- "br_darcey_body_2.tga",
- "br_darcey_body_3.tga",
- "br_female_elite_1.tga",
- "br_female_elite_2.tga",
- "br_female_elite_3.tga",
- "br_female_guard_1 01.tga",
- "br_female_guard_2 01.tga",
- "br_female_guard_3 01.tga",
- "br_kaitlyn_body_1.tga",
- "br_kaitlyn_body_2.tga",
- "br_kaitlyn_body_3.tga",
- "br_male_elite_1.TGA",
- "br_male_elite_2.TGA",
- "br_male_elite_3.tga",
- "br_male_guard_1.tga",
- "br_male_guard_2.tga",
- "br_male_guard_3.TGA",
- "br_shipdealer_body_1.tga",
- "br_shipdealer_body_2.tga",
- "br_shipdealer_body_3.tga",
- "bretonia_equip_25.tga",
- "brighton01.TGA",
- "brighton02.TGA",
- "brighton03.TGA",
- "escpod.TGA",
- "ku_commtrader_body_1 .tga",
- "ku_commtrader_body_2 .tga",
- "ku_commtrader_body_3.tga",
- "ku_edo_body_1.tga",
- "ku_edo_body_2.tga",
- "ku_edo_body_3.tga",
- "ku_shipdealer_body_1.tga",
- "ku_shipdealer_body_2.tga",
- "ku_shipdealer_body_3.tga",
- "kufemgrd1.tga",
- "kufemgrd2.tga",
- "kufemgrd3.tga",
- "kufmelite1.tga",
- "kufmelite2.tga",
- "kufmelite3.tga",
- "kukym_bust1.TGA",
- "kukym_bust2.TGA",
- "kukym_bust3.TGA",
- "kukym1.tga",
- "kukym2.tga",
- "kukym3.tga",
- "kumelite1.tga",
- "kumgrd1.tga",
- "kumgrd2.tga",
- "kumgrd3.tga",
- "li_commtrader_body_1.tga",
- "li_commtrader_body_2.tga",
- "li_commtrader_body_3.tga",
- "li_elite_female_1.tga",
- "li_elite_female_2.tga",
- "li_elite_female_3.tga",
- "li_elite_male_1.tga",
- "li_elite_male_2.tga",
- "li_elite_male_3.tga",
- "li_guard_female_1.TGA",
- "li_guard_female_2.TGA",
- "li_guard_female_3.TGA",
- "li_guard_male_1.tga",
- "li_guard_male_2.tga",
- "li_guard_male_3.tga",
- "li_hatcher_body_1.tga",
- "li_hatcher_body_2.TGA",
- "li_hatcher_body_3.TGA",
- "li_Rockford_body_1.tga",
- "li_Rockford_body_2.tga",
- "li_Rockford_body_3.tga",
- "li_scrote_body_1.tga",
- "li_scrote_body_2.tga",
- "li_scrote_body_3.tga",
- "li_shipdealer_body_1.tga",
- "li_shipdealer_body_2.tga",
- "li_shipdealer_body_3.tga",
- "li_Tilton_body_1a.TGA",
- "li_Tilton_body_2a.TGA",
- "li_Tilton_body_3a.tga",
- "pi_Orillion_body_1.tga",
- "pi_Orillion_body_2.TGA",
- "pi_Orillion_body_3.TGA",
- "pi_pirate1_body_1.tga",
- "pi_pirate1_body_2.tga",
- "pi_pirate1_body_3.tga",
- "pi_pirate2_body_1.TGA",
- "pi_pirate2_body_2.TGA",
- "pi_pirate2_body_3.TGA",
- "pi_pirate3_body_1.TGA",
- "pi_pirate3_body_2.tga",
- "pi_pirate3_body_3.TGA",
- "pi_pirate4_body_1.TGA",
- "pi_pirate4_body_2.TGA",
- "pi_pirate4_body_3.TGA",
- "pi_pirate5_body_1.TGA",
- "pi_pirate5_body_2.TGA",
- "pi_pirate5_body_3.TGA",
- "pi_pirate6_body_1.TGA",
- "pi_pirate6_body_2.TGA",
- "pi_pirate6_body_3.TGA",
- "pi_pirate7_body_1.TGA",
- "pi_pirate7_body_2.TGA",
- "pi_pirate7_body_3.TGA",
- "pi_pirate8_body_1.TGA",
- "pi_pirate8_body_2.TGA",
- "pi_pirate8_body_3.TGA",
- "pl_female1_ 1 JY.TGA",
- "pl_female1_ 2 JY.TGA",
- "pl_female1_ 3 JY.TGA",
- "pl_female1_ 4 JY.TGA",
- "pl_female1_1 PE.TGA",
- "pl_female1_1 PE_bust.TGA",
- "pl_female1_1_rebus PE_bust.TGA",
- "pl_female1_2 PE.tga",
- "pl_female1_2 PE_bust.TGA",
- "pl_female1_2_rebus PE_bust.TGA",
- "pl_female1_3 PE.tga",
- "pl_female1_3 PE_bust.TGA",
- "pl_female1_3_rebus PE_bust.TGA",
- "pl_female2_1 JY.tga",
- "pl_female2_1 PE.tga",
- "pl_female2_2 JY.tga",
- "pl_female2_2 PE.tga",
- "pl_female2_3 JY.tga",
- "pl_female2_3 PE.TGA",
- "pl_female2_4 JY.TGA",
- "pl_female6_head02.tga",
- "pl_male1_1 JY.tga",
- "pl_male1_1 PE.tga",
- "pl_male1_2 JY.tga",
- "pl_male1_2 PE.tga",
- "pl_male1_3 JY.tga",
- "pl_male1_3 PE.tga",
- "pl_male2_ 1 JY.tga",
- "pl_male2_ 2 JY.tga",
- "pl_male2_ 3 JY.tga",
- "pl_male2_1 PE.tga",
- "pl_male2_2 PE.TGA",
- "pl_male2_3 PE.TGA",
- "pl_male3_1 JY.tga",
- "pl_male3_1 PE.TGA",
- "pl_male3_2 JY.tga",
- "pl_male3_2 PE.TGA",
- "pl_male3_3 JY.tga",
- "pl_male3_3 PE.TGA",
- "pl_male3_4 JY.tga",
- "Quigley 1 01.tga",
- "Quigley 2 01.tga",
- "Quigley 3 01.tga",
- "rh_commtrader_body_1 .tga",
- "rh_commtrader_body_2 .tga",
- "rh_commtrader_body_3 .tga",
- "rh_didrbod_1.tga",
- "rh_didrbod_2.tga",
- "rh_didrbod_3.tga",
- "rh_elite_female_1.tga",
- "rh_elite_female_2.tga",
- "rh_elite_female_3.tga",
- "rh_elite_male_1.tga",
- "rh_elite_male_2.tga",
- "rh_elite_male_3.tga",
- "rh_gruenwald_body_1.tga",
- "rh_gruenwald_body_2.tga",
- "rh_gruenwald_body_3.tga",
- "rh_guard_female_1.tga",
- "rh_guard_female_2.tga",
- "rh_guard_female_3.tga",
- "rh_guard_male_1.tga",
- "rh_guard_male_2.tga",
- "rh_guard_male_3.tga",
- "rh_reichman_body_1.tga",
- "rh_reichman_body_2.tga",
- "rh_reichman_body_3.tga",
- "rh_shipdealer_body_1.tga",
- "rh_shipdealer_body_2.tga",
- "rh_shipdealer_body_3.tga",
- "rh_wilhelm_body_1.tga",
- "rh_wilhelm_body_2.tga",
- "rh_wilhelm_body_3.tga",
- "sc_female1_1.TGA",
- "sc_female1_2.TGA",
- "sc_female1_3.TGA",
- "sc_scientist1_1.TGA",
- "sc_scientist1_2.TGA",
- "sc_scientist1_3.TGA",
- "sc_scientist2_1.TGA",
- "sc_scientist2_2.TGA",
- "sc_scientist2_3.TGA",
- "sc_scientist3_1.TGA",
- "sc_scientist3_2.TGA",
- "sc_scientist3_3.TGA",
- "sc_scientist4_1.TGA",
- "sc_scientist4_2.TGA",
- "sc_scientist4_3.TGA",
- "sh_female1_body_1.tga",
- "sh_female1_body_2.tga",
- "sh_female1_body_3.tga",
- "sh_male1_body_1.tga",
- "sh_male1_body_2.tga",
- "sh_male1_body_3.tga",
- "sh_male2_body_1.tga",
- "sh_male2_body_2.tga",
- "sh_male2_body_3.tga",
- "sh_male3_body_1.tga",
- "sh_male3_body_2.tga",
- "sh_male3_body_3.tga",
- "WORM.TGA",
- "x_li_bartender_body_1.tga",
- "x_li_bartender_body_2.tga",
- "x_li_bartender_body_3.tga"
- ],
- "Roughness" : 0.01,
- "Metalness" : 0.0
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- {
- "TextureNames": [
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- ],
- "Roughness" : 0.01,
- "Metalness" : 0.0
- },
- {
- "TextureNames": [
- "li_bartender_body_1.tga","li_bartender_body_2.tga","li_bartender_body_3.tga",
- "br_bartender_body_1.tga","br_bartender_body_2.tga","br_bartender_body_3.tga",
- "ku_bartender_body 1.tga", "ku_bartender_body 2.tga", "ku_bartender_body 3.tga",
- "rh_bartender_body_1.tga", "rh_bartender_body_2.tga", "rh_bartender_body_3.tga",
- "l_bar#3_18.tga030106132759"
- ],
- "Roughness" : 0.01,
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- {
- "TextureNames": [
- "bottles01.tga","glass01.tga","lib_bar_n_klava.tga"
- ],
- "Roughness" : 0.7,
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- {
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- "dyson_skin03.tga",
- "dyson_skin05.tga",
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-
-
- "dyson_glyphA1.dds",
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-
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- "order base Transiton _.dds",
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- "order base_keypad.tga021126124128",
- "order base_Grate.tga021126124128",
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- "order base_Catwalk Support.tga021126124128",
- "order base_fan.tga021126124128",
- "order base_Hand Rail.tga021126124128",
- "order base_Hand Rail 2.tga021126124128",
- "order base_Catwalk siding.tga021126124128",
- "order base_Snow Grate.tga021126124128",
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- "order base_concrete base 2.tga021126124128",
- "order base_door trim.tga021126124128",
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- "Dig_site_20.tga021126124128",
- "Dig_site_18.TGA021126124128",
- "order base_Door .tga021126124128",
- "order base_door guard.tga021126124128",
- "Hand Rail 2.tga021126124128",
- "Landing Pad Leg.tga021126124128",
- "Door Guard.tga021126124128",
- "pygar_redsand 2.tga021126124128",
- "Sprauge_depot_inside.tga021126124128",
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- "order base_snow (rotatable).tga021126124128",
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- "order base_cliff.tga021126124128",
- "order base Transiton _.tga021126124128",
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- "dome.tga021111172438",
- "engine_grill01.TGA021111172438",
- "gratea.tga021111172438",
- "pitt_door.TGA021111172438",
- "pittSp_B_Room-09.tga021111172438",
- "utility_panels_03b.TGA021111172438",
- "domeplatforms.tga021111172438",
- "dome2.tga021111172438",
- "pitt_pad_center.tga021111172438",
- "pitt_pad_yeltile.tga021111172438",
- "pitt_pad_tile.tga021111172438",
- "pitt_pad_edge.tga021111172438",
- "dtl_tile05.tga021111172438",
- "pitt_pad_ridge.tga021111172438",
- "pitt_panels2.tga021111172438",
- "pitt_tanks2.tga021111172438",
- "pitt_tanks3.tga021111172438",
- "tau31_terrain_tile09.tga021111172438",
-
- "tradedetail_illum.tga021030094051",
- "tradedetail.tga021030094051",
- "tradedetail3_illum.tga021030094051",
- "tradedetail3.tga021030094051",
- "bar4_illum.tga021030094051",
- "bar4.tga021030094051",
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- "tradedetail2.tga021030094051",
- "bgrock_illum.tga021030094051",
- "bgrock.tga021030094051",
- "bg_build1_illum.tga021030094051",
- "bg_build1.tga021030094051",
- "forgroundrock3.tga021030094051",
- "bg_build2_illum.tga021030094051",
- "bg_build2.tga021030094051",
- "cadiz_mnts02.tga021030094051",
- "dtl_tile08.tga021030094051",
- "cadiz_mnts01.tga021030094051",
- "bararch.tga021030094051",
- "bar2_illum.tga021030094051",
- "bar2.tga021030094051",
- "bar_illum.tga021030094051",
- "bar.tga021030094051",
- "bar3_illum.tga021030094051",
- "bar3.tga021030094051",
- "eqfront_illum.tga021030094051",
- "eqfront.tga021030094051",
- "eqdetail_illum.tga021030094051",
- "eqdetail.tga021030094051",
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- "eqfront2.tga021030094051",
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- "padtop_illum.tga021030094051",
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- "padtop.tga021030094051",
- "dtl_tile04.tga021030094051",
- "padbottom.tga021030094051",
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- "pitt_vent.TGA021023125717",
- "pitt_tanks4.tga021023125717",
- "pitt_tanks3.tga021023125717",
- "pitt_tanks2.tga021023125717",
- "pitt_pad_center.tga021023125717",
- "pitt_pad_yeltile.tga021023125717",
- "pitt_pad_tile.tga021023125717",
- "pitt_pad_ridge.tga021023125717",
- "pitt_door.TGA021023125717",
- "pittSp_B_Room-09.TGA021023125717",
- "pitt_panels2.tga021023125717",
- "pitt_pad_edge.tga021023125717",
- "grateedgea.tga021023125717",
- "grateedgeb.tga021023125717",
- "gratea.tga021023125717",
- "foota.tga021023125717",
- "polea.tga021023125717",
- "connectora.tga021023125717",
- "pitt_clifftile2.tga021023125717",
- "pitt_transtile2.tga021023125717",
- "pitt_terraintile2.tga021023125717",
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- "padbottom.tga030110120803",
- "dtl_tile01_brite.TGA030110120803",
- "padtop.TGA030110120803",
- "frontrt.TGA030110120803",
- "padpiller2.tga030110120803",
- "animatedpiller2.tga030110120803",
- "bar_pdome.tga030110120803",
- "bar_pdome_illum.tga030110120803",
- "tyrell3.TGA030110120803",
- "tyrell3_illum.tga030110120803",
- "tyrell.TGA030110120803",
- "tyrell_illum.tga030110120803",
- "weapon2.TGA030110120803",
- "weaponinside.TGA030110120803",
- "weaponinside_illum.TGA030110120803",
- "trading.TGA030110120803",
- "trading_illum.tga030110120803",
- "manh_weapon.tga030110120803",
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- "palacemid_illum.tga030110120803",
- "palaebottom.tga030110120803",
- "palacetop.tga030110120803",
- "palacetop_illum.tga030110120803",
- "frontrt_mdgrnd.tga030110120803",
- "r_bar_30.TGA030110120803r_bar_30_0p-2.tga",
- "spot_light.tga030110120803r_bar_27.tga",
- "bg_extra4.tga030110120803",
- "colum_weapon.tga030110120803",
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- "buysellrib.tga030110120803",
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- "dtl_grid_tile.tga021119132259",
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- "R_D_R 08.tga021124182249",
- "R_D_R 06.tga021124182249",
- "R_D_R 09.tga021124182249",
- "L_Tr#4_01.dds",
- "Newsroom_1.dds",
- "L_Tr#3_07.tga021209182652",
- "Newsroom_2.dds",
- "l_cmm_01.dds",
- "l_cmm_02.dds",
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- "l_cmm_10.dds",
- "l_cmm_14.dds",
- "l_cmm_20.tga021209120211.dds",
- "l_cmm_21.tga021209120211.dds",
- "l_tr#3_01.tga021209182652.dds",
- "l_tr#3_03.dds",
- "l_tr#3_07.dds",
- "l_tr#3_09.dds",
- "l_tr#3_11.dds",
- "l_tr#3_13.dds",
- "l_tr#3_14.dds",
- "l_tr#3_15.dds",
- "l_tr#3_16.dds",
- "l_tr#3_17.dds",
- "l_tr#3_20.dds",
- "l_tr#3_21.dds",
- "l_tr#3_22.tga021209182652.dds",
- "l_tr#3_23.dds",
- "l_tr#3_23.tga021209182652.dds",
- "l_tr#3_24.dds",
- "marcus_walker_portrait.dds.dds"
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- "ice asteroid.tga",
- "ice_block.tga",
- "ice_carbon.tga"
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- "Metalness" : 0.9,
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- {
- "TextureNames": [
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- "RoughnessTextureBias" : 0.45
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- {
- "TextureNames": [
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- "bhvhf01_eng_in_rt_albedo.dds",
- "bhvhf01_eng_in_rt_lod1_albedo.dds",
- "bhvhf01_turb1_albedo.dds",
- "bhvhf01_turb1_lod1_albedo.dds.dds",
- "bhvhf01_turb2_albedo.dds",
- "bhvhf01_turb2_lod1_albedo.dds",
- "g_fighter01.TGA"
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- "Roughness" : 0.5,
- "Metalness" : 0.5,
- "RoughnessTextureBias" : 0.45
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- {
- "TextureNames": [
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- "bhvhf01_hull_bl_albedo.tga",
- "bhvhf01_glass_hull_albedo.tga",
- "bhvhf01_eng_in_lt_albedo.tga",
- "bhvhf01_eng_in_rt_albedo.tga",
- "bhvhf01_hull_gn_lod1_albedo.tga",
- "bhvhf01_hull_bl_lod1_albedo.tga",
- "bhvhf01_glass_hull_lod1_albedo.tga",
- "baydoor1.tga",
- "bhvhf01_w_plate_albedo.tga"
- ],
- "Roughness" : 0.2,
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- {
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- "red_crystal.dds"
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- "rock_detail.tga",
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- "rock3c.tga",
- "rock3d128.tga",
- "rock4.PSD",
- "asteroid_rock_01.tga",
- "atlantis_stone.tga",
- "mineable.tga",
- "mineable_grayscale.tga",
- "mineable_plain.tga",
- "minedout.tga",
- "nomad02.tga","nomad_01.tga",
- "order base Transiton End Corner.tga021126124128",
- "order base Transiton Fade.tga021126124128",
- "order base Transiton Corner.tga021126124128",
- "uranium_tile.tga",
- "uranium_tile1.tga",
- "mineable_beryl.tga",
- "ast_ice01_outside.dds"
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\ No newline at end of file
diff --git a/FLARDATA/modsettings.cfg b/FLARDATA/modsettings.cfg
deleted file mode 100644
index b7653c33..00000000
--- a/FLARDATA/modsettings.cfg
+++ /dev/null
@@ -1,8 +0,0 @@
-ExposureLimitMin=0.2
-ExposureLimitMax=4
-TargetLuminance=0.6
-MinStickyTimeMs=500
-ExposureChangeTimeMs=750
-ApplyProjectileLightAnimCrashFix=1
-DebugLogTextureLoading=0
-EnablePointLights=0
diff --git a/JFLP/Patch description 1.40.doc b/JFLP/Patch description 1.40.doc
deleted file mode 100644
index 33face49..00000000
Binary files a/JFLP/Patch description 1.40.doc and /dev/null differ
diff --git a/JFLP/Patch description 1.40.txt b/JFLP/Patch description 1.40.txt
deleted file mode 100644
index f11ea2e5..00000000
--- a/JFLP/Patch description 1.40.txt
+++ /dev/null
@@ -1,842 +0,0 @@
-Summary
-This package contains the patches for Freelancer that were earlier released under the name Unofficial FL SP patch 1.1 and 1.2. Improved some of the patches and added some others.
-
-Some time after the release of patch 1.2, the SDK 1.3 was released and many Freelancers started using the SDK 1.3 ini files, which is good.
-But by using the SDK 1.3 files the majority of the Unofficial patches were no longer available. This package gives you the opportunity to have them both, because all patches are implemented on SDK 1.3 ini files.
-This package would not have been possible without:
-* Louva-Deus for giving us his SDK 1.3 ini package.
-* Support and contributions from Crabtree and members of the WTS-team.
-* Bakedpotato for linking me with Crabtree.
-
-Why is this not offered in FLMM-format?
-Well the reason is in the nature of the patch, it corrects errors. This package repairs from my point of view bugs that in the ideal world Microsoft and/or Digital Anvil "should" have corrected before or after releasing the game. They are minor bugs but still errors. The patch does not create anything new and it does not really add anything, it just repairs and makes available what already was there.
-Warning. The package normally will not interfere with mods, but some mods use scripts to change your files. If a mod uses a script in a file that is patched, it may fail to load if it is trying to change the patched area in that file. Although the risk is very low because the patches are in code area's that are normally not subjected to modding, great efforts have been made to apply the patches in a way that this risk is reduced to the absolute minimum.
-
-What does the Unofficial FL SP 1.4 package do?
-The packages contains all the SDK 1.3 files and the credits for that go to Louva-Deus. All patches are performed on SDK 1.3 files. In this way you don't have to merge SDK 1.3 and the Unofficial FL SP 1.4 patch files yourself. It is all-in-one.
-The patched "errors":
-* Shipwrecks not delivering the correct loot
-* Unknown objects not having their id or wrong id
-* Missing reputations.
-* Wrong run by references.
-* Wrong local_faction
-* Lacking radiation warnings
-* Locked Jumpholes. Some of the jumpholes remain locked after finishing the game.
-* Roid_miners only visible when in range <= 2000
-* Some minor bini errors still present
-* Restored the original compressed engine_good.ini. The bini version causes problems for some servers.
-* Navmap related
-- Asteroid fields and/or clouds not visible
-- Jumpholes not visible
-- Mineable area's not or not correctly displayed
-- Missing names.
-- Missing reputations
-- Objects not on Navmap
-- No information. Some objects or area's had no Ids-info (?).
-- Mine fields not visible.
-- Mineable aera's displaying the mineable resource
-- Visibility clouds on Navmap. Some black clouds were hardly or not visible on the Navmap. I altered their fog_colour settings slightly to make them better visible.
-- Hazardous area's reveal themselves when the cursor is over them on the Navmap.
-All repairs to the above mentioned are based on in dept studying the Namesresources.dll, Infocards.dll and all other FL files.
-
-What does the Unofficial FL SP 1.4 package NOT do?
-* Roid_miners. In Universe.ini, in the systemfolder and in some of the system ini-files there are code-lines that suggest that these miners are a kind of bases. Likely this is a leftover of the intention to have miners to be dockable. There are also some rooms declared for these miners. So far I have not found a miner where I could actually dock. In principle all these lines are obsolete and could be removed. I left them alone.
-I have not done any work on getting the miners to be dockable. Simply because there is absolutely nothing happening there and making things happening there would be modding and that is not what my patches are about. Furthermore, there are more than enough places in unmodded and modded Sirius where you can dock and where things are happening.
-* In all systems where robotbodies are used the following lines are present:
-space_costume = , robot_body_A or space_costume = , robot_body_B
-With other characters the syntax is space_costume = head, body. But since robots have their heads already attached to their bodies, a head does not need to be declared.
-The point/question is: should not be the syntax space_costume = 0, robot_body_A?
-Apparently having the head not declared does not seem to course any errors, at least I have not noticed it. Actually it seems that adding the 0 will cause problems for servers, according feedback from Crabtree. So- we left it the way it is in the SDK 1.3 files.
-
-How to install the Unofficial FL SP 1.4 package?
-Backup first!!! Close all mods before patching!!!.
-The package is a zip file. The zip was created with the option "save full path info" on. So when you unzip the package all files will unzip in a Freelancer folder structure.
-To be on the safe side unzip the Unofficial FL SP package into a temporary directory so that you don't accidently overwrite files you did not want to loose and you will be able to see what exactly needs to be backed up. Then copy the Data and the EXE directory to your Freelancer directory. This way your old files will be replaced with the patched files. Make sure contents of "Tmp-folder"\Data are copied in Freelancer\Data and contents of "Tmp-folder"\Exe are copied in Freelancer\Exe.
-
-Be aware that:
-* Most of the patches are effective directly after restarting Freelancer and reloading your current game. And remember, to make the changes appear on your Navmap, you'll have to visit the place.
-* However, some of the patches especially where clouds, asteroids and/or mineable area's are involved, the changes only become noticeable when starting a complete new game. This is due to flags that are set in your savegame file. If you don't want to start a new game: For those who are familiar with editing of savegame fl files, at the end of the detailed document there is a rough description of the workaround I use to find out what needs to changed in .fl visit = code lines to get the desired result.
-* Some errors are still there. Simply because I have not come across them yet or due to the fact that at the time I could not find a proper solution for it or the solution was to complex.
-
-All modders are encouraged to use this package. You allowed to use it as a whole or parts in your mods. If you've already edited system files in place, the detailed information makes it every easy to patch your own system files on the fly.
-
-See you in Sirius
-Buck Danny
-
-Detailed description Unofficial FL SP 1.4
-
-* Universe.ini in the folder \Data\Universe\
-1. Patches made in Universe.ini to adjust incorrect "run by" references in the Universe.ini file. Corrections are based on the information that is within the infocards.dll file and displayed in the Navmap by clicking on the ?.
-[Base] - nickname = Br03_03_Base, changed BGCS_base_run_by = W02bF07 into W02bF08
-Battleship Norfolk is run by Bretonia Armed Forces
-[Base - nickname = Ku06_01_Base, changed BGCS_base_run_by = W02bF30 into W02bF03
-Kyoto is run by Blood Dragons
-[Base] - nickname = Rh01_02_Base, changed BGCS_base_run_by = W02bF44 into W02bF14
-Oder Shipyard is run by Daumann Heavy Construction
-
-* Br01.ini in the folder \Data\Universe\Systems\Br01\
-1. Patches made in Br01.ini to display hazardous areas on Navmap when the cursor is over them:
-[zone] - nickname = Zone_Br01_Southampton_toxic_001, added ids_name = 261347
-[zone] - nickname = Zone_Br01_Southampton_toxic_002, added ids_name = 261347
-[zone] - nickname = Zone_Br01_Cumbria_gas_001, added ids_name = 261347
-[zone] - nickname = Zone_Br01_Devon_gas_001, added ids_name = 261347
-[zone] - nickname = Zone_Br01_Somerset_gas_001, added ids_name = 261347
-[zone] - nickname = Zone_Br01_Somerset_gas_002, added ids_name = 261347
-[zone] - nickname = Zone_Br01_Cumbria_gas_002, added ids_name = 261347
-
-* Br03.ini in the folder \Data\Universe\Systems\Br03\
-1. Patch made in Br03.ini to correct wrong local faction:
- [SystemInfo] - changed local_faction = li_p_grp into local_faction = br_p_grp
-
-2. Patch made in Br03.ini to make the Br03 Sun's name presented on the Navmap and the ? symbol will now display correct information on the sun.
-[Object] - nickname = Br03_Sun, changed ids_info = 66157 into 66162
-
-3. Patches made in Br03.ini to make asteroid fields and/or clouds visible on Navmap.
-[zone] - nickname = Zone_Br03_Grasmere_ice_cloud, changed visit = 36 into 32
-[zone] - nickname = Zone_Br03_Grasmere_ice_asteroids, changed visit = 128 into 36
-[zone] - nickname = Zone_Br03_Keswick_ice_cloud, changed visit = 36 into 32
-[zone] - nickname = Zone_Br03_Keswick_ice_asteroids, changed visit = 128 into 36
-
-4. Patch made in Br03.ini to make jumphole visible on Navmap:
-[Object] - nickname = Br03_to_Br04_hole, changed visit = 128 into 0
-[Object] - nickname = Br03_to_Bw01_hole, changed visit = 128 into 0
-
-5. Patch made in Br03.ini in order to make the mineable resource known on the Nav map. The commodity ids_info reference for the resources was added to the zone. With cursor on the area, the ? symbol will now display the resource that can be mined in the area.
-[zone] - nickname = Zone_Br03_Cardiff_mine, added ids_info = 65886
-
-* Br04.ini in the folder \Data\Universe\Systems\Br04\
-1. Patch made in Br04.ini to make jumpholes visible on Navmap:
-[Object] - nickname = Br04_to_Iw03_hole, changed visit = 128 into 0
-[Object] - nickname = Br04_to_Br03_hole, changed visit = 128 into 0
-
-2. Patches made in Br04.ini to make asteroid fields and/or clouds visible on Navmap.
- The asteroids in the East Leeds and the West Leeds area were not visible. In this system the cloud and the asteroid field were not declared separately as elsewhere. Trying to make the asteroids visible by changing only the property flag in the nebula were not succesfull.
- Declaring the asteroid fields separately did solve the problem.
-1. [Asteroids] - file = solar\asteroids\Br04_Leeds_smog_cloud_asteroids.ini, changed zone = Zone_Br04_West_Leeds_smog_cloud into zone = Zone_Br04_West_Leeds_smog_asteroids
-[Asteroids] - file = solar\asteroids\Br04_Leeds_smog_cloud_asteroids.ini, changed zone = Zone_Br04_East_Leeds_smog_cloud into zone = Zone_Br04_East_Leeds_asteroids
-2. Added:
-[zone]
-nickname = Zone_Br04_West_Leeds_smog_asteroids
-pos = -29625, 0, 51943
-rotate = 0, 90, 0
-shape = ELLIPSOID
-size = 30000, 15000, 25000
-property_flags = 65
-visit = 32
-
-[zone]
-nickname = Zone_Br04_East_Leeds_asteroids
-pos = 48525, 0, 59572
-rotate = 0, 30, 0
-shape = ELLIPSOID
-size = 25000, 10000, 20000
-property_flags = 65
-visit = 32
-3. Patch made in Br04.ini in order to make the mineable resource known on the Nav map. The commodity ids_info reference for the resources was added to the zone. With cursor on the area, the ? symbol will now display the resource that can be mined in the area.
-[zone] - nickname = Zone_Br04_Stokes_mineable_asteroid_field, added ids_info = 65909
-
-* Br05.ini in the folder \Data\Universe\Systems\Br05\
-1. Patches made in Br05.ini to make the field's name presented on the Navmap and the ? symbol will now display information on the field.
-[zone] - nickname = Zone_Br05_GSM_minedout_field, added ids_name = 261247
-[zone] - nickname = Zone_Br05_GSM_minedout_field, added ids_info = 65941
-
-2. In the Br05, the whole of GSM minedout aera is presented as a mineable area, which is not correct. Within the area, only the GSM mineable gold field is mineable.
-[zone] - nickname = Zone_Br05_GSM_minedout_field, changed visit = 36 into 32
-
-3. Patches made in Br05.ini to solve unknown objects in flight:
-[Object] - nickname = Br05_04, added base = Br05_04_Base
-In flight the Essex was labelled as Armed Forces Base
-
-4. Patch made in Br05.ini in order to make the mineable resource known on the Nav map. The commodity ids_info reference for the resources was added to the zone. With cursor on the area, the ? symbol will now display the resource that can be mined in the area.
-[zone] - nickname = Zone_Br05_GSM_mineable_gold_field, changed ids_info = 65941 into 65898
- Ids_info 65941 applies to the GSM mine field as a whole and already present there.
-
-* Br06.ini in the folder \Data\Universe\Systems\Br06\
-1. Patches made in Br06.ini to make the field's name presented on the Navmap and the ? symbol will now display correct information on the field.
-[zone] - nickname = Zone_Br06_Islay_ice_asteroids, changed ids_info = 65946 into 65921
-[zone] - nickname = Zone_Br06_Arran_ice_asteroids, added ids_info = 65946 into 65921
-
-2. Patches made in Br06.ini to make asteroid fields and/or clouds visible on Navmap.
-[zone] - nickname = Zone_Br06_Islay_ice_asteroids, changed visit = 128 into 36
-[zone] - nickname = Zone_Br06_Arran_ice_asteroids, changed visit = 128 into 36
-
-3. In the Br06, the whole of Islay cloud aera is presented as a mineable area, which is not correct. Within the area, only the asteroid field is mineable.
-[zone] - nickname = Zone_Br06_Islay_ice_cloud, changed visit = 36 into 32
-
-* Bw01.ini in the folder \Data\Universe\Systems\Bw01\
-1. Patch made in Bw01.ini to make jumphole visible on Navmap:
-[Object] - nickname = Bw01_to_Br03_hole, changed visit = 128 into 0
-[Object] - nickname = Bw01_to_Bw02_hole, added visit = 0
-
-2. Patch made in Bw01.ini to make cloud visible on Navmap.
-[zone - nickname = Zone_Bw01_Graham_ice_cloud, changed visit = 128 into 0
-
-* Bw02.ini in the folder \Data\Universe\Systems\Bw02\
-1. Patch made in Bw02.ini to solve unknown objects on Navmap:
-[Object] - nickname = Bw02_suprise_co_elite_12, added ids_name = 261749
-[Object] - nickname = Bw02_suprise_bw_elite_7, added ids_name = 261747
-
-* Bw03.ini in the folder \Data\Universe\Systems\Bw03\
-1. Patch made in Bw03.ini in order to make the mineable resource known on the Nav map. The commodity ids_info reference for the resources was added to the zone. With cursor on the area, the ? symbol will now display the resource that can be mined in the area.
-[zone] - nickname = Zone_Bw03_Fursten_gas, added ids_info = 65892
-[zone] - nickname = Zone_Bw03_Kruger_mining_area, added ids_info = 65916
-[zone] - nickname = Zone_Bw03_IMG_silver_mining_area, added ids_info = 65916
-[zone] - nickname = Zone_Bw03_IMG_copper_mining_area, added ids_info = 65892
-[zone] - nickname = Zone_Bw03_IMG_cobalt_mining_area, added ids_info = 65889
-[zone] - nickname = Zone_Bw03_Daumann_copper_mining_area, added ids_info = 65892
-[zone] - nickname = Zone_Bw03_Daumann_cobalt_mining_area, added ids_info = 65889
-
-2. Patches made in Bw03.ini to display hazardous areas on Navmap when the cursor is over them:
-[zone] - nickname = Zone_Bw03_Guben_gas, added ids_name = 261347
-[zone] - nickname = Zone_Bw03_Guben_gas, changed visit = 36 into 0
-[zone] - nickname = Zone_Bw03_Ebers_gas, added ids_name = 261347
-[zone] - nickname = Zone_Bw03_Ebers_gas, changed visit = 36 into 0
-
-3. Patch made in Bw03.ini in order to mark the asteroid miner on the Navmap. The asteroid miner was declared as a Satellite by its archetype = roid_miner. This archetype is used for docked miners. Archetype = Roid_miner2 has a Station declaration, which is used by all other roid_miners that are mining.
-[Object] - nickname = Bw03_Roid_Miner_5, changed archetype = Roid_Miner into archetype = Roid_Miner2
-
-* Bw04.ini in the folder \Data\Universe\Systems\Bw04\
-1. Patch made in Bw04.ini in order to mark the asteroid miner on the Navmap. The asteroid miner was declared as a Satellite by its archetype = roid_miner. This archetype is used for docked miners. Archetype = Roid_miner2 has a Station declaration, which is used by all other roid_miners that are mining.
-[Object] - nickname = Bw04_Roid_Miner_1, changed archetype = Roid_Miner into archetype = Roid_Miner2
-
-* Bw05.ini in the folder \Data\Universe\Systems\Bw05\
-1. Patches made in Bw05.ini to make jumpholes visible on Navmap:
-[Object] - nickname = Bw05_to_Rh01_hole, changed visit = 128 into 0
-[Object] - nickname = Bw05_to_Ku06_hole, changed visit = 128 into 0
-
-2. Patch made in Bw05.ini to make Old Kruger Storage surprise visible on Navmap and the ? symbol will now display information.
-[Object] - nickname = Bw05_depot_construction_machinery_1, changed visit = 0 into 16
-[Object] - nickname = Bw05_depot_construction_machinery_1, changed ids_info = 66457 into 66417
-
-* Bw06.ini in the folder \Data\Universe\Systems\Bw06\
-1. In the Bw06, the Kunashir is presented as a mineable area, which is not correct.
-[zone] - nickname = Zone_Bw06_Kunashir_cloud, changed visit = 36 into 0
-
-* Bw08.ini in the folder \Data\Universe\Systems\Bw08\
-1. Patch made in Bw08.ini to make minefields visible on Navmap:
-[zone] - nickname = Zone_Bw08_mines1, changed property_flags = 82 into 4128
-[zone] - nickname = Zone_Bw08_mines1 , changed visit = 128 into 32
-[zone] - nickname = Zone_Bw08_mines2, changed property_flags = 82 into 4128
-[zone] - nickname = Zone_Bw08_mines2 , changed visit = 128 into 32
-[zone] - nickname = Zone_Bw08_mines3, changed property_flags = 82 into 4128
-[zone] - nickname = Zone_Bw08_mines3 , changed visit = 128 into 32
-
-2. Patches made in Bw08.ini to solve unknown objects in flight:
-[Object] - nickname = Bw08_nav_buoy_1, added ids_name = 261162
-[Object] - nickname = Bw08_nav_buoy_1, added reputation = co_me_grp
-[Object] - nickname = Bw08_nav_buoy_1, added ids_info = 66147
-[Object] - nickname = Bw08_nav_buoy_6, added ids_name = 261162
-[Object] - nickname = Bw08_nav_buoy_6, added reputation = co_me_grp
-[Object] - nickname = Bw08_nav_buoy_6, added ids_info = 66147
-
-3. Patches made in Bw08.ini in order to make the mineable resource known on the Nav map. The commodity ids_info reference for the resources was added to the zone. With cursor on the area, the ? symbol will now display the resource that can be mined in the area.
-[zone] - nickname = Zone_Bw08_niobium1, added ids_info = 65909
-[zone] - nickname = Zone_Bw08_niobium2, added ids_info = 65909
-[zone] - nickname = Zone_Bw08_niobium3, added ids_info = 65909
-[zone] - nickname = Zone_Bw08_beryllium, added ids_info = 65886
-
-* Bw09.ini in the folder \Data\Universe\Systems\Bw09\
-1. In the Bw09 system, the Samura (Shinkaku) ics asteroid field aera is presented as a mineable area, which is not correct. Within the area, only one pocket, the High density is mineable.
-[zone] - nickname = Zone_Bw09_Shinkaku_ice_asteroid_field, changed visit = 36 into 32
-
-2. Patches made in Bw09.ini to display hazardous areas on Navmap when the cursor is over them:
-[zone] - nickname = Zone_Bw09_oxygen_pocket3, added ids_name = 261347
-[zone] - nickname = Zone_Bw09_oxygen_pocket1, added ids_name = 261347
-[zone] - nickname = Zone_Bw09_oxygen_pocket2, added ids_name = 261347
-
-3. Patch made in Bw09.ini in order to make the mineable resource known on the Nav map. The commodity ids_info reference for the resources was added to the zone. With cursor on the area, the ? symbol will now display the resource that can be mined in the area.
-[zone] - nickname = Zone_Bw09_Shinkaku_field_high_density, added ids_info = 65921
-
-* Bw10.ini in the folder \Data\Universe\Systems\Bw10\
-1. Patches made in Bw10.ini in order to make the mineable resource known on the Nav map. The commodity ids_info reference for the resources was added to the zone. With cursor on the area, the ? symbol will now display the resource that can be mined in the area.
-[zone] - nickname = Zone_Bw10_IMG_oxygen_mining_area, added ids_info = 65897
-[zone] - nickname = Zone_Bw10_Planetform_mining_area, added ids_info = 65921
-[zone - nickname = Zone_Bw10_IMG_water_mining_area, added ids_info = 65921
-
-* Ew01.ini in the folder \Data\Universe\Systems\Ew01\
-1. Patch made in Ew01.ini to solve unknown object in flight:
-[Object] - nickname = Ew01_planet_core, added ids_name = 261329
-
-2. Patches made in Ew01.ini to make asteroid fields and/or clouds visible on Navmap.
-[zone] - nickname = Zone_Ew01_Malvinas_asteroids, changed visit = 128 into 0
-[zone] - nickname = Zone_Ew01_Bermejo_ice_crystals, changed visit = 128 into 0
-
-3. Patches made in Ew01.ini in order to make the mineable resource known on the Nav map. The commodity ids_info reference for the resources was added to the zone. With cursor on the area, the ? symbol will now display the resource that can be mined in the area. In this was only possible for the area around Falkland base. By the way this area has a higher yield than the greater Malvinas cloud.
-[zone] - nickname = Zone_Ew01_IMG_mining_area, added ids_info = 65909
-
-* Ew02.ini in the folder \Data\Universe\Systems\Ew02\
-1. Patches made in Ew02.ini to make asteroid fields and/or clouds visible on Navmap.
-The cloud in the Ew02 system was not visible. In this system the cloud and the asteroid field were not declared separately as elsewhere. Trying to make the cloud visible by changing only the property flag in the nebula was not succesfull. Changing the flag from 17410, which is 16378 (cloud) + 1026 (asteroid) into 33794 which represents 32768 (cloud) and 1026 (asteroid) didn't bring the desired result.
-Declaring the asteroid field separately did solve the problem.
-1. [Asteroids] - file = solar\asteroids\Ew02_nomad_asteroids.ini, changed zone = Zone_Ew02_edge_nebula into zone = Zone_Ew02_edge_asteroid
-2. [zone] - nickname = Zone_Ew02_edge_nebula, changed property_flags = 17410 into 32768
-[zone] - nickname = Zone_Ew02_edge_nebula, changed visit = 36 into 32
-3. Added:
-[zone]
-nickname = Zone_Ew02_edge_asteroid
-ids_name = 261345
-pos = 121, 0, 5
-shape = ELLIPSOID
-size = 80000, 50000, 80000
-property_flags = 1026
-damage = 5
-visit = 36
-ids_info = 66222
-sort = 1
-
-* Ew03.ini in the folder \Data\Universe\Systems\Ew03\
-1. Patch made in Ew03.ini to make the minefields visible on Navmap:
-The minefields in the Omega-41 system are not visible on the Navmap for 3 reasons:
-* The minefields are declared before the Planetary Fragments field
-* The property flag was 82
-* Visit flag is set to 128
-The following patches were made in the Ew03.ini file:
-* The [zone] - nickname = Zone_Ew03_northeast_minefield part and the [zone] - nickname = Zone_Ew03_west_minefield part were placed directly after the [zone] - nickname = Zone_Ew03_planetary_fragments part
-* [zone] - nickname = Zone_Ew03_northeast_minefield changed property_flags = 82 into 4128
-[zone] - nickname = Zone_Ew03_west_minefield changed property_flags = 82 into 4128
-* [zone] - nickname = Zone_Ew03_northeast_minefield changed visit = 128 into 0
-[zone] - nickname = Zone_Ew03_west_minefield changed visit = 128 into 0
-
-* Ew04.ini in the folder \Data\Universe\Systems\Ew04\
-1. Patches made in Ew04.ini to make the field's name presented on the Navmap and the ? symbol will now display information on the field.
-[zone] - nickname = Zone_Ew04_Sabana_fragments, added ids_info = 66026
-[zone] - nickname = Zone_Ew04_Napo_nebula, added ids_info = 66024
-[zone] - nickname = Zone_Ew04_Napo_asteroids, added ids_name = 261331
-[zone] - nickname = Zone_Ew04_Orinoco_nebula, added ids_info = 66025
-[zone] - nickname = Zone_Ew04_Orinoco_asteroids, added ids_name = 261332
-[zone] - nickname = Zone_Ew04_Amarus_nebula, added ids_info = 66023
-[zone] - nickname = Zone_Ew04_Amarus_asteroids, added ids_name = 261330
-
-2. Patches made in Ew04.ini to make asteroid fields or clouds visible on Navmap:
-[zone] - nickname = Zone_Ew04_Napo_nebula, changed property_flags = 16384 into 32768
-[zone] - nickname = Zone_Ew04_Napo_nebula, changed visit = 36 into 32
-[zone] - nickname = Zone_Ew04_Napo_asteroids, changed visit = 128 into 36
-[zone] - nickname = Zone_Ew04_Orinoco_nebula, changed property_flags = 16384 into 32768
-[zone] - nickname = Zone_Ew04_Orinoco_nebula, changed visit = 36 into 32
-[zone] - nickname = Zone_Ew04_Orinoco_asteroids, changed visit = 128 into 36
-[zone] - nickname = Zone_Ew04_Amarus_nebula, changed property_flags = 16384 into 32768
-[zone] - nickname = Zone_Ew04_Amarus_nebula, changed visit = 36 into 32
-[zone] - nickname = Zone_Ew04_Amarus_asteroids, changed visit = 128 into 36
-
-3. Patch made in Ew04.ini to solve unknown objects on Navmap:
-[Object] - nickname = Ew04_to_Hi01_hole, added ids_name = 260896
-
-4. Patches made in Ew04.ini to solve unknown objects in flight:
-[Object] - nickname = Ew04_02_Pygar, set reputation inactive ;reputation = gd_z_grp
-In flight Planet Pygar was labelled as Zoner's Planet, but there is no base there. The reputation prevents the label Planet Pygar to appear.
-
-5. Flying in the Ew04 nebulae there is radiation damage. In the asteroid area's the radiation warning in the HUD was not present, though radiation damage was still present. The HUD damage warning was apparently overwritten by the asteroid declaration field. By adding a damage statement in the asteroid field with the same amount of damage the problem was solved.
-[zone] - nickname = Zone_Ew04_Napo_asteroids, added damage = 7
-[zone] - nickname = Zone_Ew04_Orinoco_asteroids, added damage = 5
-[zone] - nickname = Zone_Ew04_Amarus_asteroids, added damage = 10
-
-6. Patches made in Ew04.ini in order to make the mineable resource known on the Nav map. The commodity ids_info reference for the resources was added to the zone. With cursor on the area, the ? symbol will now display the resource that can be mined in the area.
-[zone] - nickname = Zone_Ew04_Napo_asteroids, added ids_info = 65884
-[zone] - nickname = Zone_Ew04_Orinoco_asteroids, added ids_info = 65910
-[zone] - nickname = Zone_Ew04_Amarus_asteroids, added ids_info = 65910
-
-7. Patches made in Ew04.ini to display hazardous areas on Navmap when the cursor is over them:
-[zone] - nickname = Zone_Ew04_Napo_nebula, changed ids_name = 261331 into ids_name = 261348
-[zone] - nickname = Zone_Ew04_Orinoco_nebula, changed ids_name = 261332 into ids_name = 261348
-[zone] - nickname = Zone_Ew04_Amarus_nebula, changed ids_name = 261330 into ids_name = 261348
-
-* Hi01.ini in the folder \Data\Universe\Systems\Hi01\
-1. Patch made in Hi01.ini to make the moon's information presented on the Navmap. The ? symbol will now display information on the moon.
-[Object] - nickname = Hi01_moon_Vesuvius, added ids_info = 66066
-
-* Hi02.ini in the folder \Data\Universe\Systems\Hi02\
-1. Patches made in Hi02.ini to make the field's name presented on the Navmap and the ? symbol will now display information on the field.
-[zone] - nickname = Zone_Hi02_Malvada_nube, added ids_name = 261338
-[zone] - nickname = Zone_Hi02_Malvada_nube, added ids_info = 66021
-[zone] - nickname = Zone_Hi02_Gredos_nube, added ids_name = 261339
-[zone] - nickname = Zone_Hi02_Gredos_nube, added ids_info = 66022
-[zone] - nickname = Zone_Hi02_Tenereife_campo, added ids_name = 261337
-[zone] - nickname = Zone_Hi02_Tenereife_campo, added ids_info = 66020
-
-2. Patches made in Hi02.ini to make asteroid fields or clouds visible on Navmap:
-[zone] - nickname = Zone_Hi02_Malvada_asteroids, changed visit = 128 into 0
-[zone] - nickname = Zone_Hi02_Gredos_asteroids, changed visit = 128 into 0
- [zone] - nickname = Zone_Hi02_Tenereife_campo, added visit = 32
-
-3. Patches made in Hi02.ini in order to make the mineable resource known on the Nav map. The commodity ids_info reference was added to the zone With cursor on the area, the ? symbol will now display the resource that can be mined in the area.
-[zone - nickname = Zone_Hi02_Tenereife_debris_field, added ids_info = 65915
-[zone] - nickname = Zone_Hi02_Malvada_artifacts1, added ids_info = 65884
-[zone] - nickname = Zone_Hi02_Malvada_artifacts2, added ids_info = 65884
-
-* Iw03.ini in the folder \Data\Universe\Systems\Iw03\
-1. Patch made in Iw03.ini to make jumphole visible on Navmap:
-[Object] - nickname = Iw03_to_Br04_hole, changed visit = 128 into 0
-
-2. Patches made in Iw03.ini to make asteroid fields and/or clouds visible on Navmap.
-[zone] - nickname = Zone_Iw03_Barrier_ice_cloud, changed visit = 36 into 32
-[zone] - nickname = Zone_Iw03_Barrier_ice_asteroids, changed visit = 128 into 36
-[zone] - nickname = Zone_Iw03_Barrier_ice_asteroids, removed ids_name = 261288
-
-3. Patch made in Iw03.ini in order to make the mineable resource known on the Nav map. The commodity ids_info reference for the resources was added to the zone. With cursor on the area, the ? symbol will now display the resource that can be mined in the area.
-[zone] - nickname = Zone_Iw03_Barrier_ice_asteroids, changed ids_info = 65979 into 65921
-
-4. Patch made in Iw03.ini in order to mark the asteroid miner on the Navmap. The asteroid miner was declared as a Satellite by its archetype = roid_miner. This archetype is used for docked miners. Archetype = Roid_miner2 has a Station declaration, which is used by all other roid_miners that are mining.
-[Object] - nickname = Iw03_Roid_Miner_1, changed archetype = Roid_Miner into archetype = Roid_Miner2
-
-5. Patch made in Iw03.ini in order to correct different ids_names between parent and child.
-[Object] - nickname = Iw03_space_tankl4_2, changed ids_name = 60251 into ids_name = 261161
-
-* Iw04.ini in the folder \Data\Universe\Systems\Iw04\
-1. Patch made in Iw04.ini to make jumphole visible on Navmap:
-[Object] - nickname = Iw04_to_Iw03_hole, added visit = 0
-
-2. Patches made in Iw04.ini to make asteroid fields and/or clouds visible on Navmap.
-[zone] - nickname = Zone_Iw04_Roatan_cloud, changed visit = 36 into 32
-[zone] - nickname = Zone_Iw04_Paloma_cloud, changed visit = 36 into 32
-[zone - nickname = Zone_Iw04_Roatan_ice_crystals, changed visit = 128 into 36
-[zone] - nickname = Zone_Iw04_Paloma_ice_crystals, changed visit = 128 into 36
-
-3. Patch made in Iw04.ini in order to make the mineable resource known on the Nav map. The commodity ids_info reference for the resources was added to the zone. With cursor on the area, the ? symbol will now display the resource that can be mined in the area.
-[zone] - nickname = Zone_Iw04_Roatan_ice_crystals, added ids_info = 65921
-[zone] - nickname = Zone_Iw04_Paloma_ice_crystals, added ids_info = 65921
-
-* Iw05.ini in the folder \Data\Universe\Systems\ Iw05 \
-1. Patches made in Iw05.ini to make asteroid fields or clouds visible on Navmap:
-[zone] - nickname = Zone_Iw05_Denko_asteroids, changed property_flags =0 into 65
-[zone] - nickname = Zone_Iw05_Denko_asteroids, changed visit =128 into 0
-[zone] - nickname = Zone_Iw05_Matsuo_asteroids, changed property_flags =0 into 65
-[zone] - nickname = Zone_Iw05_Matsuo_asteroids, changed visit =128 into 0
-[zone] - nickname = Zone_Iw05_Kuryo_asteroids, changed property_flags =0 into 65
-[zone] - nickname = Zone_Iw05_Kuryo_asteroids, changed visit =128 into 0
-
-* Iw06.ini in the folder \Data\Universe\Systems\ Iw06 \
-1. Patch made in Iw06.ini to make the object's information correctly presented on the Navmap.
-[Object] - nickname = Iw06_suprise_transport_1, changed ids_info = 66450 into 66448
-
-2. Patches made in Iw06.ini to make asteroid fields or clouds visible on Navmap:
-[zone] - nickname = Zone_Iw06_Reppu_cloud, added visit = 0
-[zone] - nickname = Zone_Iw06_Komatsu_cloud, added visit = 0
-[zone] - nickname = Zone_Iw06_Raiden_cloud, added visit = 0
-[zone] - nickname = Zone_Iw06_Reppu_asteroids, added visit = 0
-[zone] - nickname = Zone_Iw06_Reppu_asteroids, changed property_flags = 0 into 65
-[zone] - nickname = Zone_Iw06_Komatsu_asteroids, added visit = 0
-[zone] - nickname = Zone_Iw06_Komatsu_asteroids, changed property_flags = 0 into 65
-[zone] - nickname = Zone_Iw06_Raiden_asteroids, added visit = 0
-[zone] - nickname = Zone_Iw06_Raiden_asteroids, changed property_flags = 0 into 65
-
-* Ku02.ini in the folder \Data\Universe\Systems\Ku02\
-1. Patches made in Ku02.ini to make asteroid fields and/or clouds visible on Navmap.
-[zone] - nickname = ZONE_Ku02_Saiun_asteroid_1, changed visit = 128 into 0
-[zone] - nickname = ZONE_Ku02_Saiun_asteroid_2, changed visit = 128 into 0
-[zone] - nickname = ZONE_Ku02_Saiun_asteroid_3, changed visit = 128 into 0
-[zone] - nickname = ZONE_Ku02_Saiun_asteroid_4, changed visit = 128 into 0
-[zone] - nickname = ZONE_Ku02_Shiun_asteroid_1, added visit = 0
-[zone] - nickname = ZONE_Ku02_Shiun_asteroid_2, added visit = 0
-[zone] - nickname = ZONE_Ku02_Keiun_asteroid_1, changed visit = 128 into 0
-[zone] - nickname = ZONE_Ku02_Keiun_asteroid_2, changed visit = 128 into 0
-[zone] - nickname = ZONE_Ku02_Keiun_asteroid_3, changed visit = 128 into 0
-[zone] - nickname = ZONE_Ku02_Keiun_asteroid_4, changed visit = 128 into 0
-[zone] - nickname = ZONE_Ku02_Keiun_asteroid_5, changed visit = 128 into 0
-
-* Ku03.ini in the folder \Data\Universe\Systems\Ku03\
-1. Patch made in Ku03.ini to make asteroid fields and/or clouds visible on Navmap.
-[zone] - nickname = ZONE_Ku03_Seiran_asteroid_1, changed visit = 128 into 0
-
-* Ku04.ini in the folder \Data\Universe\Systems\Ku04\
-1. Patches made in Ku04.ini to make asteroid fields and/or clouds visible on Navmap.
-[zone] - nickname = ZONE_Ku04_Hiyo_asteroid_1, changed visit = 128 into 0
-[zone] - nickname = ZONE_Ku04_Hiyo_asteroid_2, changed visit = 128 into 0
-[zone] - nickname = ZONE_Ku04_Hiyo_asteroid_3, changed visit = 128 into 0
-[zone] - nickname = ZONE_Ku04_Hiyo_asteroid_4, changed visit = 128 into 0
-[zone] - nickname = ZONE_Ku04_Chuyu_asteroid_1, changed visit = 128 into 0
-[zone] - nickname = ZONE_Ku04_Chuyu_asteroid_2, changed visit = 128 into 0
-[zone] - nickname = ZONE_Ku04_Chuyu_asteroid_3, changed visit = 128 into 0
-[zone] - nickname = ZONE_Ku04_Hiryo_asteroid_1, changed visit = 128 into 0
-[zone] - nickname = ZONE_Ku04_Hiryo_asteroid_2, changed visit = 128 into 0
-[zone] - nickname = ZONE_Ku04_Hiryo_asteroid_3, changed visit = 128 into 0
-
-* Ku05.ini in the folder \Data\Universe\Systems\Ku05\
-1. Patches made in Ku05.ini to make asteroid fields and/or clouds visible on Navmap.
-[zone] - nickname = ZONE_Ku05_Kayo_asteroid_1, changed visit = 128 into 0
-[zone] - nickname = ZONE_Ku05_Kayo_asteroid_2, changed visit = 128 into 0
-[zone] - nickname = ZONE_Ku05_Unyo_asteroid_1, changed visit = 128 into 0
-[zone] - nickname = ZONE_Ku05_Unyo_asteroid_2, changed visit = 128 into 0
-[zone] - nickname = ZONE_Ku05_Unyo_asteroid_3, changed visit = 128 into 0
-[zone] - nickname = ZONE_Ku05_Shiden_asteroid_1, changed visit = 128 into 0
-[zone] - nickname = ZONE_Ku05_Shiden_asteroid_2, changed visit = 128 into 0
-[zone] - nickname = ZONE_Ku05_Shiden_asteroid_3, changed visit = 128 into 0
-[zone] - nickname = ZONE_Ku05_Shiden_asteroid_4, changed visit = 128 into 0
-[zone] - nickname = ZONE_Ku05_Shiden_asteroid_5, changed visit = 128 into 0
-[zone] - nickname = ZONE_Ku05_Shiden_asteroid_6, changed visit = 128 into 0
-
-* Ku06.ini in the folder \Data\Universe\Systems\Ku06\
-1. Patch made in Ku06.ini to make jumphole visible on Navmap:
-[Object] - nickname = Ku06_to_BW05_hole, changed visit = 128 into 0
-
-2. Patch made in Ku06.ini to make the field's name presented on the Navmap.
-[zone] - nickname = Zone_Ku06_Okamura_cloud, added ids_name = 261351
- This patch is only effective when you use the supplied patched nameresource.dll as well.
-
-3. Patch made in Ku06.ini to make the field's ? symbol will now display information on the field.
-[zone] - nickname = Zone_Ku06_Okamura_cloud, added ids_info = 66615
-
-4. Patches made in Ku06.ini to make asteroid fields and/or clouds visible on Navmap.
- The cloud in the Ku06 system was not visible. In this system the cloud and the asteroid field were not declared separately as elsewhere. Trying to make the cloud visible by changing only the property flag in the nebula was not succesfull. The flag was 33832, which is 32768 (cloud) + 66 (asteroid.
- Declaring the asteroid field separately did solve the problem.
-1. [Asteroids] - file = solar\asteroids\Ku06_Okamura_rock_asteroid_field.ini, changed zone = Zone_Ku06_Okamura_cloud into zone = Zone_Ku06_Okamura_asteroid
-2. [zone] - nickname = Zone_Ku06_Okamura_cloud, changed property_flags = 32834 into 32768
-3. Added:
-[zone]
-nickname = Zone_Ku06_Okamura_asteroid
-ids_info = 66615
-pos = -1299, 0, -680
-shape = SPHERE
-size = 100000
-property_flags = 66
-visit = 32
-
-5. Patch made in Ku06.ini to correct a wrong reference:
-[Object] - nickname = Ku06_to_BW05_hole, changed msg_id_prefix = gcs_refer_system_Ku07 into msg_id_prefix = gcs_refer_system_Bw05
-
-* Ku07.ini in the folder \Data\Universe\Systems\Ku07\
-1. Patch made in Ku07.ini to make the field's name presented on the Navmap.
-[zone] - nickname = Zone_Ku07_Izu_planetary_fragments, added ids_name = 261350
-[zone] - nickname = Zone_Ku07_Nampo_cloud, added ids_name = 261349
- This patch is only effective when you use the supplied patched nameresource.dll as well.
-
-2. Patch made in Ku07.ini to make the field's ? symbol will now display information on the field.
-[zone] - nickname = Zone_Ku07_Izu_planetary_fragments, added ids_info = 66615
-[zone] - nickname = Zone_Ku07_Nampo_cloud, added ids_info = 66615
-
-3. Patches made in Ku07.ini to make asteroid fields and/or clouds visible on Navmap.
-[zone] - nickname = Zone_Ku07_Nampo_planetary_fragments, changed visit =128 into 0
-
-* Li01.ini in the folder \Data\Universe\Systems\Li01\
-1. Patches made in Li01.ini to make jumpholes visible on Navmap:
-[Object] - nickname = Li01b_to_Li01a_hole, changed visit = 128 into 0
-[Object] - nickname = Li01_to_Li03_hole, added visit = 0
-
-2. Patch made in Li01.ini to solve unknown objects on Navmap.
- Ithaca does not show up on the Navmap. For this patch you also have to use the patched solararch.ini file. The following patches were made:
- [Object] - nickname = Li01_Ithaca_station_1, added visit = 0
-[Object] - nickname = Li01_Ithaca_station_1, added base = Li01_05_Base
-[Object] - nickname = Li01_Ithaca_station_1, added reputation = li_p_grp
-
-3. Patches made in Li01.ini to make asteroid fields and/or clouds visible on Navmap.
-[zone] - nickname = Zone_Li01_Badlands_Asteroids, changed visit = 128 into 32
-[zone] - nickname = Zone_Li01_Pittsburgh_Pirate_Base_Nebula, added visit = 32
-
-4. Patch mineable
-[zone] - nickname = Zone_Li01_Detroit_high_density_debris, changed visit = 36 into 0
-[zone] - nickname = Zone_Li01_Pittsburgh_high_density_debris, changed visit = 36 into 0
-
-5. Patches made in Li01.ini to make the clouds better visible on the Navmap.
-[zone] - nickname = Zone_Li01_012_Station_Li01_04, changed property_fog_color = 10.000000, 7.000000, 30.000000 into 70.000000, 80.000000, 80.000000
-[zone] - nickname = Zone_Li01_013_Station_Li01_05, changed property_fog_color = 10.000000, 7.000000, 30.000000 into 70.000000, 80.000000, 80.000000
-[zone] - nickname = Zone_Li01_Jumpgate_to_Iw03, changed property_fog_color = 10.000000, 7.000000, 30.000000 into 70.000000, 80.000000, 80.000000
-[zone] - nickname = Zone_Li01_Badlands_Nebula, changed property_fog_color = 10.000000, 7.000000, 30.000000 into 70.000000, 80.000000, 80.000000
-[zone] - nickname = Zone_Li01_Exclusion_depot, changed property_fog_color = 20.000000, 18.000000, 24.000000 into 70.000000, 80.000000, 80.000000
-[zone] - nickname = Zone_Li01_Pittsburgh_Pirate_Base_Nebula, changed property_fog_color = 20.000000, 18.000000, 24.000000 into 70.000000, 80.000000, 80.000000
-
-6. Patches made in Li01.ini to display hazardous areas on Navmap when the cursor is over them. In the Badlands there are 3 surprise wreckage area's. The area's around the wreckages are radiation hazardous.
-[zone] - nickname = Zone_li01_badlands_radiation1, added ids_name = 261348
-[zone] - nickname = Zone_li01_badlands_radiation1, changed visit = 128 into 0
-[zone] - nickname = Zone_li01_badlands_radiation2, added ids_name = 261348
-[zone] - nickname = Zone_li01_badlands_radiation2, changed visit = 128 into 0
-[zone] - nickname = Zone_li01_badlands_radiation, added ids_name = 261348
-[zone] - nickname = Zone_li01_badlands_radiation, changed visit = 128 into 0
-
-* Li02.ini in the folder \Data\Universe\Systems\Li02\
-1. Patches made in Li02.ini to make asteroid fields and/or clouds visible on Navmap.
-[zone] - nickname = Zone_Li02_Tahoe_ice_crystal_cloud, changed visit = 36 into 32
-[zone] - nickname = zone_Li02_Tahoe_ice_crystal_field, changed visit = 128 into 36
-
-* Li04.ini in the folder \Data\Universe\Systems\ Li04 \
-1. Patches made in Li04.ini to make the field's name presented on the Navmap and the ? symbol will now display information on the field.
-[zone] - nickname = Zone_Li04_South_Dallas_debris_field, added ids_info = 66046
-
-2. Patches made in Li04.ini to give objects a reputation.
-[Object] - nickname = Li04_wplatform_12, added reputation = li_n_grp
-[Object] - nickname = Li04_wplatform_13, added reputation = li_n_grp
-[Object] - nickname = Li04_space_tankl4_3, added reputation = li_p_grp
-[Object] - nickname = Li04_space_tankl4_2, added reputation = li_p_grp
-[Object] - nickname = Li04_space_tanklx4_1, added reputation = li_p_grp
-[Object] - nickname = Li04_space_tanklx4_2, added reputation = li_p_grp
-[Object] - nickname = Li04_space_tankl4_5, added reputation = li_p_grp
-
-3. Patches made in Li04.ini to solve unknown objects in flight:
-[Object] - nickname = Li04_space_tankl4_5, added ids_name = 60251
-[Object] - nickname = Li04_space_tanklx4_1, added ids_name = 60251
-[Object] - nickname = Li04_space_tanklx4_2, added ids_name = 60251
-
-4. Patches made in Li04.ini to make asteroid fields or clouds visible on Navmap:
-[zone] - nickname = Zone_Li04_Pequena_Negra_debris, changed visit = 128 into 0
-[zone] - nickname = Zone_Li04_Grande_Negra_debris, changed visit = 128 into 0
-
-5. Patch made in Li04.ini to make cloud better visible on Navmap:
-[zone] - nickname = Zone_Li04_Pequena_Negra, changed property_fog_color = 30.000000, 30.000000, 30.000000 into 70.000000, 80.000000, 80.000000
-[zone] - nickname = Zone_Li04_Grande_Negra, changed property_fog_color = 30.000000, 30.000000, 30.000000 into 70.000000, 80.000000, 80.000000
-
-* Rh01.ini in the folder \Data\Universe\Systems\Rh01\
-1. Patch made in RH01.ini to make jumphole visible on Navmap:
-[Object] - nickname = Rh01_to_Bw05_hole, changed visit = 128 into 0
-
-2. Patches made in Rh01.ini to solve unknown objects in flight:
-[Object] - nickname = Rh01_space_tanks4_1, added reputation = fc_j_grp
-[Object] - nickname = Rh01_space_tanks4_1, added parent = Rh01_08
-[Object] - nickname = Rh01_space_tanks4_2, added reputation = fc_j_grp
-[Object] - nickname = Rh01_space_tanks4_2, added parent = Rh01_08
-
-3. Patch made in Rh01.ini to correct reputation for parent Rh01_02, Oder Shipyard. Based on the info in the infocards, this base is run by Daumann. The reputation for the childs are in line with that.
-[Object] - nickname = Rh01_02, changed reputation = rh_n_grp into reputation = co_khc_grp
-
-4. Patches made in Rh01.ini in order to make the mineable resource known on the Nav map. The commodity ids_info reference for Scrap Metal was added to the zone With cursor on the area, the ? symbol will now display the resource that can be mined in the area.
-[zone] - nickname = Zone_Rh01_Ruhr_debris_field, added ids_info = 65915
-
-5. Patches made in Rh01.ini to display hazardous areas on Navmap when the cursor is over them:
-[zone] - nickname = Zone_Rh01_Ruhr_radioactive_001, added ids_name = 261348
-[zone] - nickname = Zone_Rh01_Ruhr_radioactive_001 - visit = 128 changed in 0
-[zone] - nickname = Zone_Rh01_Ruhr_radioactive_002, added ids_name = 261348
-[zone] - nickname = Zone_Rh01_Ruhr_radioactive_002 - visit = 128 changed in 0
-
-* Rh02.ini in the folder \Data\Universe\Systems\Rh02\
-1. Patch made in Rh02.ini to make jumphole visible on Navmap:
-[Object] - nickname = Rh02_to_Rh04_holeb, changed visit = 128 in 0
-
-* Rh03.ini in the folder \Data\Universe\Systems\Rh03\
-1. Patches made in Rh03.ini to make asteroid fields or clouds visible on Navmap:
-[zone] - nickname = ZONE_Rh03_Westnebel_asteroid_1, changed visit =128 in 0
-[zone] - nickname = ZONE_Rh03_Ostnebel_asteroid_1, changed visit =128 in 0
-[zone] - nickname = ZONE_Rh03_Ostnebel_asteroid_2, changed visit =128 in 0
-[zone] - nickname = ZONE_Rh03_Ostnebel_asteroid_3, changed visit =128 in 0
-[zone] - nickname = ZONE_Rh03_Ostnebel_asteroid_4, changed visit =128 in 0
-
-* Rh04.ini in the folder \Data\Universe\Systems\Rh04\
-1. Patches made in Rh04.ini to make the Taunus field's name presented on the Navmap and the ? symbol will now display information on the field.
-[zone] - nickname = Zone_Rh04_Taunus_felde, added ids_name = 261278
-[zone] - nickname = Zone_Rh04_Taunus_felde, added ids_info = 65949
-
-2. Patch made in Rh04.ini to make jumphole visible on Navmap:
-[Object] - nickname = Rh04_to_Rh02_holeb, visit = 128 changed in visit = 0
-
-3. Patches made in Rh04.ini to make mine field visible on Navmap
-[zone] - nickname = Zone_Rh04_minefield, visit = 128 changed in visit = 32
-
-4. Patch made in Rh04.ini to make cloud better visible on Navmap:
-[zone] - nickname = Zone_Rh04_Geheimniswolke_nebula - property_fog_color = 70.000000, 80.000000, 80.000000 was property_fog_color = 40.000000, 20.000000, 10.000000
-
-* Rh05.ini in the folder \Data\Universe\Systems\Rh05\
-* Rh05_Schwefelwolke_lavafeld.ini in the folder \Data\Solar\Asteroids\
-1. The Schwefelwolke aera is presented as a mineable area, which is not correct. Within the Schwefelwolke only one pocket, the Kruger Diamonds area is mineable.
- To correct this the following patch was made:
-* In the folder \Data\Solar\Asteroids\ the following patch was made in the file Rh05_Schwefelwolke_lavafeld.ini by adding the reference to the Kruger Diamonds area:
-[LootableZone] - zone = zone_Rh05_Kruger_diamonds
-This approach is found in many other asteroid.ini files.
-* Patches made in Rh05.ini to make asteroid fields or clouds visible on Navmap:
-[zone] - nickname = Zone_Rh05_Kruger_diamonds, added visit = 36.
-[zone] - nickname = Zone_Rh05_Schwefelwolke - visit = 36 changed in 32
-[zone] - nickname = Zone_Rh05_Schwefelwolke_asteroids - visit = 128 changed in 0
-
-2. Patches made in Rh05.ini to make asteroid fields or clouds visible on Navmap:
-[zone] - nickname = Zone_Rh05_Daumann_feld - visit = 128 changed in 0
-
-3. Patches made in Rh05.ini to display hazardous areas on Navmap when the cursor is over them:
-[zone] - nickname = Zone_Rh05_Schlectewolke_east_acid_pocket, added ids_name = 261348
-[zone] - nickname = Zone_Rh05_Schlectewolke_south_acid_pocket, added ids_name = 261348
-[zone] - nickname = Zone_Rh05_Schlectewolke_se_acid_pocket, added ids_name = 261348
- Note : Although the information on the Schlechtewolke suggests that damage is coursed by an acid environment, Freelancer treats it as a radiation hazard.
-
-4. Patch made in Rh05.ini in order to make the mineable resource known on the Nav map. The commodity ids_info reference for the resources was added to the zone. With cursor on the area, the ? symbol will now display the resource that can be mined in the area.
-[zone] - nickname = Zone_Rh05_Kruger_diamonds, added ids_info = 65893
-[zone] - nickname = Zone_Rh05_Daumann_cobalt_mining_area, added ids_info = 65889
-[zone] - nickname = Zone_Rh05_Daumann_copper_mining_area, added ids_info = 65892
-
-
-* Shiparch.ini in the folder \Data\Ships\
-1. Patch made in Shiparch.ini in the part of a ku_elite surprise fighter to remove spaces.
-[Ship] - ids_name = 237027
-[CollisionGroup] - dmg_hp = DpStarboard _arm rotator changed in dmg_hp = DpStarboard_arm_rotator
-[CollisionGroup] - dmg_hp = DpPort _arm rotator changed in dmg_hp = DpPort_arm_rotator
-The suggestion that this is an bini error seems to be confirmed by the Ku_elite 3db and sur files
-in the Ku_elite ship folder.
-
-* Solararch.ini in the folder \Data\Solar\
-1. Patch made in Solararch.ini as a part of the BW05 - Sigma-13 patch regarding the Old Kurger Storage Depot surprise. It will now display as a surprise on Navmap (red cross).
-[Solar] - nickname = surprise_machinery, changed shape_name = NAV_lootabledepot into NAV_surpriseX
-
-2. Patch made in Solararch.ini to correct shape_name for depot_construction_machinery and bring it in line with the other destroyable depots.
-[Solar] - nickname = depot_construction_machinery, changed shape_name = NNM_SM_COMMUNICATIONS into shape_name = NAV_lootabledepot
-
-3. Patch made in Solararch.ini as a part of the Li01 - New York patch regarding the Ithaca Station.
-[Solar] - nickname = Ithaca_station, changed type = MISSION_SATELLITE into STATION
-
-4. Patch made in Solararch.ini in the part of a ku_elite surprise fighter to remove spaces.
-[Solar] - type = MISSION_SATELLITE - nickname = suprise_ku_elite
-[CollisionGroup] - dmg_hp = DpStarboard _arm rotator changed in dmg_hp = DpStarboard_arm_rotator
-[CollisionGroup] - dmg_hp = DpPort _arm rotator changed in dmg_hp = DpPort_arm_rotator
-The suggestion that this is an bini error seems to be confirmed by the Ku_elite 3db and sur files
-in the Ku_elite ship folder.
-
-5. Patch made in Solararch.ini to make nodock Jumpgates appear on the navmap and allow their name to be presented on the navmap.
-[Solar] - nickname = jumpgate_nodock, type = SATELLITE changed in type = JUMP_GATE
-
-6. Patch made in Solararch.ini to make roid_miners appear in space earlier than they do right now.
-Apparently only 4 LOD ranges are present in the roid_miners 3D files. This makes the roid_miner appear when in range 2000, while it should already appear at range 12000. The way to solve this problem would be to add an additonal LOD to the 3D files of the roid_miners. Untill that is done a good workaround alternative is to change the roid_miners LOD ranges in the Solararch.ini which gives the desired results also.
-[Solar] - nickname = Roid_Miner, LODranges = 0, 750, 1300, 2000, 12000 changed in LODranges = 0, 750, 2000, 12000
-[Solar] - nickname = Roid_Miner2, LODranges = 0, 750, 1300, 2000, 12000 changed in LODranges = 0, 750, 2000, 12000
-
-* Weapon_equip.ini in the folder \Data\Equipment
-1. Patch made in weapon_equip.ini to have surprise freighter release more of their turrets.
-[Gun] - nickname = co_transport_turret01_mark01, changed lootable = false into lootable = true
-[Gun] - nickname = co_transport_turret01_mark02, changed lootable = false into lootable = true
-
-* Suprise_solar.ini in the folder \Data\Fx\
-To have more turrets lootable the weapon_equip.ini has to be patched also.
-1. Patch made in suprise_solar.ini concerning suprise_li_freighter to make all loot available.
-[fuse] - name = fuse_suprise_li_freighter
-;[destroy_group]
-;fate = disappear
-;at_t = 0.100000
-;group_name = li_starboard_sidepanel_lod1
-;[destroy_group]
-;fate = disappear
-;at_t = 0.100000
-;group_name = li_port_sidepanel_lod1
-This makes the following loot availalble:
-* equip = co_turret01_mark02, HpTurret02
-* equip = co_turret01_mark02, HpTurret03
-And effects the following surprise wrecks: Sigma-17 - Robert Fitzgerald and Tau-31 - Whetstone
-
-2. Patch made in suprise_solar.ini concerning suprise_br_elite to make all loot available.
-[fuse] -= name = fuse_suprise_br_elite
-;[destroy_group]
-;fate = disappear
-;at_t = 0.100000
-;group_name = br_port_wing_lod1
-;[destroy_group]
-;fate = disappear
-;at_t = 0.100000
-;group_name = br_star_wing_lod1
-This makes the following loot availalble:
-* equip = br_gun01_mark02, HpWeapon02
-* equip = br_gun01_mark02, HpWeapon06
-And effects the following surprise wreck: Dublin - Storm
-
-3. Patch made in suprise_solar.ini concerning suprise_br_freighter to make all loot available.
-[fuse] - name = fuse_suprise_br_freighter
-;[destroy_group]
-;fate = disappear
-;at_t = 0.100000
-;group_name = br_freighter_port_wing_lod1
-;[destroy_group]
-;fate = disappear
-;at_t = 0.100000
-;group_name = br_freighter_star_wing_lod1
-This makes the following loot availalble:
-* equip = co_turret01_mark03, HpTurret01
-* equip = co_turret01_mark03, HpTurret02
-And effects the following surprise wreck: OmnicronTheta - Fearless
-
-4. Patch made in suprise_solar.ini concerning suprise_rh_elite to make all loot available.
-[fuse] - name = fuse_suprise_rh_elite
-;[destroy_group]
-;fate = disappear
-;at_t = 0.100000
-;group_name = Rh_tail_lod1
-This makes the following loot availalble:
-* equip = rh_turret01_mark01, HpTurret01
-And effects the following surprise wrecks:
-* Omega-41 - Volsung
-* Sigma-13 - OldImperialNavyFighter
-* Sigma-13 - OldImperialNavyFighter
-* Sigma-13 - OldImperialNavyFighter
-* Sigma-13 - OldImperialNavyFighter
-* Sigma-13 - OldImperialNavyFighter
-* Sigma-13 - OldImperialNavyFighter
-
-5. Patch made in suprise_solar.ini concerning suprise_bh_elite2 to make all loot available.
-[fuse] - name = fuse_suprise_bh_elite2
-;[destroy_group]
-;fate = disappear
-;at_t = 0.100000
-;group_name = bh_star_wing_lod1
-This makes the following loot availalble:
-* equip = missile03_mark04, HpWeapon03
-And effects the following surprise wrecks:
-* Omega-11 - BountyHunterFighter
-* Sigma-17 - Mongoose
-* Tau-37 - Griffin
-* Omicron Beta - Pathfinder
-* Omnicron Theta - Rebel
-* Omicron Alpha - Viking
-* Omicron Gamma - Vengeance
-
-6. Patch made in suprise_solar.ini concerning suprise_bw_elite2 to make all loot available.
-[fuse] - name = fuse_suprise_bw_elite2
-;[destroy_group]
-;fate = disappear
-;at_t = 0.100000
-;group_name = bw_port_wing01_lod1
-This makes the following loot availalble:
-* equip = missile03_mark04, HpWeapon03
-And effects the following surprise wrecks:
-* Omicron Alpha - OutcastFighter
-* Omicron Alpha - OutcastFighter
-* Omicron Alpha - OutcastFighter
-* Omicron Alpha - OutcastFighter
-
-* Nameresources.dll in the folder \Exe\
-The patches are related to the patches in the Ku06 and KU07 systems and effective directly after restarting Freelancer and reloading your current game. The names are derived from their infocards.
-1. Patch made in Stringtable 4047 to make names available for the Navmap.
-STRINGTABLE
-LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_US
-{
-64736, "Omega-7 Walker Cloud"
-64737, "Omicron Beta Edge Nebula"
-64738, "Planetary Fragments Field"
-64739, "Explosive Gas Zone"
-64740, "Radioactive Zone"
-Added :
-64741, "Nampo Cloud"
-64742, "Izu Planetary Fragments"
-64743, "Okamura Cloud"
-}
-
-* M13.ini in the folder \Data\Missions\M13\
-1. Patch made in m13.ini to unlock locked jumpholes after finishing storyline
-[Trigger] - nickname = enter_bar
-Added:
-Act_LockDock = Player,Li01a_to_Li01b_hole, unlock
-Act_LockDock = Player,Li01b_to_Li01a_hole, unlock
-Act_LockDock = Player,Li01_to_Li04, unlock
-Act_LockDock = Player,Li04_to_Li01, unlock
-Act_LockDock = Player,Li01_to_Li05, unlock
-Act_LockDock = Player,Li05_to_Li01, unlock
-Act_LockDock = Player,Ku05_to_Ku07_hole, unlock
-Act_LockDock = Player,Ku07_to_Ku05_hole, unlock
-Act_LockDock = Player,Ku06_to_Ku07_hole, unlock
-Act_LockDock = Player,Ku07_to_Ku06_hole, unlock
-Act_LockDock = Player,St01_to_St02_hole, unlock
-Act_LockDock = Player,St02_to_St01_hole, unlock
-Act_LockDock = Player,St01_to_St03_hole, unlock
-Act_LockDock = Player,St03_to_St01_hole, unlock
-
-
-
-Workaround - editing savegame files to get new visit = code lines
-* Exit Freelancer
-* Install the new system files.
-* Restart Freelancer
-* Fly to a base close to the area/object that is not yet displayed correctly.
-* Save the game.
-* Save the game again but under a different name.
-* Delete all visit = xxxxxxxxxxx,xx from the 2nd savegame file.
-* Load the edited savegame file.
-* Enter space and fly to the area/object.
-* As soon as the area appears on the Navmap and looks ok, turnaround and dock.
-* Save the game.
-* Compare the new visit = with visit = in the first savegame. This will give you the difference(s).
-* Example:
-* Entry in 1st savegame: visit = 3155450887, 45 (area is displayed as being mineable)
-* Entry in 2nd savegame: visit = 3155450887, 41 (area is displayed as being nonmineable)
-
-
-Unofficial FL SP Patch 1.40
-
-Patch description 1.40.doc 2
-
diff --git a/JFLP/jflp.txt b/JFLP/jflp.txt
deleted file mode 100644
index a5d89187..00000000
--- a/JFLP/jflp.txt
+++ /dev/null
@@ -1,1025 +0,0 @@
- Jason's Freelancer Patch
- Version 1.25
-
-
-This is a patch to correct many things in the original game. It builds on the
-work of Louva-Deus (the SDK/QuickFix) and Buck Danny (the Unofficial FL SP 1.4
-patch). Only the changes I have made are described; changes made by SDK 1.3
-are not described (but those from 1.5b15 are); changes made by Buck Danny are
-described in "Patch description 1.40.txt" (or .doc) - please read that before
-continuing. Unfortunately, some of the changes might introduce incompatibil-
-ities with some mods - see mods.txt for a list and necessary changes. It will
-also not work with unpatched servers.
-
-Servers running JFLP wanting to remain compatible with clients that do not, need
-to undo one of the changes. In DATA\MISSIONS\mbases.ini, replace every
- Scripts\vendors\robot_commtrader_fidget.thn
-with
- Scripts\vendors\li_commtrader_fidget.thn
-to prevent the client from crashing.
-
-
-The following changes described in the 1.4 patch have been reverted:
-
-* Li01.ini in the folder \Data\Universe\Systems\Li01\
-Ithaca: since it's not dockable, leave it off the Nav Map.
-
-* Rh01.ini in the folder \Data\Universe\Systems\Rh01\
-Oder Shipyard: even though the infocard says it's a Daumann base, the bartender
-and jobs are Military, so leave it owned by them.
-
-* Shiparch.ini in the folder \Data\Ships\
-Spaces in the Kusari surprise fighter: the .cmp file does indeed have those
-spaces (not a fault of bini).
-
-* Weapon_equip.ini in the folder \Data\Equipment
-Transport turrets: leave as non-lootable.
-
-
-See jflp125.txt for what has been updated since JFLP 1.20.
-
-
-The general format of the patch descriptions is:
-
- PATH\file
- - [nickname:] change (reason). [Source]
-
-where "PATH\file" is the file (or files) being changed; "nickname" identifies
-the section (or sections) where the change occurs; "change" indicates what has
-been done different; "reason" explains why the change occurs (if not obvious);
-and "Source" indicates how the change was found. If source is absent, it means
-I found the change myself; [S] indicates it was found by FLScan 1.3; [*] by SDK
-1.5b15; [E] by FL Error Checker 1.011; {S} indicates the change removes its
-FLSpew.txt warning; and {D} indicates the change occurs due to
-"deform::start_aim()" warnings.
-
-All unpacked .ini files
-- use six significant digits (not six decimals) and engineering notation (eg:
- "0.000000" simply becomes "0"; "27.799998" becomes "27.8"; "57148.132813"
- becomes "57148.1"; "132000000.000000" becomes "132e6"; and
- "1000000015047466200000000000000.000000" becomes "1e30").
-
-DATA\concave.ini
-DATA\FX\fuse_li_battleship.ini
-DATA\FX\MISC\tlrtube.3db
-DATA\INTERFACE\HUD\hudtarget.ini
-DATA\MISSIONS\factionsets.ini
-DATA\MISSIONS\mshipprops.ini
-DATA\MISSIONS\ENCOUNTERS\new_encounter_example.ini
-DATA\MISSIONS\M01A\mission1 readme.doc
-DATA\MISSIONS\M01B\mission1 readme.doc
-DATA\RANDOMMISSIONS\solar_pan.thn
-DATA\SCRIPTS\BASES\li_01_cityscape_gamestart_01.thn
-DATA\SHIPS\BORDER_WORLD\BW_VHEAVY_FIGHTER\bh_vheavy_fighter.cmp
-DATA\SOLAR\ASTEROIDS\shapes.ini
-DATA\SOLAR\BLACKHOLE\bh_flute4.pte
-DATA\SOLAR\PLANETS\PLANET_ICE_GREY\planet_ice_grey.mat~tmp1
-DATA\UNIVERSE\SYSTEMS\INTRO\intro.ini
-- deleted (not actually used).
-
-DATA\cameras.ini
-- renamed [ChaseCamera] to [ThirdPersonCamera] (former doesn't exist).
-
-DATA\constants.ini
-- deleted [AsteroidConsts] section (not used). [E]
-
-DATA\initialworld.ini
-- replaced the non-breaking spaces with normal spaces, deleted the duplicated
- comments and aligned them (tab size of 8);
-- added locked_gate 3051850763 (Ku07_to_Ku06_hole) (for completeness);
-- deleted npc_locked_gates 2382233355 (???), 2569281742 (???), 2974773122
- (Ew01_to_Li01_hole), 2942653837 (Li04_to_Bw05_hole), 3163920771
- (Bw05_to_Li04_hole) and 2868648589 (Li01_to_Ew01_hole) (they don't exist).
-
-DATA\petaldb.ini
-- restored ", solar\ast_badlands.mat" to the end of
- "prop = solar_badlands_dynamic, solar\asteroids\models\badlands_dynamic.3db"
- (I guess the SDK removed it because it looked out of place, but it does get
- read, although I didn't determine if it actually has any effect);
-- replaced spaces with underscores in "Barrel_Van Clausen" & "Cocktail Glass"
- (for consistency, but they're not used anyway). [*]
-
-DATA\AUDIO\nnvoice.utf
-DATA\AUDIO\voices_recognizable.ini
-- created dummy NNVoice sounds for dock_granted (0x8C2C1A08),
- dock_denied_hostile (0xBCED6E0A), dock_denied_locked (0x87D89A80), freeflight
- (0x8C47760A), formation (0xA8C57941) and anomaly_detected (0x83F4AAC6)
- (removes warnings "Voice message 2351700488/3169676810/2279119488/2353493514/
- 2831513921/2213849798 is invalid for voice 3073825485"). [Buck Danny, me & E]
-
-DATA\AUDIO\pilot_f_ill_m02.utf
-DATA\AUDIO\pilot_f_ill_m02a.utf
-DATA\AUDIO\pilot_f_ill_m02b.utf
-- Replaced "Preparing to" with another "I'm taking on" (they should have been
- "Preparing to take on").
-
-DATA\AUDIO\soundcfg.ini
-- deleted default_loop_style and default_reverb lines (not used). [E]
-
-DATA\AUDIO\voices_mission??.ini
-- deleted all script lines from extended voices. [E noticed missing nickname,
- turns out script values are ignored when the voice is extended]
-
-DATA\AUDIO\voices_mission12.ini
-- timer: deleted line "script = SC_MLHEAD_MOTION_WALLA_CASL_000LV_XA_%". {S}
-
-DATA\CHARACTERS\newcharacter.ini
-- deleted thumb value. [E]
-
-DATA\COCKPITS\BRETONIA\b_freighter.ini
-DATA\COCKPITS\CORSAIR\bw_fighter.ini
-- the final "tether" value was separated by comma, not point. [*]
-
-DATA\EQUIPMENT\commodities_per_faction.ini
-- deleted all the zeros (only the commodity name is read).
-
-DATA\EQUIPMENT\engine_good.ini
-- the patch kept the original BINI file, which FLScan decompresses to a zero-
- length file, which causes both it and FL to generate a warning. The file now
- contains a single comment, to appease both. [S]
-
-DATA\EQUIPMENT\goods.ini
-- bh_hull, bhe_hull, bhe2_hull, bwe2_hull, coe_hull, coe2_hull, cof_hull,
- gf2_hull, gf4_hull, gf5_hull, gf6_hull: used appropriate hull names.
-
-DATA\EQUIPMENT\market_ships.ini
-- only keep the entries for the ships actually being sold;
-- deleted Br02_04_base section (doesn't have a ship dealer).
-
-DATA\EQUIPMENT\misc_equip.ini
-- ge_s_tractor_01: rounded up the fractional color values. [E]
-
-DATA\EQUIPMENT\weapon_equip.ini
-- Added "debris_type = debris_normal" and
- "material_library = Ships\nomad\nomad_fx.txm" to every [CloakingDevice]
- (removes some warnings: "Couldn't find debris_type[0x0]" and "texture
- verify failed: nomad surface: NomadRGB1_NomadAlpha1").
-
-DATA\FX\effects.ini
-- added missing "vis_effect" line to pi_pulse_02_proj & pi_pulse_03_proj (adds
- the visual effect to the Rapier and Tizona Del Cid). [Lancer's Reactor]
-
-DATA\FX\fuse.ini
-- mission02_burning_trasport_fuse: renamed trans_mid_lod1 to trans_rear_lod1,
- copied trans_port_eng_lod1 section to trans_star_eng_lod1; [E found mid]
-- lifter_death_fuse: deleted lifter_clamp02_lod1 group. [E]
-
-DATA\FX\fuse_suprise_solar.ini
-- appended "6" to "HpWeapon0";
-- added HpTurret07/8/9 to fuse_suprise_drop_loot (drops additional loot).
-
-DATA\FX\jumpeffect.ini
-- jump_effect_bretonia, jump_effect_hole: changed jump_out_tunnel_time and
- jump_in_tunnel_time to 0 (simply reduces the jump gate/hole transition time).
-
-DATA\FX\sarma_clear.txm
-- new file for rtc_rh03_sun below.
-
-DATA\FX\MISC\misc_ale.ini
-- rtc_rh03_sun: a properly-colored sun for Baden-Baden. [mknote]
-
-DATA\FX\MISC\rtc_rh03_sun.ale
-- new file for rtc_rh03_sun above.
-
-DATA\FONTS\rich_font.ini
-- added "font = 8, Arial Unicode MS, 23", used by super- and subscripts.
-
-DATA\INTERFACE\hud.ini
-- deleted object value in [Receiver]. [E]
-
-DATA\INTERFACE\HudShift.ini
-- defines interface elements for HudShift.dll (see below).
-
-DATA\INTERFACE\keylist.ini
-DATA\INTERFACE\keymap.ini
-- added some more options to Controls:
- Ship Controls:
- * Activate Afterburner (USER_AFTERBURNER_ON) - turns the afterburner on;
- * Deactivate Afterburner (USER_AFTERBURNER_OFF) - turns the afterburner off;
- * Strafe Up (USER_MANEUVER_SLIDE_EVADE_UP) - slides the ship up;
- * Strafe Down (USER_MANEUVER_SLIDE_EVADE_DOWN) - slides the ship down;
- * Rotate Clockwise (USER_Z_ROTATE) - turns the ship clockwise;
- * Rotate Anticlockwise (USER_Z_UNROTATE) - turns the ship anticlockwise;
- * Rotation Lock (USER_TOGGLE_LEVEL_CAMERA) - toggles rotation in third view.
- (Rotation will really only work with both Auto Level & Rotation Lock off.)
- [USER_TOGGLE_LEVEL_CAMERA found in the Roll Baby Roll mod]
- User Interface:
- * Formation Members (USER_FORMATION_LIST) - shows formation members;
- * Target View (USER_SWITCH_TO_TARGET) - shows target information;
- * Next Sub-Target (USER_NEXT_SUBTARGET) - selects next sub-target;
- * Previous Sub-Target (USER_PREV_SUBTARGET) - selects previous sub-target.
-
-DATA\INTERFACE\knowledgemap.ini
-- removed duplicates;
-- removed 60245 (trade lane zones);
-- fixed rumor 131154 (Montezuma); [Klaus]
-- fixed rumor 131660 (coded incorrectly, now provides Kepler).
-
-DATA\INTERFACE\BASESIDE\navbar.ini
-- deleted empty behavior/mesh/hardpoint/event values (they expect strings);
-- deleted [NavBar] entries IDS_HOTSPOT_EXIT, IDS_NN_SHIP_VIEW, IDS_PACKAGE_ONE,
- IDS_PACKAGE_THREE, IDS_PACKAGE_TWO, Palace. [E]
-
-DATA\INTERFACE\NEURONET\MISSIONVENDOR\mv_videoscreen.3db
-- deleted "Material library\MV_vidmaterial\Dt_name" & Dt_flags and the "Texture
- library" node. {S}
-
-DATA\MISSIONS\faction_prop.ini
-- fc_c_grp, fc_ou_grp: increase lastname to 229460.
-
-DATA\MISSIONS\formations.ini
-- removed a trailing comma;
-- transport2_rheinland: changed "0, 0, 300" to "0, -50, 300" (consistency).
-
-DATA\MISSIONS\mbases.ini
-- added some rumors present in the resource files, but not assigned to anyone
- (completed the sequence of numbers);
-- some rumors had the wrong numbers (seems to be basic typos);
-- fixed some Info giving the wrong information (either because it was the wrong
- message or the wrong info, using my best judgement);
-- fixed some rumors not giving their related info (using "." instead of "," to
- separate two values; leaving it out);
-- deleted all "offers_missions" lines (it's not actually used);
-- changed local faction reference for Ku07_01_Base to fc_bd_grp & Ku07_02_Base
- to ku_n_grp; [*]
-- changed Scripts\vendors\li_commtrader_fidget.thn to
- Scripts\vendors\robot_commtrader_fidget.thn for all the robot traders (removes
- lots of warnings relating to Sc_MLHEAD_MOTION_SHAKHEAD_NO_000LV_XA_%);
-- a couple of npc's were in with the wrong faction; [Gibbon/Phoenix mod]
-- added missing li0406_fix_ship fixture (consistent with other Osiris decks);
-- added missing npc entry for fc_b_grp in rh0108;
-- ensured all mission_type and weight values added to 100;
-- li0107_ageira_001_m, li0110_ageira_003_f, li0110_ageira_004_f: changed their
- individual_name (avoid duplicates);
-- li0204_bounty_002_m: renamed to li0204_bounty_002_f (female character);
-- ku0502_blood_001_f: affiliation is fc_bd_grp, not fc_gc_grp;
-- removed rumor 131460 (see misctext).
-
-DATA\MISSIONS\news.ini
-- changed missions 11 to 13 from "loaded" to "accepted" (these missions must be
- immediately accepted);
-- added the bases for Mission 13 (with this and the above, News becomes
- available on the battleship Osiris);
-- deleted the unused items (no "base" lines and referencing missing resources);
-- deleted all the "audio" lines (they should be file names, but were cut);
-- added missing "base" (Kreuzberg Depot) to a couple of items;
-- deleted autoselect true parameter added by the SDK (it only needs to exist).
-
-DATA\MISSIONS\npcships.ini
-- br_n_destroyer_d22 & br_n_battleship_d25, changed pilot from
- destroyer_default to cruiser_default (former doesn't exist). [*]
-
-DATA\MISSIONS\pilots_population.ini
-DATA\MISSIONS\pilots_story.ini
-- placed loot_preference and attack_preference parameters in upper case
- (necessary for loot, consistency for attack). [E]
-
-DATA\MISSIONS\pilots_story.ini
-- MSN10_Bundschuh: gun_id was using capship, changed to fighter. [S]
- (Not that it matters, since the pilot itself is not used, anyway.)
-
-DATA\MISSIONS\voice_properties.ini
-- vonclaussn: changed permutation_count for gcs_combat_inflicting_damage_worst
- from 4 to 3 (that's all he has).
-
-DATA\MISSIONS\M*\*.ini
-- deleted or commented unused sections;
-- deleted missing deactivation triggers; [E]
-- deleted autoplay true parameter added by the SDK (it only needs to exist).
-
-DATA\MISSIONS\M01A\m01a.ini
-- bush_to_pitts: deleted Act_GiveObjList line. [S]
-
-DATA\MISSIONS\M01B\m01b.ini [S]
-- d_2wave2guys: deleted Act_GiveObjList "no_ol" line. [S]
-
-DATA\MISSIONS\M02\m02.ini
-- comm_0572: changed "ActTrigger = comm_0572" to comm_0573.
-
-DATA\MISSIONS\M03\m03.ini
-- key_to_lab: deleted "mlog_5" line. [S]
-
-DATA\MISSIONS\M04\m04.ini
-- bring_in_alert_red_wing_backup & blue/gold/rogue: deleted duplicated "="; [S]
-- send_gold_wing: added "Act_GiveObjList = gold_wing, ol_gold_wing" (make use
- of the object list);
-- death_to_the_unity: added "Act_GiveObjList = gold_wing, ol_gold_wing_regroup"
- (make use of the object list);
-- arrive_at_jumpgate: added "Act_ActTrig = dist_inside_200" (make use of the
- trigger - gives Juni an extra line of dialog);
-- hacker_response_comms: added "Act_ActTrig =
- sendcomm_DX_M04_1320_LANEHACKER_BASE_2" (make use of the trigger);
-- sendcomm_DX_M04_1370_JUNI & 1380: appended "_helmet" to "pl_female4_head",
- changed comm from "comm_li_hatcher_female" to "comm_br_elite_female" (adds
- the hardpoint for the comm and uses the comm previously seen);
-- sendcomm_DX_M04_1380_JUNI: use rh_n_grp, not rh_m_grp. [mknote]
-
-DATA\MISSIONS\M05\m05.ini
-- dst_battleship: deleted "ol_stay_put" line; [S]
-- enc2_destroyed: renamed "lbl_infinite_wing" to "infinite_wing".
-
-DATA\MISSIONS\M06\m06.ini
-- leeds, com0530: deleted "ol_makeform" lines; [S]
-- dst_startpt2: deleted "mlog_1a" line; [S]
-- Act_DeactTrig = d_quint_Br01, changed to d_quint_Br05; [E]
-- ol_gotostart: renamed to ol_goto_start to prevent hash clash.
-
-DATA\MISSIONS\M07\m07.ini
-- rh_force_wing1_move_to_player: deleted "stay_in_range_of_stokes" line; [S]
-- created "dock_with_Bw08_01" object list; [S]
-- when Battleship RNC Schiller dies, it was Battleship RNC Goethe on the comm;
-- razor_one_escort1_m07: appended "_hat" to "li_newscaster_head_gen" (to access
- hp_hat for the comm);
-- bd_3: appended "_hat" to "ku_bartender_head" (to access hp_hat for the comm).
-
-DATA\MISSIONS\M08\m08.ini
-- gangster1/2/3/4: changed gangster to gangsters. [E]
-
-DATA\MISSIONS\M09\m09.ini
-- commcomplete_DX_M09_0780_KYOTO: deleted "mlog_dock_with_base" line; [S]
-- dragon_wing2_1_pilot: added line
- "space_costume = pl_male3_head_hat, pl_male2_journeyman_body, comm_br_elite"
- (removes "Failed to load costume 0/0" warning);
-- unlock (and re-lock) Ku07_to_Ku06_hole (compensate for the lock I added).
-
-DATA\MISSIONS\M10\m10.ini
-- spawn_bruschal_event: added "Act_ActTrig = sendcomm_dx_m10_0233_bundbase"
- (make use of the trigger - "one hostile remains");
-- removed "_1" from "Rh04_01_dock_ring_1"; [E]
-- SetScene_Starter: "d" was missing from "bundschuh"; [E]
-- changed chain_reaction_1 to chain_reaction_from_3;
- chain_reaction_2 to chain_reaction_from_4;
- chain_reaction_3 to chain_reaction_from_5;
- chain_reaction_4 to chain_reaction_from_6;
- chain_reaction_5 to chain_reaction_from_7;
- chain_reaction_6 to chain_reaction_from_9; [E]
-- distvec_sendcomm_dx_m10_1200_cobo: remove "_base" from "bw05_03" (match below
- in bw05.ini).
-
-DATA\MISSIONS\M11\m11.ini
-- chaser3-3: duplicated, changed second to chaser3-4; [S]
-- delay_juni_enter: deleted Act_PlayMusic (missing music);
-- ol_tw_go_z21: removed trailing comma; [*]
-- osiris2: added line "costume = pl_male4_head, pi_orillion_body" (removes
- costume warning);
-- ol_go_ithaca_die: changed Li01_05 to Li01_Ithaca_station_1, deleted dock
- line; [E]
-- nse_Li01again: renamed to nse_Li01_again to prevent hash clash.
-
-DATA\MISSIONS\M12\m12.ini
-- pause_for_sendcomm_dx_m12_0320_juni: king was using juni's ObjList;
-- jumped_to_escape_2 & start_st01: removed "_R" suffix from the damage triggers,
- reusing the existing ones;
-- range_for_sendcomm_dx_m12_0500_vonclaussen: remove "_base" from "st01_01"
- (match below in st01.ini).
-
-DATA\MISSIONS\M13\m13.ini
-- the power generators were using the info number, not the name;
-- created object list "dock_with_St01"; [S]
-- gama1_down & gama2_down: renamed Gama to Gamma.
-
-DATA\MISSIONS\shipclasses.ini
-- created freighters2 and TRANSPORTS2 by duplicating originals (they didn't
- exist). [E]
-
-DATA\RANDOMMISSIONS\vignetteparams.ini
-- deleted "Assignment" and related nodes (that type is not implemented). [E
- found the type, I found the nodes]
-
-DATA\SCRIPTS\BASES\br_08_bar_ambi_ew02_01.thn
-DATA\SCRIPTS\BASES\cv_01_bar_ambi_bw03_02.thn
-DATA\SCRIPTS\BASES\cv_01_bar_ambi_bw03_03.thn
-DATA\SCRIPTS\BASES\cv_01_bar_ambi_iw06_01.thn
-DATA\SCRIPTS\BASES\cv_01_bar_ambi_rh05_01.thn
-DATA\SCRIPTS\BASES\ku_08_bar_ambi_ku05_02.thn
-DATA\SCRIPTS\BASES\li_09_bar_ambi_iw03_02.thn
-DATA\SCRIPTS\BASES\li_09_bar_ambi_iw05_02.thn
-DATA\SCRIPTS\BASES\li_09_bar_ambi_iw06_02.thn
-DATA\SCRIPTS\BASES\rh_08_bar_ambi_rh03_06.thn
-- ambi_skydome_sky_blank: moved down 10000 (cover the bottom of the background).
- [Ruppet identified]
-
-DATA\SCRIPTS\BASES\br_08_bar_hardpoint_01.thn
-DATA\SCRIPTS\BASES\br_08_bar_hardpoint_s028x.thn
-- deleted Priority value from br_table_round_1 entity (removes warning
- regarding slider value).
-
-DATA\SCRIPTS\BASES\bw_01_equipment_ambi_int_01.thn
-- removed copy of ship cushion (not visible).
-
-DATA\SCRIPTS\BASES\bw_01_shipdealer_ambi_int_01.thn
-- ambi_ltg03_spot_equip_orange1: changed first atten value from 0 to 1 (removes
- warning "atten all zero");
-- removed player ship cushion (not visible).
-
-DATA\SCRIPTS\BASES\cv_01_bar_ambi_br04_05.thn
-- ambi_LtG10_Terrain_Inf: enabled lightprops (lights asteroids). [Ruppet]
-
-DATA\SCRIPTS\BASES\cv_01_bar_ambi_ew04_01.thn
-- Ambi_Layer_Basic_cv_01_bar_Bw09_03: renamed to
- Ambi_Layer_Basic_cv_01_bar_Ew04_01 (where it is); [Ruppet]
-- ambi_starsphere_Ew04_1 & ambi_starsphere_Ew04_stars_2: added (show in the bar
- window). [Ruppet]
-
-DATA\SCRIPTS\BASES\ku_03_cityscape_ambi_day_01.thn
-- PlayerShip_gf_rtc_shipcushion_1, PlayerShip_Shipcushion_Marker_A: copied
- spatial_props from X/Shipcentre/01 in the hardpoint .thn (places the ship
- cushion where the ship is).
-
-DATA\SCRIPTS\BASES\ku_07_deck_ambi_int_01.thn
-- removed gf_rtc_shipcushion_1 (extra cushion).
-
-DATA\SCRIPTS\BASES\li_09_bar_ambi_li01_12.thn
-- deleted Ambi_Lightning_ALL_LtG23_Trgt sections. {S}
-
-DATA\SCRIPTS\BASES\pl_07_bar_ambi_int_01.thn
-DATA\SCRIPTS\BASES\pl_07_pad_ambi_day_01.thn
-- ambi_ltg24_skydome_inf: changed cutoff from 180.999832 to 179.999832 (removes
- warning "phi > pi").
-
-DATA\SCRIPTS\BASES\pl_10_bar_ambi_int_01.thn
-DATA\SCRIPTS\BASES\pl_10_pad_ambi_day_01.thn
-- deleted Camera_FINAL entity. {S}
-
-DATA\SCRIPTS\BASES\pl_11_pad_ambi_day_01.thn
-DATA\SCRIPTS\BASES\pl_11_pad_hardpoint_01.thn
-DATA\SCRIPTS\BASES\pl_12_pad_ambi_day_01.thn
-DATA\SCRIPTS\BASES\pl_12_pad_hardpoint_01.thn
-- adjust the ship for sale position (Curacao & Baden-Baden).
-
-DATA\SCRIPTS\BASES\pl_12_pad_ambi_day_01.thn
-- use rtc_rh03_sun created above.
-
-DATA\SCRIPTS\INTRO\gasminer03.thn
-- adjusted to move the transports off a wide screen.
-
-DATA\SCRIPTS\INTRO\intro_waterplanet.thn
-- deleted references to missing VisEffect "ring".
-
-DATA\SCRIPTS\STORY\s002xe_nrml_sinclair_li_01_cityscape_01.thn
-- event @ 20.968: changed duration from 2 to 1. {D}
-
-DATA\SCRIPTS\STORY\s003x_nrml_manhtn_bar_li_01_bar_01.thn
-- event @ 31.129: changed duration from 3.026 to 2.426. {D}
-
-DATA\SCRIPTS\STORY\s004x_nrml_juni_li_01_bar_01.thn
-- event @ 0.008: changed duration from 22.271 to 12.271, deleted duplicate; {D}
-- events @ 16.718: deleted duplicates; {D}
-- event @ 19.5: changed duration from 4.281 to 2.281; {D}
-- event @ 40.743: changed duration from 22.724 to 11.724. {D}
-
-DATA\SCRIPTS\STORY\s006x_nrml_king_pl_01_pad_01.thn
-- event @ 41.625: changed duration from 13.653 to 5.653; {D}
-- deleted all "Sc_MLHEAD_BASEPOSE_000LV_02_01" events. {S}
-
-DATA\SCRIPTS\STORY\s009b_accept_king_li_01_bar_01.thn
-- event @ 0.001: changed duration from 20.028 to 10.028; {D}
-- event @ 0.001: changed duration from 10.404 to 9.404; {D}
-- event @ 0.093: deleted duplicate; {D}
-- event @ 10.312: changed duration from 35.812 to 25.812; {D}
-- event @ 11.706: changed duration from 7.17 to 7.07; {D}
-- event @ 38.062: changed duration from 0.781 to 0.779; {D}
-- event @ 55.992: deleted duplicate. {D}
-
-DATA\SCRIPTS\STORY\s010x_nrml_lonnigan_li_01_cityscape_01.thn
-- fixed typos "Angent" & "Titlt" (just for my own peace of mind);
-- event @ 49.11: changed to 49.101; {D}
-- event @ 58.831: changed duration from 0.74 to 0.7; {D}
-- event @ 61.619: changed duration from 5.968 to 5.967. {D}
-
-DATA\SCRIPTS\STORY\s012xa_nrml_lonnigan_li_01_cityscape_01.thn
-- event @ 21.625: changed duration from 15.541 to 4; {D}
-- event @ 42.95: changed animation from "Sc_MLHEAD_CONCNTRTE_000LV_XA_%" to
- "Sc_MLHEAD_CONCNTRTE_TRENT_000LV_XA_%". {S}
-
-DATA\SCRIPTS\STORY\s014c_decline_juni_pl_03_bar_01.thn
-- event @ 0.001: changed duration from 11.375 to 11.374. {D}
-
-DATA\SCRIPTS\STORY\s015x_nrml_walker_pl_03_bar_01.thn
-- event @ 10.828: changed duration from 5.171 to 5.17. {D}
-
-DATA\SCRIPTS\STORY\s019*.thn
-- deleted "flags = REFERENCE" from entity "mix_s019e_1" and added "userprops =
- { category = "Audio" }" value. {S}
-
-DATA\SCRIPTS\STORY\s019b_accept_syd_li_01_cityscape_01.thn
-- event @ 54.243: changed duration from 2 to 1.5; {D}
-- event @ 97.127: changed duration from 5.497 to 5.165; {D}
-- event @ 126.17: changed duration from 3.421 to 3.122. {D}
-
-DATA\SCRIPTS\STORY\s019c_decline_syd_li_01_cityscape_01.thn
-- changed animation "Sc_FMHEAD_BASEPOSE_000LV_02_01" to
- "Sc_MLHEAD_BASEPOSE_TRENT_000LV_01_01". {S}
-
-DATA\SCRIPTS\STORY\s020x_nrml_vanpelt_li_09_bar_01.thn
-- changed animation "Sc_MLHEAD_MOTION_SHAKHEAD_YES_000LV_XA_%" to
- "Sc_MLHEAD_MOTION_SHAKHEAD_YES_TRENT_000LV_XA_%"; {S}
-- event @ 77.8 (START_IK): deleted. {D}
-
-DATA\SCRIPTS\STORY\s021x_nrml_tobias_br_03_equipment_01.thn
-- event @ 22.156: changed duration from 9.506 to 8.406; {D}
-- event @ 30.625: changed duration from 2.954 to 2.938. {D}
-
-DATA\SCRIPTS\STORY\s026b_accept_vance_br_02_bar_01.thn
-- event @ 18.239: changed duration from 7.546 to 1.546. {D}
-
-DATA\SCRIPTS\STORY\s026d_reoffer_vance_br_02_bar_01.thn
-- event @ 0.312 (11): deleted. {D}
-
-DATA\SCRIPTS\STORY\s029x_nrml_tobias_br_03_equipment_02.thn
-- event @ 8.272: changed duration from 2.256 to 1.728; {D}
-- event @ 23.937: changed duration from 1.893 to 1.892. {D}
-
-DATA\SCRIPTS\STORY\s037*.thn
-- entity "rtc_music_anticipation_more_forboding_3": made consistent with other
- rtc_music entities (removes "invalid sound reference" warnings).
-
-DATA\SCRIPTS\STORY\s037a_offer_quintaine_br_03_equipment_01.thn
-- entity "rtc_music_anticipation_more_forboding_1": deleted first declaration;
-- event @ 23.437: deleted (removes "Sc_MLHEAD_MOTION_BREATHE_HEAVY_000LV_XA_%"
- warnings);
-- event @ 42.097 (START_IK): deleted, along with associated entity
- "Mrk_look_at_Sinclair"; {D}
-- event @ 148.094: changed duration from 10.951 to 7.892; {D}
-- event @ 145.503: changed duration from 13.934 to 13.933. {D}
-
-DATA\SCRIPTS\STORY\s038xb_nrml_kress_br_08_bar_01.thn
-- event @ 51.687: changed duration from 2 to 1.798. {D}
-
-DATA\SCRIPTS\STORY\s045a_offer_ozu_ku_03_bar_01.thn
-- event @ 18.312: deleted (restores Trent's lip-sync).
-
-DATA\SCRIPTS\STORY\s046x_nrml_ozu_bw_02_cityscape_01.thn
-- entity "Char_br_male_order_pilot_1": deleted empty Priority value (removes
- slider warning).
-
-DATA\SCRIPTS\STORY\s052x_nrml_akira_bw_02_cityscape_01.thn
-- event @ 43.75: changed "Sc_MLHEAD_SAD_DISAPPNTMNT_000LV_XA_%" to
- "Sc_MLHEAD_SAD_CONCERN_TRENT_000LV_XA_%"; {S}
-- event @ 52.161: changed duration from 7.217 to 4.789. {D}
-
-DATA\SCRIPTS\STORY\s063x_nrml_botzler_rh_07_deck2_01.thn
-- event @ 5.86: changed duration from 3.069 to 3.068; {D}
-- event @ 39.039: changed duration from 9.949 to 5.91. {D}
-
-DATA\SCRIPTS\STORY\s064x_nrml_orillion_li_05_deck_01.thn
-- event @ 27.6: changed duration from 1.279 to 1.278; {D}
-- event @ 50.859: deleted; {D}
-- event @ 54.497: changed duration from 3.328 to 3; {D}
-- event @ 115.5: changed duration from 1.2 to 1.199; {D}
-- event @ 118.629: changed duration from 9.541 to 9.54; {D}
-- event @ 140.912: changed duration from 1.399 to 1.397. {D}
-
-DATA\SCRIPTS\STORY\s067a_offer_orillion_li_05_deck_01.thn
-DATA\SCRIPTS\STORY\s067b_accept_orillion_li_05_deck_01.thn
-- entities "ambience_deck_space_larger_2", "rtc_music_anticipation_motivated_1"
- & "ship_levitation": added appropriate userprops values, deleted flags. {S}
-
-DATA\SCRIPTS\STORY\s067a_offer_orillion_li_05_deck_01.thn
-- event @ 3.592: changed duration from 3.608 to 3.607. {D}
-
-DATA\SCRIPTS\STORY\s068x_nrml_walker_br_05_deck2_01.thn
-- event @ 0 ("Sc_FMHEAD_BASEPOSE_000LV_02_01"): deleted; {S}
-- event @ 0.001: changed duration from 6.796 to 6.795. {D}
-
-DATA\SCRIPTS\STORY\s069x_nrml_neimann_li_10_prison_01.thn
-- event @ 96.024: changed duration from 0.532 to 0.531; {D}
-- event @ 98.194: deleted. {S Sc_MLHEAD_NEUT_BLINK_EYES_000LV_A_00}
-
-DATA\SCRIPTS\STORY\s070x_nrml_jacobi_li_06_bar_01.thn
-- event @ 50.561: changed duration from 1.044 to 1.043. {D}
-
-DATA\SCRIPTS\STORY\s071b_accept_king_li_05_bar_01.thn
-- event @ 0.001: changed duration from 12.187 to 12.186. {D}
-
-DATA\SCRIPTS\STORY\s072ab_offer_quintaine_pl_09_lab_01.thn
-DATA\SCRIPTS\STORY\s072bb_accept_quintaine_pl_09_pad_01.thn
-- entity "mix_072e_2": deleted flags, added userprops; {S}
-
-DATA\SCRIPTS\STORY\s072ab_offer_quintaine_pl_09_lab_01.thn
-- event @ 2.578: replaced animation "Sc_FMHEAD_BASEPOSE_JUNI_000LV_01_01"
- with "Sc_FMHEAD_BASEPOSE_000LV_02_01" (Sinclair isn't Juni);
-- event @ 34.236: deleted second copy;
-- event @ 44.617: changed duration from 47.693 to 47.62; {D}
-- event @ 83.165: changed duration from 1.827 to 1.267; {D}
-- event @ 87.81: changed duration from 1.963 to 1.489. {D}
-
-DATA\SCRIPTS\STORY\s072ba_accept_quintaine_pl_09_lab_01.thn
-- event @ 20.75: changed duration from 1.39 to 1.388. {D}
-
-DATA\SCRIPTS\STORY\s074x_nrml_quintaine_pl_09_pad_01.thn
-- entity "sfx_music_upcoming_action_heavy_24": prefixed "RTC_" to "Music_1"
- (removes slider warning).
-
-DATA\SCRIPTS\STORY\s075x_nrml_orillion_li_05_deck2_01.thn
-- entities "ambi_LtG00_Deck_Ylw_12oc_Pnt" and "03oc" renamed to
- "ambi_LtG00_Deck_Ylw_North_Pnt" and "East" (use the name that exists);
-- event @ 13.179: changed duration from 2 to 1.771; {D}
-- event @ 28.75: changed duration from 2.786 to 2.569; {D}
-- changed animation "Sc_MLHEAD_MOTION_SHAKHEAD_YES_000LV_XA_%" to
- "Sc_MLHEAD_MOTION_SHAKHEAD_YES_TRENT_000LV_XA_%"; {S}
-- changed animation "Sc_FMHEAD_MOTION_SHAKHEAD_YES_000LV_XA_%" to
- "Sc_FMHEAD_MOTION_SHAKHEAD_YES_JUNI_000LV_XA_%". {S}
-
-DATA\SCRIPTS\STORY\s076xb_nrml_trent_li_01_bar_01.thn
-- event @ 62.03: changed duration from 2.779 to 2.778. {D}
-
-DATA\SCRIPTS\VENDORS\robot_commtrader_fidget.thn
-- new file based on li_commtrader_fidget.thn, deleting the
- "Sc_MLHEAD_MOTION_SHAKHEAD_NO_000LV_XA_%" event. {S}
-
-DATA\SHIPS\loadouts.ini
-- restored the missile ammo lines removed by the SDK (the ammo accumulates);
-- MSN10_Bundschuh & MSN10_Jonner_Friend: changed weapons from lr to b (have
- factions use their own weapons); [* for all these]
-- fc_m_pi_fighter_loadout01, SECRET_m_pi_fighter_br01,
- fc_m_pi_elite_loadout01 & SECRET_m_pi_elite_br05: changed turret from c to m;
-- SECRET_lr_pi_fighter_li04: changed turret from li to fc_lr;
-- fc_ou_bw_elite_loadout02, MSN08_Ozu_Reinforcement & MSN09_Ozu: deleted
- redundant gun ammo lines;
-- fc_h_ge_csv_loadout01 & 2: changed turret from j to h (& mark02 [S]);
-- fc_rh_bw_elite2_loadout01: changed turret from ou to rh;
-- MSN05_Interceptor: commented out "equip = cloak_fighter, HpCloak01". {S}
-
-DATA\SHIPS\loadouts_special.ini
-- br_battleship_br_01, br_battleship_co_01, ku_battleship_ku_01,
- rm_b_battleship_br_01, rm_k_battleship_ku_01, rm_l_dreadnought_li_01,
- rm_r_battleship_rh_01, MSN03_Liberty_Dreadnought,
- MSN05_Nomad_Rheinland_Battleship, MSN07_Nomad_Rheinland_Battleship,
- MSN09_Kusari_Battleship, MSN10_Battleship_Osiris, MSN10_Rheinland_Battleship,
- MSN11_Nomad_Liberty_Dreadnought, MSN11_Osirus, or_osiris: deleted tractor
- and/or engine equipment lines (removes not supported/equippable warnings,
- might be a base thing). [* and myself]
-
-DATA\SHIPS\loadouts_utility.ini
-- ge_liner_co_01, ge_miner_co_01, ge_miner_co_02: deleted engine (as above). [*]
-
-DATA\SHIPS\shiparch.ini
-- deleted separable true parameter added by the SDK (it only needs to exist);
-- removed a trailing comma; [*]
-- br_battleship, ge_transport, ge_large_transport, ge_train, ge_large_train,
- large_transport_m03, mission02_burning_transport: adjusted bay hardpoints; [*]
-- ku_battleship & rh_battleship: deleted docking_sphere & docking_camera lines
- (they're part of solararch); [*]
-- bh_fighter, ge_fighter4: deleted distance_render (solararch again?); [*]
-- bh_fighter, co_elite, co_elite2, ge_transport, ge_large_transport: matched
- num_exhaust_nozzles with number of HpEngine hardpoints; [E]
-- ku_fighter: added the bay door animation and sounds;
-- li_elite2/li_spoiler_lod1: use "type = Spoiler";
-- ge_fighter5/cv_port_wing_lod1: use "type = Port_Wing";
-- ge_csv: fixed HP_bay_surface & HP_bay_external; [Gibbon]
-- ge_repair, ge_lifter, ge_armored, ge_transport, ge_large_transport, ge_train,
- ge_large_train: more sensible hold sizes. [Gibbon]
-
-DATA\SHIPS\LIBERTY\LI_FREIGHTER\li_freighter.cmp
-- added right-side bay door animation (thanks to Thaddeus).
-
-DATA\SHIPS\UTILITY\CSV\csv.cmp
-- added HpBayDoor01 for ge_csv above. [Gibbon]
-
-DATA\SOLAR\loadouts.ini
-- removed trailing commas.
-
-DATA\SOLAR\solararch.ini
-- space_arch_generator, dyson_generator, dyson_city_generator, lair_shield_gen
- and lair_power_cell: changed type from SATELLITE to MISSION_SATELLITE
- (shows the proper name, not just "... Satellite");
-- dyson_city_platform, changed type from SATELLITE to WEAPONS_PLATFORM;
-- changed ids of dyson_city_generator (from "Nomad Dyson Sphere" to "Nomad
- Generator", not that it really seems to matter);
-- jumphole (and its variations), nomad_gate, dyson_airlock_inside: added
- "open_sound = null" and "close_sound = null" (removes warning "unknown
- Sound archetype '0x0'"); [Buck Danny, but this is a different solution]
-- jumpgate_nodock: changed type to SATELLITE (prevents dockable warning);
-- deleted separable true parameter added by the SDK (it only needs to exist).
-
-DATA\SOLAR\stararch.ini
-- ensure every [star] has every value (removes "unable to find shape ''"
- warnings when near certain suns);
-- orange3_starglow and orange2_spines were duplicated, deleted the first;
-- St03_starglow had an inner_color of 80, changed to 0.8;
-- created blue_lens_glow from red_lens_glow by swapping R/B components; [E]
-- bw05_sun2: removed "sm_" from "sm_red_lens_glow"; [E]
-- Ku01_starglow had an outer_color of 5, changed to 0.5. [E]
-
-DATA\SOLAR\BLACKHOLE\bh.ini
-DATA\SOLAR\BLACKHOLE\omega13.ini
-- deleted [Sound] section (sounds are not defined); [E]
-- deleted [FadeChunks] and [CloseChunks] sections (they don't exist); [E]
-- changed lava_wisp to rock_wisp (former doesn't exist). [E]
-
-DATA\SOLAR\NEBULA\ku04_hiyo_cloud.ini
-- Zone_Ku04_Kansai_mine_field: deleted unused color value. [*]
-
-DATA\UNIVERSE\universe.ini
-- changed run by reference for Li01_03_base (Battleship Missouri) from W02bF32
- (base) to W02bF33 (battleship);
-- changed run by reference for Li02_01_Base (Planet Los Angeles) from W02bF34
- (Liberty Police base) to W02bF35 (Liberty planet);
-- fixed run by reference for Br04_05_Base (LD-14) from W02bF07 (Armed Forces)
- to W02bF06 (BMM);
-- fixed run by reference for Ku02_05_Base (Ohashi Border Station) from W02bF30
- (Kusari planet) to W02bF29 (Kusari Police base);
-- Ew02: fix msg_id_prefix (was referring to Ew01).
-
-DATA\UNIVERSE\SYSTEMS\*\*.ini
-- deleted zone_creation_distance from [Zone] (they're part of
- [EncounterFormation]). [*]
-- deleted faction_weight and [SystemInfo] name values (they're not used);
-- lower cased the 'T' in "mission_eligible = True" (allows my BINI program to
- convert it to bool);
-
-DATA\UNIVERSE\SYSTEMS\BR01\br01.ini
-- zone_br01_destroy_vignette_16: unlawful was used twice. [*]
-
-DATA\UNIVERSE\SYSTEMS\BR01\BASES\ROOMS\br01_01_cityscape.ini
-- grouped the second set of X and Y lights, added "gap = 0".
-
-DATA\UNIVERSE\SYSTEMS\BR03\br03.ini
-- barrier_light: deleted unused behavior; [*]
-- ZONE_Br03_vignette19_exclusion: renamed to ZONE_Br03_vignette_19_exclusion
- to prevent hash clash.
-
-DATA\UNIVERSE\SYSTEMS\BW02\bw02.ini
-- Bw02_02_Base: renamed to Bw02_02 (object, not base);
-- Bw02_suprise_bw_elite_4 & 7 & 10: added missing ids_info. [*]
-
-DATA\UNIVERSE\SYSTEMS\BW02\BASES\ROOMS\bw02_01_cityscape.ini
-- changed icolor from 292 to 202 (HpShipLand lights). [E]
-
-DATA\UNIVERSE\SYSTEMS\BW03\bw03.ini
-- Bw03_system_light: deleted unneeded ids_name; [*]
-- Bw03_Roid_Miner_5: added base and dock_with settings (solves dockable warning
- due to the archetype change by the unofficial patch);
-- Bw03_suprise_ge_armored_1, Bw03_suprise_co_elite_1, Bw03_suprise_co_elite_2,
- Bw03_suprise_co_elite_3, Bw03_suprise_ge_train_1: made visit = 16 (wreck
- flag).
-
-DATA\UNIVERSE\SYSTEMS\BW04\bw04.ini
-- Bw04_Roid_Miner_1: added base and dock_with settings (solves dockable warning
- due to the archetype change by the unofficial patch) and the behavior setting
- (since other Roid_Miner2s have it).
-
-DATA\UNIVERSE\SYSTEMS\BW05\bw05.ini
-- Bw05_03_Base: renamed to Bw05_03 (object, not base);
-- Zone_Bw05_oxygen_pocket_001 & 2 & 3: added edge_fraction (spew says to); [*]
-- wrecks with ids_info = 66218: make ids_name = 261753 (Escorts of Kassel).
-
-DATA\UNIVERSE\SYSTEMS\BW06\BASES\ROOMS\bw06_01_bar.ini
-DATA\UNIVERSE\SYSTEMS\BW06\BASES\ROOMS\bw06_01_planetscape.ini
-- gave the bar the same lights as the planetscape;
-- grouped the E and L lights, added "gap = 0".
-
-DATA\UNIVERSE\SYSTEMS\BW08\bw08.ini
-- restored "drag_modifier = 1.05" to Zone_Bw08_asteroid_field that the SDK
- deleted (it does get read, reducing top speed to 76; cruise isn't affected).
-
-DATA\UNIVERSE\SYSTEMS\BW09\bw09.ini
-- crow_light: deleted unneeded ids_name. [*]
-
-DATA\UNIVERSE\SYSTEMS\BW09\BASES\ROOMS\bw09_01_bar.ini
-- added missing "music = music_bar_generic02". [mknote identified]
-
-DATA\UNIVERSE\SYSTEMS\BW10\BASES\ROOMS\bw10_01_bar.ini
-DATA\UNIVERSE\SYSTEMS\BW10\BASES\ROOMS\bw10_01_planetscape.ini
-- grouped the D and E lights, added "gap = 0", fixed E01.
-
-DATA\UNIVERSE\SYSTEMS\EW01\ew01.ini
-- created Zone_Ew01_sun2_death section (sun wouldn't kill you).
-
-DATA\UNIVERSE\SYSTEMS\EW02\ew02.ini
-- Ew02_suprise_ku_freighter_1, Ew02_suprise_ge_fighter6_1,
- Ew02_suprise_bh_elite2_1: made visit = 16 (wreck flag).
-
-DATA\UNIVERSE\SYSTEMS\EW06\ew06.ini
-- Ew06_sun_1000_1: added "ids_name = 261050" (just gives it a name);
-- created Zone_Ew06_sun2_death section (sun wouldn't kill you);
-- Ew06_robot_planet: changed ids_info to 890 (it's not Junyo);
-- Ew06_planet_monkey: changed ids_info to 892 (it's not Junyo) and changed
- reputation to fc_uk_grp (same as its docking ring and the robot ones);
-- Zone_Ew06_robot_planet_death: added damage/visit/density/relief_time values
- (same as Zone_Ew06_monkey_planet_death). [*]
-
-DATA\UNIVERSE\SYSTEMS\EW06\BASES\ROOMS\ew06_01_cityscape.ini
-- grouped the B and C lights, added "gap = 0".
-
-DATA\UNIVERSE\SYSTEMS\EW06\BASES\ew06_02_base.ini
-- the nickname was using "Hi01_01_Base".
-
-DATA\UNIVERSE\SYSTEMS\HI01\hi01.ini
-- Hi01_moon_Vesuvius: changed ids_info to 66133 (volcanic, rather than the
- earlier patch's ice, sdk1.5b15's barren and original's planetary fragments).
-
-DATA\UNIVERSE\SYSTEMS\HI01\BASES\ROOM\hi01_01_cityscape.ini
-- grouped the B and C lights, added "gap = 0".
-
-DATA\UNIVERSE\SYSTEMS\KU01\ku01.ini
-- Ku01_planet_storm_5000_1: deleted (same as Planet Fuji);
-- Zone_Ku01_Fuji_planet_ring: created, adding appropriate "ring" value to
- Ku01_Fuji_planet (infocard says it has a ring). [Gibbon/Phoenix mod]
-
-DATA\UNIVERSE\SYSTEMS\KU02\BASES\ROOMS\ku02_04_bar.ini
-DATA\UNIVERSE\SYSTEMS\KU02\BASES\ROOMS\ku02_04_planetscape.ini
-- gave the bar the same lights as the planetscape;
-- grouped the E and L lights, added "gap = 0" and missing lights.
-
-DATA\UNIVERSE\SYSTEMS\KU04\ku04.ini
-- Ku04_suprise_bw_fighter_1, Ku04_suprise_co_fighter_1: made vist = 16 (wreck
- flag);
-- Zone_Ku04_01_death: made size = 4100 (match the planet).
-
-DATA\UNIVERSE\SYSTEMS\KU05\ku05.ini
-- lower cased the 'F' in "population_additive = False" (allows my BINI program
- to convert it to bool).
-
-DATA\UNIVERSE\SYSTEMS\KU06\BASES\ROOMS\ku06_01_cityscape.ini
-- grouped all the A lights, added "gap = 0".
-
-DATA\UNIVERSE\SYSTEMS\LI01\li01.ini
-- Li01_Trade_Lane_Ring_141 & 6: deleted redundant tradelane_space_name; [*]
-- Li01_space_habitat_dmg_2 & Li01_space_tankl4_dmg_1: changed parent from
- li01_space_police_dmg_1 to Li01_Ithaca_station_1. [E]
-
-DATA\UNIVERSE\SYSTEMS\LI02\li02.ini
-- deleted [Field] & [AsteroidBillboards] sections (they're not part of the
- system file); [*]
-- renamed zone_Li02_Jumpgate_to_Br02 to zone_Li02_Jumpgate_to_Iw04. [*]
-
-DATA\UNIVERSE\SYSTEMS\LI02\BASES\ROOMS\li02_01_cityscape.ini
-- removed a leading colon. [*]
-
-DATA\UNIVERSE\SYSTEMS\LI02\BASES\ROOMS\li02_02_bar.ini
-DATA\UNIVERSE\SYSTEMS\LI02\BASES\ROOMS\li02_02_planetscape.ini
-- gave the bar the same lights as the planetscape;
-- grouped the first set of A lights, added "gap = 0".
-
-DATA\UNIVERSE\SYSTEMS\LI04\li04.ini
-- Li04_space_tankl4_1: added parent; [*]
-- Zone_Li04_South_Dallas_radioactive_area: added "damage = 10" (missing).
-
-DATA\UNIVERSE\SYSTEMS\RH01\rh01.ini
-- Rh01_shipyard_2: changed reputation from co_khc_grp to rh_n_grp (to match the
- parent); [*]
-- zone_rh01_destroy_vignette_22: removed redundant comment; [*]
-- zone_rh01_path_lwb2_1 & 2: appended an underscore to prevent hash clash.
-
-DATA\UNIVERSE\SYSTEMS\RH01\BASES\ROOMS\rh01_01_cityscape.ini
-- grouped each of the P, Q and R lights (cycles the lights along the paths
- between the buildings, rather than all blinking at once);
-- moved the Y lights, "blink = 0.6" and endpause into the second-last section.
- [* noticed it, this is my fix]
-
-DATA\UNIVERSE\SYSTEMS\RH02\BASES\ROOMS\rh02_01_cityscape.ini
-- grouped the R lights, added "gap = 0".
-
-DATA\UNIVERSE\SYSTEMS\RH02\BASES\ROOMS\rh02_02_deck.ini
-- added the missing hardpoints to [FlashLightSet].
-
-DATA\UNIVERSE\SYSTEMS\RH02\BASES\ROOMS\rh03_01_cityscape.ini
-- grouped the K lights, added "gap = 0".
-
-DATA\UNIVERSE\SYSTEMS\RH04\BASES\ROOMS\rh04_01_bar.ini
-DATA\UNIVERSE\SYSTEMS\RH04\BASES\ROOMS\rh04_01_planetscape.ini
-DATA\UNIVERSE\SYSTEMS\RH04\BASES\ROOMS\rh04_01_planetscape2.ini
-- gave the bar the same lights as the planetscape;
-- grouped the E and L lights, adding the missing lights (to complete the
- sequence, but E16 & E17 don't exist) and "gap = 0".
-
-DATA\UNIVERSE\SYSTEMS\RH04\BASES\ROOMS\rh04_05_shipdealer.ini
-- replaced the "Bw_01" shipdealer with the "Rh_07" shipdealer (it really looked
- out of place, makes it consistent with the other "Rh_07" decks).
-
-DATA\UNIVERSE\SYSTEMS\ST01\st01.ini
-- St01_01_Base: renamed to St01_01 (object, not base).
-
-DATA\UNIVERSE\SYSTEMS\ST03\st03.ini
-- restored "rpop_solar_detection = false" deleted by the SDK (it does get read).
-
-DATA\UNIVERSE\SYSTEMS\BR01\br01.ini
-DATA\UNIVERSE\SYSTEMS\BR04\br04.ini
-DATA\UNIVERSE\SYSTEMS\BW01\bw01.ini
-DATA\UNIVERSE\SYSTEMS\KU01\ku01.ini
-DATA\UNIVERSE\SYSTEMS\LI04\li04.ini
-- removed dummy ids_name (& ids_info) from zones (prevent my Zone plugin
- from showing them).
-
-EXE\dacom.ini
-- added "DcDtEtTwo = DcDtEt" to [MaterialMap] (removes warning regarding the
- helicopter material in DATA\BASES\KUSARI\ku_01_hokkaido_cityscape.cmp);
-- deleted ".\" from flmaterials (not needed, uniformity);
-- added "jflp.dll" and "HudShift.dll" to [Libraries] (see below).
-
-EXE\flconfigdatabase.txt
-- Louva-Deus' & Raumpirat's updated graphics hardware list.
-
-EXE\freelancer.ini
-- deleted [;Display] section ([Display] is not used);
-- commented out the introductory movies;
-- removed "fonts_dir", "concave" and "stars" settings (they're not used);
-- removed some commented lines (turrets, projectiles, M11 snapshots);
-- added Crazy's list server (www.fllistserver.com).
-
-EXE\HudShift.dll
-- moves interface elements back to the screen edges for widescreen.
-
-EXE\jflp.dll
-- new DLL to remove some warnings from FLSpew.txt:
- * couldnt find material 163618903
- Generated when a waypoint is selected. I was unable to fix it, so now I
- just remove the warning.
- * get_zone(N) failed
- Generated when a job sector has no name, which is quite frequently.
- * Disconnecting equipment with FATE_UNKNOWN, using FATE_DISAPPEAR
- Generated when a wreck drops its weapons. This is a bug in Freelancer.exe,
- since it's not recognising the "fate_loot" type.
- * Used Hostile Pick Assistance
- Not sure exactly when this is generated (or even why), but it's something
- to do with targetting enemy fighters.
- * Invalid Deform::start_aim() command
- Replaces this part of the message with "(null)" and the line number (in
- brackets after the file name) with the event timestamp (in milliseconds);
- * cockpit aspect (N) is not PC-Compatible?
- Generated due to widescreen support.
- * ArchDB::Get
- Generated when a job wants an object, searching multiple lists.
-- adds a blank line after the equipment's "Stats" and provides stats for
- Powerplants, Engines, Scanners, Tractor Beams and Armor;
-- provides widescreen support (including replacing the 800x600 resolution with
- the desktop resolution);
-- implement USER_FULLSCREEN (Alt+Enter toggles windowed mode);
-- allows viewing of server info, even for different versions.
-
-EXE\newplayer.fl
-- deleted the Ew06 (Monkey & Robot) vnpc lines (presumably they were included
- automatically, due to being fc_or_grp).
-
-EXE\infocards.dll
-- use superscripts for the large masses and subscripts for the chemicals.
-
-EXE\offerbriberesources.dll
-- added the resource string for the Kyoto Base jobs (Okamura Cloud).
-
-EXE\resources.dll
-- created proper descriptions for Monkey and Robot planets (ids 890-893).
-
-EXE\equipresources.dll
-EXE\infocards.dll
-EXE\misctext.dll
-EXE\misctextinfo2.dll
-EXE\nameresources.dll
-EXE\offerbriberesources.dll
-EXE\resources.dll
-- consistently use "Right Single Quotation Mark" instead of "Apostrophe" (with
- the exception of base and weapon names);
-- consistently use "Left/Right Double Quotation Mark" instead of "Quotation
- Mark" (with the exception of bold text, used by ship and weapon titles);
-- use "Em Dash" instead of two dashes (and for some single dashes);
-- occasionally use "En Dash" instead of a single dash;
-- use bullet points instead of plus for the tutorial dialogs;
-- adjusted the wrapping used by the tutorial dialog text (for 1024x768, it
- won't look right using 800x600);
-- always use one space after a full stop (although it should probably be two);
-- added hyphens to names missing them (e.g. "Omega 3", "Planet Baden Baden");
-- put a lot more ship names in italics;
-- renamed turrets to be consistent with their description (e.g. "Pyros Turret
- Type 1" becomes "Pyros Type 1 Turret");
-- renamed some equipment to use the abbreviated ship type (e.g. "Civilian Heavy
- Fighter Powerplant" becomes "Civilian H. F. Powerplant");
-- general spelling and grammar fixes (in particular, "Pittsburgh" was frequently
- missing the "h"; removed additional spaces; added full stops);
-- replaced "A.S." with "AS" (it was used more);
-- replaced "Borderworld Exports" with "Border World Exports"; [mknote]
-- removed "Planet " from Durango, Jersey, Izu (they're moons); [Izu from mknote]
-- added "Planet " to Atka, Munich, Stulingen (they're not moons);
-- replaced "Kruger Mining" with "Kruger Minerals";
-- replaced "Bretonia Mining and Metals" and "Bretonia Mining and Manufacturing"
- with "Bretonia Mining and Metal" (it's what the NPCs say). [mknote]
-
-EXE\equipresources.dll
-- moved "Advanced" from before Laser to before type in Civilian names;
-- changed "ordinance" to "ordnance";
-- fixed Tanto Turret description.
-
-EXE\misctext.dll
-- changed "offical" to "official";
-- changed most "navy" to "Navy"; [Klaus]
-- 131154: Padua should be Montezuma; [Klaus]
-- 131460: removed (inappropriate duplicate of 132157); [Klaus]
-- 131471: removed tag;
-- 131503: Omega-4 is presumably Omega-41; [Klaus identified]
-- 131756: changed "Kusari naval force" to "Kusari Naval Forces";
-- 133320: changed "Navy" to "navy";
-- 134323: changed "Charles" to "Edward" (the name of the wreck). [Klaus]
-
-EXE\misctextinfo2.dll
-- ordered cast & thanks by surname.
-
-EXE\nameresources.dll
-- "Storm" should really be "Escort of the Storm"; [mknote]
-- "Texas -> Bering" tradelane becomes "Bering Jump Gate"; [Moonhead]
-- added the affiliation for those few NPCs without it; [mknote]
-- renamed some NPCs to match their faction in mbases.ini.
-
-
-Jason Hood
-http://freelancer.adoxa.vze.com/
diff --git a/JFLP/jflp125.txt b/JFLP/jflp125.txt
deleted file mode 100644
index 4d35d720..00000000
--- a/JFLP/jflp125.txt
+++ /dev/null
@@ -1,67 +0,0 @@
-DATA\AUDIO\pilot_f_ill_m02.utf
-DATA\AUDIO\pilot_f_ill_m02a.utf
-DATA\AUDIO\pilot_f_ill_m02b.utf
-- replaced "Preparing to" with another "I'm taking on" (they should have been
- "Preparing to take on").
-
-DATA\INTERFACE\knowledgemap.ini
-- removed duplicates;
-- removed 60245 (trade lane zones);
-- fixed rumor 131154 (Montezuma). [Klaus]
-
-DATA\MISSIONS\mbases.ini
-- ku0502_blood_001_f: affiliation is fc_bd_grp, not fc_gc_grp;
-- removed rumor 131460 (see misctext).
-
-DATA\SCRIPTS\BASES\br_08_bar_ambi_ew02_01.thn
-DATA\SCRIPTS\BASES\cv_01_bar_ambi_bw03_02.thn
-DATA\SCRIPTS\BASES\cv_01_bar_ambi_bw03_03.thn
-DATA\SCRIPTS\BASES\cv_01_bar_ambi_iw06_01.thn
-DATA\SCRIPTS\BASES\cv_01_bar_ambi_rh05_01.thn
-DATA\SCRIPTS\BASES\ku_08_bar_ambi_ku05_02.thn
-DATA\SCRIPTS\BASES\li_09_bar_ambi_iw03_02.thn
-DATA\SCRIPTS\BASES\li_09_bar_ambi_iw05_02.thn
-DATA\SCRIPTS\BASES\li_09_bar_ambi_iw06_02.thn
-DATA\SCRIPTS\BASES\rh_08_bar_ambi_rh03_06.thn
-- ambi_skydome_sky_blank: moved down 10000 (cover the bottom of the background).
- [Ruppet identified]
-
-DATA\SCRIPTS\BASES\cv_01_bar_ambi_br04_05.thn
-- ambi_LtG10_Terrain_Inf: enabled lightprops (lights asteroids). [Ruppet]
-
-DATA\SCRIPTS\BASES\cv_01_bar_ambi_ew04_01.thn
-- Ambi_Layer_Basic_cv_01_bar_Bw09_03: renamed to
- Ambi_Layer_Basic_cv_01_bar_Ew04_01 (where it is); [Ruppet]
-- ambi_starsphere_Ew04_1 & ambi_starsphere_Ew04_stars_2: added (show in the bar
- window). [Ruppet]
-
-DATA\SCRIPTS\STORY\s010x_nrml_lonnigan_li_01_cityscape_01.thn
-DATA\SCRIPTS\STORY\s019a_offer_syd_li_01_cityscape_01.thn
-DATA\SCRIPTS\STORY\s019b_accept_syd_li_01_cityscape_01.thn
-DATA\SCRIPTS\STORY\s045a_offer_ozu_ku_03_bar_01.thn
-DATA\SCRIPTS\STORY\s069x_nrml_neimann_li_10_prison_01.thn
-DATA\SCRIPTS\STORY\s072ab_offer_quintaine_pl_09_lab_01.thn
-- reverted lip sync changes.
-
-DATA\UNIVERSE\SYSTEMS\BR01\br01.ini
-DATA\UNIVERSE\SYSTEMS\BR04\br04.ini
-DATA\UNIVERSE\SYSTEMS\BW01\bw01.ini
-DATA\UNIVERSE\SYSTEMS\KU01\ku01.ini
-DATA\UNIVERSE\SYSTEMS\LI04\li04.ini
-- removed dummy ids_name (& ids_info) from zones (prevent my Zone plugin
- from showing them).
-
-EXE\equipresources.dll
-- changed "ordinance" to "ordnance";
-- fixed Tanto Turret description.
-
-EXE\misctext.dll
-- changed "offical" to "official";
-- changed most "navy" to "Navy";
-- 131154: Padua should be Montezuma; [Klaus]
-- 131460: removed (inappropriate duplicate of 132157); [Klaus]
-- 131471: removed tag;
-- 131503: Omega-4 is presumably Omega-41; [Klaus identified]
-- 131756: changed "Kusari naval force" to "Kusari Naval Forces";
-- 133320: changed "Navy" to "navy";
-- 134323: changed "Charles" to "Edward" (the name of the wreck). [Klaus]
diff --git a/JFLP/jflpdll.txt b/JFLP/jflpdll.txt
deleted file mode 100644
index 965fa877..00000000
--- a/JFLP/jflpdll.txt
+++ /dev/null
@@ -1,115 +0,0 @@
- Jason's Freelancer Patch
- DLL Version 1.25
-
-
-JFLP.DLL has several options to fine tune its control. These are added straight
-after its name in dacom.ini (e.g. "jflp.dll nofovx no8way").
-
-
-nofovx: The fovx value in cameras.ini is always calculated according to the
- current resolution; overriding it is not possible.
-
-nostats: Do not display the extra stats.
-
-no4way: Prevent vertical strafing.
-
-no8way: Prevent diagonal strafing.
-
-
-The extra stats are for Powerplants, Engines, Scanners, Tractor Beams and Armor.
-If you want to disable some, but not all as "nostats" does, add a non-breaking
-space (Alt+0160) to the equipment's name - this will show the stat as "n/a" (not
-available). The original intention was for second-hand equipment, where it
-should not be certain of what you were getting.
-
-
-=======
-HISTORY
-=======
-
-Legend: * changed, - fixed, + added.
-
-v1.25, 2 September, 2020:
-
-- Fixed the size of the crosshair in widescreen.
-
-
-v1.24, 31 August, 2020:
-
-- Contact List text was not properly clipped in widescreen.
-
-
-v1.23, 11 October, 2019:
-
-- Cinematics in widescreen resolutions are properly letterboxed.
-
-
-v1.22, 22 June, 2018.
-
-- Fixed crash running under Steam (DLLs loaded at a different address).
-
-
-v1.21, 25 July, 2012.
-
-- Fixed crashes (particularly chat) due to a wrong patch address (ADDR_FONT4a).
-
-+ Removed the "ArchDB::Get" FLSpew warning caused by random missions (jobs).
-
-
-v1.20, 11 July, 2011.
-
-+ Implemented Alt+Enter, to toggle between full screen and windowed.
-
-+ Allow viewing of server info, even for different versions.
-
-- Further widescreen improvements (adjust cameras and fonts when changing res-
- olution; fixed the news ticker; removed the "cockpit aspect" FLSpew warning).
- You can now freely change between 4:3 and widescreen resolutions without
- having to restart. (Well, almost, scripts will still use the previous ratio.)
-
-* The various versions have been combined into one, using options to select.
-
-* fovx is always calculated; append '!' to override (e.g. "fovx = 70!"). This
- allows the original value to be preserved, should jflp.dll not be loaded.
-
-
-v1.12, 6 December, 2010.
-
-+ If an equipment name contains a non-breaking space (Alt+0160), display "n/a"
- (not available) instead of the actual stats (extra stats only).
-
-+ NS versions to remove the extra stats display altogether (No Stats).
-
-- Improved widescreen support (fixed mouse sensitivity; fixed script view;
- fixed Alt+Tab with the Nav Map open).
-
-
-v1.11, 22 October, 2009.
-
-+ If MultiCruise is being used, include the cruise speed in the Engine stats.
-
-
-v1.10, 3 October, 2009.
-
-- Freelancer actually tests if the resolution is 4:3, so your widescreen desktop
- resolution still wouldn't show up in the list (originally put down to using an
- unsupported windowed resolution).
-
-* Use En Dash instead of Hyphen-Minus for the trade lane arrow (and chat
- prompt). I had intended to use an actual arrow, but the Agency FB font
- doesn't have it. (Using the angle quotation mark worked well for the Nav Map,
- but not so good anywhere else, so the greater-than sign remains.)
-
-+ Added 8-way strafing. Allows simultaneous keypresses to strafe diagonally.
-
-+ Put the sector letter first (as in "Sector C4"). (FL Hack can be used to
- restore the number first.)
-
-+ JFLPAC.DLL provides an anti-cheat for cameras.ini. It prevents fovx and fovy
- from changing the camera, always using the calculated fovx value (although
- fovx must still be present in cameras.ini).
-
-
-v1.01, 22 September, 2009.
-
-+ Allow roll to work during mouse flight.
diff --git a/JFLP/jflpmod.c b/JFLP/jflpmod.c
deleted file mode 100644
index f7b4c186..00000000
--- a/JFLP/jflpmod.c
+++ /dev/null
@@ -1,281 +0,0 @@
-/*
- jflpmod.c - Patch a mod's script files to work with JFLP.
-
- Jason Hood, 12 & 13 August, 2009.
-
- Make adjustments to script files so they will work with JFLP:
- * change numbers from six decimals to six significant digits;
- * comment the opening movies;
- * remove marketgood lines for ships that can't be bought;
- * remove faction_weight lines;
- * delete data sections using DATA\MISSIONS\mshipprops.ini.
-
- It's quite a simple parser, so it expects CRLF files, no leading or trailing
- spaces, correct syntax and no comments within and regions.
-
- Developed in MinGW, changes may be necessary for other compilers.
-*/
-
-#define PVERS "1.00"
-#define PDATE "13 August, 2009"
-
-
-#define WIN32_LEAN_AND_MEAN
-#include
-#include
-#include
-#include
-#include
-
-
-void process( LPCSTR );
-LPSTR get_line( int*, LPSTR*, DWORD* );
-BOOL market_ship( LPSTR, int, FILE* );
-BOOL numbers( LPSTR, int, FILE* );
-LPSTR EngNum( double, LPSTR );
-
-
-int main( int argc, char* argv[] )
-{
- if (argc == 1 ||
- ((argv[1][0] == '/' || argv[1][0] == '-') && argv[1][1] == '?') ||
- strcmp( argv[1], "--help" ) == 0)
- {
- puts( "JFLPMOD by Jason Hood \n"
- "Version " PVERS " (" PDATE "). Freeware.\n"
- "http://freelancer.adoxa.cjb.net/\n"
- "\n"
- "Patch a mod's script files for JFLP compatibility.\n"
- "\n"
- "jflpmod mods\\mod\\*.xml\n"
- "\n"
- "The original script has \".sdk\" appended."
- );
- return 0;
- }
-
- while (*++argv)
- process( *argv );
-
- return 0;
-}
-
-
-void process( LPCSTR name )
-{
- char oname[MAX_PATH];
- FILE* ofile;
-
- HANDLE file = CreateFile( name, GENERIC_READ, FILE_SHARE_READ, NULL,
- OPEN_EXISTING, 0, NULL );
- if (file == INVALID_HANDLE_VALUE)
- {
- fprintf( stderr, "Unable to open \"%s\".\n", name );
- return;
- }
- HANDLE map = CreateFileMapping( file, NULL, PAGE_READONLY, 0, 0, NULL );
- if (map == NULL)
- {
- fprintf( stderr, "Unable to create file mapping for \"%s\".\n", name );
- CloseHandle( file );
- return;
- }
- LPSTR view = MapViewOfFile( map, FILE_MAP_READ, 0, 0, 0 );
- if (view == NULL)
- {
- fprintf( stderr, "Unable to map view of \"%s\".\n", name );
- CloseHandle( map );
- CloseHandle( file );
- return;
- }
-
- _snprintf( oname, sizeof(oname), "%s.new", name );
- ofile = fopen( oname, "wb" );
- if (!ofile)
- {
- fprintf( stderr, "Unable to create file \"%s\".\n", oname );
- return;
- }
-
- BOOL changed = FALSE;
- LPSTR xml = view;
- DWORD len = GetFileSize( file, NULL );
- while (len)
- {
- LPSTR line;
- int llen;
- LPSTR strt = xml;
- DWORD slen = len;
- while (len)
- {
- line = get_line( &llen, &xml, &len );
- if (*line == '<' && (strnicmp( line+1, "dest>", 5 ) == 0 ||
- strnicmp( line+1, "section>", 8 ) == 0))
- break;
- if (llen > 41 &&
- strnicmp( line,
- "", 6 ) != 0);
- strt = xml;
- slen = len;
- changed = TRUE;
- }
- }
- fwrite( strt, slen - len, 1, ofile );
- while (len)
- {
- line = get_line( &llen, &xml, &len );
- if (*line == '<')
- {
- fwrite( line, llen, 1, ofile );
- break;
- }
- if (llen > 12 && strnicmp( line, "movie_file", 10 ) == 0)
- {
- fputc( ';', ofile );
- fwrite( line, llen, 1, ofile );
- changed = TRUE;
- }
- else if (llen > 12 && strnicmp( line, "marketgood", 10 ) == 0)
- changed |= market_ship( line, llen, ofile );
- else if (llen > 14 && strnicmp( line, "faction_weight", 14 ) == 0)
- changed = TRUE;
- else
- changed |= numbers( line, llen, ofile );
- }
- }
-
- fclose( ofile );
-
- UnmapViewOfFile( view );
- CloseHandle( map );
- CloseHandle( file );
-
- if (!changed)
- remove( oname );
- else
- {
- char tname[MAX_PATH];
- _snprintf( tname, sizeof(tname), "%s.sdk", name );
- rename( name, tname );
- rename( oname, name );
- }
-}
-
-
-// Fortunately, only the market_ships file has this particular sequence. If
-// it's found, ignore the line, since my patch doesn't have it.
-BOOL market_ship( LPSTR line, int len, FILE* ofile )
-{
- if (len > 20 && memcmp( line + len - 20, ", -1, 0, 0, 1, 1, 1\r", 20 ) == 0)
- return TRUE;
- fwrite( line, len, 1, ofile );
- return FALSE;
-}
-
-
-// Search each parameter for a floating point number; if found, reformat it.
-BOOL numbers( LPSTR line, int len, FILE* ofile )
-{
- char num[16];
- BOOL rc = FALSE;
-
- LPSTR parm = memchr( line, '=', len );
- if (!parm)
- {
- fwrite( line, len, 1, ofile );
- return FALSE;
- }
-
- parm += 2;
- fwrite( line, parm - line, 1, ofile );
- len -= parm - line;
- for (;;)
- {
- LPSTR comma = memchr( parm, ',', len );
- if (!comma)
- comma = parm + len - 2;
- if (comma - parm >= 8 && comma[-7] == '.')
- {
- fputs( EngNum( atof( parm ), num ), ofile );
- rc = TRUE;
- }
- else
- fwrite( parm, comma - parm, 1, ofile );
- if (*comma != ',')
- {
- fputs( "\r\n", ofile );
- break;
- }
- fputs( ", ", ofile );
- len -= comma + 2 - parm;
- parm = comma + 2;
- }
-
- return rc;
-}
-
-
-// Return a pointer to the start of the line; LLEN contains its length,
-// including the CRLF. MEM & LEN are updated to the next line.
-LPSTR get_line( int* llen, LPSTR* mem, DWORD* len )
-{
- LPSTR line = *mem;
-
- LPSTR nl = memchr( *mem, '\n', *len );
- if (!nl)
- {
- nl = *mem + *len;
- *mem += *len;
- *len = 0;
- }
- else
- {
- ++nl;
- *len -= nl - *mem;
- *mem = nl;
- }
-
- *llen = nl - line;
- return line;
-}
-
-
-// Convert a number like "%g", but use engineering notation (the exponent is a
-// multiple of 3; there's also no plus sign or leading zeros).
-LPSTR EngNum( double num, LPSTR buf )
-{
- LPSTR s = buf;
-
- if (num < 0)
- {
- *s++ = '-';
- num = -num;
- }
-
- if (num && (num >= 1e6 || num <= 1e-5))
- {
- int exp = (int)floor( log10( num ) );
- int adj = exp % 3;
- if (adj < 0)
- adj += 3;
- exp -= adj;
- num /= pow( 10, exp );
- if (num > 999.999) // some numbers just aren't what they seem...
- {
- num /= 1000;
- exp += 3;
- }
- sprintf( s, "%ge%d", num, exp );
- }
- else
- {
- sprintf( s, "%g", num );
- }
-
- return buf;
-}
diff --git a/JFLP/jflpmod.exe b/JFLP/jflpmod.exe
deleted file mode 100644
index d27e804a..00000000
Binary files a/JFLP/jflpmod.exe and /dev/null differ
diff --git a/JFLP/mods.txt b/JFLP/mods.txt
deleted file mode 100644
index a8d18866..00000000
--- a/JFLP/mods.txt
+++ /dev/null
@@ -1,97 +0,0 @@
-This is a list of mods that have problems with JFLP. Of course, I've only
-tested those I have (using FLMM v1.5 beta 1 and default options), so it's by no
-means definitive, but it should at least tell you what problems you may
-encounter. This has not been updated for v1.20, so new incompatibilities may
-exist.
-
-"Title" is the name that shows up in the list of mods; "Path" is the directory
-within the mods folder; "JFLPMOD" indicates that jflpmod.exe should be run
-first; "Additional" then describes extra changes that need to be made, if any.
-
-Title: ]Imperium's Advanced Freelancer Client v0.7b[
-Path: Imperium's Advanced Freelancer Client v08
-JFLPMOD: Yes
-Additional: Option "Change Tizona/Rapier effect?"
- * select No (the default effect is part of the patch)
- * to make the Debilitator effect work:
- - delete lines 249, 253, 264 & 268 (the four "vis_generic"
- lines in the two "options="906:3"" sections)
-
-Title: Beam Weapon Mod
-Path: beamweaponmod
-JFLPMOD: Yes
-
-Title: Black Label Mod
-Path: blacklabelv2
-JFLPMOD: Yes
-Additional: Spinning Planets.xml
- * delete lines 443 to 481 (the three intro.ini sections)
- * delete lines 508 to 520 (the Ku01_planet_storm_5000_1 section)
-
-Title: Discovery Mod v4.85
-Path: Discovery485
-Additional: add "jflp.dll" to the [Libraries] section of EXE\dacom.ini
-
-Title: Itano Circus
-Path: ItanoCircus
-Additional: add "jflp.dll" to the [Libraries] section of EXE\dacom.ini
-
-Title: Nomad Battleship Mod
-Path: nomadbattleship
-JFLPMOD: Yes
-
-Title: NoStory
-Path: nostory
-JFLPMOD: Yes
-
-Title: Phoenix 1.03
-Path: Phoenix 1.03
-JFLPMOD: Yes (or just create DATA\MISSIONS\mshipprops.ini)
-Additional: add "jflp.dll" to the [Libraries] section of EXE\dacom.ini
-
-Title: Scenes Cut Mod
-Path: ScenesCut (or ScenesCutSDK)
-JFLPMOD: Yes
-Additional: script.xml
- * remove " = true" from all "autoplay" lines
- * delete lines 103-107 (the first Act_MovePlayer section)
- * delete lines 488-492 (the first m03_Survivor1 section)
- * delete lines 650-654 (the first M04_space_enter section)
-
-Title: THE ORDER MOD 56.64 Nomads Revenge open single player ...
-Path: theordermod56.64
-JFLPMOD: Yes (or just create DATA\MISSIONS\mshipprops.ini)
-
-Title: TIE Universe v9.1
-Path: TIE Universe 9.1
-JFLPMOD: Yes
-Additional: amb_sp.xml
- * delete lines 57, 81 & 93 (name = Br04/Bw10/Ew01)
- ships.xml
- * replace lines 37 to 40 (ids_name = 237057) and 106 to 109
- (ids_name = 237058) with these:
----------------------------------------------
-HP_bay_surface = HpBayDoor01
-HP_bay_external = HpBayDoor02
-HP_tractor_source = HpTractor_Source
-num_exhaust_nozzles = 5
----------------------------------------------
- * make "ship_class = 3" at line 540 (nickname = or_elite)
- Universe.xml
- * lines 92 & 95 (nickname = Ku06_01_Base section):
- change the two run_by lines from W02bF30 to W02bF03
- * line 1007 (nickname = Li04_space_tankl4_1 section)
- insert line "parent = Li04_05" after it
- * line 1047 (nickname = Li04_space_tankl4_2 section)
- insert line "reputation = li_p_grp" after it
- * line 1062 (nickname = Li04_space_tankl4_3 section)
- insert line "reputation = li_p_grp" after it
- * line 1671 (nickname = Rh01_shipyard_2 section):
- change reputation from co_khc_grp to rh_n_grp
- * lines 3405 & 3408 ([Asteroids] section)
- change the zones from nebula to asteroid
- * delete lines 4706 to 4890 (JUNK region)
-
-Title: Working Cloak Mod [v0.96 beta]
-Path: working_cloak_096beta
-Additional: add "jflp.dll" to the [Libraries] section of EXE\dacom.ini
diff --git a/Nomad Pack README.txt b/Nomad Pack README.txt
deleted file mode 100644
index a6b57b08..00000000
--- a/Nomad Pack README.txt
+++ /dev/null
@@ -1,30 +0,0 @@
-Nomads content pack
-===================
-
-This work is licensed under the Creative Commons Attribution-NonCommercial 4.0 International License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc/4.0/.
-
-Originally these resources were intended to be used for Discovery mod but for various reasons it is currently unclear whether they'll be and in what capacity, so I have decided to release them into public.
-
-Content pack includes nine new ships:
-
-Light Fighter
-Heavy Fighter/Bomber
-Very Heavy Fighter
-Gunship
-Gunboat
-Cruiser
-Battleship
-Artillery
-Boss
-
-Artillery and light fighter additionally have alternative versions.
-
-All models were created from scratch to match both original designs in shapes and scale. I took some inspiration from extended intro when designign these and giving them a little more aggressive looks. Overall they were intended to visualize further evolution and provide better quality looking ships as I felt original nomad ships weren't good enough even compared to other ships in the game, both technically (poor texturing mostly) and aesthetically. Polycount is just slightly above that of vanilla models of comparable class and size, meshes are thoroughly optimized in multiple passes, however distance LODs are not provided, nor VMesh wireframes.
-
-Additionally the pack contains a set of capital ship turrets of various designs and sizes designed for particular class.
-
-Most are in Freelancer 3DB format as they have no separate parts, except Boss ship is CMP format as it has wing closing animation sequence. All ships have hardpoints, feature custom hitboxes, single shared material/texture library file and overall structure following vanilla contents. In addition all ships have custom engine effects which are also provided in this pack.
-
-The pack doesn't contain INI files or snippets for actual ships and equipment, only resources, so you'll need to make your own entries for your mod.
-
-Enjoy!
\ No newline at end of file
diff --git a/SAVE/remgfx.ini b/SAVE/remgfx.ini
deleted file mode 100644
index 69e79399..00000000
--- a/SAVE/remgfx.ini
+++ /dev/null
@@ -1,24 +0,0 @@
-; REM: your own settings -- they override the defaults in the EXE folder.
-; Delete a line (or this file) to go back to the default.
-[RemGfx]
-Overlay=0
-RtReflections=0
-RtGi=0
-RtShadows=0
-VSync=0
-Upscaler=2
-NormalStrength=1.00
-ParallaxStrength=2.00
-Tonemap=1
-AtmosphereStrength=1.50
-AmbientScale=1.00
-Contrast=0.80
-BloomStrength=0.30
-WeaponGlow=1.50
-WeaponLightIntensity=1.50
-WeaponLightRange=0.35
-WeaponLightsOwnShip=1
-HeatHaze=0.50
-SunShaftStrength=0.65
-PlanetRelief=1.50
-Anisotropy=2