Migrated Alchemy | Thanks to DrGreen!
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@@ -46,7 +46,6 @@ shipclass.dll
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;REM
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REM-Client.dll
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MinHook.x86.dll
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;;EMAURER now include any DLLs used only in development.
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@include FL_DevOnlyLibs.ini
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@@ -124,23 +123,15 @@ FORCE_FREQ_CONTROL_TO_SW = false
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max3DPan = 15
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[Alchemy]
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;EMAURER added this line to fix problem with runtime alchemy running out of vertex buffer
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;maxVertices and maxIndices are now determined by alchemy based on the particle pools
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;Alchemy.maxVertices ~= 11100
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;Alchemy.maxIndices ~= 28200
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Alchemy.useMaterialBatcher = false
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; (note: 1000 is default poolsize)
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FxBasicAppearance.poolSize = 10000 ; each particle can generate: 4 verts 6, indices
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FxRectAppearance.poolSize = 4000 ; each particle can generate: 4 verts 6, indices
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FxPerpAppearance.poolSize = 2500 ; each particle can generate: 4 verts 6, indices
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FxOrientedAppearance.poolSize = 1000 ; each particle can generate: 4 verts 6, indices
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FLBeamAppearance.poolSize = 6800 ; custom app from flalchemy.dll: each particle can generate: 5 verts 24 indices
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FLDustAppearance.poolSize = 2500 ; custom app from flalchemy.dll: each particle can generate: 4 verts 6 indices
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;---------------------- total = 26000 -------;
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;
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FxMeshAppearance.poolSize = 5000 ; generates meshes not particles; need enough of these for all tradelane rings in a system.
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FxParticleAppearance.poolSize = 1000 ; generates effects not particles
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FxBasicAppearance.poolSize = 50000
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FxRectAppearance.poolSize = 20000
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FxPerpAppearance.poolSize = 12500
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FxOrientedAppearance.poolSize = 0
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FLBeamAppearance.poolSize = 30000
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FLDustAppearance.poolSize = 12500
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FxMeshAppearance.poolSize = 20000
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FxParticleAppearance.poolSize = 5000
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[BatchedMaterials]
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Type = .*OcOt
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