158 Commits
Author SHA1 Message Date
D4rkl1ght3r 472fadc71b story_arc1_m01: Interlude Section & ActTrig pod_dies 2026-11-07 19:13:27 +01:00
NekuraMew 26cfe7ab36 New REM client: REM-Client 69f19ee, 64-bit (missions window: Playable missions tab - every board mission, where, and what it requires) 2026-11-07 17:35:06 +01:00
NekuraMew 5a080e814e New REM client: REM-Client 58febf5, 64-bit (the ETA at the targeted waypoint too) 2026-11-07 17:26:57 +01:00
NekuraMew 1c3a0f725d New REM client: REM-Client a30105c, 64-bit (bot lines hidden in every chat with Hide NPC pilot chat; the jump hole lens switch takes effect in flight) 2026-11-07 16:51:14 +01:00
NekuraMew a189cf6c7f Cleanup ModFiles 2026-11-07 15:49:22 +01:00
flathackandClaude Opus 5.5 f691cd6087 New REM client: REM-Client cccafc9, 64-bit (jump holes as faint gravitational lenses, growing and rippling when activated)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-07 14:08:17 +01:00
flathackandClaude Opus 5.5 45aade8e73 REM-Client 74c991f: HUD frames joined (tabs under the top bars, the contacts and weapons panels one piece each)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-07 11:32:26 +01:00
flathackandClaude Opus 5.5 21a7b5dec4 New REM client: REM-Client 27f9deb, 64-bit (target bracket: sharp line angles instead of the corner tiles)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-07 11:12:25 +01:00
flathackandClaude Opus 5.5 a102db8a98 New REM client: REM-Client aad7edf, 64-bit (commodity trader: where the picked good sells - known bases, price, profit, system and jumps)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-07 07:15:31 +01:00
flathackandClaude Opus 5.5 424c64aab6 New REM client: REM-Client 5156475, 64-bit (inventory: the hold's bar over the ship model, the credits alone over the list)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-07 06:56:27 +01:00
D4rkl1ght3r 50f793c4c8 Update Infocards.lua 2026-11-07 03:04:26 +01:00
NekuraMew d487b8f944 .gitignore: EXE/REM/ServerModule no longer ignored as a whole - the missions are the mod's; only the server's trade_log.txt and the local test missions (rem_demo*.ini) stay out 2026-11-07 02:16:52 +01:00
NekuraMew d106f7ac3b story_arc1_m01: interlude after the success - Act_SetMsnResult = Success keeps the mission running (Ashcroft removed with Act_Destroy instead of Act_TerminateMsn, which ended the whole mission); Act_LeaveMsn Success and Act_TerminateMsn at Manhattan, after the comm and the waypoint 2026-11-07 02:14:50 +01:00
D4rkl1ght3r bf682fcb3b story_arc1_m01: ActTrig 2026-11-07 01:46:37 +01:00
NekuraMew 24410cda9f New REM client: REM-Client a482982, 64-bit (target marks inside the bracket's upper left, the gear opens the REM context menu) 2026-11-07 01:43:02 +01:00
D4rkl1ght3r 1881992c36 story_arc1_m01: Change mission end structure 2026-11-07 01:42:22 +01:00
flathackandClaude Opus 5.5 9377cf2022 New REM client: REM-Client 9e43d1a, 64-bit (chat window: each player's system under the name; HUD: the cruise charge as an arc of segments around the ship status ring)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-07 01:16:15 +01:00
D4rkl1ght3r 9ab2a9cd10 Merge branch 'new-rem-client' of https://git.rem-freelancer.moe/REM-Freelancer/REM-Mod into new-rem-client 2026-11-07 00:55:46 +01:00
D4rkl1ght3r d6a515695c story_arc1_m01: ashcroft label 2026-11-07 00:55:44 +01:00
flathackandClaude Opus 5.5 35e2b1f2bb New REM client: REM-Client b416359, 64-bit (widget store in the HUD editor - every HUD element switched on or off, an FPS display as the first new widget)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-07 00:52:41 +01:00
NekuraMew 3438cba959 New REM client: REM-Client 4f7bfdc, 64-bit (target marks beside the bracket, gas giant flow without a DLSS double image, planets cast no shadows - both in the REM settings) 2026-11-07 00:47:21 +01:00
D4rkl1ght3r e7e1b29646 story_arc1_m01: Ashcroft Fix 2026-11-06 23:47:47 +01:00
D4rkl1ght3r f3a2743e82 story_arc1_m01: change Liberty_Rogues infocard & players label 2026-11-06 23:41:55 +01:00
NekuraMew ba2284ae74 New REM client: REM-Client fcd0bfe, 64-bit (connection lost: no cursor trails behind the notice, Alt+F4 no longer opens the old exit box over it - OK leads back to the menu) 2026-11-06 23:22:36 +01:00
flathackandClaude Fable 5.1 5d756a5917 New REM client: REM-Client 49486db, 64-bit (inventory: the credits stay on one line with eight digits and more - the hold's bar gives way)
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-11-06 22:36:37 +01:00
flathackandClaude Fable 5.1 898ec77769 New REM client: REM-Client ff5decc, 64-bit (ship dealer: the trade for the ship as a modern window - what stays with the old ship left, the new ship in the middle, its loadout right, pieces moved by a double click, the bill and Buy ship)
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-11-06 22:23:21 +01:00
D4rkl1ght3r 3937568f4d story_arc1_m01: Ashcroft_Escorts spawn, Popupclose 2026-11-06 22:02:44 +01:00
NekuraMew fb4b7d71b9 New REM client: REM-Client 64d1e7f, 64-bit (base manager build map: place the site as on the web UI's map - drag it, turn it by the dot at its arrow, drag the map) 2026-11-06 22:00:48 +01:00
FlatHackandClaude Fable 5.1 8a11551100 REM client: rp8.dll from REM-Client b23a113, 64-bit (RemGfx: no crash when the swapchain cannot be made again after a window size change - seen on a Snapdragon X Elite, Adreno X1-85)
Only rp8.dll is new; the other client binaries stay those of REM-Client 34f8df7. Built on the
Surface with toolset v145 (the rest with v143).

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-11-06 21:48:58 +01:00
NekuraMew 3a417b89e2 New REM client: REM-Client 34f8df7, 64-bit (HUD ship status with soft edges - no stairs on ultrawide screens; REM settings: ship status ring or bars) 2026-11-06 20:04:39 +01:00
flathackandClaude Opus 5.5 b103b1676b New REM client: REM-Client f732512, 64-bit (admin window: a command's arguments as fields, players, bases, goods and factions picked from a list)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 15:58:06 +01:00
flathackandClaude Opus 5.5 2f29e267a1 Trade lane effects from SW-WT 1.67: the tunnel around the player, the ring, the lane's end splash and the ships in a lane (gf_tradelaneinship01 / gf_tradeinnerring / gf_tradelaneendsplash / gf_tradelaneship01 .tale and their texture flwt.txm), misc_ale.ini's four entries pointing at them as in SW-WT
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 14:55:23 +01:00
flathackandClaude Opus 5.5 4422d1414d Trade lane: no sharp edge in the tunnel ahead (REM-Client issue #7) - the in-lane effect's four streak parts (gf_tradelaneinship01.ale, energy ring.app and #1..#3) fade by viewing angle (RectApp_ViewingAngleFade), so the streaks seen head-on down the lane no longer fold into a bright ring
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 14:49:58 +01:00
flathackandClaude Opus 5.5 84244296f0 New REM client: REM-Client 46e518c, 64-bit (asteroid fields: the GPU-culled rocks reach 10 km outside nebulae)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 13:52:08 +01:00
flathackandClaude Opus 5.5 2835d6bee1 New REM client: REM-Client a099656, 64-bit (HUD ship status: the ship as a wireframe with its damage in the shield ring, power / thrust / speed wings; inventory: smaller, credits, the picked piece's figures; main menu, loading bar and message box in the HUD look)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 13:32:46 +01:00
flathackandClaude Opus 5.5 f5511d92bb New REM client: REM-Client 93adeaf, 64-bit (RemGfx: a device reset short of video memory no longer hangs the game - changing the graphics settings twice with a nearly full card)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 12:59:33 +01:00
flathackandClaude Opus 5.5 5dea4bd98d New REM client: REM-Client 6033513, 64-bit (multiplayer: planets and stations named again over the target bracket - the client reads a static solar's faction from the system file)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 12:13:08 +01:00
NekuraMew a48bc4517d New REM client: REM-Client 706911b, 64-bit (an unknown player ship from the server: the client leaves the server with a log line instead of crashing) 2026-11-06 12:03:33 +01:00
NekuraMew 09de7c9ca1 New REM client: REM-Client ed7ffd2, 64-bit (tax between players: REQUEST TAX in the target bracket's gear menu, Pay / Refuse for the asked pilot; larger target marks with hover, the probe mark activates the probe) 2026-11-06 11:04:23 +01:00
flathackandClaude Opus 5.5 7e732b1e4e New REM client: REM-Client d8bde29, 64-bit (equipment dealer: a Reset view button over the ship; HUD: the time to get to the target, waypoint and best path; player info: career, reputation list and faction card in three columns)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 10:04:44 +01:00
NekuraMew cf2347d960 New REM client: REM-Client 96cbcfb, 64-bit (police cargo scan no longer crashes: EQInfo's scan buffer sized for the x64 EquipDescVector - the Fort Bush crash) 2026-11-06 09:55:29 +01:00
flathackandClaude Opus 5.5 c449f46055 New REM client: REM-Client 951e476, 64-bit (the target's range and numeric damage drawn again - the number font drew nothing; reticle labels with a dark shadow; UI edit mode -edit)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 09:22:43 +01:00
flathackandClaude Opus 5.5 c10e4953ac New REM client: REM-Client 8cf8582, 64-bit (inventory by hardpoint with Mount / Unmount when docked; the equipment dealer's offers show their target hardpoint, AMMO, INTERNAL or INCOMPATIBLE; hold bar and credits at the commodity trader; the dealers' amount as a wide bar with a scale; the ship dealer's stats laid out again)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 08:56:38 +01:00
NekuraMew a4057593d5 New REM client: REM-Client 65ff2cf, 64-bit (player-built trade lanes: rings linked to their neighbours, lane placement by start and end on the base manager's map) 2026-11-06 08:16:24 +01:00
flathackandClaude Opus 5.5 b7abd01dfd New REM client: REM-Client 5776589, 64-bit (equipment dealer by hardpoint - what sits on each, the hold apart, hold bar and credits in the tabs row; base nav bar in the maneuver bar's look with the room's services in a second row; a double click runs a row's main action; a room change closes the open windows; the repair window's first click repairs, no second payment)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 08:10:15 +01:00
D4rkl1ght3r 21626edb8e story_arc1_m01: Act_ActTrig 2026-11-05 23:36:39 +01:00
D4rkl1ght3r 4b99c0e902 story_arc1_m01: NNPath, DistVec, DisplayMsg 2026-11-05 23:33:54 +01:00
NekuraMew 2a78f7864e New REM client: REM-Client 25f0f4f (base manager: build map with grid and zoom, SUPPLY tab for a site's wares) 2026-11-05 23:17:35 +01:00
NekuraMew 6e46402ec7 New REM client: REM-Client 05f1a5e (base manager BUILD: the system map on the right inside the window) 2026-11-05 22:47:52 +01:00
NekuraMew fe0cd5f01f New REM client: REM-Client 2e6b59d (base manager opens again - base.rml parse error) 2026-11-05 22:32:56 +01:00
D4rkl1ght3r 4ea83d41ae story_arc1_m01: Fix EtherComm 2026-11-05 22:24:08 +01:00
NekuraMew ddb48719b0 New REM client: REM-Client 2ccb52f, 64-bit (construction sites: site window from the trade button, build map in the base manager) 2026-11-05 22:01:19 +01:00
D4rkl1ght3r c513f572ba Fix Infocard 2026-11-05 19:14:14 +01:00
NekuraMew 450614751a New REM client: REM-Client 8c70025, 64-bit (chat line takes 250 characters also with an IME box - it stopped at 32) 2026-11-05 17:46:11 +01:00
NekuraMew 708ebe91d4 New REM client: REM-Client 39e563b, 64-bit (nav map: Open system / My system in the universe view, uncharted systems only on their own map; chat line wraps and grows) 2026-11-05 17:18:40 +01:00
NekuraMew ed27eab999 New REM client: REM-Client 289558f, 64-bit (no crash entering an unknown system; nebulae accumulate less when flying fast) 2026-11-05 16:14:07 +01:00
NekuraMew ba908003f2 New REM client: REM-Client f4f7d28, 64-bit (nav map waypoints where clicked, uncharted systems as a list, naming a system in the base manager) 2026-11-05 14:59:26 +01:00
NekuraMew 990ea44fd9 New REM client: REM-Client d8396c6, 64-bit (spawned solars: no ArchDB error, no negative hit points) 2026-11-05 13:53:59 +01:00
NekuraMew 0b21a8bad0 New REM client: REM-Client d9a57ae, 64-bit (jumps through holes the server spawned reach their system - no endless tunnel) 2026-11-05 13:20:23 +01:00
NekuraMew 352f208552 New REM client: REM-Client cff23bc, 64-bit (HUD weapons and contacts panels larger, 10 weapons + scrolling; nav map waypoint on a base is the base, TARGET tool) 2026-11-05 09:53:11 +01:00
NekuraMew df0684029d New REM client: REM-Client 79194c2, 64-bit (contracts: depots as a pick list with a filter; CUSTOMIZE HUD in the game menu docked too) 2026-11-05 09:31:54 +01:00
NekuraMew 396c4e3c5e New REM client: REM-Client 81cf26a, 64-bit (base manager: CONTRACTS - item exchanges and courier contracts with bundles from all depots) 2026-11-05 02:36:10 +01:00
NekuraMew 92787def4d New REM client: REM-Client 113c5fa, 64-bit (pilots: haul jobs between your depots; couriers show the transport limits; market without the contracts tab; 3D preview crash fixed) 2026-11-05 00:30:30 +01:00
D4rkl1ght3r d113778db6 story_arc1_m01: PopupDialog mission_ending 2026-11-04 23:36:07 +01:00
D4rkl1ght3r 3ae8001818 story_arc1_m01: Testing THNConfig Behaviour 2026-11-04 23:17:36 +01:00
D4rkl1ght3r a903775e03 story_arc1_m01: Fix players label & Pittsburgh Base Entry 2026-11-04 23:03:31 +01:00
D4rkl1ght3r 4768c836c9 story_arc1_m01: Change Mission End @ Launch to Pittsburgh 2026-11-04 22:27:47 +01:00
NekuraMew 7f6b3b0cb9 Add EXE/REM/ServerModule/missions/story_arc1_m01.ini 2026-11-04 21:12:50 +00:00
NekuraMew fb3c68d42d Delete story_arc1_m01.ini 2026-11-04 22:09:48 +01:00
NekuraMew cba6dd207a New REM client: REM-Client 3bb0796, 64-bit (nav map: grid coordinates A..H / 1..8 again) 2026-11-04 21:56:44 +01:00
D4rkl1ght3r e149b47d7e story_arc1_m01: Remove former Triggers 2026-11-04 21:49:33 +01:00
D4rkl1ght3r 89b098c67b story_arc1_m01: pittsburgh NNObject + Marked 2026-11-04 21:30:39 +01:00
D4rkl1ght3r e3b0d82469 story_arc1_m01: LootAquired Ashcroft_Pod 2026-11-04 21:11:37 +01:00
NekuraMew 8d79211838 New REM client: REM-Client d30b993, 64-bit (key bindings: no crash on the key page's tooltips, keypad keys named under Wine) 2026-11-04 20:50:28 +01:00
D4rkl1ght3r 5400424039 story_arc1_m01: ashcroft_pod & escape_lifepod 2026-11-04 20:41:04 +01:00
D4rkl1ght3r 74f42e7918 Change Cnd_DistVec parameters 2026-11-04 19:57:30 +01:00
D4rkl1ght3r 6e39451852 Add String Name to Ashcroft 2026-11-04 19:44:23 +01:00
D4rkl1ght3r f017fcbeac Change story_arc1_m01 position data & ashcroft spawn 2026-11-04 19:26:12 +01:00
NekuraMew 175de54c63 New REM client: REM-Client 654afc3, 64-bit (base manager: look into every depot - "Other depots..." on the Depot page, double click in All depots) 2026-11-04 19:04:01 +01:00
NekuraMew 72fd6819d3 New REM client: REM-Client 3cbe2e7, 64-bit (pilots: Give Cardamine instead of boost, withdrawal shown; the Farm in the Modules tab) 2026-11-04 16:57:11 +01:00
NekuraMew 5453c04220 New REM client: REM-Client 8964363, 64-bit (market: reach of buy orders - station, system, jumps, region; watch list with a watched filter) 2026-11-04 14:25:55 +01:00
NekuraMew a77436fa8b New REM client: REM-Client ed77705, 64-bit (pilots instead of drones: PILOTS page with skill, morale, wage, food and water, H-Fuel and the boost switch) 2026-11-04 12:24:56 +01:00
NekuraMew fa75749635 New REM client: REM-Client 32de1dd, 64-bit (economy W5/W6: pilot level, experience and morale in the drone panel; courier contracts tab in the Galactic Market - post, take, pick up, deliver; delivery time and risk in the order book) 2026-11-04 11:17:42 +01:00
NekuraMew 9485aa7285 New REM client: REM-Client 0a08f4f, 64-bit (module bases M5/M7: a player station's Outfitter at the equipment dealer, repair and outfitter buttons by its modules; service and defense modules in the base manager's Modules tab - repair share, outfitter offers, research speed, gun batteries, shield, sensor contacts, wrecked state) 2026-11-04 10:10:32 +01:00
NekuraMew 998bcc6555 New REM client: REM-Client 99bd661, 64-bit (market: the NPC bases' prices as market data - average column, price here / average at the good, in the chart's days - not shown apart as NPC prices) 2026-11-04 07:55:57 +01:00
NekuraMew 3770a91500 New REM client: REM-Client 6d86e5a, 64-bit (base manager: Modules tab with production - recipe per module, cycles, power and crew of the station (module bases M6); Galactic Market as a page of the base manager instead of its own window, updates by itself, no NPC prices) 2026-11-04 01:25:23 +01:00
NekuraMew c266a04b70 New REM client: REM-Client 92bd67f, 64-bit (mission scenes: Act_PlayTHN plays the base's landing scene at once - the player is beamed into the base's start room; the scenes read config.lua from the client's copy in memory, so mission scene keys work in a protected game folder too) 2026-11-04 00:06:39 +01:00
flathackandClaude Opus 5.5 8e334d06da New REM client: REM-Client 86c9052, 64-bit (the whole modern UI in the flight HUD's look: cut-corner frames with one outline, no box in the box, caps titles with three slashes, labelled maneuver bar, one compact status panel power / shield / hull; contacts list with a real scroll bar - dragged, the wheel; the nav map without the veil and only as big as map and side; windows take clicks again after a colour theme change)
Built on the FLAtlas VM (VS 2022 Build Tools, Release|x64); DLSS not rebuilt (rem_dlss.dll unchanged).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 23:36:50 +01:00
D4rkl1ght3r 1029764985 Rever Offer_faction 2026-11-03 23:29:59 +01:00
D4rkl1ght3r 60c249cce0 Update story_arc1_m01.ini 2026-11-03 23:10:55 +01:00
D4rkl1ght3r 28885ae7a3 Remove offer_faction 2026-11-03 23:10:22 +01:00
D4rkl1ght3r 78c081a31d Fix Mission complete Trigger 2026-11-03 23:08:27 +01:00
D4rkl1ght3r ec2deca0c7 Fix Pittsburgh Triggers 2026-11-03 23:08:06 +01:00
D4rkl1ght3r c0d2841328 Fix Cnd_HasCargo 2026-11-03 23:01:33 +01:00
NekuraMew a6bf65d072 New REM client: REM-Client bf47929, 64-bit (mission board with two tabs: Arc missions for the story chapters and Job offers; the Missions window lists finished story chapters by their titles; needs rem-server b634515) 2026-11-03 22:57:39 +01:00
NekuraMew 0f5b16e078 New REM client: REM-Client bcdd352, 64-bit (module bases: Modules tab in the base manager - slots, building, delivering wares; docking at player-built stations with Deck and Bar, the top bar after the modules, the commodity dealer opens the station's market; themes reach every element, theme designer with ini import / export; Galactic Market in the base manager opens the market window; countermeasures drop by themselves on a REM server; nav map tool menu and bookmarks on the server; mouse buttons bind again in the options; HUD editor fixes; PM tabs stay one when the partner goes AFK) 2026-11-03 21:09:21 +01:00
D4rkl1ght3r d3fe6c953e Add story_arc1_m01 template 2026-11-03 20:47:53 +01:00
NekuraMew fb945155aa New REM client: REM-Client 7dd5849, 64-bit (settings cleaned up: the nebulae's look fixed as it is now - no density, edges, swathes or nebula light sliders, nothing thinner to see through in multiplayer -, cloak refraction, FSR effect response and the normals V1/V2 choice gone; the Crow's DXT5 hull drawn as the solid it is, so it should cast a shadow; chat feed higher at the left edge, clear of the contacts panel) 2026-11-02 23:58:36 +01:00
NekuraMew 128cb2527e New REM client: REM-Client 158566c, 64-bit (market window after EVE Online with price chart and order book; trade tax and courier fee in the dealers; equipment dealer: autobuy panel, "loot only", "Sell all loot" with a keep list, mounting only onto free hardpoints; [AFK] after 5 minutes idle or tabbed out; option bars clickable and draggable; player cloak; waypoint bot on F2; nav map in the original's look with gliding zoom; radar after Jeider's super radar; admin window; RemGfx R27-R32: nebula swathes, hull finish, sun corona, glass, planets, soft shadows; smoother ship paths in multiplayer) 2026-11-02 22:32:18 +01:00
D4rkl1ght3r 279d10a91d Create manhattan_story_arc01_start Cutscene 2026-11-01 22:53:58 +01:00
D4rkl1ght3r 8ee809429d Add RTC M14 Manhattan Start 2026-11-01 22:49:39 +01:00
NekuraMew 0c3b55110f New REM client: REM-Client 40e3cac, 64-bit (drones tab like the launcher: buy at any of your depots, home by name, orders from the drone's home system, paused/where/profit/losses, REM Coin from drones, works in space) 2026-10-30 19:38:10 +01:00
NekuraMew 218c890576 New REM client: REM-Client ad6bcb7, 64-bit (skill page from the server: names, levels, effects set in its web UI; Drone Control; drones tab shows the account's limit) 2026-10-30 16:45:33 +01:00
NekuraMew 1de74651b7 New REM client: REM-Client 4896493, 64-bit (drones tab shows mining fields by their names) 2026-10-30 15:18:44 +01:00
NekuraMew 3026edafbe New REM client: REM-Client 7891100, 64-bit (REM Coin page in the player window, item shop window with cart and depot picker, event buy-back, new character up to the server's limit, drones per Discord account; shipped RemGfx pipeline list) 2026-10-30 13:47:09 +01:00
D4rkl1ght3r 7cdcbeac24 Add remgfx preset in Savefolder 2026-10-29 21:35:00 +01:00
NekuraMew aef2ee255e New REM client: REM-Client 709d2cc, 64-bit (every options page saves like the REM page: changes wait for Save settings, leaving asks) 2026-10-29 20:21:27 +01:00
NekuraMew f371acf509 New REM client: REM-Client 4d3c391, 64-bit (windows drawn back to front: nothing behind the nav map shows through it, 3D previews stay under windows in front) 2026-10-29 20:21:27 +01:00
NekuraMew c7fe7a4d20 New REM client: REM-Client 46a4f0a, 64-bit (the flight HUD no longer shows through the nav map) 2026-10-29 20:21:27 +01:00
NekuraMew d6d94958ee New REM client: REM-Client 438e35f, 64-bit (the death screen shows respawn and load again) 2026-10-29 20:21:26 +01:00
NekuraMew 44c69bfbc6 New REM client: REM-Client 1ed2a88, 64-bit (news and mission board pictures show - the 318 MB news .txm is read texture by texture) 2026-10-29 20:21:26 +01:00
NekuraMew b3b31f2594 New REM client: REM-Client 79dcf6a, 64-bit (chat line and PM field take 250 characters) 2026-10-29 20:21:26 +01:00
NekuraMew 60f573cba5 New REM client: REM-Client 6c21f67, 64-bit (the previous commit carried an old 32-bit Freelancer.exe and DLLs by mistake - this is the tested 64-bit client with the modern REM UI; PM conversations follow the partner's character name, not the client id) 2026-10-29 20:21:25 +01:00
NekuraMew a715ecbd7c New REM client: REM-Client 8db8f8c, 64-bit (modern REM UI for all windows, switchable with modern_ui: main menu, options, dealers, nav map, inventory, chat with history and settings, PM windows, notifications, flight HUD in FL's shape with HUD editor, colour themes; NeuroNet icons fly to the screen's middle; cursor / crosshair colour presets; dealers open at bases with real dealer rooms; text fields take typed keys) 2026-10-29 20:21:24 +01:00
NekuraMew ee9f4cf025 New REM client: REM-Client f1f20ba, 64-bit (moors for player ships; autoconnect -I/-L/-A/-N and JOIN SERVER in the main menu; zone messages; refire delay beside the ammo; HUDless key; chat at the screen edge on wide screens; numeric damage white on one line) 2026-10-29 20:21:24 +01:00
NekuraMew 01963dcc2e Add HUDless key (USER_REM_HUDLESS) 2026-10-29 20:21:24 +01:00
NekuraMew d0648e62c1 New REM client: REM-Client d9a38c2, 64-bit (no shaking of planet atmospheres and nebulae under TAA / FSR / DLSS: both cast their rays with the scene's jitter now; full screen takes the monitor's size, no black bars for a smaller mode on an ultrawide - FullscreenNative in remgfx.ini) 2026-10-29 20:21:23 +01:00
NekuraMew 4cb40e950b New REM client: REM-Client 3a33d11, 64-bit (no crash when the server sends a missile whose munition this client lacks or has as something else - left out and logged; error logs name the nickname behind an archetype id, unknown ids are asked of the server; rem_data.log names ships and missiles this client lacks) 2026-10-29 20:21:23 +01:00
NekuraMew 0536304674 New REM client: REM-Client c558474, 64-bit (dynamic systems: built objects show hull and shield in the target display and on the nav map in the owner's colour; base manager SYSTEM tab: target / waypoint to an object, progress bar, turning model with infocard, planned construction site with distance and turn, loadout editor for built objects, even layout; bigger base manager window, gold row selection) 2026-10-29 20:21:23 +01:00
NekuraMew c6be32a3c5 New REM client: REM-Client 4c15faa, 64-bit (dynamic systems: uncharted systems behind unstable jump holes load and show, navmap Uncharted Systems; base manager SYSTEM tab: claim, build catalog with 3D preview, objects table, deliver with a quantity slider, rules; bigger base manager window, amber active tabs, gold row selection) 2026-10-29 20:21:23 +01:00
NekuraMew 3dbb1f50a5 New REM client: REM-Client 840ceee, 64-bit (full screen resolution can be changed again - 32-bit modes no longer hidden on cards with 4 GB and more; fresh installs start at the monitor size) 2026-10-29 20:21:23 +01:00
NekuraMew 82c9603b38 New REM client: REM-Client d86b7eb, 64-bit (no crash entering space with ships whose target wireframe uses more vertices than its header says, e.g. Darki's ge_fighter6_blue in Galileo) 2026-10-29 20:21:22 +01:00
NekuraMew f59d13ba01 New REM client: REM-Client 0877edf, 64-bit (full screen modes above 1024x768 with Windows display scaling: DPI aware; no crashes at character switch / exit; Pittsburgh texture no longer swims with DLSS) 2026-10-29 20:21:22 +01:00
NekuraMew 53eb614003 New REM client: REM-Client 17f1311, 64-bit (asteroid fields: longer fade in and reach on the REM page; game fog on objects kept with the nebula volume; RT shadows from objects out of view; TAA without jitter wobble) 2026-10-29 20:21:22 +01:00
NekuraMew 7ed8acef24 New REM client: REM materials (MATERIALS: normal / roughness / metal / height maps, environment cube); 32-bit leftovers removed (callsign.dll, content - server.dll) 2026-10-29 20:21:21 +01:00
NekuraMew 5cc3dd7038 New REM client: REM-Client 6573004, 64-bit (RemGfx with TAA / FSR 3.1 / DLSS, ray tracing, volumetric nebulae; x64 runtime, FSR and DLSS libraries) 2026-10-29 20:21:19 +01:00
NekuraMew 7727174cc4 New REM client: REM-Client 37b48a8 (new samples as of their arrival - no jerk ahead at updates; missing collision group no crash) 2026-10-29 20:21:19 +01:00
NekuraMew d625a6b94b New REM client: REM-Client f1d56c2 (moving objects drawn as of each frame - no fine stutter at high fps) 2026-10-29 20:21:18 +01:00
NekuraMew 1eb99284bc New REM client: REM-Client 8bf9f62 (remote ships take each sample at its own time - no more stutter) 2026-10-29 20:21:18 +01:00
NekuraMew 67640390a8 New REM client: REM-Client b3bdd1a (contact list: players and bots within 10 km) 2026-10-29 20:21:17 +01:00
NekuraMew 3002b5be72 New REM client: REM-Client 275afe9 (no box around billboards in front of planets) 2026-10-29 20:21:17 +01:00
NekuraMew b1e78ea632 New REM client: REM-Client 31b1318 (two-sided billboards draw their back faces) 2026-10-29 20:21:17 +01:00
NekuraMew 75e455114b New REM client: REM-Client 7a719ee (planets keep their spin) 2026-10-29 20:21:16 +01:00
NekuraMew 463b8bcc54 New REM client: REM-Client e3a57e5 (REM text fields give the keyboard back - input block after the depot window) 2026-10-29 20:21:16 +01:00
NekuraMew 949f0c66bb New REM client: REM-Client 82094cb (collision shapes with shared ownership - physics crash fix) 2026-10-29 20:21:16 +01:00
NekuraMew f32f56fd0b New REM client: REM-Client 59716de, the rest of the build (relinked DLLs) 2026-10-29 20:21:15 +01:00
NekuraMew 1d253ed60a New REM client: REM-Client 59716de (physics crash diagnosis in the crash report, IVP change back in) 2026-10-29 20:21:15 +01:00
NekuraMew 47bc77e3a8 New REM client: REM-Client c5c382f (upstream IVP change taken back - physics crashes) 2026-10-29 20:21:15 +01:00
NekuraMew ba94532124 New REM client: REM-Client ae47e59 (hardpoint names always terminated - crash fix, shorter REM normals row) 2026-10-29 20:21:15 +01:00
NekuraMew 572642ccc5 New REM client: REM-Client 744db8d (REM normals V2: parallax occlusion, switchable against V1) 2026-10-29 20:21:15 +01:00
NekuraMew 7babbad88f New REM client: REM-Client 27d95a4 (RemGfx R2: objects, material classes, debug views) 2026-10-29 20:21:14 +01:00
NekuraMew e6c4e5d169 New REM client: REM-Client 2223100 (text input in REM filters works in space) 2026-10-29 20:21:14 +01:00
NekuraMew e756fc7da8 New REM client: REM-Client 400a6fe (Freelancer-Decomp upstream fixes: Gcs chatter, IVP signed byte, HUD labels) 2026-10-29 20:21:14 +01:00
NekuraMew 0ba32e6b52 New REM client: REM-Client 5e8d25c (planet atmosphere in the planet's hue and sun colour, far-to-near order; black screen after settings, bots out of the contact list, turret view) 2026-10-29 20:21:14 +01:00
NekuraMew d8026b6012 New REM client: REM-Client 1ec4669 (thinner planet atmosphere, AtmosphereDensity 0.5) 2026-10-29 20:21:14 +01:00
NekuraMew 720062edea New REM client: REM-Client d44bf26 (FL tables in the base window, bots hidden in contacts and chat, atmosphere from the planet texture, no shadows on planets) 2026-10-29 20:21:13 +01:00
NekuraMew 0723a9c5f8 New REM client: REM-Client b0fb73d (atmosphere colour per planet, data check without dynamic archetypes) 2026-10-29 20:21:13 +01:00
NekuraMew 8fc18ea9eb New REM client: REM-Client f09ed28 build (shorter data log list) 2026-10-29 20:21:13 +01:00
NekuraMew 43888b3fa4 New REM client: REM-Client f09ed28 (base window tables, data check, undock crash guard) 2026-10-29 20:21:13 +01:00
NekuraMew 5683adac26 New REM client: REM-Client 61933d8 (internet servers reachable, hide NPC bots option) 2026-10-29 20:21:13 +01:00
NekuraMew 639c3887f2 New REM client: the native client in EXE (REM-Client 47231ba)
freelancer.exe and the engine DLLs of the native REM client with RemGfx,
rem.ini / remgfx.ini, DACOM.INI with the REM effect pools; content.dll in
DLLS/BIN. The REM text and resource DLLs and the new-character files stay
the mod's. Removed: REM-Client.dll, FLAR, ReShade, dinput8 and the remaining
HUD / gameplay plugins (native now), ServerFramework.dll and CheatMessage.txt
(server). Material data: FLARDATA (RemGfx reads it). Updated with
REM-Client tools/rem/update_mod.py.
2026-10-29 20:21:12 +01:00
NekuraMew 4bce9f6880 New REM client: drop the old plugins and hook leftovers, art sources to ART/UI
The native REM client replaces the dacom plugins (rem-essentials, jflp, numeric,
moors, ranks, shipclass, engclass, storyfactions, ...), the FLAR / ReShade /
DLSS renderer hooks and the Lua event scripts of the ClientHook (all empty or
unused); dacom.ini and dacomsrv.ini no longer load them. flserver.exe and
mysqlcppconn.dll belong to the server. The first-person camera zones are
deferred. The ClientHook's pictures move to ART/UI as the sources of the
generators in tools. REM/Audio and REM/Avatars stay.
2026-10-29 20:21:12 +01:00
D4rkl1ght3r 19414a4aa7 Finalize REM Credits for Patch 0.4.9.3 2026-10-26 20:47:02 +01:00
D4rkl1ght3r dcb1af6e7c Add Sublight-Module Goods Entry 2026-10-26 20:45:56 +01:00
D4rkl1ght3r d0a3a22223 Fix Crash 2026-10-26 20:41:20 +01:00
D4rkl1ght3r e27558ce9f Fix Module Hp_Type 2026-10-26 20:34:28 +01:00
D4rkl1ght3r 9d7bd1ceed Finalize REM Credits for Patch 0.4.9.2 2026-10-25 20:14:08 +01:00
D4rkl1ght3r a398c53e35 Add rock & desert normal & heightmaps 2026-10-24 15:00:46 +02:00
374 changed files with 6252 additions and 7538 deletions
+3 -1
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@@ -22,7 +22,9 @@ EXE/rem-server*
EXE/flserver_rebuilt.* EXE/flserver_rebuilt.*
EXE/flbot.exe EXE/flbot.exe
EXE/LargeID.dat EXE/LargeID.dat
EXE/REM/ServerModule/ # ServerModule: the missions are the mod's (tracked); the server's run log and the local test missions are not
EXE/REM/ServerModule/trade_log.txt
EXE/REM/ServerModule/missions/rem_demo*.ini
EXE/REM/npc_profiles.ini EXE/REM/npc_profiles.ini
EXE/REM/rem-server-*.txt EXE/REM/rem-server-*.txt
flserver-reconstruction/ flserver-reconstruction/
+2 -2
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@@ -4916,8 +4916,8 @@ phantom_physics = true
; Sublight-Modul ; Sublight-Modul
[ShieldGenerator]
[JumpEngine] ;[JumpEngine]
nickname = jump_drive nickname = jump_drive
ids_name = 265001 ids_name = 265001
ids_info = 265002 ids_info = 265002
+13
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@@ -1864,3 +1864,16 @@ ids_name = 263960
ids_info = 263960 ids_info = 263960
shop_archetype = equipment\models\st\ku_thruster.3db shop_archetype = equipment\models\st\ku_thruster.3db
material_library = equipment\models\ku_equip.mat material_library = equipment\models\ku_equip.mat
; Sublight-Modul
[Good]
nickname = jump_drive
equipment = jump_drive
category = equipment
price = 75000
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_thruster.3db
combinable = false
ids_name = 265001
ids_info = 265002
shop_archetype = equipment\models\st\ku_thruster.3db
material_library = equipment\models\ku_equip.mat
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+15 -9
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@@ -549,16 +549,17 @@ effect_crc = 116864929
[VisEffect] [VisEffect]
nickname = gf_tradeinnerring nickname = gf_tradeinnerring
alchemy = fx\misc\gf_tradeinnerring.ale alchemy = fx\misc\gf_tradeinnerring.tale
effect_crc = -141786875 effect_crc = -141786875
textures = fx\sarma.txm textures = fx\sarma.txm
textures = fx\beam.txm textures = fx\beam.txm
textures = fx\newglows.txm
[VisEffect] [VisEffect]
nickname = gf_tradelaneendsplash nickname = gf_tradelaneendsplash
alchemy = fx\misc\gf_tradelaneendsplash.ale alchemy = fx\misc\gf_tradelaneendsplash.tale
effect_crc = 272986435 effect_crc = 272986435
textures = fx\planetflare.txm textures = fx\newglows.txm
[VisEffect] [VisEffect]
nickname = gf_tradelaneflash nickname = gf_tradelaneflash
@@ -568,11 +569,13 @@ textures = fx\sarma.txm
[VisEffect] [VisEffect]
nickname = tradelaneinship01 nickname = tradelaneinship01
alchemy = fx\misc\gf_tradelaneinship01.ale alchemy = fx\misc\gf_tradelaneinship01.tale
effect_crc = -422626017 effect_crc = -422626017
textures = fx\sarma.txm textures = fx\sarma.txm
textures = fx\planetflare.txm textures = fx\flwt.txm
textures = fx\kioncannon.txm textures = fx\efx.txm
textures = FX\smoke.txm
textures = fx\newglows.txm
[VisEffect] [VisEffect]
nickname = tradelaneship01donut nickname = tradelaneship01donut
@@ -605,10 +608,13 @@ textures = fx\planetflare.txm
[VisEffect] [VisEffect]
nickname = tradelaneshipdebris01 nickname = tradelaneshipdebris01
alchemy = fx\misc\gf_tradelaneship01.ale alchemy = fx\misc\gf_tradelaneship01.tale
effect_crc = 383368615 effect_crc = 383368615
textures = fx\beam.txm textures = fx\sarma.txm
textures = fx\planetflare.txm textures = fx\flwt.txm
textures = fx\efx.txm
textures = FX\smoke.txm
textures = fx\newglows.txm
[VisEffect] [VisEffect]
nickname = tradelaneshipdebris03 nickname = tradelaneshipdebris03
BIN
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+3
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@@ -331,6 +331,9 @@ id = USER_REM_WAYPOINT_BOT
[key] [key]
id = USER_REM_SECTOR_SCANNER id = USER_REM_SECTOR_SCANNER
[key]
id = USER_REM_HUDLESS
[key] [key]
id = USER_REM_WAYPOINTS id = USER_REM_WAYPOINTS
+7
View File
@@ -1073,6 +1073,12 @@ ids_name = 524526
ids_info = 524527 ids_info = 524527
state = keydown state = keydown
[KeyCmd]
nickname = USER_REM_HUDLESS
ids_name = 524528
ids_info = 524529
state = keydown
[KeyMap] [KeyMap]
nickname = IDR_ALWAYS_PRESENT nickname = IDR_ALWAYS_PRESENT
key = USER_REM_WAYPOINTS key = USER_REM_WAYPOINTS
@@ -1080,6 +1086,7 @@ key = USER_REM_BASE
key = USER_REM_MISSIONS key = USER_REM_MISSIONS
key = USER_REM_CONTRACTS key = USER_REM_CONTRACTS
key = USER_REM_PLAYER key = USER_REM_PLAYER
key = USER_REM_HUDLESS
key = USER_YES key = USER_YES
key = USER_NO key = USER_NO
key = USER_CANCEL key = USER_CANCEL
@@ -0,0 +1,10 @@
[CharacterEncounter]
Location = Li01_01_base, Cityscape
start_room = Cityscape
action = scripts\rem_arcs\manhattan_story_arc01_start.thn
autoplay
[Char]
npc = Trent
actor = trent
fidget = scripts\extras\fidget_stand_male_NULL.thn
+4 -4
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@@ -5020,7 +5020,7 @@ hp_type = hp_fighter_engine_special_10, HpDrive01
hp_type = hp_elite_power_special_10, HpPower01 hp_type = hp_elite_power_special_10, HpPower01
hp_type = hp_fighter_power_special_1, HpPower02 hp_type = hp_fighter_power_special_1, HpPower02
hp_type = hp_rem_module01, HpVelocity hp_type = hp_rem_module01, HpVelocity
hp_type = hp_rem_module01, HpJump hp_type = hp_rem_module02, HpJump
[CollisionGroup] [CollisionGroup]
obj = wing_port_lod1 obj = wing_port_lod1
@@ -5658,7 +5658,7 @@ hp_type = hp_fighter_engine_special_10, HpDrive01
hp_type = hp_elite_power_special_10, HpPower01 hp_type = hp_elite_power_special_10, HpPower01
hp_type = hp_fighter_power_special_1, HpPower02 hp_type = hp_fighter_power_special_1, HpPower02
hp_type = hp_rem_module01, HpVelocity hp_type = hp_rem_module01, HpVelocity
hp_type = hp_rem_module01, HpJump hp_type = hp_rem_module02, HpJump
hp_type = hp_elite_shield_special_2, HpCloak01 hp_type = hp_elite_shield_special_2, HpCloak01
[CollisionGroup] [CollisionGroup]
@@ -6397,7 +6397,7 @@ hp_type = hp_fighter_engine_special_10, HpDrive01
hp_type = hp_elite_power_special_10, HpPower01 hp_type = hp_elite_power_special_10, HpPower01
hp_type = hp_fighter_power_special_1, HpPower02 hp_type = hp_fighter_power_special_1, HpPower02
hp_type = hp_rem_module01, HpVelocity hp_type = hp_rem_module01, HpVelocity
hp_type = hp_rem_module01, HpJump hp_type = hp_rem_module02, HpJump
[CollisionGroup] [CollisionGroup]
obj = bw_port_wing01_lod1 obj = bw_port_wing01_lod1
@@ -10242,7 +10242,7 @@ hp_type = hp_fighter_engine_special_10, HpDrive01
hp_type = hp_elite_power_special_10, HpPower01 hp_type = hp_elite_power_special_10, HpPower01
hp_type = hp_fighter_power_special_1, HpPower02 hp_type = hp_fighter_power_special_1, HpPower02
hp_type = hp_rem_module01, HpVelocity hp_type = hp_rem_module01, HpVelocity
hp_type = hp_rem_module01, HpJump hp_type = hp_rem_module02, HpJump
[CollisionGroup] [CollisionGroup]
obj = cv02_port_wing_lod1 obj = cv02_port_wing_lod1
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+9 -4
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@@ -41,6 +41,8 @@ rem.AddInfoCard(524524, "MODULE SLOT 9")
rem.AddInfoCard(524525, "MODULE SLOT 10") rem.AddInfoCard(524525, "MODULE SLOT 10")
rem.AddInfoCard(524526, "SECTOR SCANNER") rem.AddInfoCard(524526, "SECTOR SCANNER")
rem.AddInfoCard(524527, "Shows / hides the 3D sector scanner (contacts within 7.5 km).") rem.AddInfoCard(524527, "Shows / hides the 3D sector scanner (contacts within 7.5 km).")
rem.AddInfoCard(524528, "HUDLESS")
rem.AddInfoCard(524529, "Hides the HUD, then also the mouse cursor, then shows both again (screenshots).")
-- RACE INFOCARDS -- RACE INFOCARDS
rem.AddInfoCard(9001, "1") rem.AddInfoCard(9001, "1")
@@ -84,18 +86,21 @@ rem.AddInfoCard(455100, "Cygnus-Cluster")
-- Mission Infocards -- Mission Infocards
rem.AddInfoCard(458700, "Launch your Ship")
-- Story Arc I - Liberty | Zero Point (Planet Manhattan - Li01_01_Base) -- Story Arc I - Liberty | Zero Point (Planet Manhattan - Li01_01_Base)
rem.AddInfoCard(458751, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><JUST loc="left"/><TEXT>Mission 01: Zero Point</TEXT><PARA/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Today, there was another disturbing unconsciousness and daydreaming. Something strange, like seeing the past and the future at the same time. It felt like a warning — a vision of a threat and artifacts. But there was something more... something that remained difficult to understand.</TEXT><PARA/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>By contacting Jun'ko Zane talking about ancient alien artifacts, she sent some information that Sean Ashcroft has been spotted near the Pittsburgh Debris Field. Ashcroft would be a good lead, as he has the best insight into the smuggling ring in Sirius, and after his former interrogation, he is still working for the Liberty Rogues on criminal activites.</TEXT><PARA/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Finding Sean Ashcroft and talk to him on planet Pittsburgh will be a good start.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><TEXT>Objectives:</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>- Destroy Ashcroft's Ship</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>- Tractor in Ashcroft's Lifepod</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>- Land on Planet Pittsburgh</TEXT><PARA/><JUST loc="left"/><POP/></RDL>]]) rem.AddInfoCard(458751, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><JUST loc="left"/><TEXT>Mission 01: Zero Point</TEXT><PARA/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Today, there was another disturbing unconsciousness and daydreaming. Something strange, like seeing the past and the future at the same time. It felt like a warning — a vision of a threat and artifacts. But there was something more... something that remained difficult to understand.</TEXT><PARA/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>By contacting Jun'ko Zane talking about ancient alien artifacts, she sent some information that Sean Ashcroft has been spotted near the Pittsburgh Debris Field. Ashcroft would be a good lead, as he has the best insight into the smuggling ring in Sirius, and after his former interrogation, he is still working for the Liberty Rogues on criminal activites.</TEXT><PARA/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Finding Sean Ashcroft and talk to him on planet Pittsburgh will be a good start.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><TEXT>Objectives:</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>- Destroy Ashcroft's Ship</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>- Tractor in Ashcroft's Lifepod</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>- Land on Planet Pittsburgh</TEXT><PARA/><JUST loc="left"/><POP/></RDL>]])
rem.AddInfoCard(458752, "Find Ashcroft in the Pittsburgh Debris Field") rem.AddInfoCard(458752, "Find Ashcroft in the Pittsburgh Debris Field")
rem.AddInfoCard(458753, "Destroy Ashcroft's Ship") rem.AddInfoCard(458753, "Destroy Ashcroft's Ship")
rem.AddInfoCard(458754, "Tractor in Ashcroft's Lifepod") rem.AddInfoCard(458754, "Tractor in Ashcroft's Lifepod")
rem.AddInfoCard(458755, "Land on Planet Pittsburgh") rem.AddInfoCard(458755, "Land on Planet Pittsburgh")
rem.AddInfoCard(458756, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><JUST loc="left"/><TEXT>Mission 02: Zero Point</TEXT><PARA/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Status: Mission accomplished</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><TEXT>Excellent! Through his smuggling connections, Ashcroft had obtained an ancient artifact: the Athena Orb.</TEXT><PARA/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>This could be the beginning to a journey finding more Daam-K'vosh artifacts by its ability to locate other artifacts, potentially makes it a tracking device for the entire collection. Meanwhile there's another mission on Planet Manhattan.</TEXT><PARA/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Launch your ship to continue the next mission. Diplomat Harrison will contact you in space.</TEXT><PARA/><JUST loc="left"/><POP/></RDL>]]) rem.AddInfoCard(458756, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><JUST loc="left"/><TEXT>Mission 01: Zero Point</TEXT><PARA/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Status: Mission accomplished</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><TEXT>Excellent! Through his smuggling connections, Ashcroft had obtained an ancient artifact: the Athena Orb.</TEXT><PARA/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>This could be the beginning to a journey finding more Daam-K'vosh artifacts by its ability to locate other artifacts, potentially makes it a tracking device for the entire collection. Meanwhile there's another mission on Planet Manhattan.</TEXT><PARA/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Launch your ship to continue for the mission interlude. Diplomat Harrison will contact you in space.</TEXT><PARA/><JUST loc="left"/><POP/></RDL>]])
rem.AddInfoCard(458757, "Launch your Ship")
rem.AddInfoCard(458758, "Fly to Planet Manhattan") rem.AddInfoCard(458757, "Fly to Planet Manhattan")
rem.AddInfoCard(458758, "Land on Planet Manhattan")
-- Mission Text Introducing Story Arc I - Tour of Duty -- Mission Text Introducing Story Arc I - Tour of Duty
rem.AddInfoCard(458759, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><JUST loc="left"/><TEXT>Juni introduced Harrison to me in the Manhattan Bar. We talked a lot of Liberty's inner politics and its common afairs. Harrison's the first choice by the President of Liberty to blot out the Nomad corruption.</TEXT><PARA/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>I should come later to get more informations about the current politic situation.</TEXT><PARA/><JUST loc="left"/><POP/></RDL>]]) rem.AddInfoCard(458759, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><JUST loc="left"/><TEXT>Mission Interlude</TEXT><PARA/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Harrison contacted through an open channel, requesting a meeting on Planet Manhattan. Deeply concerned about Liberty's inner politics, the common afairs and the growing instability reaching to an unpreventable turmoil. Nevertheless he also has his duties and need some assistance.</TEXT><PARA/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Harrison's the first choice by President Jacobi to blot out the Nomad corruption. Starting the next mission on the job-board will lead to the meeting on the Manhattan Landing Pads.</TEXT><PARA/><JUST loc="left"/><POP/></RDL>]])
-- Story Arc I - Liberty | Tour of Duty (Planet Manhattan - Li01_01_Base) -- Story Arc I - Liberty | Tour of Duty (Planet Manhattan - Li01_01_Base)
rem.AddInfoCard(458760, "Story Arc I - Liberty") rem.AddInfoCard(458760, "Story Arc I - Liberty")
@@ -0,0 +1,236 @@
; >>> MISSION SECTION <<<
[Mission]
nickname = li_story_arc_chapter_1
story_name = li_arc_chapter_1_m01 ; progress key, lowercase
offer_type = CapturePrisoner
offer_target_system = Li01
offer_faction = li_n_grp
offer_title_id = 458760
offer_description_id = 458751
offer_bases = Li01_01_Base
; reoffer defaults to OnFail for story missions
; >>> NPC SECTION <<<
[NpcShipArch]
nickname = MSN14_Ashcroft
archetype = pi_elite ; shiparch nickname from your mod data
loadout = MSN02_Ashcroft ; loadout nickname from your mod data
state_graph = fighter
pilot = MSN02_Ashcroft ; pilot nickname from pilots.ini
level = 5
[MsnNpc]
nickname = Ashcroft
npc_ship = MSN14_Ashcroft
string_id = 216206
faction = fc_lr_grp
system = Li01
position = 32234, 0, -82297
label = lr_ashcroft
[NpcShipArch]
nickname = MSN14_Ashcroft_Escort
archetype = pi_fighter ; shiparch nickname from your mod data
loadout = MSN02_Ashcroft_Escort ; loadout nickname from your mod data
state_graph = fighter
pilot = MSN02_Ashcroft_Escort ; pilot nickname from pilots.ini
level = 5
[MsnNpc]
nickname = Ashcroft_Escort_1
npc_ship = MSN14_Ashcroft_Escort
string_id = 196888
faction = fc_lr_grp
system = Li01
position = 32254, 0, -82297
label = lr_pirates
[MsnNpc]
nickname = Ashcroft_Escort_2
npc_ship = MSN14_Ashcroft_Escort
string_id = 196888
faction = fc_lr_grp
system = Li01
position = 32234, 0, -82297
label = lr_pirates
[MsnNpc]
nickname = Ashcroft_Escort_3
npc_ship = MSN14_Ashcroft_Escort
string_id = 196888
faction = fc_lr_grp
system = Li01
position = 32224, 0, -82297
label = lr_pirates
[MsnNpc]
nickname = Ashcroft_Escort_4
npc_ship = MSN14_Ashcroft_Escort
string_id = 196888
faction = fc_lr_grp
system = Li01
position = 32264, 0, -82297
label = lr_pirates
; >>> LOOT SECTION <<<
[MsnLoot]
nickname = ashcroft_pod
archetype = escape_lifeboat
string_id = 216206
rel_pos_obj = Ashcroft
rel_pos_offset = 50, 0, 0
velocity = 0, 0, 0
equip_amount = 1
health = 1
Can_Jettison = false
; >>> TRIGGER SECTION <<<
[Trigger]
nickname = arc01_m01_c01_scene
InitState = Active
Act_SetTHNConfig = players, manhattan_gen, li_arc01_m01_c01
Act_PlayTHN = players, 48, 458760, 458751
[Trigger]
nickname = arc01_m01_scene
InitState = Active
Cnd_THNComplete = players
Act_DisplayMsg = players, 458700
[Trigger]
nickname = t_ashcroft_spawn_destination
InitState = Active
Cnd_LaunchComplete = players, Li01_01_Base
Act_NNPath = players, 458752, Li01, 32234, 0, -82297, true
Act_Mark = players, lr_pirates, true
Act_ActTrig = t_ashcroft_ship_spawn
[Trigger]
nickname = t_ashcroft_ship_spawn
Cnd_DistVec = Player, 32234, 0, -82297, 7500, Li01, inside
Act_SpawnShip = Ashcroft, no_ol
Act_SpawnShip = Ashcroft_Escort_1, no_ol
Act_SpawnShip = Ashcroft_Escort_2, no_ol
Act_SpawnShip = Ashcroft_Escort_3, no_ol
Act_SpawnShip = Ashcroft_Escort_4, no_ol
Act_Mark = players, lr_pirates, true
Act_ActTrig = t_ashcroft_ship_hostile
[Trigger]
nickname = t_ashcroft_ship_hostile
Cnd_DistVec = Player, 32234, 0, -82297, 6000, Li01, inside
Act_SetVibe = Ashcroft, players, REP_HOSTILE_MAX
Act_SetVibe = Ashcroft_Escort_1, players, REP_HOSTILE_MAX
Act_SetVibe = Ashcroft_Escort_2, players, REP_HOSTILE_MAX
Act_SetVibe = Ashcroft_Escort_3, players, REP_HOSTILE_MAX
Act_SetVibe = Ashcroft_Escort_4, players, REP_HOSTILE_MAX
Act_ActTrig = t_ashcroft_ship_comm
[Trigger]
nickname = t_ashcroft_ship_comm
Cnd_DistVec = Player, 32234, 0, -82297, 2500, Li01, inside
Act_EtherComm = ashcroft_m2_0880, players, ashcroft_voice_m02, DX_M02_0880_ASHCROFT, 0.5, false, 600019, pi_pirate4_head, pi_pirate8_body
[Trigger]
nickname = t_ashcroft_ship_destroyed
InitState = Active
Cnd_Destroyed = lr_ashcroft, 1, EXPLODE ; explicit count = wait for ALL
Act_DisplayMsg = players, 458754
Act_SpawnLoot = ashcroft_pod
Act_ActTrig = t_ashcroft_cargopod_loot
[Trigger]
nickname = t_ashcroft_health_50
InitState = Active
;system = Li01
Cnd_HealthDec = Ashcroft, 0.5
Act_EtherComm = ashcroft_m2_0900, players, ashcroft_voice_m02, DX_M02_0900_ASHCROFT, 0.5, false, 600019, pi_pirate4_head, pi_pirate8_body
Act_ActTrig = t_ashcroft_health_25
[Trigger]
nickname = t_ashcroft_health_25
Cnd_HealthDec = Ashcroft, 0.25
[Trigger]
nickname = t_ashcroft_cargopod_loot
Cnd_LootAcquired = ashcroft_pod, Player
Act_NNPath = players, 458755, Li01, 50655, 0, -77595, true, Li01_02_dock_ring
Act_SetTHNConfig = players, pittsburgh_gen, li_arc01_m01_c02
Act_ActTrig = t_ashcroft_cargopod_landed
Act_ActTrig = t_pittsburgh_marked
Act_ActTrig = pod_dies
[Trigger]
nickname = pod_dies
system = ANY
Cnd_Destroyed = ashcroft_pod, 1, EXPLODE
Act_ChangeState = FAIL, 22355
[Trigger]
nickname = t_pittsburgh_marked
Cnd_Timer = 1
Act_Mark = players, Li01_02, true
[Trigger]
nickname = t_ashcroft_cargopod_landed
Cnd_BaseEnter = players, Li01_02_Base
;Act_PlayTHN = players, 30, 458760, 458756
Act_ActTrig = t_mission_ending
[Trigger]
nickname = t_mission_ending
Cnd_Timer = 33
Act_PopUpDialog = players, 458760, 458756
Act_ActTrig = t_ashcroft_pittsburgh_close
[Trigger]
nickname = t_ashcroft_pittsburgh_close
Cnd_PopUpDialog = CLOSE
Act_RemoveCargo = players, ashcroft_pod, 1
Act_ActTrig = t_ashcroft_mission_completed3
[Trigger]
nickname = t_ashcroft_mission_completed3
Cnd_PopUpDialog = CLOSE
Act_SetMsnResult = Success ; won - the mission goes on (interlude)
Act_AdjAcct = players, 250000 ; the actual payout
Act_DisplayMsg = players, 479000 ; Mission Success NEURAL-NET MESSAGE
Act_Destroy = Ashcroft, SILENT ; Ashcroft goes (Act_TerminateMsn would end the whole mission)
Act_ActTrig = t_ashcroft_pittsburgh_launched
Act_ActTrig = t_ashcroft_pittsburgh_success
; >>> INTERLUDE SECTION <<<
[Trigger]
nickname = t_ashcroft_pittsburgh_success
Cnd_Timer = 2
Act_DisplayMsg = players, 458700
[Trigger]
nickname = t_ashcroft_pittsburgh_launched
Cnd_LaunchComplete = players, Li01_02_Base
Act_ActTrig = t_ashcroft_mission_outro
[Trigger]
nickname = t_ashcroft_mission_outro
Cnd_Timer = 1
Act_EtherComm = harrison_intro, players, harrison_voice_m14, dx_m14_0000_HARRISON, 0.5, false, 227159, rh_captain_head, li_rockford_body
Act_NNPath = players, 458757, Li01, -33267, 0, -28810, true, Dock_Ring_Li01_01
Act_ActTrig = t_ashcroft_mission_completed
[Trigger]
nickname = t_ashcroft_mission_completed
Cnd_DistVec = Player, -33267, 0, -28810, 3500, Li01, inside
Act_DisplayMsg = players, 458758
Act_ActTrig = t_ashcroft_mission_completed2
[Trigger]
nickname = t_ashcroft_mission_completed2
Cnd_BaseEnter = players, Li01_01_Base
Act_PopUpDialog = players, 458760, 458759
Act_LeaveMsn = players, Success ; the interlude is over: records li_arc_chapter_1_m01
Act_TerminateMsn
+36
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@@ -59,3 +59,39 @@ LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
## The modern interface (docs/rem/ui-modern.md)
The modern windows are drawn with these libraries and fonts, shipped unchanged:
- RmlUi 6.3, https://github.com/mikke89/RmlUi -- src/RmlUi/vendor, license below.
- FreeType 2.14.3, https://freetype.org -- src/freetype/vendor. Portions of this software are
copyright (c) 2026 The FreeType Project (www.freetype.org). All rights reserved. Used under the
FreeType License (src/freetype/vendor/FTL.TXT).
- Saira Semi Condensed, Barlow and IBM Plex Mono (Google Fonts) -- assets/remui/fonts, each under
the SIL Open Font License 1.1 (the OFL-*.txt files beside the fonts).
RmlUi:
MIT License
Copyright (c) 2008-2014 CodePoint Ltd, Shift Technology Ltd, and contributors
Copyright (c) 2019-2026 The RmlUi Team, and contributors
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
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@@ -16,17 +16,23 @@
[REM] [REM]
; ---- Display ---- ; ---- Display ----
better_resolutions = false ; default mode = main monitor size better_resolutions = true ; default mode = main monitor size
png_screenshots = false ; screenshots as PNG (WIC) instead of BMP png_screenshots = false ; screenshots as PNG (WIC) instead of BMP
run_in_background = true ; keep running and drawing without focus (Alt+Tab) run_in_background = true ; keep running and drawing without focus (Alt+Tab)
alt_enter_toggle = true ; Alt+Enter: borderless fullscreen <-> window filling the desktop alt_enter_toggle = true ; Alt+Enter: borderless fullscreen <-> window filling the desktop
dpi_aware = true ; per monitor DPI aware: Windows display scaling (125 %) does not shrink the modes
; ---- Physics ----
draw_time_extrapolation = true ; multiplayer: moving objects drawn as of the frame's time (false: as of the last physics step, retail)
; ---- Cursor and mouse ---- ; ---- Cursor and mouse ----
cursor_color_custom = false ; draw every cursor in the colour below cursor_color = 0 ; cursor colour: 0 game default, 1 red, 2 green, 3 blue, 4 yellow, 5 pink
cursor_color_custom = false ; older switch (no preset chosen): every cursor in the colour below
cursor_color_r = 255 cursor_color_r = 255
cursor_color_g = 255 cursor_color_g = 255
cursor_color_b = 255 cursor_color_b = 255
more_cursor_colors = false ; target cursor in group / trade-request colour more_cursor_colors = false ; target cursor in group / trade-request colour
lead_marker_color = 0 ; crosshair (lead cross) colour: 0 game default, 1 red, 2 green, 3 blue, 4 yellow, 5 pink
lead_marker_color_custom = false ; the lead cross (aim point) in the colour below (ClientHook "crosshair colour") lead_marker_color_custom = false ; the lead cross (aim point) in the colour below (ClientHook "crosshair colour")
lead_marker_color_r = 191 lead_marker_color_r = 191
lead_marker_color_g = 29 lead_marker_color_g = 29
@@ -43,7 +49,28 @@ particle_linger_seconds = 20 ; particles of a stopped emitter fade over th
; ---- Interface ---- ; ---- Interface ----
hide_npc_players = false ; leave the server's player bots ("[NPC] " names) out of the player lists (chat window, chat target) hide_npc_players = false ; leave the server's player bots ("[NPC] " names) out of the player lists (chat window, chat target)
numeric_damage = true ; target hull (with armour) and shield as numbers beside the bars (adoxa Numeric Damage) numeric_damage = true ; target hull (with armour) and shield as numbers beside the bars (adoxa Numeric Damage)
delay_display = true ; refire time left beside the ammo count of slow launchers, "20--1.5" (M0tah DelayDisplay)
zone_messages = true ; "Entered <zone>." / "Left <zone>." in the arrival text, coloured for dangerous zones (adoxa Zone)
join_server_button = true ; JOIN SERVER in the main menu: straight to the first rem_servers entry
chat_widescreen_shift = true ; the chat window at the left screen edge on wide screens (adoxa HudShift, chat groups)
rem_bar = true ; REM bar top left (NeuroNet bar twin with the REM windows) * rem_bar = true ; REM bar top left (NeuroNet bar twin with the REM windows) *
modern_ui = true ; the modern windows (new design, docs/rem/ui-modern.md) where there are some; off: all classic
modern_ui_scale = 1.0 ; size of the modern windows (1 = 1 dp per pixel at 1080 lines)
hud_scale = 1.0 ; size of the modern flight HUD (the parts keep their own size from the HUD editor)
hud_opacity = 1.0 ; opacity of the modern flight HUD
ui_theme = 0 ; colours of the modern windows: 0 REM, 1 neon blue, 2 red, 3 green, 4 purple, 5 high contrast
colorblind_mode = 0 ; friend / foe colours: 0 FL red / green, 1 orange / blue (red-green), 2 red / cyan (blue-yellow)
; chat colours per channel (the chat settings, gear in the chat line): rrggbb, empty = FL's own
chat_color_universe =
chat_color_system =
chat_color_local =
chat_color_group =
chat_color_private =
chat_color_server =
chat_color_console =
chat_timestamps = true ; times in the modern chat history
chat_ignore = ; ignored players (the chat menu on a name), names joined by |
modern_ui_debugger = false ; F8 shows the RmlUi debugger over the modern windows *
rem_protocol_log = true ; every REM server message in LOGS\rem_protocol.log * rem_protocol_log = true ; every REM server message in LOGS\rem_protocol.log *
rem_servers = srv.rem-freelancer.moe:2302 ; servers always in the multiplayer list (host:port, comma separated) * rem_servers = srv.rem-freelancer.moe:2302 ; servers always in the multiplayer list (host:port, comma separated) *
copy_paste_feature = false ; Ctrl+C / Ctrl+V in text boxes copy_paste_feature = false ; Ctrl+C / Ctrl+V in text boxes
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+25 -7
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@@ -14,6 +14,9 @@ VSync = -1
; full-screen (non-windowed) modes: 1 = borderless window over the monitor, the back buffer is ; full-screen (non-windowed) modes: 1 = borderless window over the monitor, the back buffer is
; scaled to it (no exclusive mode switch); 0 = leave the window alone ; scaled to it (no exclusive mode switch); 0 = leave the window alone
Fullscreen = 1 Fullscreen = 1
; ... and the back buffer takes the monitor's size: a mode smaller than the monitor is not scaled
; up with black bars (16:9 on an ultrawide), the picture is simply wider; 0 = scale the mode up
FullscreenNative = 1
; anti-aliasing: 0/1 off, 2, 4 or 8 = MSAA samples (the back buffer is resolved before present) ; anti-aliasing: 0/1 off, 2, 4 or 8 = MSAA samples (the back buffer is resolved before present)
Msaa = 0 Msaa = 0
; texture filtering: 0 = as the game sets it, 2..16 = force anisotropic filtering ; texture filtering: 0 = as the game sets it, 2..16 = force anisotropic filtering
@@ -34,10 +37,6 @@ NormalFlipY = 0
NormalStrength = 0.6 NormalStrength = 0.6
; depth of the height-map parallax (0 = off, 0.25 = default, 2 = strong) ; depth of the height-map parallax (0 = off, 0.25 = default, 2 = strong)
ParallaxStrength = 0.25 ParallaxStrength = 0.25
; REM normals: how the height maps give relief. 1 = V1 offset parallax (one sample, cheap; swims at
; grazing angles), 2 = V2 parallax occlusion (the view ray walks through the height field: edges hide
; what lies behind them, stable at grazing angles; more GPU time close up)
RemNormals = 2
; relief of planets, worked out from the brightness of their own texture (0 = flat as the original) ; relief of planets, worked out from the brightness of their own texture (0 = flat as the original)
PlanetRelief = 1.0 PlanetRelief = 1.0
; R3b REM lighting: 1 = physically based per-pixel light (GGX) on ships, stations, planets and ; R3b REM lighting: 1 = physically based per-pixel light (GGX) on ships, stations, planets and
@@ -86,6 +85,10 @@ Overlay = 1
; R4 sun shadows in space and space cutscenes (cascaded shadow maps): ShadowMapSize is the atlas ; R4 sun shadows in space and space cutscenes (cascaded shadow maps): ShadowMapSize is the atlas
; of the four cascades (2048 / 4096 / 8192), ShadowDistance how far from the camera (metres). ; of the four cascades (2048 / 4096 / 8192), ShadowDistance how far from the camera (metres).
Shadows = 1 Shadows = 1
; R32 soft shadow-map shadows (PCSS): the sun's angular size in degrees -- sharp where a shadow touches
; its caster, softer farther away (0 = the fixed 3x3 filter). The ray-traced shadows (RtShadows) are
; not affected.
ShadowSoftness = 1.5
ShadowMapSize = 4096 ShadowMapSize = 4096
ShadowDistance = 3000 ShadowDistance = 3000
; PlanetShadows = 1: planets also receive the shadows of ships, docking rings and stations ; PlanetShadows = 1: planets also receive the shadows of ships, docking rings and stations
@@ -99,22 +102,37 @@ ShadowCullMargin = 400
DynamicLights = 1 DynamicLights = 1
; R17 weapon lights: laser beams light their surroundings along their length, muzzle flashes, ; R17 weapon lights: laser beams light their surroundings along their length, muzzle flashes,
; projectiles, impacts and explosions as points in the colour of their particles (needs ; projectiles, impacts and explosions as points in the colour of their particles (needs
; DynamicLights = 1). WeaponGlow draws weapon effects brighter for the bloom (1 = original). ; DynamicLights = 1). WeaponGlow draws weapon effects brighter for the bloom (1 = original, below 1
; dimmer); BeamGlow the lasers' glowing volumes (R24, 0 = off).
WeaponLights = 1 WeaponLights = 1
WeaponLightIntensity = 1.0 WeaponLightIntensity = 1.0
WeaponLightRange = 1.0 WeaponLightRange = 1.0
WeaponGlow = 1.6 WeaponGlow = 1.0
BeamGlow = 0.4
; R23: the jump holes as faint gravitational lenses, growing and rippling while activated (0 = off:
; Freelancer's own effect; also off with MSAA).
JumpHoles = 1
; R2 debug view (diagnosis from screenshots): 0 off, 1 normals, 2 depth (1 m black .. 130 km ; R2 debug view (diagnosis from screenshots): 0 off, 1 normals, 2 depth (1 m black .. 130 km
; white), 3 motion vectors (grey = still, magenta = unknown), 4 material class (glass, nomad, ; white), 3 motion vectors (grey = still, magenta = unknown), 4 material class (glass, nomad,
; planet water, engine glow ... one colour each), 5 game object (one colour per object), 6 phase ; planet water, engine glow ... one colour each), 5 game object (one colour per object), 6 phase
DebugView = 0 DebugView = 0
; motion diagnostics in remgfx.log after each statistics line (planet surfaces, own ship, camera): 1 on
MotionLog = 0
; slow frames: a line in remgfx.log for each frame far slower than the running average (new pipelines,
; ray-tracing meshes, textures / buffers created, presenting and Reflex / Anti-Lag wait); 10 per 600 frames at most
HitchLog = 1
; where RemGfx spends its CPU time per frame (draws, constants, motion, pipelines, ray tracing, post, present): 1 on
CpuLog = 0
; ray tracing: new meshes (their acceleration structures) built per frame at most, and their triangles;
; the rest waits for the next frames (a group of ships coming into view built everything in one frame)
RtBuildPerFrame = 16
RtBuildTriangles = 400000
; R16 distortion: heat haze behind engines and around explosions, refraction at shield hits and ; R16 distortion: heat haze behind engines and around explosions, refraction at shield hits and
; cloaks, a swirl in the jump tunnel; Distortion switches all of it, the others scale each kind ; cloaks, a swirl in the jump tunnel; Distortion switches all of it, the others scale each kind
; (0 = off). Needs Taa = 1 (it shares the scene's extra targets with the motion vectors). ; (0 = off). Needs Taa = 1 (it shares the scene's extra targets with the motion vectors).
Distortion = 1 Distortion = 1
HeatHaze = 1.0 HeatHaze = 1.0
ShieldRefraction = 1.0 ShieldRefraction = 1.0
CloakRefraction = 1.0
TunnelDistortion = 1.0 TunnelDistortion = 1.0
; R15 planet atmospheres: light scattering like Earth's (blue rim on the day side, red at the ; R15 planet atmospheres: light scattering like Earth's (blue rim on the day side, red at the
; terminator, glow against the sun); AtmosphereReplace = 1 hides the planets' original atmosphere ; terminator, glow against the sun); AtmosphereReplace = 1 hides the planets' original atmosphere
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@@ -0,0 +1,28 @@
<rml>
<head>
<title>Account</title>
<link type="text/rcss" href="rem.rcss"/>
<style>
.explain { white-space: pre-line; line-height: 1.5; font-size: 15dp; padding: 12dp; margin-bottom: 14dp; background-color: #5cc8f008; }
.label { margin-bottom: 6dp; }
</style>
</head>
<body class="window small" data-model="account">
<div class="win-head">
<span class="title">MULTIPLAYER ACCOUNT</span><span class="sl">\\\</span>
</div>
<div class="win-main">
<div class="content">
<div class="explain">{{ explain }}</div>
<div class="label">Account key</div>
<input class="text" type="text" data-value="key" maxlength="40"/>
<div class="actions" style="margin-top: 14dp;">
<div class="btn primary" data-class-disabled="key == ''" data-action="go">Continue<div class="tip">Checks the key and goes on to the server list.</div></div>
</div>
</div>
</div>
<div class="win-foot">
<div class="btn" data-action="back">Back</div>
</div>
</body>
</rml>
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<rml>
<head>
<title>Admin</title>
<link type="text/rcss" href="rem.rcss"/>
<style>
.split { flex: 1; display: flex; flex-direction: row; min-height: 0; }
.side { flex: 0 0 38%; display: flex; flex-direction: column; min-height: 0; margin-right: 18dp; }
.list { flex: 1 1 0; min-height: 0; overflow-y: auto; }
.row { padding: 6dp 10dp; border-bottom: 1dp #ffffff08; border-left: 2dp #00000000; font-family: "IBM Plex Mono"; font-size: 14dp; }
.row:hover { background-color: #122033; }
.row.selected { background-color: #f2b13c24; border-left-color: #f2b13c; }
.detail { flex: 1; display: flex; flex-direction: column; min-width: 0; }
.help { padding: 12dp 14dp; line-height: 1.5; margin-bottom: 14dp; background-color: #5cc8f008; }
.cmd { font-family: "IBM Plex Mono"; font-size: 18dp; color: #f2b13c; margin-bottom: 8dp; }
.runline { display: flex; flex-direction: row; align-items: center; }
.runline input { flex: 1; margin-right: 10dp; }
.search { margin-bottom: 8dp; }
.recent { margin-top: 14dp; }
.recent .row { font-size: 13dp; color: #8197ad; }
.slots { display: flex; flex-direction: row; flex-wrap: wrap; margin-bottom: 8dp; }
.slot { padding: 5dp 10dp; margin: 0 6dp 6dp 0; border-bottom: 2dp #ffffff14; font-family: "IBM Plex Mono"; font-size: 14dp; }
.slot:hover { background-color: #122033; }
.slot.active { background-color: #f2b13c24; border-bottom-color: #f2b13c; }
.slot .k { color: #8197ad; margin-right: 6dp; }
.slot .v { color: #dbe6f0; }
.options { flex: 1 1 0; min-height: 0; overflow-y: auto; margin-top: 8dp; }
.options .row { font-size: 13dp; }
.options .row .n { color: #8197ad; margin-left: 8dp; }
</style>
</head>
<body class="window medium" data-model="admin">
<div class="win-head">
<img class="head-ico" src="3db:INTERFACE/NEURONET/ICONS/rem_player.3db"/>
<span class="title">ADMIN</span><span class="sl">\\\</span>
<span class="spacer"></span>
<span class="chip">{{ commands.size }} commands</span>
<span class="close" data-action="close">&#215;</span>
</div>
<div class="win-main">
<div class="content">
<div class="split">
<div class="side">
<input class="text search" type="text" data-value="filter" maxlength="40"/>
<div class="list">
<div class="hint" style="padding: 10dp;" data-if="commands.size == 0">{{ received ? 'No command matches.' : 'Asking the server...' }}</div>
<div class="row" data-for="c : commands" data-class-selected="c.selected" data-action="pick" data-attr-data-arg="c.name">{{ c.name }}</div>
</div>
</div>
<div class="detail">
<div class="help">
<div class="cmd">{{ has_pick ? pick_name : 'Pick a command' }}</div>
<div>{{ has_pick ? pick_help : 'Every admin command of the server, run from here - its answer comes in the chat.' }}</div>
</div>
<div class="label">Arguments</div>
<div class="slots" data-if="slots.size &gt; 0">
<div class="slot" data-for="s, i : slots" data-class-active="s.active" data-action="slot" data-attr-data-arg="i"><span class="k">{{ s.label }}</span><span class="v">{{ s.value }}</span></div>
</div>
<div class="runline">
<input class="text" type="text" data-value="args" maxlength="200"/>
<div class="btn primary" data-class-disabled="!has_pick" data-action="run">Run<div class="tip">Runs the command on the server as you typed it; the answer comes as a system message in the chat.</div></div>
</div>
<div class="options" data-if="options.size &gt; 0">
<div class="row" data-for="o : options" data-action="option" data-attr-data-arg="o.value">{{ o.label }}<span class="n" data-if="o.label != o.value">{{ o.value }}</span></div>
</div>
<div class="recent" data-if="recent.size &gt; 0">
<div class="label">Run here</div>
<div class="row" data-for="r : recent" data-action="again" data-attr-data-arg="r">{{ r }}</div>
</div>
</div>
</div>
</div>
</div>
<div class="win-foot">
<span class="key">Esc</span><span class="hint">close</span>
</div>
</body>
</rml>
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<rml>
<head>
<title>New pilot</title>
<link type="text/rcss" href="rem.rcss"/>
<style>
.split { flex: 1; display: flex; flex-direction: row; min-height: 0; }
.colm { display: flex; flex-direction: column; min-width: 0; min-height: 0; }
.colm.list { flex: 1; }
.colm.side { flex: 0 0 32%; margin-left: 18dp; }
.colm.fig { flex: 0 0 24%; margin-left: 18dp; }
#figure { flex: 1; decorator: vertical-gradient(#0a1424 #05080d); cursor: move; }
.fig .hint { text-align: center; margin-top: 6dp; }
.starts { flex: 1; overflow-y: auto; }
.region { font-family: "Saira SemiCondensed"; font-weight: 600; font-size: 14dp; letter-spacing: 1.5dp; text-transform: uppercase; color: #f2b13c; margin: 10dp 0 6dp 0; }
.start { display: flex; flex-direction: row; align-items: center; padding: 8dp 12dp; margin-bottom: 6dp; border-left: 3dp #3d6d96; background-color: #5cc8f010; }
.start:hover { border-left-color: #5cc8f0; }
.start.selected { background-color: #f2b13c1a; border-left-color: #f2b13c; }
.start img { width: 38dp; height: 38dp; margin-right: 12dp; }
.start .txt { flex: 1; min-width: 0; }
.start .n { font-family: "Saira SemiCondensed"; font-weight: 600; font-size: 17dp; }
.start.selected .n { color: #f2b13c; }
.start .k { font-size: 13dp; color: #8197ad; margin-top: 2dp; }
.start .m { font-family: "IBM Plex Mono"; color: #f2b13c; }
.namebox { margin-bottom: 14dp; }
.namebox .label { margin-bottom: 6dp; }
.detail { padding: 12dp; flex: 1; display: flex; flex-direction: column; min-height: 0; background-color: #5cc8f008; }
.detail .n { font-family: "Saira SemiCondensed"; font-weight: 600; font-size: 22dp; }
.detail .k { font-size: 14dp; color: #8197ad; margin-top: 2dp; }
.detail .facts { display: flex; flex-direction: row; margin: 10dp 0; }
.detail .facts div { margin-right: 24dp; }
.detail .facts .v { font-family: "IBM Plex Mono"; color: #f2b13c; font-size: 16dp; }
.detail .d { flex: 1; overflow-y: auto; white-space: pre-line; line-height: 1.45; font-size: 14dp; }
</style>
</head>
<body class="window" data-model="charcreate">
<div class="win-head">
<span class="title">NEW PILOT</span><span class="sl">\\\</span>
<span class="spacer"></span>
<span class="chip">Starts <span class="v">{{ count }}</span></span>
</div>
<div class="win-main">
<div class="content">
<div class="split">
<div class="colm list">
<h3 style="margin-bottom: 4dp;">Where do you start?</h3>
<div class="hint" data-if="count == 0">The server offers no start.</div>
<div class="starts">
<div data-for="r : regions">
<div class="region">{{ r.name }}</div>
<div class="start" data-for="s : r.starts" data-class-selected="s.selected" data-action="pick" data-attr-data-arg="s.key">
<img data-if="s.icon != ''" data-attr-src="s.icon"/>
<div class="txt"><div class="n">{{ s.base }}</div><div class="k">{{ s.ship }}</div></div>
<span class="m">{{ s.money }}</span>
</div>
</div>
</div>
</div>
<div class="colm fig">
<h3 style="margin-bottom: 8dp;">Your pilot</h3>
<div id="figure"></div>
<div class="hint">drag to turn</div>
</div>
<div class="colm side">
<div class="namebox">
<div class="label">Pilot name</div>
<input class="text" type="text" data-value="name" maxlength="23" placeholder="Your name in Sirius"/>
</div>
<div class="detail" data-if="has_pick">
<div class="n">{{ pick.base }}</div>
<div class="k">{{ pick_region }}</div>
<div class="facts">
<div><div class="label">Ship</div><div class="v">{{ pick.ship }}</div></div>
<div><div class="label">Credits</div><div class="v">{{ pick.money }}</div></div>
</div>
<div class="d">{{ pick_desc }}</div>
</div>
<div class="actions" style="margin-top: 12dp;">
<div class="btn primary" data-class-disabled="name == '' || !has_pick || !ready" data-action="create">Create pilot<div class="tip">Creates the pilot at the picked start; the server may refuse a name that is taken.</div></div>
</div>
</div>
</div>
</div>
</div>
<div class="win-foot">
<div class="btn" data-action="back">Back</div>
</div>
</body>
</rml>
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<rml>
<head>
<title>Characters</title>
<link type="text/rcss" href="rem.rcss"/>
<style>
.split { flex: 1; display: flex; flex-direction: row; min-height: 0; }
.colm { display: flex; flex-direction: column; min-width: 0; min-height: 0; }
.colm.list { flex: 1; }
.colm.side { flex: 0 0 32%; margin-left: 18dp; }
.colm.fig { flex: 0 0 22%; margin-left: 18dp; }
#figure { flex: 1; decorator: vertical-gradient(#0a1424 #05080d); cursor: move; }
.fig .hint { text-align: center; margin-top: 6dp; }
.roster { flex: 1; overflow-y: auto; }
.pilot { display: flex; flex-direction: row; align-items: center; padding: 10dp 12dp; margin-bottom: 8dp; border-left: 3dp #3d6d96; background-color: #5cc8f010; }
.pilot:hover { border-left-color: #5cc8f0; }
.pilot.selected { background-color: #f2b13c1a; border-left-color: #f2b13c; }
.pilot img { width: 44dp; height: 44dp; margin-right: 14dp; }
.pilot .txt { flex: 1; min-width: 0; }
.pilot .n { font-family: "Saira SemiCondensed"; font-weight: 600; font-size: 19dp; }
.pilot.selected .n { color: #f2b13c; }
.pilot .k { font-size: 13dp; color: #8197ad; margin-top: 2dp; }
.pilot .r { text-align: right; }
.pilot .m { font-family: "IBM Plex Mono"; color: #f2b13c; }
.pilot .lv { font-family: "IBM Plex Mono"; font-size: 12dp; color: #5cc8f0; margin-top: 2dp; }
.detail { padding: 12dp; margin-bottom: 12dp; background-color: #5cc8f008; }
.detail .n { font-family: "Saira SemiCondensed"; font-weight: 600; font-size: 22dp; margin-bottom: 4dp; }
.detail .k { font-size: 14dp; color: #8197ad; }
.detail .s { white-space: pre-line; font-family: "IBM Plex Mono"; font-size: 13dp; line-height: 1.5; margin-top: 8dp; }
.motd { flex: 1; overflow-y: auto; white-space: pre-line; line-height: 1.45; font-size: 14dp; padding: 12dp; background-color: #5cc8f008; }
.empty-roster { flex: 1; display: flex; flex-direction: column; align-items: center; justify-content: center; }
</style>
</head>
<body class="window" data-model="charselect">
<div class="win-head">
<span class="title">{{ server }}</span><span class="sl">\\\</span>
<span class="spacer"></span>
<span class="chip">Characters <span class="v">{{ chars.size }}</span> / <span class="v">5</span></span>
</div>
<div class="win-main">
<div class="content">
<div class="split">
<div class="colm list">
<h3 style="margin-bottom: 8dp;">Your pilots</h3>
<div class="empty-roster" data-if="chars.size == 0">
<div class="hint">No pilot on this server yet. Create one to begin.</div>
</div>
<div class="roster" data-if="chars.size &gt; 0">
<div class="pilot" data-for="c : chars" data-class-selected="c.selected" data-action="pick" data-attr-data-arg="c.key">
<img data-if="c.icon != ''" data-attr-src="c.icon"/>
<div class="txt"><div class="n">{{ c.name }}</div><div class="k">{{ c.ship }} - {{ c.place }}</div></div>
<div class="r"><div class="m">{{ c.money }}</div><div class="lv">{{ c.level }}</div></div>
</div>
</div>
<div class="actions" style="margin-top: 10dp;">
<div class="btn primary" data-class-disabled="!has_pick || !ready" data-action="load">Launch<div class="tip">Plays the picked pilot. A double click on a pilot does the same.</div></div>
<div class="btn" data-class-disabled="!can_new || !ready" data-action="new">New pilot<div class="tip">Creates a new pilot (at most five per account).</div></div>
<div class="btn" data-class-disabled="!has_pick || !ready" data-action="delete">Delete<div class="tip">Deletes the picked pilot for good (you are asked first).</div></div>
</div>
</div>
<div class="colm fig">
<h3 style="margin-bottom: 8dp;">Pilot</h3>
<div id="figure"></div>
<div class="hint">drag to turn</div>
</div>
<div class="colm side">
<div class="detail" data-if="has_pick">
<div class="n">{{ pick.name }}</div>
<div class="k">{{ pick.level }} - {{ pick.money }}</div>
<div class="k">{{ pick.ship }}, {{ pick.place }}</div>
<div class="s">{{ pick_stats }}</div>
</div>
<div class="detail" data-if="!has_pick"><div class="k">Pick a pilot.</div></div>
<h3 style="margin-bottom: 8dp;">Message of the day</h3>
<div class="motd">{{ motd }}</div>
</div>
</div>
</div>
</div>
<div class="win-foot">
<div class="btn" data-action="back">Back to servers</div>
<div class="btn" data-action="menu">Main menu</div>
</div>
</body>
</rml>
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<rml>
<head>
<title>Chat</title>
<link type="text/rcss" href="rem.rcss"/>
<style>
/* the running chat as FL shows it: lines at the left edge without a frame, the newest at
the bottom; the chat line below while one is typed. Its foot 420dp up (the HUD's contacts and
target panel below reaches 341dp): at 67 % of the height it ran into that panel */
body.feed { position: absolute; left: 16dp; bottom: 420dp; width: 46%; height: 40%; background-color: transparent; display: flex; flex-direction: column; justify-content: flex-end; font-family: "Saira SemiCondensed"; font-size: 19dp; color: #dbe6f0; }
.lines { pointer-events: none; overflow: hidden; line-height: 1.25; font-effect: shadow(1dp 1dp #000000d0); }
.line { margin-top: 8dp; padding: 5dp 10dp; display: flex; flex-direction: row; decorator: ninepatch(fw, fw-i); }
.line .p { white-space: nowrap; margin-right: 6dp; }
.line .t { flex: 1; white-space: pre-wrap; word-break: break-word; }
/* the chat line under the running chat: a long one wraps and grows downwards (the lines above stay) */
.line.typing { position: absolute; left: 0; right: 0; top: 100%; align-items: flex-start; }
.gear { width: 22dp; height: 22dp; margin-left: 8dp; image-color: #8fb8d8; }
.gear:hover { image-color: #f2b13c; }
.caret { color: #f2d23c; animation: 1s steps(1) infinite blink; }
@keyframes blink { 0% { opacity: 1; } 50% { opacity: 0; } 100% { opacity: 1; } }
.edit-grip { display: none; position: absolute; left: 0; top: 0; padding: 2dp 8dp; background-color: #f2b13c; color: #05080d; font-family: "Saira SemiCondensed"; font-weight: 600; font-size: 13dp; border-radius: 3dp; white-space: nowrap; drag: drag; cursor: move; pointer-events: auto; z-index: 10; }
.hud-editing .edit-grip { display: block; }
</style>
</head>
<body class="feed movable" data-model="chatfeed">
<div class="win-head edit-grip">Chat &#10021;</div>
<div class="lines" data-if="feed_shown" data-rml="feed"></div>
<div class="line typing" data-if="typing">
<span class="p" data-rml="prefix"></span><span class="t">{{ text }}<span class="caret">|</span></span>
<img class="gear" src="img/gear.png" data-action="settings"/>
</div>
</body>
</rml>
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<rml>
<head>
<title>Chat history</title>
<link type="text/rcss" href="rem.rcss"/>
<style>
.cols { flex: 1; display: flex; flex-direction: row; min-height: 0; }
.histcol { flex: 1; display: flex; flex-direction: column; min-width: 0; min-height: 0; }
.ctabs { display: flex; flex-direction: row; margin-bottom: 8dp; }
.ct { padding: 4dp 12dp; margin-right: 4dp; font-size: 13dp; color: #8197ad; border-bottom: 2dp #00000000; }
.ct:hover { color: #dbe6f0; border-bottom-color: #3d6d96; }
.ct.on { color: #f2b13c; background-color: #f2b13c1a; border-bottom-color: #f2b13c; }
.hl { padding: 1dp 4dp; border-radius: 2dp; }
.hl.mention { background-color: #f2b13c26; border-left: 2dp #f2b13c; }
.hl .tm { font-family: "IBM Plex Mono"; font-size: 12dp; color: #8197ad; margin-right: 8dp; }
#hist { flex: 1; overflow-y: auto; padding: 12dp; font-size: 16dp; line-height: 1.35; background-color: #5cc8f008; }
.gear { width: 22dp; height: 22dp; margin: 0 10dp; image-color: #8fb8d8; }
.gear:hover { image-color: #f2b13c; }
.targets { width: 260dp; margin-left: 14dp; display: flex; flex-direction: column; min-height: 0; }
.tl { flex: 1; overflow-y: auto; background-color: #5cc8f008; }
.tg { padding: 6dp 10dp; border-bottom: 1dp #ffffff08; border-left: 2dp #00000000; white-space: nowrap; overflow: hidden; }
.tg:hover { background-color: #122033; }
.tg.cur { border-left-color: #f2b13c; background-color: #f2b13c1a; }
.tg.ch { font-family: "Saira SemiCondensed"; font-weight: 600; letter-spacing: 0.6dp; }
.tg .tn, .tg .loc { pointer-events: none; overflow: hidden; } /* the row takes the click, not its lines */
/* a player's system under the name */
.tg .loc { margin-top: 1dp; font-size: 12dp; color: #8197ad; }
</style>
</head>
<body class="window medium" data-model="chathistory">
<div class="win-head">
<img class="head-ico" src="3db:INTERFACE/NEURONET/ICONS/NN_Chat.3db"/>
<span class="title">CHAT</span><span class="sl">\\\</span>
<span class="spacer"></span>
<span class="chip">Targets <span class="v">{{ count }}</span></span>
<img class="gear" src="img/gear.png" data-action="settings"/>
<span class="close" data-action="close">&#215;</span>
</div>
<div class="win-main">
<div class="content" style="display: flex; flex-direction: column;">
<div class="cols">
<div class="histcol">
<div class="ctabs">
<div class="ct" data-for="t : tabs" data-class-on="t.on" data-action="tab" data-attr-data-arg="t.key">{{ t.label }}</div>
</div>
<div id="hist">
<div class="hint" data-if="lines.size == 0">No messages yet.</div>
<div class="hl" data-for="l : lines" data-class-mention="l.mention"><span class="tm" data-if="stamps">{{ l.time }}</span><span data-rml="l.rml"></span></div>
</div>
</div>
<div class="targets">
<h3>Write to</h3>
<div class="tl">
<div class="tg" data-for="t : targets" data-class-cur="t.current" data-class-ch="t.channel" data-action="target" data-ctx="target" data-attr-data-arg="t.key">
<div class="tn" data-rml="t.name"></div>
<div class="loc" data-if="t.location != ''">{{ t.location }}</div>
</div>
</div>
</div>
</div>
<div class="hint" style="margin-top: 10dp;">Pick whom to write to, then press Enter in flight or on a base to type.</div>
</div>
</div>
</body>
</rml>
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<rml>
<head>
<title>Chat settings</title>
<link type="text/rcss" href="rem.rcss"/>
<style>
body.window.chatset { left: 50%; margin-left: -330dp; top: 12%; width: 660dp; height: 640dp; }
.sec { margin-bottom: 16dp; }
.tgl { display: flex; flex-direction: row; align-items: center; padding: 10dp 12dp; background-color: #5cc8f008; }
.tgl:hover { background-color: #122033; }
.tgl .box { width: 18dp; height: 18dp; border: 2dp #3d6d96; border-radius: 3dp; margin-right: 12dp; }
.tgl .box.on { border-color: #f2b13c; background-color: #f2b13c; }
.tgl .l { flex: 1; font-size: 16dp; }
.info { margin-top: 6dp; font-size: 13dp; color: #8197ad; }
.row { display: flex; flex-direction: row; align-items: center; padding: 7dp 0; border-bottom: 1dp #ffffff08; }
.row .l { width: 130dp; font-size: 15dp; }
.row .sample { width: 170dp; font-family: "Saira SemiCondensed"; font-size: 16dp; white-space: nowrap; overflow: hidden; }
.sw { width: 22dp; height: 22dp; margin-right: 6dp; border: 2dp #00000000; border-radius: 4dp; }
.sw .c { width: 100%; height: 100%; border-radius: 2dp; }
.sw:hover { border-color: #5cc8f0; }
.sw.on { border-color: #f2b13c; }
.sw.fl { margin-right: 12dp; }
.foot2 { display: flex; flex-direction: row; align-items: center; margin-top: 16dp; }
.foot2 .hint { flex: 1; }
.foot2 .btn { margin: 0 0 0 8dp; }
</style>
</head>
<body class="window chatset" data-model="chatsettings">
<div class="win-head">
<img class="head-ico" src="img/gear.png"/>
<span class="title">CHAT SETTINGS</span><span class="sl">\\\</span>
<span class="spacer"></span>
<span class="close" data-action="cancel">&#215;</span>
</div>
<div class="win-main">
<div class="content">
<div class="sec">
<h3>Players</h3>
<div class="tgl" data-action="npc"><div class="box" data-class-on="hide_npc"></div><span class="l">Hide NPC pilots</span></div>
<div class="info">Hides the server's NPC pilots ([NPC] names) from the chat, the player list of the chat window, the chat targets and the contact list.</div>
<div class="tgl" style="margin-top: 8dp;" data-action="stamps"><div class="box" data-class-on="stamps"></div><span class="l">Show times in the chat history</span></div>
</div>
<div class="sec">
<h3>Colours</h3>
<div class="row" data-for="r : rows">
<span class="l">{{ r.label }}</span>
<span class="sample" data-style-color="r.colour">Pilot: Hello Sirius!</span>
<div class="sw" data-for="w : r.swatches" data-class-on="w.on" data-class-fl="w.key == 0" data-action="pick" data-attr-data-arg="w.arg"><div class="c" data-style-background-color="w.colour"></div></div>
</div>
<div class="info">The first colour of a row is FL's own. Server messages (new players, server notices) run as Admin / Server.</div>
</div>
<div class="foot2">
<span class="hint">{{ dirty ? 'Unsaved changes' : '' }}</span>
<div class="btn" data-action="reset">FL colours</div>
<div class="btn" data-action="cancel">Cancel</div>
<div class="btn primary" data-action="save">Save settings</div>
</div>
</div>
</div>
</body>
</rml>
+58
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<rml>
<head>
<title>Contracts</title>
<link type="text/rcss" href="rem.rcss"/>
<style>
.split { flex: 1; display: flex; flex-direction: row; min-height: 0; }
.colm { flex: 1; display: flex; flex-direction: column; min-width: 0; min-height: 0; }
.colm.gap { margin-right: 18dp; }
.colm.side { flex: 0 0 360dp; }
.banner { height: 120dp; margin-bottom: 14dp; decorator: image(3db:INTERFACE/REM/IMAGES/contracts_banner.3db cover); }
.target { display: flex; flex-direction: row; align-items: center; margin-bottom: 14dp; }
.target img { width: 34dp; height: 34dp; margin-right: 12dp; }
.target.off img { opacity: 0.3; }
.namefield { display: flex; flex-direction: row; align-items: center; margin-bottom: 10dp; }
.namefield .label { margin-right: 10dp; }
.namefield input.text { flex: 1; }
.row .c1 img { width: 16dp; height: 16dp; margin-right: 8dp; }
</style>
</head>
<body class="window medium" data-model="contracts">
<div class="win-head">
<img class="head-ico" src="3db:INTERFACE/NEURONET/ICONS/rem_contracts.3db"/>
<span class="title">CONTRACT NETWORK</span><span class="sl">\\\</span>
<span class="spacer"></span>
<span class="chip">Bounties <span class="v">{{ bounties.size }}</span></span>
<span class="close" data-action="close">&#215;</span>
</div>
<div class="win-main">
<div class="content">
<div class="banner"></div>
<div class="split">
<div class="colm gap">
<div class="col-h" style="display: flex; flex-direction: row; margin-bottom: 8dp;"><h3>Bounty contracts</h3></div>
<div class="table" style="flex: 1;">
<div class="head"><span class="c1">Pilot</span><span class="c4">Reward</span></div>
<div class="body">
<div class="empty" data-if="bounties.size == 0">{{ has_list ? 'No bounties open.' : 'Waiting for the server...' }}</div>
<div class="row" data-for="r : bounties"><span class="c1"><img src="3db:INTERFACE/REM/IMAGES/icon_bounty.3db"/>{{ r.a }}</span><span class="c4">{{ r.b }}</span></div>
</div>
</div>
<div class="actions" style="margin-top: 10dp;"><div class="btn" data-action="refresh">Refresh list</div></div>
</div>
<div class="colm side">
<h3 style="margin-bottom: 10dp;">Place a bounty</h3>
<div class="target" data-class-off="target != 1"><img src="3db:INTERFACE/REM/IMAGES/icon_skull.3db"/><span>{{ target_text }}</span></div>
<div class="namefield"><span class="label">Credits</span><input class="text" type="text" data-value="credits" maxlength="13"/></div>
<div class="actions"><div class="btn primary" data-action="place">On my target<div class="tip">Puts a bounty of these credits on the player you have targeted. Paid from your credits.</div></div></div>
<div class="hint">Whoever destroys the pilot gets the reward.</div>
</div>
</div>
</div>
</div>
<div class="win-foot">
<span class="key">Esc</span><span class="hint">close</span>
<span class="status">{{ status }}</span>
</div>
</body>
</rml>
+22
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<rml>
<head>
<title>Menu</title>
<link type="text/rcss" href="rem.rcss"/>
<style>
/* the whole screen: a click beside the menu closes it */
body.ctx { position: absolute; left: 0; top: 0; right: 0; bottom: 0; background-color: transparent; }
.menu { position: absolute; width: 220dp; padding: 4dp; decorator: ninepatch(fw, fw-i); }
.menu .t { font-size: 12dp; color: #f2b13c; padding: 4dp 8dp 6dp 8dp; white-space: nowrap; overflow: hidden; border-bottom: 1dp #24405c; margin-bottom: 3dp; }
.menu .r { padding: 6dp 10dp; font-size: 15dp; border-radius: 3dp; }
.menu .r:hover { background-color: #122033; color: #5cc8f0; }
.menu .r.disabled { color: #5d6e80; }
.menu .r.disabled:hover { background-color: transparent; color: #5d6e80; }
</style>
</head>
<body class="ctx" data-model="ctxmenu" data-action="dismiss">
<div class="menu" data-style-left="left" data-style-top="top">
<div class="t" data-if="title != ''">{{ title }}</div>
<div class="r" data-for="r : rows" data-class-disabled="r.disabled" data-action="pick" data-attr-data-arg="r.key">{{ r.label }}</div>
</div>
</body>
</rml>
+42
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@@ -0,0 +1,42 @@
<rml>
<head>
<title>Message</title>
<link type="text/rcss" href="rem.rcss"/>
<style>
body.box
{
position: absolute;
left: 50%;
top: 50%;
width: 520dp;
margin-left: -260dp;
margin-top: -140dp;
display: block;
decorator: ninepatch(fw, fw-i);
}
/* the windows' head (rem.rcss .win-head): clear of the cut corner, the title with its three slashes */
.box-head { display: flex; flex-direction: row; align-items: center; padding: 12dp 18dp 12dp 28dp; border-bottom: 1dp #2b6f9e; }
.box-head .title { font-family: "Saira SemiCondensed"; font-weight: 600; font-size: 20dp; letter-spacing: 2dp; text-transform: uppercase; color: #e8f4ff; }
.box-head .sl { flex: 1; font-family: "Saira SemiCondensed"; font-weight: 600; font-size: 20dp; letter-spacing: -1dp; color: #5cc8f0; margin-left: 10dp; }
.box-body { padding: 16dp 18dp 16dp 28dp; }
.box-body .text { white-space: pre-line; line-height: 1.5; font-size: 15dp; max-height: 320dp; overflow-y: auto; }
.box-body input.text { margin-top: 12dp; }
.box-foot { display: flex; flex-direction: row; justify-content: flex-end; padding: 0 18dp 14dp 18dp; }
.box-foot .btn { margin: 0 0 0 8dp; min-width: 90dp; text-align: center; }
</style>
</head>
<body class="box" data-model="dialog">
<div class="box-head">
<span class="title">{{ title }}</span><span class="sl">\\\</span>
<span class="close" data-action="button" data-arg="-1">&#215;</span>
</div>
<div class="box-body">
<div class="text">{{ text }}</div>
<input class="text" type="text" data-if="has_edit &amp;&amp; !secret" data-value="edit" maxlength="64"/>
<input class="text" type="password" data-if="has_edit &amp;&amp; secret" data-value="edit" maxlength="64"/>
</div>
<div class="box-foot">
<div class="btn" data-for="b, i : buttons" data-class-primary="i == 0" data-action="button" data-attr-data-arg="i">{{ b }}</div>
</div>
</body>
</rml>
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+93
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Copyright 2017 The Barlow Project Authors (https://github.com/jpt/barlow)
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.
+93
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@@ -0,0 +1,93 @@
Copyright © 2017 IBM Corp. with Reserved Font Name "Plex"
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at: http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.
@@ -0,0 +1,93 @@
Copyright 2016 The Saira Project Authors (omnibus.type@gmail.com), with reserved font name "Saira".
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.
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+19
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@@ -0,0 +1,19 @@
<rml>
<head>
<title>FPS</title>
<link type="text/rcss" href="rem.rcss"/>
<style>
/* the FPS display (rem_ui_fps.cpp): a small plate under the REM bar; no click target but its grip in the editor */
body.fps { position: absolute; left: 16dp; top: 64dp; width: 160dp; height: 30dp; background-color: transparent; pointer-events: none; }
.plate { display: flex; flex-direction: row; align-items: center; height: 30dp; padding: 0 10dp; decorator: ninepatch(fw, fw-i); font-family: "IBM Plex Mono"; font-size: 14dp; color: #dbe6f0; }
.plate .v { color: #f2b13c; }
.plate .k { font-family: "Saira SemiCondensed"; font-weight: 600; font-size: 11dp; letter-spacing: 1.5dp; color: #8197ad; margin: 0 10dp 0 5dp; }
.edit-grip { display: none; position: absolute; left: 0; top: -26dp; padding: 2dp 8dp; background-color: #f2b13c; color: #05080d; font-family: "Saira SemiCondensed"; font-weight: 600; font-size: 13dp; border-radius: 3dp; white-space: nowrap; drag: drag; cursor: move; pointer-events: auto; z-index: 10; }
.hud-editing .edit-grip { display: block; }
</style>
</head>
<body class="fps movable" data-model="fps">
<div class="win-head edit-grip">FPS &#10021;</div>
<div class="plate"><span class="v">{{ fps }}</span><span class="k">FPS</span><span>{{ ms }} ms</span></div>
</body>
</rml>
+46
View File
@@ -0,0 +1,46 @@
<rml>
<head>
<title>Group</title>
<link type="text/rcss" href="rem.rcss"/>
<style>
.members { margin-bottom: 14dp; }
.member { display: flex; flex-direction: row; align-items: center; padding: 8dp 12dp; margin-bottom: 6dp; font-size: 15dp; border-left: 3dp #5cc8f0; background-color: #5cc8f010; }
.request { padding: 12dp; margin-bottom: 10dp; border-left: 3dp #f2b13c; background-color: #5cc8f008; }
.request .t { white-space: pre-line; line-height: 1.5; font-size: 15dp; }
.request .w { font-size: 12dp; color: #8197ad; margin-top: 6dp; }
</style>
</head>
<body class="window small" data-model="group">
<div class="win-head">
<span class="title">GROUP</span><span class="sl">\\\</span>
<span class="spacer"></span>
<span class="chip">Members <span class="v">{{ members.size }}</span></span>
<span class="close" data-action="close">&#215;</span>
</div>
<div class="win-main">
<div class="content">
<h3 style="margin-bottom: 8dp;">Requests</h3>
<div class="hint" data-if="!has_request" style="margin-bottom: 14dp;">No invitation or trade request is waiting.</div>
<div class="request" data-if="has_request">
<div class="t">{{ request }}</div>
<div class="w" data-if="waiting != ''">{{ waiting }}</div>
<div class="actions" style="margin-top: 10dp;">
<div class="btn primary" data-action="accept">{{ is_trade ? 'Accept trade' : 'Join group' }}</div>
<div class="btn" data-action="decline">Decline</div>
</div>
</div>
<h3 style="margin-bottom: 8dp;">Your group</h3>
<div class="hint" data-if="members.size == 0">You are not in a group. Invite a pilot from the chat (/invite name).</div>
<div class="members">
<div class="member" data-for="m : members">{{ m }}</div>
</div>
<div class="actions" data-if="can_leave">
<div class="btn" data-action="leave">Leave group</div>
</div>
</div>
</div>
<div class="win-foot">
<span class="key">Esc</span><span class="hint">close</span>
</div>
</body>
</rml>
+25
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@@ -0,0 +1,25 @@
<rml>
<head>
<title>Information</title>
<link type="text/rcss" href="rem.rcss"/>
<style>
.card { flex: 1; overflow-y: auto; white-space: pre-line; line-height: 1.5; font-size: 15dp; padding: 14dp 16dp; background-color: #5cc8f008; }
</style>
</head>
<body class="window small" data-model="help">
<div class="win-head">
<img class="head-ico" src="3db:INTERFACE/NEURONET/ICONS/rem_missions.3db"/>
<span class="title">{{ title }}</span><span class="sl">\\\</span>
<span class="spacer"></span>
<span class="close" data-action="close">&#215;</span>
</div>
<div class="win-main">
<div class="content">
<div class="card">{{ text }}</div>
</div>
</div>
<div class="win-foot">
<span class="key">Esc</span><span class="hint">close</span>
</div>
</body>
</rml>

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