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July 09, 2008, 02:21:07 PM *
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Author Topic: ship registries ? and sod  (Read 1176 times)
DOCa Cola
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« Reply #15 on: May 08, 2008, 08:50:20 AM »

or he would have to make his loader do some really amazing tricks...
yea, thats what it needs to do to accomplish ship registries. i do have ideas how to implement that. i am thinking of creating a new sod material just for ship registries which are later then loaded dynamically for each vessel from a hand-made texture file with a lot of registries in it. sure, autogenerated ship registries would work too, but i suppose that wouldn't look to good later

legacys source code is clearly based on armada 2, i have seen it with my own eyes, alot functions from armada 2 can be found within the legacy executable and are often identical and unmodified from armada 2 but alot of code was added, alot of junk code from armada 2 is unused in legacy and of course a lot of code was rewritten. the sdk for legacy is in the current form absolutely useless for armada 2. i think it is useless to try to modify the legacy sdk to work with armada 2 (also for me). to have an reliable armada 2 mission sdk it needs to be coded from the ground up. i hope armada 2 isn't too old then when i can start to do that. writing an an mission sdk is actually a lot easier to do than the ship registry thing as i already do have made all tools that are needed, but would take a lot of more time.
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Cmd.Paul
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« Reply #16 on: May 08, 2008, 12:30:35 PM »

what about naming your ships after they are build?
(not that it will fix any dynamic texture)
it would be fun if you check back into your admiral log and see your own ship names come back.
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