Setting Screen Features
Post ideas and suggestions on new features or improvements here.
posted on December 28th, 2010, 7:22 pm
I didn't mean map-specific height. I meant that scrollbar in the advanced settings menu that gave to the option to pick shallow map, normal height, and deep space.
I never thought of asking for the RTS_CFG to have an option to allow for stock A2 settings to be enabled or disabled. Could the RTS_CFG file be modified in such a way to allow a user to enable something like map height options to be enabled or disabled at will?
I never thought of asking for the RTS_CFG to have an option to allow for stock A2 settings to be enabled or disabled. Could the RTS_CFG file be modified in such a way to allow a user to enable something like map height options to be enabled or disabled at will?
posted on December 28th, 2010, 7:31 pm
TCR_500 wrote:I didn't mean map-specific height. I meant that scrollbar in the advanced settings menu that gave to the option to pick shallow map, normal height, and deep space.
Why? 3D maps didn't even work so greatly in vanilla A2's single default map depth (eg. not possible to build stations above each other and those already mentioned earlier).
TCR_500 wrote:I never thought of asking for the RTS_CFG to have an option to allow for stock A2 settings to be enabled or disabled.
I thought that is the only point in this whole thread.
posted on December 28th, 2010, 7:52 pm
Pick deep space and you can build stations directly above and below other stations and objects. Normal and shallow heights don't allow it though. The deep space map allowed your base to be so much more compact.
The original point of this thread was to ask for the base game settings screen to have a default map height setting. I wasn't at all asking for the RTS_CFG file to have the option until you mentioned it. But since it seems to be the point now, and I have a feeling it's possible, what commands need to be added to the RTS_CFG file for that to work?
The original point of this thread was to ask for the base game settings screen to have a default map height setting. I wasn't at all asking for the RTS_CFG file to have the option until you mentioned it. But since it seems to be the point now, and I have a feeling it's possible, what commands need to be added to the RTS_CFG file for that to work?
posted on December 28th, 2010, 7:57 pm
the thing is it would take some work to add back the option for map heights.
the devs arent gonna make your mod for you, you will have to find out how the game was modified in respect to map height, and unmodify a fleetops install yourself.
the devs arent gonna make your mod for you, you will have to find out how the game was modified in respect to map height, and unmodify a fleetops install yourself.
posted on December 28th, 2010, 8:00 pm
How am I supposed to do that?
posted on December 28th, 2010, 8:05 pm
Last edited by Anonymous on December 28th, 2010, 8:09 pm, edited 1 time in total.
TCR_500 wrote:How am I supposed to do that?
i dont have a clue, probably involves coding though. optec said fleetops is written in delphi i believe. i dont know anything about programming languages.
if it was an easy thing to do im sure the devs would have told people how. its probably something that requires time to explain.
EDIT: added that optec said fleetops is written in delphi.
posted on December 28th, 2010, 8:08 pm
TCR_500 wrote:Pick deep space and you can build stations directly above and below other stations and objects. Normal and shallow heights don't allow it though.
As I already mentioned, I don't think it would work, regardless of the depth.
posted on December 28th, 2010, 9:10 pm
The "deep space" setting does allow you to build stations above and below other stations.
posted on December 28th, 2010, 11:27 pm
i have checked. the only thing we changed beside the map height was the cfgTACTICAL_WHERE_MODE in rts_cfg.h.
it's nothing fleet operations specific.
the only thing is that the height bars may not be visible on the cursor (the green and red ones - hardcoded)
it's nothing fleet operations specific.
the only thing is that the height bars may not be visible on the cursor (the green and red ones - hardcoded)
posted on December 28th, 2010, 11:47 pm
A description has been now properly elucidated in the guide 
Miscellaneous Configuration Elements - The Hitchhiker's Guide to Fleet Operations

Miscellaneous Configuration Elements - The Hitchhiker's Guide to Fleet Operations
posted on December 29th, 2010, 1:48 am
Well, that helped a little. But I still can't see the selected altitude for the selected vessel.
posted on December 29th, 2010, 1:49 am
That is hardcoded removed as Doca stated
. Maybe in the far future a workaround will be added. Everything else is possible as with stock though 


posted on December 29th, 2010, 1:54 am
so he can actually change that one line, get back map heights as they were in vanilla, but only lose the red and green height lines?
thats a lot more than i thought possible without coding.
he still wont be happy since that will leave his map height even more silly than vanilla since it wouldnt be possible to see what height stuff was at until you actually gave move orders and watched how high the ships go.
looks like tcr still needs to do a crash course in delphi.
ninjad by tcr and dom
thats a lot more than i thought possible without coding.
he still wont be happy since that will leave his map height even more silly than vanilla since it wouldnt be possible to see what height stuff was at until you actually gave move orders and watched how high the ships go.
looks like tcr still needs to do a crash course in delphi.
ninjad by tcr and dom
posted on December 29th, 2010, 2:00 am
What exactly do you mean by "crash course?"
So far, everything I've tried to find a way to at least look at the loader has failed. How can I possibly modify it if I can't even look at it?
So far, everything I've tried to find a way to at least look at the loader has failed. How can I possibly modify it if I can't even look at it?
posted on December 29th, 2010, 2:07 am
TCR_500 wrote:What exactly do you mean by "crash course?"
you'll need to learn delphi fast, teaching yourself only the basics, ie just enough to mod back in the green and red lines.
see the dictionary.com entry for crash course
TCR_500 wrote:So far, everything I've tried to find a way to at least look at the loader has failed. How can I possibly modify it if I can't even look at it?
dont u need the code for the loader to do that? i dont understand much about programs, but i think you need the source code for a program to fiddle around inside.
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