Research Thread
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Research Thread
Perhaps there should be a thread where one gathers information (all kind) on game models, textures, audio format etc.
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- Posts: 33
- Joined: Sun, 17. Nov 13, 11:44
I nominate it to be.. this thread
And to kick it off, here's a list of all the arguments/parameters I could find
UPDATE: 1.12 exe, found lots more:
To use them add -<parameter> to your steam launch options
For soundsystem use it like -soundsystem mono -soundsystem stereo etc
-logfile rebirth.log will output debug info (mostly XML info) to your documents X Rebirth folder
Also found the names of some of the config.xml elements:
And to kick it off, here's a list of all the arguments/parameters I could find
UPDATE: 1.12 exe, found lots more:
Code: Select all
language
voicelanguage
module
mpar
config
prefersinglefiles
showfps
disablesound
volumetotal
volumeeffects
volumevoice
volumemusic
volumeui
volumeambient
rumbleintensity
disableeffectsounds
disableuisounds
disablemusic
disablevoicesounds
disableambientsounds
soundsystem
mono
stereo
quad
surround
5.1
7.1
windowed
exposure
noshadows
nossao
noglow
skipintro
clearstats
clearstatsandachievements
personalfolderid
notestassets
debug
all
none
(? unsure if these are for debug)
logfile
width
height
adapter
antialiasing
For soundsystem use it like -soundsystem mono -soundsystem stereo etc
-logfile rebirth.log will output debug info (mostly XML info) to your documents X Rebirth folder
Also found the names of some of the config.xml elements:
Code: Select all
showfps
disablesound
disablemusic
disablevoicesounds
disableambientsounds
disableuisounds
disableeffectsounds
nosound
notestassets
volumetotal
volumeeffects
volumevoice
volumemusic
volumeui
volumeambient
rumbleintensity
autoroll
aimassist
collisionassist
toggleboost
lodfactor
viewdistance
effectdisance
debug
logfile
fullscreen
adapter
vsync
res_width
res_height
shaderquality
shadows
ssao
antialiasing
capturehq
gamma
Last edited by stk25 on Wed, 20. Nov 13, 01:27, edited 2 times in total.
so I've been looking at the music/audio department.
SFXs are in WAv, so I'd say little problems there, unless they require more than one channel.
Audio is in xWMA, and the encoder only works wav <-> xwma.
once converted back, is 16 bit, 2 channels, 44,1 khz.
no loop points or other metadata, since xwma, like xwm, does not support them.
I couldn't understand, however, engine capabilities for reproducing said audio. does it feature a reverb? does it feature presets/variable samples? can it change pitch on the fly? can it differentiate between 2d and 3d effects? can it adjust volume?
SFXs are in WAv, so I'd say little problems there, unless they require more than one channel.
Audio is in xWMA, and the encoder only works wav <-> xwma.
once converted back, is 16 bit, 2 channels, 44,1 khz.
no loop points or other metadata, since xwma, like xwm, does not support them.
I couldn't understand, however, engine capabilities for reproducing said audio. does it feature a reverb? does it feature presets/variable samples? can it change pitch on the fly? can it differentiate between 2d and 3d effects? can it adjust volume?
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- Posts: 14
- Joined: Sat, 16. Nov 13, 22:31
Anyone have any progress on the UI side?
andry1 mentioned that it was in LuaJIT format. However quickly googling it shows that you could disassemble it, but not into its original source, nor is it possible to reassemble.
Not really sure how to precede here. Is Egosoft going to release the Lua source files for the UI at a later date or are they not supporting the modification of the UI?
andry1 mentioned that it was in LuaJIT format. However quickly googling it shows that you could disassemble it, but not into its original source, nor is it possible to reassemble.
Not really sure how to precede here. Is Egosoft going to release the Lua source files for the UI at a later date or are they not supporting the modification of the UI?
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- Posts: 13244
- Joined: Fri, 13. Jan 06, 16:39
I don't think it's an attempt to hide the UI from modders because it's pretty much required to do anything but those baby-steps mods you see now. =)
More likely it's an issue of having to document the whole thing before letting modders run loose in it.
More likely it's an issue of having to document the whole thing before letting modders run loose in it.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
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I've created a wikia yesterday for exactly this purpose. How about putting the info in there for better visibility and an actual overview instead of one long post?
http://www.xworkshop.wikia.com
http://www.xworkshop.wikia.com
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- Joined: Sat, 25. Feb 06, 10:15
You can extract files from those archives and add .dds extension. This is standard format for game textures, which can be opened in photoshop.Dark_Ansem wrote:a lot of game data is in XML format. this bodes to be good, right?
couldn't understand a thing about textures, however, they appear as archives to me.
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