Engine glow count / opt limit hook

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Engine glow count / opt limit hook

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JeremyaFr
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Post by JeremyaFr » Sat Jan 29, 2022 1:29 pm

UPDATE

Hello,
I've updated the opt limit hook.

I've increased the engine glow count limit per opt. The limit was 16. It is now 255.
When a mesh is hidden, its engine glows are also hidden.

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Ace Antilles
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Post by Ace Antilles » Sat Jan 29, 2022 1:48 pm

That's brilliant! That should help a lot with something I was working on.

@Master Qui-Gon you might be interested in this too :)
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Master Qui-Gon
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Post by Master Qui-Gon » Sat Jan 29, 2022 4:00 pm

JeremyaFr wrote:
Sat Jan 29, 2022 1:29 pm
UPDATE

Hello,
I've updated the opt limit hook.

I've increased the engine glow count limit per opt. The limit was 16. It is now 255.
When a mesh is hidden, its engine glows are also hidden.
Yes....Thank you!
Your focus determines your reality.

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Master Qui-Gon
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Post by Master Qui-Gon » Sat Jan 29, 2022 4:01 pm

Ace Antilles wrote:
Sat Jan 29, 2022 1:48 pm
That's brilliant! That should help a lot with something I was working on.

@Master Qui-Gon you might be interested in this too :)
I :D :D :D
Your focus determines your reality.

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Vince T
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Post by Vince T » Sat Jan 29, 2022 4:49 pm

Holy smokes, this is fantastic!

Any chance you'll be able to increase the number of rotating turrets, too? eh? eh?
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Post by Bman » Thu Feb 03, 2022 6:53 am

That's on my wish list too Vince. :D But as RandomS. indicated the RotaryGunTurret type meshes are limited to a fixed array of 16. Each of the 16 meshes can have at most a pair of Laser HPs that alternate in a firing sequence. My other wish is the ability to have more than three different laser/weapon type systems. i.e. 282, 283, 284, 285, 289, 290, 303, 304, 305, 307, & other projectiles. :D
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Post by marcelo999 » Thu Feb 03, 2022 4:11 pm

On windows 7 hook_opt_limit.dll doesn't work.

Crash.

As if the .dll did not load

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Master Qui-Gon
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Post by Master Qui-Gon » Thu Feb 03, 2022 8:51 pm

This is working like it should except in the Tech Globe. You can still see the hidden glows.

In-Flight it is perfect.
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Post by marcelo999 » Thu Feb 03, 2022 11:20 pm

OK thank you.
It gives me problems with ddraw 2.0, apparently.

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JeremyaFr
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Post by JeremyaFr » Thu Mar 31, 2022 11:28 am

UPDATE

Hello,
I've updated the opt limit hook.

I've fixed a bug in the Tech Library where engine glows are showns on hidden meshes.

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Master Qui-Gon
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Post by Master Qui-Gon » Thu Mar 31, 2022 1:21 pm

JeremyaFr wrote:
Thu Mar 31, 2022 11:28 am
UPDATE

Hello,
I've updated the opt limit hook.

I've fixed a bug in the Tech Library where engine glows are showns on hidden meshes.
Thank you, Thank you
Your focus determines your reality.

marcelo999
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Post by marcelo999 » Fri Apr 01, 2022 11:48 pm

Hola

On windows 7 64 sp1 in flight random crash.

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JeremyaFr
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Post by JeremyaFr » Thu May 12, 2022 7:47 pm

UPDATE

Hello,
I've updated the opt limit hook.

I've fixed a crash related to engine glows

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JeremyaFr
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Post by JeremyaFr » Sun Jun 12, 2022 7:09 am

UPDATE

Hello,
I've updated the opt limit hook.

I've include a patch to disable hitzone bounds check on render.

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Post by JeremyaFr » Sat Dec 10, 2022 9:05 am

UPDATE

Hello,
I've updated the opt limit hook.

You can now show/hide engine glows based on the ship speed.

Suppose that the craft is "FlightModels\[Model].opt".
To define which engine glows are rendered based on the craft speed, create a file named "FlightModels\[Model]EngineGlows.txt" or create a section named "[EngineGlows]" in "FlightModels\[Model].ini".
The format is a line per engine:
engine index, percent, mglt.
If the percent value is -1 then it is not used.
If the mglt value is -1 then it is not used.

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