ZylonBane on 19/10/2006 at 23:25
Any variation on size/frame rate can be derived from the new high-res/high-rate textures. The question is, is there any actual need to generate these derivatives?
RootbeerTapper on 20/10/2006 at 00:49
if the frames are being switched image by image to get animation then if you try to add more frames to an existing animation it won't work would it? cause the shock cfg file would have the frames already set to a certain ammount based on each animations needs?
so if you tried to add frames to the security monitor gif dromed would ignore the added frames and only play the number of frames that the original file has?
RocketMan on 20/10/2006 at 02:05
Sometimes there are things we just don't understand. When I find myself in this position I usually try to stiffle myself before I say something stupid. Doesn't always work but I think you've had fair warning that your knowledge pertaining to this topic is a bit too basic to take your queries seriously as they've been already dismissed as accepted knowledge. I think if you read a bit further back you'll get all the answers you are looking for anyway. :)
...this is why i'm not posting every 2 seconds.
RootbeerTapper on 20/10/2006 at 02:40
I never said you had to take me seriously. Either way not saying anything at all would be the stupid part because then I don't learn and I don't have an ego to maintain here or in the real world so It doesn't matter to me if I look like an idiot.
but if you think your an idiot for saying something in a forum then have everyone laugh at you in the end well, that's your business atleast now you know compared to if you never asked at all.
I have been doing some modding of my own lately to shock and one thing that I said is true I just can't explain it well enough that you just flame me a second time
Nameless_Voice on 23/10/2006 at 09:39
Quote Posted by RootbeerTapper
if the frames are being switched image by image to get animation then if you try to add more frames to an existing animation it won't work would it?
Of course it would. Dark plays as many frames as exist, up to 20. This is based on if the files exist with the correct names, nothing else.
RootbeerTapper on 23/10/2006 at 11:48
Quote Posted by Nameless_Voice
Of course it would. Dark plays as many frames as exist, up to 20. This is based on if the files exist with the correct names, nothing else.
Thanks that is all I needed to know. I wasnt sure if it was fixed based on each tech screen or if all screens could be based on 20 this makes for some intresting ideas for new screens =)
Displacer on 16/1/2007 at 13:08
I found the texture animation rate and limit in the code, just in case anyone is interested the number of frames allowed is hard coded to 20 (yes I know this is known, just saying its hard coded), the timing is also hard coded to 250, which means the next animation frame is shown every 250 sim time units.
If you want to see the effect of changing the rate, you need a hex editor. Open the ss2 editor (Use a backup!) and go to the byte at 326398h (hex) and you should see the value of FAh (250) change it (the higher the value, the slower the animation rate, the smaller the value, the faster the rate). Change it to something like 10, save it and load a level and check out the animations.
You can also see the rate, and other info by placing this line in your config file:
anim_txt_frame
Then loading a level and playing it for a few seconds, then look in your monolog.txt file.
Be warned this will dump a lot of information, the longer you stay in your level the bigger your monolog.txt file will be, so only stay in the level for a few seconds.
RocketMan on 16/1/2007 at 16:38
Quote Posted by Displacer
Open the ss2 editor (Use a backup!) and go to the byte at 326398h (hex) and you should see the value of FAh (250) change it (the higher the value, the slower the animation rate, the smaller the value, the faster the rate). Change it to something like 10, save it and load a level and check out the animations.
So you're saying you've found out how to break the framerate limit which until now was deemed impossible??
Displacer on 16/1/2007 at 16:53
Quote Posted by RocketMan
So you're saying you've found out how to break the framerate limit which until now was deemed impossible??
Give it a try (following instructions above), if you want I already have a copy of the editor with the framerate set very high, let me know where to send it and I'll pass it along. Its not a bypass however, as this will only work if you run the game from the editor, and its a global setting, meaning ALL animated textures will run at this rate.
RocketMan on 17/1/2007 at 20:56
Congratulations on the find....I'm excited about it. The question is, will an amateur be able to exploit this new functionality without using hex editors and weeding through code?