Circularthingie, etc.

Circularthingie, etc.

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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Circularthingie, etc.

Post by Argh »

Hey devs... minor-but-important request...

Um... can you please, please, please not hardcode circularthingie and other graphics, and instead keep references to them abstracted through Resources.tdf, as we move forward? I went on a quest to discover what is up with that file, and discovered that it's all over Spring, along with a lot've other files, instead of being read into Spring and passed to the code by a textfile, like everything modder-created will be.

It will allow for more flexibility down the road, such as being able to call custom particles for a given object during certain situations, custom nanospray (my immediate objective here, now frustrated when I saw the cascade effects :P), etc.
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

circularthingy is customizable in resources.tdf.

What you've probably seen hardcoded was the resources.tdf key, ie. in this code:

Code: Select all

	flaretex = textureAtlas->GetTexture("flare");
	explotex = textureAtlas->GetTexture("explo");
	explofadetex = textureAtlas->GetTexture("explofade");
	circularthingytex = textureAtlas->GetTexture("circularthingy");
	laserendtex = textureAtlas->GetTexture("laserend");
	laserfallofftex = textureAtlas->GetTexture("laserfalloff");
	randdotstex = textureAtlas->GetTexture("randdots");
	smoketrailtex = textureAtlas->GetTexture("smoketrail");
	waketex = textureAtlas->GetTexture("wake");
	perlintex = textureAtlas->GetTexture("perlintex");
The only hardcoded bitmaps I see are:
  • graphPaper.bmp
  • foam.jpg
  • boatshape.bmp
  • hovershape.bmp
E: first is background for end game graphs, last 3 are dynamic water only. I don't consider either of them important enough to fix atm.
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