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February 28th, 2007, 02:39 PM
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Shrapnel Fanatic
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Re: FQM Beta 5 Posted
Yes.
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February 28th, 2007, 03:06 PM
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Sergeant
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Re: FQM Beta 5 Posted
There were other choices? Curious as to what they are.
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February 28th, 2007, 03:15 PM
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National Security Advisor
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Re: FQM Beta 5 Posted
Quote:
Santiago said:There were other choices? Curious as to what they are.
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Nothing major. There was an alternate glow for gas giants that didn't have the thin bright glow near the surface.
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February 28th, 2007, 03:22 PM
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Sergeant
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Re: FQM Beta 5 Posted
Thanks for the Info- Just getting ready to look at it now.
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February 28th, 2007, 03:51 PM
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Sergeant
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Re: FQM Beta 5 Posted
Very colorful- Altho 1st thoughts - some look good- some are almost a mismatch. I guess this is the nature of planets and atmospheres. I have one, a yellow ringed planet with a CO2 atmosphere (green) with bright orange rings. Very Neon. One of nearly the same color are harder to distiguish unless zoomed in on.
Does the atmosphere tend to make the planets look flat? That thought just occurred to me.
Speaking of neon and gases- What about other atmosphere types- Is it a lot of changes to add? Chlorine, Sulphur Dioxide, Helium (pop talks funny so communication is difficult), Nitrogen, Maybe Neon, Krypton (Pop is very Strong) and Nitrous Oxide ( pop is very very happy)
Green stars look good to me
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February 28th, 2007, 04:08 PM
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Sergeant
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Re: FQM Beta 5 Posted
The solar flare effects are a really nice touch.
I'm glad that ringed planets now also have atmosphere glows, it's very usefull to be able to see at a glance what kind of planets a system has.
I have to agree with santiago on the brightness/contrast of the planetglows, I prefered the planetglows from the previous FQM version, they were more subtle, but easy enough to see.
Anyhow, great work. I can recommend this mod to anyone. Nobody should start a game without it.
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February 28th, 2007, 03:14 PM
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National Security Advisor
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Re: FQM Beta 5 Posted
There are a few typos in the Quadrant type description with "nebualaes". I'm glad you lined up the values in bitmap...effects but what's with the decimals without leading zeroes and the incorrect number of digits (ie .5 instead of 0.50 etc)!?
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February 28th, 2007, 04:20 PM
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Shrapnel Fanatic
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Re: FQM Beta 5 Posted
Captain Kwok said:
"...what's with the decimals without leading zeroes and the incorrect number of digits (ie .5 instead of 0.50 etc)!?"
I could understand the spaces for readability issues, but padding 0s? Who cares?
"There are a few typos in the Quadrant type description with "nebualaes"."
That appears to be inherited from the stock typo in the Ancient quadrant description.
Santiago said:
"some are almost a mismatch. I guess this is the nature of planets and atmospheres."
MM screwed the pooch and did not follow any sort of consistent color guide for mapping planet textures to atmospheres. There are Methane planets that are blue and practically indistinguishable from O2 planets, for example.
"What about other atmosphere types- Is it a lot of changes to add?"
Not really difficult. It just requires having sets of textures to use for each type...
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February 28th, 2007, 04:31 PM
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Re: FQM Beta 5 Posted
Sorry if I prefer to have my decimal points lined up!
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One of the problems with the planet glows is that they are drawn behind the planet which gives them that 2d flat look. Anyway I think I could do a better job on the planet glows.
A slightly larger 3d sphere around the planet with a lightly coloured almost transparent texture would look the best but not quite possible in SE:V.
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February 28th, 2007, 04:34 PM
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Re: FQM Beta 5 Posted
What if it was set to be on top of the planet texture? The atm would blend in more then.
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