Endless sky mod ship11/7/2023 ![]() galaxy: a sprite that should be shown in the background of the map.fleet: a list of possible ship combinations and relative frequencies.event: a list of changes to the game data, which will happen either on a specific date, or in response to a mission.(For example, the explosions shown when a projectile strikes something.) effect: an animation that is used purely for visual effect and does not interact with objects in the game.conversation: a conversation to be shown in a mission event.By setting alpha to 0 you can define a color that uses additive mixing, and you can also use other blending modes. color: a named color in premultiplied RGBA format, to be used in the user interface.The game data in Endless Sky includes the following elements, sometimes referred to as "root-level" nodes or tokens: Prior to the creation of the plugin.txt file, the plugin's description was read from an about.txt file. about: a description of the plugin to be displayed in the plugins menu. ![]() If multiple plugins with the same name metadata are present, only the first reached by the game will be loaded, any subsequent plugins attempting to use the same name will not be loaded by the game. If no name is provided, defaults to the name of the folder that the plugin is from. ![]() name: the name of the plugin to be displayed in the plugins menu.Metadata is formatted in the same way that the data files are, with root nodes, tokens, and child nodes. 0.10.3, the plugin.txt file in the plugin's root folder contains metadata about the plugin. to get a list of available plugins, download plugins, and check for updates to any plugins that were already downloaded. This server will support basic plugin management, e.g. As with images, the path to a sound is relative to this folder.Įventually, a plugins server will be set up that will be accessible within the game itself. sounds/: all sounds must be placed in here.For example, ship/berserker refers to $/images/ship/berserker.png. When specifying sprite paths, they are relative to the images directory. images/: all images should be placed in here.data/: any data files must be placed in this folder, or they will not be loaded.icon.png: an image that appears when selecting the plugin in the plugins menu.plugin.txt: a plain-text file containing metadata about the plugin. ![]() about.txt: a plain-text file describing the plugin.copyright: a plain-text file giving copyright information in Debian copyright format.See the individual data types' pages for specifics.Ī plugin folder can contain the following: Note that if you remove a plugin or remove items from it, saved games that depend on those items can end up "broken." So, if you're still developing a plugin you may want to create a snapshot of your pilot file first, or test with a pilot you don't care about.ġ Depending on the type of entry being modified, some, all, or even none of its properties can actually be modified. (Eventually, there will be a menu panel specifically devoted to managing plugins, which will list all available plugins and let you reorder or disable any of them, as well as showing a user-provided description of each plugin.) If two plugins define the same image or data, which one is used will depend on what order the plugins are loaded in, and currently there is no way to control that. For example, if an image appears by the same name in a plugin and in the original game data, the image from the plugin is used. a ship, a planet, etc.) is defined in a plugin, it can 1 override or modify the game's base definition of that kind of entry. Plugins can contain any of the same data that the game's ordinary data files contain. If you're on Windows, Notepad++ is a good, free text editor you can use. The data file format is represented by how indented each line is, so editing the data in a word processor like Microsoft Word or in a program like Notepad that does not support automatic indentation will be difficult and frustrating. When editing the game data, you should use a text editor that is designed for writing computer code. Polygonal collision detection algorithms.Motion blur rendering using OpenGL shaders.Using frame tweening for smooth animations.Tricks for creating special blending modes.
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