TheStarport / StarportDocusaurus

Implementation code of our wiki and blogging system using Docusaurus
GNU General Public License v3.0
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INI Keys that requires testing/verification #10

Open IrateRedKite opened 1 year ago

IrateRedKite commented 1 year ago

This issue is in place to track cases where there is information on an INI key, but it's not clear what it does or how precisely it functions. INI keys in the wiki that currently have an empty description should not be in here! Keys in this issue are only listed if their function is ambiguous and requires testing or further information to verify.

Hardcoded INIs

faction_prop.ini

formations.ini

lootprops.ini

mbases.ini

news.ini

ptough.ini

rankdiff.ini

Typed INIs

asteroid_fields

cockpits

constants

Honestly too many to quickly list. Just go open the page and pick anything to test and verify.

effects

encounters

solar

sounds

system

FireFlyEx commented 11 months ago

faction_prop - jump_preference should determine what type of jump they will make: jumphole, jumpgate, or any (both). used to prevent NPCs from flying to their deaths for no reason.

formations - pl_pos should be the player position within the formation.

mbases - rumor_type2 is only used for the campaign. they are story specific rumors. the first two parameters appear to be conditions for the rumor to be available rumor_type2 = mission_07_loaded, freetime_07_08, 1, 393647

systeminfo - space_farclip overrides LOD ranges in the system. used to force ale effects like in omega-41 to display beyond 17k. Causes graphical glitches to planets when set higher than 150k (from Auriec @ Discovery)

systeminfo - rpop_solar_detection allows NPCs to spawn inside the bounding box of extremely large models like the Dyson Sphere. works systemwide. true/false (from Auriec @ Discovery)

IrateRedKite commented 2 months ago

@FireFlyEx Really sorry, I completely missed these with the issue board move to TSP Docusaurus! I've updated a number of these with aab12ef7369b74f8005f76dfc10206af8937c9dc.

Did you do any testing for jump_preference? Given behaviours I've observed, I'm not content to just adjust this one on hearsay as it doesn't seem to be a hard limiter and I've seen some really funky behaviour from NPCs going out of their way to use jump holes when their preference is set to gate.