[MOD] Immersive environments 1.1 [09-11-2011]
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You are right. The wall its an Argon sector. I changed this sector's background to the bluewell one, same as the Argon prime for a cohesive look.
The hole its the transitional foggy sector between Argon and Boron. Now the greenoutlands foggy sectors are really a pain in my mod. A very dense cloud with 0 visibility. No stars, no visual references like planets...
An approach at full speed to any structure its a collision 100%.
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The hole its the transitional foggy sector between Argon and Boron. Now the greenoutlands foggy sectors are really a pain in my mod. A very dense cloud with 0 visibility. No stars, no visual references like planets...
An approach at full speed to any structure its a collision 100%.
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YeaRequiemfang wrote:LOL sounds about right

"I feel like that's not the way fantasy space travel works in the real fantasy universe."
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can i run this mod in conjunction with the no fog mod, or does immersive backgrounds also do away with the overdone fog effect that exists in vanilla? currently running both immersive backgrounds and no fog as cat/dat fake patches.
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If you take a look at my last post you will not consider any more the vanilla fog as overdone, lol.
I dont think will be compatible mods. My mod changes in his wip version (RC 1 will be uploaded soon) the fog of the entire galaxy with new textures and variables.
The idea behind my mod its to change the nebula floating textures to a 'vapor' textures, softer and more dense looking.
I dont think will be compatible mods. My mod changes in his wip version (RC 1 will be uploaded soon) the fog of the entire galaxy with new textures and variables.
The idea behind my mod its to change the nebula floating textures to a 'vapor' textures, softer and more dense looking.
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New Boron space, better hi res version of the same Orion nebula:
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Some observations I wrote down while hopping around - I was going to do that allot more and return with more material but I haven't really been playing the game lately.
1. Frier's Retreat - Paranid. The Sector info mentions the moon is very affected (partly destroyed?) by destruction, but there is no sign of it from space. I was thinking big craters, rifts? But then again maybe you are locked in the amount of planets available? I don't know much about this part.
2. Xenon sector 472. Planet shattered hell of radioactivity. Xenon super weapon used on planet. Nice looking planet
I wouldn't mind living there.
3. Xenon 534. Planet got the nightlights. That's not a problem since it could be xenon. Just thought I'd mentioned it if you got other ideas.
Thanks again for doing this!
EDIT: I might as well add. This mod fits most new and semi-new gfx-cards, and most of those can do more GPU and memory wise than what the game was set for. I've set my object distance to 1000.000 in all sectors just to test and noted no slow down. I am severely capped by my CPU (and that is running at 4050MHz
) but GFX wise I can push something insane.
So while you are at it, will you give an option for a TBackground with farther view? It is that some sectors should have obscured view and you would know best where a longer view could fit. END EDIT
1. Frier's Retreat - Paranid. The Sector info mentions the moon is very affected (partly destroyed?) by destruction, but there is no sign of it from space. I was thinking big craters, rifts? But then again maybe you are locked in the amount of planets available? I don't know much about this part.
2. Xenon sector 472. Planet shattered hell of radioactivity. Xenon super weapon used on planet. Nice looking planet

3. Xenon 534. Planet got the nightlights. That's not a problem since it could be xenon. Just thought I'd mentioned it if you got other ideas.
Thanks again for doing this!
EDIT: I might as well add. This mod fits most new and semi-new gfx-cards, and most of those can do more GPU and memory wise than what the game was set for. I've set my object distance to 1000.000 in all sectors just to test and noted no slow down. I am severely capped by my CPU (and that is running at 4050MHz

So while you are at it, will you give an option for a TBackground with farther view? It is that some sectors should have obscured view and you would know best where a longer view could fit. END EDIT
Last edited by Locksley on Sat, 22. May 10, 00:37, edited 2 times in total.
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ok, thanksconnary wrote:If you take a look at my last post you will not consider any more the vanilla fog as overdone, lol.
I dont think will be compatible mods. My mod changes in his wip version (RC 1 will be uploaded soon) the fog of the entire galaxy with new textures and variables.
The idea behind my mod its to change the nebula floating textures to a 'vapor' textures, softer and more dense looking.
how about the 110k draw distance mod, is your mod compatible that?
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You can use 110k but you will loose connary's finer adjustments of fog values etc. I haven't compared connary's TBackground to the original nor 110k but I think it would be a misstake to not use connary's the whole way.pepperg wrote:ok, thanksconnary wrote:If you take a look at my last post you will not consider any more the vanilla fog as overdone, lol.
I dont think will be compatible mods. My mod changes in his wip version (RC 1 will be uploaded soon) the fog of the entire galaxy with new textures and variables.
The idea behind my mod its to change the nebula floating textures to a 'vapor' textures, softer and more dense looking.
how about the 110k draw distance mod, is your mod compatible that?
On the other hand, as I posted before I wouldn't mind seeing a bit farther in some sectors and I think most people who have an updated GFX-card wouldn't mind that too. It's easy to do yourself but I for one don't know what line in TBackground go to what sectors - eventually I'll have to learn this anyway but I rather see connary do it in style with his vision.
Keep up the bad work

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The sector 841 its a bit unstable with this beta version, lol, the atmosphere of a planet destroys the entire sector content. Has been solved in the next mod version.
Thanks for the feedback.
I will not change the far distance view in every sector to a maximum value. I think that this spoils the game. Be able to see every object in the sector its not a good idea in my opinion. Some objects must be hidden by distance.
Other sectors needs a short view due the gas clouds in the sector and go on go on... a lot of variables...
Locksley all the sectors you had mentioned has been changed extensively in my mod. Thanks for the feedback.
Number StormMagi? I dont understand you, Beta 1 its the number of the current available mod. The next will be a RC 1, i will change then the post title, sure.
Thanks for the feedback.
I will not change the far distance view in every sector to a maximum value. I think that this spoils the game. Be able to see every object in the sector its not a good idea in my opinion. Some objects must be hidden by distance.
Other sectors needs a short view due the gas clouds in the sector and go on go on... a lot of variables...
Locksley all the sectors you had mentioned has been changed extensively in my mod. Thanks for the feedback.
Number StormMagi? I dont understand you, Beta 1 its the number of the current available mod. The next will be a RC 1, i will change then the post title, sure.
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New way to show the loadscreens, opinions needed.
Any ideas for a better text in the bottom??
Layout:
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Any ideas for a better text in the bottom??
Layout:
[ external image ]
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Unknown is spelt incorrectly.connary wrote:New way to show the loadscreens, opinions needed.
Any ideas for a better text in the bottom??
Layout:
[ external image ]
It's a TURRET, not a "turrent". Learn to spell.
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Apart from that, I like it.Unserene wrote:
Unknown is spelt incorrectly.
"I feel like that's not the way fantasy space travel works in the real fantasy universe."
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