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Mods v 1.0


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I know there's a few threads on "wot modz is ded when dey release 1.0???", which is, of course, unanswerable.

But I wanted to know if SQUAD have mentioned any details that would help modders prep for 1.0. My mods are only part packs basically, but they are expecting a module from Nyrath's mod, and I fully expect that to be horribly broken. Plus, for parts, there's going to be some rejuggling for the aero and heat systems that 0.90 parts won't know anything about. Currently parts subject to heat (Engines) have an animation of emissive material values to show heat that's intrinsically ties to the part model, which suggests the question; do all parts now need that, or do none?

I heard via a distant grapevine that texture formats will be changing as well.

It'd be nice to know. Or, of course, I could drink some beer, read that book by Dyson, and relax until 1.0 arrives. mmm.... beer....

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DDS textures will be officially supported, so basically like using DDS loader now. I hear directx11 is working much, much better as well.

Yes, re-balance to parts and that heat tolerance number becomes very important. There may be other changes and values that were nothing that take on importance now (kind of like cost didn't matter until funds happened). Pretty sure that will all be handled by config.

It seems from the preview videos that a lot of the heat effects are being handled by shaders (look at the post from the squad cast this week showing off the new heat shields and using a shader to darken them as they lose ablation material).

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