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credits.tbl
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The credits.tbl defines the text shown on the credits screen, and the music and artwork that go with it.
This table is one of the Modular Tables and can be extended with xxx-crd.tbm.
Code: /menuui/credits.cpp. See Tables for every table.
Badges show the version a field or behavior was added in. Fields without a badge are from the original game.
Field index (every field, one per line in table order; click one to jump to it)
- A table is a few optional settings, then the credits text, ending with
#endor the end of the file. - The settings must be in the order listed below; one out of order is not read. Each table can set them, and a later table overrides an earlier one.
- The music played during the credits, by its name in music.tbl.
- Default: Cinema
- Syntax: String
- The music played during the credits if an optional music pack is present. If this names a valid music entry, it's used instead of
$Music:. - Syntax: String
- How many artwork images the credits cycle through (see Artwork).
- Default: 46, as in the original game. A value of 0 or less is ignored.
- Syntax: Integer
- The image the artwork starts with.
- Default: a random image. Values outside 0 to
$Number of Images:minus 1 are moved to the nearest end of that range. - Syntax: Integer
- How fast the text scrolls.
- Default: 15. The minimum is 0.01.
- Syntax: Float, pixels per second
- How long each image is shown, not counting the fades.
- Default: 9. The minimum is 0.01.
- Syntax: Float, seconds
- How long each image takes to fade in or out.
- Default: 1. The minimum is 0.01.
- Syntax: Float, seconds
- Whether the built-in FreeSpace Open credits come before or after the mod's credits.
- Default: Start. Anything other than Start or End logs a warning and is ignored.
- Syntax: String, one of:
- Start
- End
- Everything after the settings, up to
#end, is the credits text, line for line. Blank lines are kept. - Any line can be written as an
XSTR("text", index)so it can be translated; headers usually are, for exampleXSTR("Lead Programmer:", -1). - Lines too long for the credits area are wrapped. (SCPUI's credits screen does its own wrapping instead.)
- The text of each table is shown in table order: credits.tbl first, then each xxx-crd.tbm.
- If the first line of credits.tbl's text is exactly
Design:, as in the original game's table, a heading "ORIGINAL VOLITION STAFF:" is added before it. A total conversion with its own credits doesn't get it.
The images cycled during the credits are named 2_CrIm followed by the image number with at least two digits (CrIm at 640x480): 2_CrIm00, 2_CrIm01, and so on up to $Number of Images: minus 1.
$Start Image Index: 0
$Text scroll rate: 17.0
$Artworks display time: 6.5
$Artworks fade time: 1.5
$SCP Credits position: End
XSTR("Lead Programmer:", -1)
Dave Baranec
XSTR("Programming:", -1)
Dave Andsager
Jeff Farris
Neil Kumar
#end
Getting Started
Features
SEXPs
Lua Scripting
Tables
-
Tables
- ai.tbl
- Animation (-anim.tbm)
- armor.tbl
- asteroid.tbl
- autopilot.tbl
- cheats.tbl
- colors.tbl
- controlconfigdefaults.tbl
- coordinate_points.tbl
- credits.tbl
- curves.tbl
- cutscenes.tbl
- Decals (-dcl.tbm)
- default_settings.tbl
- Dynamic SEXPs (-sexp.tbm)
- editor.tbl
- fireball.tbl
- fonts.tbl
- game_settings.tbl
- generated_nebula.tbl
- glowpoints.tbl
- help.tbl
- hud_gauges.tbl
- icons.tbl
- iff_defs.tbl
- intel.tbl
- lighting_profiles.tbl
- lightning.tbl
- mainhall.tbl
- medals.tbl
- messages.tbl
- mflash.tbl
- mission_profiles.tbl
- music.tbl
- nebula.tbl
- objecttypes.tbl
- Particle Effects (-part.tbm)
- post_processing.tbl
- props.tbl
- rank.tbl
- scripting.tbl
- ships.tbl
- sounds.tbl
- species_defs.tbl
- ssm.tbl
- stars.tbl
- strings.tbl
- tips.tbl
- traitor.tbl
- tstrings.tbl
- virtual_pofs.tbl
- weapons.tbl