I've been hunting through the code trying to find the explosions, and found out a few things.
There doesn't seem to be any derelict explosions referenced in the code anymore apart from three.
Below is the list for all derelicts from ObjTypes.h
//pre-revision ships as junkyard derelicts:
//hyperspace gate dummy derelict
If you inspect the contents of Homeworld.big you find a file called general.script
in the etg
folder. Within this file are nine lines of code starting on line 373.
setDeathEvent PrisonShipnew, damage, DestPrisonShip.ebg
setDeathEvent PrisonShipnew, projectile, DestPrisonShip.ebg
setDeathEvent PrisonShipnew, beam, DestPrisonShip.ebg
setDeathEvent Crate, damage, DestDamageSmall.ebg
setDeathEvent Crate, projectile, DestDamageSmall.ebg
setDeathEvent Crate, beam, DestDamageSmall.ebg
setDeathEvent HyperspaceGate, damage, DestBeam.ebg
setDeathEvent HyperspaceGate, projectile, DestBeam.ebg
setDeathEvent HyperspaceGate, beam, DestBeam.ebg
These lines only load the explosion events for three of the derelicts.
Are we sure that the explosions were in the original game?
Everything else defaults to 0, or null so it doesn't attempt to display any explosions.
So what to do?
We cannot directly modify anyone's bigfile, so do we hardcode the explosions?
Should we include a routine to process an additional file for the explosions?
Can the existing routines to override the bigfile be used in this instance?
Any other suggestions, or are the derelicts supposed to be devoid of explosions?