Search found 218 matches

by Mutos
Mon Apr 05, 2010 4:07 pm
Forum: The Drawing Board
Topic: "Hoshikaze 2250 - Stars of Call" Adventure Project
Replies: 66
Views: 41681

Hi all, It's been some time I've not been here... I was the only developper on the SoC project and it wasn't possible to work on everything at once... So meanwhile, we decided to concentrate on the edition rather than the gamedev and we actually published 2 books telling short stories from the Hoshi...
by Mutos
Sun Jan 25, 2009 12:39 pm
Forum: Shipyards
Topic: Custom missile graphics
Replies: 3
Views: 2691

Hi Vizth, Try the imageFrameCount attribute in the XML tag <Image> . I'm not 100% sure because I didn't use it myself but I saw it used in the Transcendence XML sources. Look into AresOrthodoxy.xml, DwargRaiders.xml, EncountersVol01.xml, StdExplosions.xml, StdWeapons.xml and SungSlavers.xml. A likel...
by Mutos
Sat Jan 24, 2009 6:09 am
Forum: Off-Topic
Topic: Short story I wrote
Replies: 8
Views: 5632

Hi schilcote,


Be back once I got the comp pack, your file is cursed docx !
by Mutos
Fri Jan 23, 2009 12:58 pm
Forum: The Drawing Board
Topic: Ship Interior Hook - A Proof of Concept
Replies: 24
Views: 14016

Hi alterecco, hi all, In fact I just tested it and found it working. I'll give it full attention when I'll need it, but for now I'm on the topic of generic ship behavior, something entirely different ! But that's good to know where to look at when you try Step 7 : fiddle with the parameters ^-^ EDIT...
by Mutos
Fri Jan 23, 2009 5:52 am
Forum: The Drawing Board
Topic: Ship Interior Hook - A Proof of Concept
Replies: 24
Views: 14016

Hi alterecco, hi all, Just got it, it works with the test item you provided. So I formalize a small tuto for those who would want to try :) What you have to do is the following : 1/ Add the Mod XML to your extension folder, 2/ Add the following line to your entity list : <!ENTITY sh_dsScreenHook "0x...
by Mutos
Fri Jan 23, 2009 5:16 am
Forum: The Drawing Board
Topic: Ship Interior Hook - A Proof of Concept
Replies: 24
Views: 14016

Hi alterecco, hi all, Wooo, that's great ! This way we could have a file with a long series of ScreenHook items with behaviors attached to them. Then we could at runtime use them and customize them as will ! I don't swear I'll use it fast, because there are things to do before I begin working on top...
by Mutos
Fri Jan 23, 2009 3:59 am
Forum: The Drawing Board
Topic: Ship Interior Hook - A Proof of Concept
Replies: 24
Views: 14016

Hi Prophet, hi alterecco, hi all, Good idea Prophet, I would then use it as a foundation for my missions system ! I also will need a comm system with variable messages and answer and couldn't find how to devise it in the <c> comm system. As for the serious code, I'll first handle the bugfixes I'm in...
by Mutos
Thu Jan 22, 2009 7:59 pm
Forum: Closed bug reports
Topic: Crash when calling objDestroy in Mod
Replies: 7
Views: 5015

Hi all, Thanks all of you for the help ! It was just in front of me and I couldn't see it ! What a shame ! I'm ashamed ! As for the Adventure Mod, it's just the beginning and I don't find it very impressive, it lacks so many features ^-^ But I'll keep on and it'll expand... Thanks alterecco for the ...
by Mutos
Thu Jan 22, 2009 12:50 pm
Forum: Closed bug reports
Topic: Crash when calling objDestroy in Mod
Replies: 7
Views: 5015

Hi digdug, hi all,


Tested, it works. Now I got other references to convert in my code.
by Mutos
Thu Jan 22, 2009 11:18 am
Forum: Closed bug reports
Topic: Crash when calling objDestroy in Mod
Replies: 7
Views: 5015

Hi digdug,


OK, I didn't notice that. Thanks a lot for the advice !

In fact all my code, test and posts were for such a trivial error ! I'll test that solution asap and let you know.
by Mutos
Thu Jan 22, 2009 9:42 am
Forum: Closed bug reports
Topic: Crash when calling objDestroy in Mod
Replies: 7
Views: 5015

I have tested and logged until I found the perfect example of the crash issue. I did the following test : 1/ Set debug logs to write information about old and new waypoints, 2/ Launch a new Adventure and wait until waypoint changes appear in Debug.log, to show the function works before saving, 3/ Sa...
by Mutos
Thu Jan 22, 2009 5:18 am
Forum: Closed bug reports
Topic: Crash when calling objDestroy in Mod
Replies: 7
Views: 5015

Crash when calling objDestroy in Mod

Hi George, hi all, I now report a crash cause that occurs on my Stars of Call Adventure Mod and bugged me for some time before I was finally able to pinpoint it. I still don't know if it is simply a misuse of the objDestroy function or a bug with save/load system and space objects. Surely you could ...
by Mutos
Thu Jan 22, 2009 4:20 am
Forum: Shipyards
Topic: Getting autons to *look* like something else
Replies: 7
Views: 4355

Hi dosbox-gamer, hi all, Nearly that ! The "imageX / imageY" part are coordinates in pixel. They tells the game where to find the right image for the ship/station/item/whatever among many sprites that are packed together in a single image resource. The image resource itself ("&rsMediumShips1;") is m...
by Mutos
Wed Jan 21, 2009 6:25 pm
Forum: The Drawing Board
Topic: "Hoshikaze 2250 - Stars of Call" Adventure Project
Replies: 66
Views: 41681

Hi all, The great news today is that I finally got the issue that caused crashes when loading saved games, and maybe other crashes. The debug lines tracking every function call told me where it lies. Somewhere I destroy a waypoint and that comes out bad... I'll post a specific topic once I have anal...
by Mutos
Wed Jan 21, 2009 6:20 pm
Forum: The Drawing Board
Topic: Ship Interior Hook - A Proof of Concept
Replies: 24
Views: 14016

Hi alterecco, hi all, Would love to use such a thing. I'll see what I can do with it, but as I read your description, it seems to answer some questions I was asking about dynamic dockscreens. For instance : - A planet could dynamically build a list of famous viewpoints to visit, - A station could co...