Search found 731 matches

by relanat
Tue Jun 25, 2019 4:11 am
Forum: Mod Announcements
Topic: Director's Cut
Replies: 0
Views: 10

Director's Cut

Version 2.01 now uploaded to the Multiverse. An updated version of Styro's Director's Cut adventure. It features the same storyline as Part 1: Stars Of The Pilgrim (SOTP). Start in Eridani and make your way to the Core. But there are more systems than SOTP. So more chances to attack, trade, do missi...
by relanat
Tue Jun 25, 2019 4:02 am
Forum: Announcements
Topic: 1.9 Alpha 1
Replies: 9
Views: 1224

Re: 1.9 Alpha 1

Excellent. The new tabs are great. And there is more room in the dockscreens as well. Nice. Possibly the PgUp/PgDn keys could be left in there. They are handy. Note to modders: the dockscreen background images are now 1280 x 624, up from 1280 x 528. If you use a custom background image the older sma...
by relanat
Thu Jun 20, 2019 2:27 am
Forum: Announcements
Topic: 1.9 Alpha 1
Replies: 9
Views: 1224

Re: 1.9 Alpha 1

I saw the new Ares shipyard image in the git version. Looks awesome. I don't know how you do it!
And, for info, it looks like EP got an update as well.
by relanat
Thu Jun 20, 2019 2:25 am
Forum: Beta Bug Reports
Topic: EP: Never Ending Gate Animation
Replies: 2
Views: 148

Re: EP: Never Ending Gate Animation

I tried a couple of whole galaxy runs with the Taipan and Cent/X in both debug and normal mode with no success. I didn't have the soundtrack though. I'll download that today and try again. Once was a quirk, something must be up for it to happen twice. Questions: Do you still have a sav file for that...
by relanat
Wed Jun 19, 2019 6:02 am
Forum: Shipyards
Topic: Some help with playerships please?
Replies: 21
Views: 466

Re: Some help with playerships please?

I can't be sure because I got erratic results when I played around with it a while ago, but I think 'sortOrder=' somehow affects the order that playerships appear in the playership select screen when you start a game. But there must be some other criteria as well. They can appear in alphabetical ord...
by relanat
Wed Jun 19, 2019 5:54 am
Forum: Shipyards
Topic: function list stuff
Replies: 8
Views: 1161

Re: function list stuff

1.8.2 Formatting: 'itmGetProperty' has an extra tab in front of 'shipCounterPerSlot' in the 'weapon' section. Additions: 'objSetProperty' now has a 'fuelLeft' property. Seen in 'Benedict06.xml'. I didn't realize this was settable. Using '(objSetProperty theShip 'fuelLeft (objGetProperty theShip 'max...
by relanat
Wed Jun 19, 2019 5:47 am
Forum: Shipyards
Topic: basic game maths function and number formats explanation please
Replies: 5
Views: 133

Re: basic game maths function and number formats explanation please

Thanks.

For info, 'fmtCurrency' only works with integers.
To guarantee a result convert numbers to 'int32' format.

Code: Select all

(fmtCurrency 'credit (convertTo 'int32 currencyNumber))
'strMassString' works with both integers and reals.
by relanat
Fri Jun 14, 2019 6:17 am
Forum: Shipyards
Topic: exclusion distance when adding stations help please
Replies: 5
Views: 837

Re: exclusion distance when adding stations help please

Finally got this mod working. The exclusion feature for 'sysVectorRandom' doesn't work in <OnGlobalSystemCreated>. Running similar code in a formed system does. So I'll guess that mod stations get created first so there aren't any other stations for them to be excluded from. Or something! Once that ...
by relanat
Fri Jun 14, 2019 6:15 am
Forum: Shipyards
Topic: basic game maths function and number formats explanation please
Replies: 5
Views: 133

Re: basic game maths function and number formats explanation please

Thanks again for this. It is much easier to fix bugs when you understand what might be happening to cause the error. Still painful though! For info, an integer is a whole number. A number without a decimal point and not a fraction. So 3 or 145,682 are integers but 3.1, 145,682.00453 and 1/10 are not...
by relanat
Tue Jun 11, 2019 5:10 am
Forum: Shipyards
Topic: storing single save data for continual use query
Replies: 2
Views: 67

storing single save data for continual use query

In a couple of mods I have lists of info which are referred to continually but only need to be set once. This is one such example from a VOTG GodShip mod I'm working on. (switch (eq rank -1) (block Nil (setq currentRank "Outcast") (scrEnableAction gScreen 'actionRemOutcast Nil) (setq remoraStats "Le...
by relanat
Tue Jun 11, 2019 5:08 am
Forum: Shipyards
Topic: couple of weapons fire/effect queries
Replies: 1
Views: 45

couple of weapons fire/effect queries

Can someone with weapons/graphics knowledge have a look at these, please? First one is single fire weapons can have projectiles/beams/effects emerging from different points relative to the ship. It is more visible in the Wolfen. It looks a little odd. In the Wolfen, the Lancer cannon and Dwarg cnido...
by relanat
Tue Jun 11, 2019 5:02 am
Forum: Shipyards
Topic: basic game maths function and number formats explanation please
Replies: 5
Views: 133

Re: basic game maths function and number formats explanation please

Thanks. Excellent info as always. I recall gunship256 having a similar sort of problem but couldn't find the topic. I can work with this to get the desired result. A big thumbs up! Also, while looking at something completely unrelated, I saw these in Code.xml: (setq intRoundDown (lambda (value multi...
by relanat
Tue Jun 11, 2019 4:59 am
Forum: Shipyards
Topic: Some help with playerships please?
Replies: 21
Views: 466

Re: Some help with playerships please?

I downloaded the F1 Freighter mod. The freighter does look a little odd when turning. It still looks like it is pivoting slightly behind its center. This does make it appear that the ship should be facing the other way! As Xephyr says, the actual image of the ship isn't centered in the whole image. ...
by relanat
Tue Jun 11, 2019 4:45 am
Forum: Mod Announcements
Topic: Network
Replies: 10
Views: 1624

Re: Network

I have just uploaded the mod to the Multiverse. It will be available to beta-testers after George approves it. This may take a couple of days. This version has Corporate Command and Semesta compatibility built in. If those mods are in the game folder they will automatically appear in the game. There...
by relanat
Thu Jun 06, 2019 3:07 am
Forum: Shipyards
Topic: Using Transdata to generate game stats query
Replies: 1
Views: 60

Using Transdata to generate game stats query

I 'm trying to check mod station numbers and the systems they are created in without having to run 10 or 20 actual games and take notes. And then adjust code, run another lot of games and check the data again. Looking for an output of how many of a particular mod station occur per game and a list of...