Search found 809 matches

by Xephyr
Sun Jul 21, 2019 11:38 pm
Forum: Ideas & Suggestions
Topic: 60 FPS demo
Replies: 4
Views: 252

60 FPS demo

Tinkered with the source code a bit to make the game run at 60 frames per second. I didn't go too in-depth with it; Rotation rates, animations, fuel use, etc will be twice as fast, so it's not exactly playable yet (a lot of the game is tied into the tps). But, the difference is really striking to me...
by Xephyr
Fri Jul 19, 2019 3:54 am
Forum: Shipyards
Topic: UNID Database
Replies: 552
Views: 100011

Re: UNID Database

Balentius wrote:
Fri Jul 19, 2019 2:59 am
0xDEFA Please?

Balentius
Added. Good luck with modding!
by Xephyr
Tue Jul 16, 2019 9:06 pm
Forum: Shipyards
Topic: reducing bmp filesize query
Replies: 4
Views: 155

Re: reducing bmp filesize query

2 other ways to go about this: You can convert the bitmask to an indexed (1-bit) image (or 8-bit if you need transparency). Using mspaint you can export it as a .bmp and select different bit depths from the export dropdown. Alternatively, you can composite the mask and original image to convert it t...
by Xephyr
Fri Jun 28, 2019 8:58 pm
Forum: Ideas & Suggestions
Topic: Anarchist Warez
Replies: 1
Views: 262

Anarchist Warez

ROMs are filled with so much DRM that they burn out after a single use. I thought it might be cool to make anarchist bootlegs function a little bit differently to get around some of this DRM. In general they would be much cheaper when unidentified but have a unique item icon. - System map ROMs acces...
by Xephyr
Fri May 31, 2019 12:03 am
Forum: Shipyards
Topic: Some help with playerships please?
Replies: 21
Views: 1048

Re: Some help with playerships please?

If u dont activate engine and turn ship around, you would swear that this ship has its jaw and tail opposite, watching the movement. I would realy like to fix it . Probably just a poorly centered model on my part. Being an unused graphic I wouldn't have noticed. Can't really be fixed without a re-r...
by Xephyr
Thu May 23, 2019 12:51 am
Forum: Shipyards
Topic: Some help with playerships please?
Replies: 21
Views: 1048

Re: Some help with playerships please?

There have been some API changes since, but here's the playership mod template from a mod jam a while back, but it should at least be functional. Copy and paste it into an IDE or an editor like Notepad ++ with the formatting set to XML to see what are comments and what is code. If you need graphics,...
by Xephyr
Fri Apr 26, 2019 6:03 pm
Forum: Shipyards
Topic: searching multiple levels of items help please
Replies: 3
Views: 242

Re: searching multiple levels of items help please

I'm a little rusty with tlisp, but enum should return a list, and there is a prime function that returns the first item in that list.
by Xephyr
Thu Apr 25, 2019 3:39 am
Forum: Commonwealth
Topic: Transcendence Version Archives
Replies: 26
Views: 12070

Re: Transcendence Version Archives

Huge fan of this idea, as I use mods excessively and many of them require old versions. Not trying to incite a riot, but there definitely is a need for an exhaustive archive among some portion of the community. As I've stated above, if someone with more knowledge than I starts an archive, I'm willi...
by Xephyr
Sat Apr 20, 2019 4:17 pm
Forum: Shipyards
Topic: CSC screen descriptions
Replies: 8
Views: 496

Re: CSC screen descriptions

Just a suggestion, but I think the mod would be more interesting if you incorporated more Fleet ships as task force units. For example, what if there were Aquila cruisers in some systems that would give you fleet missions as well? We don't get to see many of the cruisers in the game.
by Xephyr
Sat Apr 20, 2019 3:59 pm
Forum: Shipyards
Topic: libraries query
Replies: 1
Views: 143

Re: libraries query

You can include all the vanilla libraries without any issues, even if there are recursions within them. Specifying libraries is more important for keeping certain content out of your extension - For example, Vault of the Galaxy does not include the human space library, because otherwise human statio...
by Xephyr
Sat Apr 20, 2019 3:11 am
Forum: Shipyards
Topic: Multiverse open for uploading mods
Replies: 37
Views: 7895

Re: Multiverse open for uploading mods

Couple more questions though. What is the 'Resources' section for? In this mod the images are included in the tdb file. The 'Description' section says "The description is displayed in Transcendence in the Mod Collection screen. Do not use any markup.' What is markup? Is the 'Required libraries' sec...
by Xephyr
Thu Apr 11, 2019 7:10 pm
Forum: Bug Reports & Tech Support
Topic: Anton Nasser
Replies: 1
Views: 209

Re: Anton Nasser

This was supposed to be fixed in 1.7, but maybe its just a persistent bug. If you have a howitzer you can try giving him some momentum to reset his path, but be careful you don't make him angry. Otherwise, you might just have to self destruct and restart the mission. It sucks, but unless you're in d...
by Xephyr
Mon Apr 08, 2019 7:06 am
Forum: Commonwealth
Topic: missions are too hard
Replies: 9
Views: 803

Re: missions are too hard

There are two special mission types that I know of. 'deliveryMission' and 'onDockMission'. The delivery missions don't always actually involve delivering anything. If the differences for these and any other special sorts of missions could also be explained it would be helpful. There are a few deliv...
by Xephyr
Fri Apr 05, 2019 9:43 am
Forum: Beginner's Luck
Topic: Missing Huari
Replies: 6
Views: 542

Re: Missing Huari

They're still in the game. If you kill enough Sung they become friendly, so be sure to read green station labels too.
by Xephyr
Thu Apr 04, 2019 9:50 pm
Forum: Shipyards
Topic: various questions and stuff
Replies: 41
Views: 6655

Re: various questions and stuff

Yeah it's hard-coded. You would have to code up an event handler or something to be selective about wrecks.