Search found 901 matches

by AssumedPseudonym
Fri Apr 25, 2014 2:34 am
Forum: Commonwealth
Topic: Transcendence Picture thread
Replies: 600
Views: 92086

Re: Transcendence Picture thread

 In the process of working on The Backroads, I’m doing a lot of testing to make sure that weapons and thrust effects are being placed correctly. Even throwing trigonometry at things frequently requires a bit of tweaking here or there. The upshot of this is that sometimes I wind up with something rea...
by AssumedPseudonym
Thu Apr 24, 2014 6:42 pm
Forum: Announcements
Topic: 1.3 Beta 1
Replies: 84
Views: 25266

Re: 1.3 Beta 1

I feel like it's harder to turn exactly one facing. … If you don't hold the key long enough, you won't turn at all and it only takes a tiny bit longer to turn multiple facings.  I’ve run into this quite a bit, myself. I’ve seen a few calls to map “H” and “;” to turn one facing in the past, and whil...
by AssumedPseudonym
Wed Apr 23, 2014 10:38 am
Forum: Official Extensions
Topic: The Backroads — an alternate route
Replies: 152
Views: 31549

Re: The Backroads — an alternate route

 I could do that. Three of the gunships for right now.

 The Lambda Coalition Psi Fighter:
LambdaPsi.gif
LambdaPsi.gif (190.19 KiB) Viewed 6965 times
 The Beasts’ Wyvern:
BeastsWyvern.gif
BeastsWyvern.gif (163.11 KiB) Viewed 6965 times
 And the Legion Gunship:
LegionPremier.gif
LegionPremier.gif (138.16 KiB) Viewed 6965 times
 I’ll toss out a few screenshots of some of these in action as I work on the project.
by AssumedPseudonym
Wed Apr 23, 2014 6:03 am
Forum: Official Extensions
Topic: The Backroads — an alternate route
Replies: 152
Views: 31549

The Backroads — an alternate route

CURRENT STATUS: Closed Beta (0.5.6) TBR’S MINISTRY PAGE  …So. I was, a ways back, going to do a full rewrite of the ships in the game with the intent of giving all of them forty facings. I didn’t have access to the original graphics at the time and didn’t know about PSD, meaning I now have approxim...
by AssumedPseudonym
Tue Apr 22, 2014 10:53 am
Forum: Modding Reference
Topic: Starter Thread for Modding
Replies: 10
Views: 3420

Re: Starter Thread for Modding

 I’m betting anything it’s a UNID range issue. From the UNID database thread: 0xD27K - Xstor Thanks!!!  If that’s what you’ve been using, it’s definitely not going to work. That “K” will be what’s throwing things off. It has to be something in hexadecimal — 0-9 or A-F. I’d meant to mention that to s...
by AssumedPseudonym
Fri Apr 18, 2014 2:42 am
Forum: Mod Announcements
Topic: Auton Overhaul (Alpha Release)
Replies: 4
Views: 1767

Re: Auton Overhaul (Alpha Release)

 Not so much an update or testing as a need to say this: *Ahem.* Holy kack the -C is fun! ^.^  That said, so far I’m running with an unmodified 1M and a pair of 1M/i’s, eight 300D’s (one with a Dual Recoilless Cannon and a Class II, another with an Omniturbo, and one with an Urak Mass Driver just fo...
by AssumedPseudonym
Tue Apr 15, 2014 2:31 am
Forum: Shipyards
Topic: Preventing weapon installation on a playership
Replies: 3
Views: 557

Re: Preventing weapon installation on a playership

 Yeah, I’d already wrestled with that one — http://forums.kronosaur.com/viewtopic.php?p=57136#p57136 — before <CanInstallItem> was fixed to work more on just armor. As near as I can tell, setting a max value to 0 acts as a delimiter. If you need to keep something from being installed, it looks like ...
by AssumedPseudonym
Tue Apr 15, 2014 1:27 am
Forum: Shipyards
Topic: Preventing weapon installation on a playership
Replies: 3
Views: 557

Re: Preventing weapon installation on a playership

 Yep, you have to handle that through events. <Events> <CanInstallItem> (block nil (if (eq (itmGetCategory gItem) 4) (setq return "Weapons cannot be installed on this ship.") (setq return true) ) ) return </CanInstallItem> </Events>  …Or something to that effect.
by AssumedPseudonym
Mon Apr 14, 2014 1:46 am
Forum: Shipyards
Topic: Main drive compartment coordinates?
Replies: 2
Views: 502

Re: Main drive compartment coordinates?

 …Ah-ha, so I was on the right track. I had a feeling this was going to be some pixels-from-center shenanigans instead of the pixels-from-top-left-corner like the HUD stuff uses. Thanks for clarifying.
by AssumedPseudonym
Sun Apr 13, 2014 6:06 pm
Forum: Shipyards
Topic: Main drive compartment coordinates?
Replies: 2
Views: 502

Main drive compartment coordinates?

 Basically, how do I properly assign them? I’m looking at the code for Nomad Salvager to get some frame of reference, here. Going by the fact that the x-coordinate is negative and stays the same while the y-coordinate changes, it looks the coordinates are being assigned with the ship facing to the r...
by AssumedPseudonym
Sun Apr 13, 2014 3:26 am
Forum: Ideas & Suggestions
Topic: Compartments making bosses a bit too tough?
Replies: 31
Views: 4933

Re: Compartments making bosses a bit too tough?

 I’m not sure about resistances, but I’m pretty sure you need WMD weapons to do more than one point of damage at a time. I do agree that this is something that might need looked into, though.  On a similar-ish note, do various repair devices have any effect on compartment damage, or do they only eff...
by AssumedPseudonym
Mon Apr 07, 2014 3:57 am
Forum: Commonwealth
Topic: Transcendence Picture thread
Replies: 600
Views: 92086

Re: Transcendence Picture thread

TranscendenceScreenshot.jpg  This was just such a lolwut of a system that I had to screenshot it. In the system between Rigel Aurelius and Charon, there’s a Sung Slave Camp, a Sapiens Camp… and a Centauri Warlord Stronghold. And that’s with just vanilla and CC topology and system generation. Someti...
by AssumedPseudonym
Wed Apr 02, 2014 3:11 am
Forum: Shipyards
Topic: How to add attributes that are displayed to the player?
Replies: 2
Views: 549

Re: How to add attributes that are displayed to the player?

 After decompiling the Osaka extension, I found this:

Code: Select all

	<Type UNID="&OPS_vvMiscAttributes;">
		<DisplayAttributes>
			<!-- Manufacturer -->
			<ItemAttribute label="Nakura"         		criteria="* +Nakura;"/>
			<!-- Function -->
			<!-- Etc -->
		</DisplayAttributes>
	</Type>
by AssumedPseudonym
Tue Apr 01, 2014 11:34 pm
Forum: Commonwealth
Topic: Transcendence Picture thread
Replies: 600
Views: 92086

Re: Transcendence Picture thread

 So I have about a metric kack-ton of ship designs, because I had been going to make a 40-facing overwrite of all of the ships back in 1.1. I didn’t have the ship models, though, so I just made up my own. This got mentioned in IRC while WillyTheSquid — and yes, I am totally blaming him for this post...
by AssumedPseudonym
Tue Apr 01, 2014 5:02 pm
Forum: The Drawing Board
Topic: Question on weapon turrets
Replies: 1
Views: 595

Re: Question on weapon turrets

 In <Devices>:

Code: Select all

<DeviceSlot criteria="w~l" omnidirectional="true"/>
 That should do it.