Search found 2433 matches

by digdug
Wed Dec 26, 2007 3:28 pm
Forum: Shipyards
Topic: New graphics: Space Anomalies and Nebulae
Replies: 33
Views: 15093

New graphics: Space Anomalies and Nebulae

I'm testing some textures for nebulae, the original violet nebula is nice, but what about more colors ? http://img407.imageshack.us/img407/407/test2yh6.th.jpg http://img407.imageshack.us/img407/407/test2yh6.jpg I discovered 2 things: for seamless tiling images should be large at least 512x512, other...
by digdug
Wed Dec 26, 2007 1:42 pm
Forum: Ideas & Suggestions
Topic: complex topologies
Replies: 23
Views: 8710

if you guys can get it to work nicely, what about asking George to add a star-map button ?
Push the button and you will see the system names and their connections (that you already visited of course)
by digdug
Wed Dec 26, 2007 1:34 pm
Forum: Ideas & Suggestions
Topic: Custom Tinker creations
Replies: 6
Views: 3395

besides the cash and level system of controlling the weapons you can create, what about "you need to bring objects or devices to the tinkers in order to create the weapon" You want to create a weapon? bring in capacitors, heat sinks, base turret, an appropriate level nozzle (otherwise it will misfir...
by digdug
Tue Dec 25, 2007 9:01 pm
Forum: Shipyards
Topic: Turning omni on/off, now it works!
Replies: 15
Views: 9456

I do (shpRemoveDevice gSource gItem) just before the objRemoveItem line of code. That one works. (I can find the uninstalled weapon into the cargo) [EDIT] OH MY OH MY, It works ! I read again what bobby wrote, and thought "bobby removes installed devices without uninstalling them..." I just zapped t...
by digdug
Mon Dec 24, 2007 6:35 pm
Forum: Shipyards
Topic: Turning omni on/off, now it works!
Replies: 15
Views: 9456

Burzmali Posted: Tue Nov 27, 2007 10:28 pm You can't objRemoveItem an item from within its own <Invoke>. mmh.. ROMs, autons and many consumables use (objRemoveItem gSource gItem 1) from within their own <invoke> code to remove themselves from the cargo. I'm doing the same stuff and it doesn't work ?
by digdug
Tue Dec 18, 2007 5:01 pm
Forum: Shipyards
Topic: SS Topology Version 4
Replies: 57
Views: 22492

what about adding more closed stargates at the end of each deadend topo branch ? this will increase the roleplaying a lot in my opinion. You have to find the guarded deadend and steal the rod in order to exit from the quarantined human zone. All others deadends are useless only because there are no ...
by digdug
Sun Dec 16, 2007 1:31 am
Forum: Shipyards
Topic: SS Topology Version 4
Replies: 57
Views: 22492

In my opinion you should really post some "rules", naming conventions and general guidelines for modders in order to expand your revolutionary topology mod.

BTW I'm willing to learn how to mod topos.
:)
by digdug
Sun Nov 18, 2007 12:52 am
Forum: Shipyards
Topic: Turning omni on/off, now it works!
Replies: 15
Views: 9456

I'm starting to think that I cannot use <Events><Oncreate> inside an <Itemtype> In George's code it's used only in <stationtype> and <shipclass>. When I use it inside an <Itemtype> and then I create the item using an <Invoke>, the code of the oncreate is not esecuted. Maybe it's just my fault, but I...
by digdug
Fri Nov 16, 2007 5:30 pm
Forum: Beginner's Luck
Topic: Dvalin: Spoilers may occur
Replies: 28
Views: 19712

Dvalin is very happy to accept Urak weapons and armors.
Urak mass driver
advanced Urak mass driver
Urak howitzer
light Urak armor
heavy Urak armor

I need to check it, but I'm nearly sure that he accepts a sunflare cannon also.
by digdug
Wed Nov 14, 2007 10:31 pm
Forum: Shipyards
Topic: Turning omni on/off, now it works!
Replies: 15
Views: 9456

mmh.. objadditem function works with only 2 parameters, and the second one is always a scrxxxx function. So maybe it doesn't work like I used it. I semplified the code to: (block Nil (shpRemoveDevice gPlayerShip &itOmniswitch;) (objRemoveItem gPlayerShip &itOmniswitch; 1) (shpInstallDevice gPlayerSh...
by digdug
Tue Nov 13, 2007 2:04 pm
Forum: Shipyards
Topic: Turning omni on/off, now it works!
Replies: 15
Views: 9456

That's a good idea: I coded the 2 weapons, 1 notrandom and notforsale. Then added the <invoke> for both of them in order to switch between the omni and the not-omni version. But the game crashes when I use it, what I'm doing wrong ?: here the 2 invokes: <Invoke installedOnly="true"> (block Nil (shpR...
by digdug
Tue Nov 13, 2007 2:00 pm
Forum: Commonwealth
Topic: Ares dreadnought
Replies: 25
Views: 14749

ion reflecting mammoth 100MW, IM90 and any secondary weapon you can find (normally I use MAG because they are cheap and easy to find/stock a lot of them) because normally I use the freighter, my tactics are quite simple, sit and shoot against ion bearing enemy ships, move a little when the martians ...
by digdug
Tue Nov 13, 2007 12:50 pm
Forum: Shipyards
Topic: Animated ships ?
Replies: 2
Views: 2378

yes ! it works ! (it was a typo in my mod)
Thanks bobby !
:)
by digdug
Mon Nov 12, 2007 11:11 pm
Forum: Shipyards
Topic: Animated ships ?
Replies: 2
Views: 2378

Animated ships ?

Is it possible to have animated ships by adding a second frame for each facing of the ship ? I would like to see ships with blinking lights for example. I know that it means doubling the memory allocated for each ship just for a fancy light effect. I tested it changing the code for the image of the ...
by digdug
Mon Nov 12, 2007 10:43 pm
Forum: Shipyards
Topic: HELP! with Weapon <configuration> code please...
Replies: 34
Views: 15900

and another one, what is the maximum value for
configuration="spreadxxx" ?

I tested up to spread5 and works great