Search found 88 matches
- Fri Dec 10, 2010 4:01 pm
- Forum: The Drawing Board
- Topic: [MOD] StelliFer Laboratories
- Replies: 28
- Views: 16707
alterecco , seems I can't send PMs: emailer.php error again. So below is another take on the GalOmniDev. this is greatly simplified due to the fact that just one array of 5-sided devices brought my laptop to its knees. This is just a dodecahedral config made of toruses. I'm working on the buckyball...
- Fri Dec 10, 2010 3:37 pm
- Forum: MOTM archives
- Topic: Mod of the Month - Sept-Oct 2010
- Replies: 42
- Views: 47971
- Mon Dec 06, 2010 2:33 pm
- Forum: Shipyards
- Topic: sysFindObject
- Replies: 3
- Views: 1766
I'm not that versed in Transcendence scripting functions, but I believe bobby's living Agauptera class ship mod has a functioning ship recognition routine. Search for the text that goes something like "Look, a <insertshipname>." Maybe you can check his code and then output all StaphinianAuton proxim...
- Mon Dec 06, 2010 12:10 pm
- Forum: Beta Bug Reports
- Topic: Uranium rods don't appear to obey the laws of physics
- Replies: 19
- Views: 10774
The 'feature' of the magical waste barrels is that they appear as unidentified barrels, perhaps that's why people don't notice them. You'd think that a person capable of piloting a starship (i.e. your game alter-ego) would be able to deduce what's that gunk coming out of the reactor after feeding it...
- Mon Dec 06, 2010 11:28 am
- Forum: Ideas & Suggestions
- Topic: scuttling wrecks should be included
- Replies: 11
- Views: 5167
If you really persist on 'pure vanilla', you can equip any weapon with the WMD (aka 'station damage') attribute and blast the wrecks. I know that in 1.03 wrecks even show their structural status (as damage %) before they blow. Howitzers, for example, are a good choice for a secondary weapon (base bu...
- Thu Dec 02, 2010 12:36 pm
- Forum: The Drawing Board
- Topic: [MOD] StelliFer Laboratories
- Replies: 28
- Views: 16707
alterecco , check your inbox. As for other news, I've been taking it easy and geting the feel of various weapons in the BattleZone and the campaign so progress is slow. I'm also reorganizing the XML for easier updating once 1.04 hits as it was originally by type and not by source XML. I've been mes...
I've already made some small alterations to the launcher and missile item graphic in the SFItemGraphics: WeaponOrdnance part of my StelliFer mod (top left in the preview JPEG). The missile for the NAMI heavy is larger and with a yellow cap instead of the default red as I've made an orange type logo ...
- Thu Dec 02, 2010 11:29 am
- Forum: Ideas & Suggestions
- Topic: Ventari and device damage
- Replies: 25
- Views: 11630
enhanced weapons and disruptors
I'd just like to mention something: damaging weapons can have some considerably stronger impact if we look at enhanced weapons. Someone who has patiently hoarded those +10% boosters and longzhus and invested them in a single weapon can have all his effort nullified by a single disruptor shot (in 1.0...
- Fri Nov 26, 2010 1:29 pm
- Forum: MOTM archives
- Topic: Mod of the Month - Sept-Oct 2010
- Replies: 42
- Views: 47971
Basically the big deal about it is the auto tractoring to the center of the gate. Alterecco is right: easing the maneuvering of ships towards the center of the gate is the main feature of the mod. I'd just like to correct any possible misconceptions about my role in the autotractoring : it was alre...
- Wed Nov 24, 2010 11:21 am
- Forum: Shipyards
- Topic: <item> element missing item atribute
- Replies: 7
- Views: 3290
My not very original solution for testing end-game systems (possible SPOILERS, copy/paste to read 2-4): 1) create a custom playership with a sufficiently powerful reactor and armament (or use the god mod if it works with your mod) 2) equip it with a jumpdrive from start (or add appropriate Halo gems...
- Tue Nov 23, 2010 6:12 pm
- Forum: The Drawing Board
- Topic: [MOD] StelliFer Laboratories
- Replies: 28
- Views: 16707
Reuploaded with new sounds and the Cnidocyst cannon icon. Weapon roadmap now looks like this: http://img89.imageshack.us/img89/8134/sfiweaponsv003d.jpg A few notes: Corvette cargo overhaul upgrade mechanic is a kludge so don't try getting more than one at the same time. You'd still get only one but ...
- Mon Nov 22, 2010 12:47 pm
- Forum: The Drawing Board
- Topic: [MOD] StelliFer Laboratories
- Replies: 28
- Views: 16707
Re: the current problem with 006a, thanks for the warning. After that corruption issue I've had to reconstruct the final XML from several versions so it seems I've missed closing a comment line in the rush: Line 2116 should be: <!-- Maybe I overdid the alliterations... a bit --> (it's missing the fi...
- Tue Nov 16, 2010 5:23 pm
- Forum: Off-Topic
- Topic: Siggraph movie: Cubic Tragedy
- Replies: 1
- Views: 1997
Siggraph movie: Cubic Tragedy
A humorous short movie for all who are into making 3D CGI
(not exactly new, but worth mentioning if some missed it)
http://video.google.com/videoplay?docid ... 006458808#
(not exactly new, but worth mentioning if some missed it)
http://video.google.com/videoplay?docid ... 006458808#
- Mon Nov 15, 2010 3:45 pm
- Forum: The Drawing Board
- Topic: [MOD] StelliFer Laboratories
- Replies: 28
- Views: 16707
The particle bitmask is a relic from a previous version. The actual icon is now rotated 180° and between the dual particle and shuriken (check the roadmap a few posts up). As for the turbolaser, its sound is in sounds\SFTlaser.wav , and you can replace it with any mono/stereo 16bit sample of around ...
- Fri Nov 12, 2010 9:53 am
- Forum: The Drawing Board
- Topic: [MOD] StelliFer Laboratories
- Replies: 28
- Views: 16707
Aand... now it's 00.6a Somehow half of the main XML got transformed into Chinese unicode characters yesterday, so apologies for the 6 downloads of the defunct 00.6 mod. It is now corrected and I've added the RK15 turret (and Ares Lightnings and the Nandao were already in yesterday). I've also notice...