Search found 940 matches
- Wed Nov 01, 2017 3:28 am
- Forum: Shipyards
- Topic: new language guidelines help please
- Replies: 6
- Views: 4047
new language guidelines help please
I'm modifying dsRPGLoot as part of an upgrade/update for an old mod, TransGeek's Elysium Player Storage. Most of it is pretty easy but I'm getting confused on how to swap the multi-line screen desc for dsRPGLoot over to the translate friendly code as per https://ministry.kronosaur.com/record.hexm?id...
- Wed Nov 01, 2017 3:20 am
- Forum: Shipyards
- Topic: unid availability problems VOTG 1.0a3
- Replies: 1
- Views: 1933
unid availability problems VOTG 1.0a3
When working on a VOTG only GodPlayership (to avoid SOTP items bleeding through) I was getting invalid entity errors on starting the game. Adding the ENTITY to the mod: <!ENTITY itAmanenP16Cannon "0x00310824"> fixes this but I can't understand why this is happening. The mod contains extends="0x00310...
- Wed Nov 01, 2017 3:12 am
- Forum: Ideas & Suggestions
- Topic: mission feedback
- Replies: 6
- Views: 5839
Re: mission feedback
Antarctica suggestions 1.8a3 Without orders from Decker. ie, you find the Antarctica first. The action "Yes - He says you betrayed the fleet" probably shouldn't come up given that the player hasn't spoken to Decker. On selecting "I have no idea what you're talking about" the briefing continues via t...
- Thu Oct 26, 2017 6:06 am
- Forum: The Drawing Board
- Topic: escort mod for playership idea
- Replies: 4
- Views: 13313
escort mod for playership idea
One mod I would like to see is one that lets the playership fly in formation with the ship it is escorting. So if you were escorting a Scarab, Aurochs, or EI freighter you could somehow set the playership to fly 10ls off to the side and hold formation without the player having to constantly adjust s...
- Thu Oct 26, 2017 5:52 am
- Forum: Shipyards
- Topic: .Bat file text for compiling a .TDB ?
- Replies: 6
- Views: 4535
Re: .Bat file text for compiling a .TDB ?
---I can't run TransData nor TransCompiler , the command prompt windows come up & close. If you mean the black command line window appears for a fraction of a second before vanishing again, then I've found that something isn't right (file in the wrong place, wrong directory, code error, whatever) w...
- Wed Oct 25, 2017 11:18 pm
- Forum: The Drawing Board
- Topic: Tabbed Cargo Holds
- Replies: 2
- Views: 7876
Re: Tabbed Cargo Holds
Some more example code. This taken from an incomplete storage station mod which creates two categories of the station inventory using 'objSetItemData' (thanks to NMS for code help). The player stores items in the station. Items in the station inventory are, by default, held in the station but can be...
- Sun Oct 22, 2017 8:55 am
- Forum: Shipyards
- Topic: decimal UNIDs to hex format
- Replies: 6
- Views: 4740
Re: decimal UNIDs to hex format
Thanks all.
- Sun Oct 22, 2017 8:45 am
- Forum: Shipyards
- Topic: Storing and accessing data in other systems query
- Replies: 5
- Views: 3960
Re: Storing and accessing data in other systems query
Sorted.
How to add info to existing structs is covered in this topic
https://forums.kronosaur.com/viewtopic.php?f=8&t=8376
How to add info to existing structs is covered in this topic
https://forums.kronosaur.com/viewtopic.php?f=8&t=8376
- Sun Oct 22, 2017 8:40 am
- Forum: Ideas & Suggestions
- Topic: Tabbed cargo hold
- Replies: 5
- Views: 4988
Re: Tabbed cargo hold
See https://forums.kronosaur.com/viewtopic.php?f=25&t=8447 for a Tabbed Cargo Hold mod.
Also has code examples for "tabbing" other objects.
Also has code examples for "tabbing" other objects.
- Sun Oct 22, 2017 8:35 am
- Forum: The Drawing Board
- Topic: Tabbed Cargo Holds
- Replies: 2
- Views: 7876
Tabbed Cargo Holds
Attached is a Tabbed Cargo Hold mod which does as Latheos suggested in this topic https://forums.kronosaur.com/viewtopic.php?f=3&t=8102. It overwrites game dockscreen 'dsCargoHold'. Be advised there hasn't been much testing of the mod. It gives a tabbed playership cargo hold with: Usable, Weapons, A...
- Thu Oct 19, 2017 12:45 am
- Forum: Mod Announcements
- Topic: Typehack
- Replies: 2
- Views: 8424
Re: Typehack
Very nice.
Thanks. This'll come in handy.
For everyone, press 'T' in the Ship's Interior screen to use Typehack. (I missed seeing this on the Multiverse page).
Thanks. This'll come in handy.
For everyone, press 'T' in the Ship's Interior screen to use Typehack. (I missed seeing this on the Multiverse page).
- Thu Oct 19, 2017 12:34 am
- Forum: Shipyards
- Topic: [1.7b1] Using new HUD elements
- Replies: 7
- Views: 10456
Re: [1.7b1] Using new HUD elements
Thanks, RPC. Has anyone used the rectangular armor display? I messed around with it but couldn't get the armor percentages/HP to appear (as appear in the Balin Dragons) although the ship image appeared. I'm probably missing some required code/XML but have no idea what it is, or there might be limita...
- Thu Oct 19, 2017 12:09 am
- Forum: Shipyards
- Topic: decimal UNIDs to hex format
- Replies: 6
- Views: 4740
Re: decimal UNIDs to hex format
Yes, please. Greatly appreciated.digdug wrote: If you want, I can post my modified (blatantly hacked) version.
- Wed Oct 18, 2017 1:35 am
- Forum: Shipyards
- Topic: Multiverse open for uploading mods
- Replies: 37
- Views: 47386
Re: Multiverse open for uploading mods
Also having just downloaded Typehack by 0xABDCEF I will point out that, as mentioned above, a direct download from the Multiverse page would be great. To get the 32kB mod I had to start the game and wait for it to load and then log in and then have it download. Fortunately I had a game folder that h...
- Wed Oct 18, 2017 1:27 am
- Forum: Shipyards
- Topic: decimal UNIDs to hex format
- Replies: 6
- Views: 4740
decimal UNIDs to hex format
Jumping between ENTITY and hex UNIDs in the debug screen is tedious. Also some functions return decimal UNIDs. gc has sorted the ENTITY UNIDs with a contribution. But is there a function that converts hex UNIDs to decimal form and back again? That would be really helpful. Or is there a download or e...