Search found 940 matches

by relanat
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...
by relanat
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...
by relanat
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...
by relanat
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...
by relanat
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...
by relanat
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...
by relanat
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. :D
by relanat
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
by relanat
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.
by relanat
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...
by relanat
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).
by relanat
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...
by relanat
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

digdug wrote: If you want, I can post my modified (blatantly hacked) version.
Yes, please. Greatly appreciated. :D
by relanat
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...
by relanat
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...