1.03

New releases and announcements from George and the staff.
User avatar
ThePrivateer
Militia Captain
Militia Captain
Posts: 943
Joined: Tue Oct 12, 2010 5:12 am
Location: Starton Australia

I'll be damned about the red flashing. I liked it....I assumed in real space ship you would have warning lights/klaxons when you get hit.....

Anyway, starting a mod for Trans 1.03 and for some reason when I try a version number of "1.00, 1.01, 1.02, or 1.03", I get an error message saying "incompatible version".

What does work? Seems like only ".99c" works for me.....
User avatar
alterecco
Fleet Officer
Fleet Officer
Posts: 1658
Joined: Wed Jan 14, 2009 3:08 am
Location: Previously enslaved by the Iocrym

Use:

Code: Select all

<TranscendenceExtension
    UNID="&modName;"
    name="Human Readable Name"
    credits="your name"
    version="1.0">
at least for now that is the only version string that works
User avatar
Periculi
Fleet Officer
Fleet Officer
Posts: 1282
Joined: Sat Oct 13, 2007 7:48 pm
Location: Necroposting in a forum near you

Looks like I have a bit of catching up to do!

Well, I am back for a bit, and actually itching to do a little transcendence mod or two. ( That list you made George in the 'What is Transcendence' thread seems like an interesting place to get started.. lol )

But before I roll up my sleeves and get started, I just noticed something that caught me eye in the 1.03 changes list.
Added <SystemPartTable>.
This doesn't by any chance allow me to over write the main t.xml system tables to add the lovely planet and moon changes I had desired to do a while back without having to require people to use an unpacked xml version to play the mod I {{still}} want to make which significantly changes the system tables does it? Did you add a way to do that, or have one planned in 1.04 so I can go totally nuts on changes without incurring the typical 'oh, it takes an xml version, bummer' from everyone... As I recall, that was the one little issue I had discovered in the post 0.99d versions that was sort of holding me off a bit.
User avatar
alterecco
Fleet Officer
Fleet Officer
Posts: 1658
Joined: Wed Jan 14, 2009 3:08 am
Location: Previously enslaved by the Iocrym

How about that! Welcome back Periculi. Look forward to seeing you around some more.
george moromisato
Developer
Developer
Posts: 2997
Joined: Thu Jul 24, 2003 9:53 pm
Contact:

Periculi wrote:This doesn't by any chance allow me to over write the main t.xml system tables to add the lovely planet and moon changes I had desired to do a while back without having to require people to use an unpacked xml version to play the mod I {{still}} want to make which significantly changes the system tables does it? Did you add a way to do that, or have one planned in 1.04 so I can go totally nuts on changes without incurring the typical 'oh, it takes an xml version, bummer' from everyone... As I recall, that was the one little issue I had discovered in the post 0.99d versions that was sort of holding me off a bit.
Welcome back!

<SystemPartTable> does allow you to do what you want--though it's not perfect.

Just like any other design type, a <SystemPartTable> type can be overridden by an Extension: simply add a new <SystemPartTable> in your extension with the same UNID as the one you are trying to override.

But there are some issues:

Right now, the core game uses a single <SystemPartTable> for all its parts. This means that you have to override the whole thing (essentially copy all the parts and only override the pieces that you want).

I should split this up into separate elements so that it is possible to override smaller chunks.

[Even better would be an explicit way to override portions of a SystemPartTable.]
User avatar
Periculi
Fleet Officer
Fleet Officer
Posts: 1282
Joined: Sat Oct 13, 2007 7:48 pm
Location: Necroposting in a forum near you

Thank you George! I actually think that that was just what I wanted in order to do a full planet and moons conversion. Have to go dig up the old files and see where I had gotten with that project.

Overriding the whole table from an extension works well, seeing as the previous option was to force the use of an unpacked tdb to make any changes in the system tables at all.

But you know me, I will undoubtedly find more mod "requirements" that need to unpack the game db into xml somehow or other.

I'd like to grill you on memory concerns and how things are working at some point in time, and the scope is pretty large for what I am going to ask. Love to schedule a chat with you so we can toss Q&A around a bit faster than the forums allow. Let me know if you are up to it after 1.04 is distributed.
Jeoshua
Militia Lieutenant
Militia Lieutenant
Posts: 163
Joined: Sat Sep 06, 2008 3:48 pm

Yay for more modularization!

I have been wanting to do a similar thing to Periculi, basing the planets, asteroids, and various moons off Orion's Arm's Non-Luminary World Classification Scheme. This might end up leading me to introduce various "Artificial" planets, if you scroll down you'll see them.

Basically, it would just give more flavor to the graphics, but if I were ever to get planetary colonies to work the way I want.... but that's a conversation for another time.

I will say this. If there were a simple script command to change the "drag" of the "atmosphere" (like happens with nebula) and also a simple way to change the background displayed (change the stars to... I dunno... rolling fields of craters?), I'd be alot closer to being able to pull it off.[/url]
jeremm
Anarchist
Anarchist
Posts: 3
Joined: Thu Jun 17, 2010 11:17 am

strangely when a hammerhead (1/2 not tat sure) class gunship gets attacked by the korolov i am transporting n it retaliates the program crashes.

program state: animating

program state: updating object behavior
obj class: CShip
obj name: Hammerhead-class gunship
obj pointer: 116e03f8
CStandardShipAI
Order: 9
m_State: 2
m_pDest: none
m_pTarget: 1189c3b8 freighter Shen Long (CShip) <--- from a mod for 1.03
m_pNavPath: none
game state: in game

Please contact [email protected] with a copy of Debug.log. We are sorry for the inconvenience.

program state: animating

program state: updating object behavior
obj class: CShip
obj name: Hammerhead-class gunship
obj pointer: 1175bdd0
CStandardShipAI
Order: 9
m_State: 2
m_pDest: none
m_pTarget: 248a1c8 NAMI custom auton (CShip) <--- one of my autons
m_pNavPath: none
game state: in game

program state: animating

program state: updating object behavior
obj class: CShip
obj name: Hammerhead-class gunship
obj pointer: 116aa170
CStandardShipAI
Order: 9
m_State: 2
m_pDest: none
m_pTarget: 1158d578 freighter Titus Gaelianus (CShip) <-- the korolov i'm transporting
m_pNavPath: none
game state: in game

P.S. Not in chronological order.
korolov ships ai seem to be a bit [i[too[/i] aggressive
like who attacks a charon frig's escort in a low-lvl system with low-lvl equipment n draws all of them to themselves?????? :?


and on a side note... tempus labs is named as such with no capitalisation at all.
CFG
Militia Lieutenant
Militia Lieutenant
Posts: 163
Joined: Wed Jul 30, 2008 3:05 pm
Location: Germany, NW

another minor issue:

tracking of the state of multiple missions still does not work:
If the player is already doing a mission, accepting a new mission "overrides" the direction indicator.

I think it should be possible to have more than one of those indicators and tracking more than one mission at a time should be possible.
User avatar
ThePrivateer
Militia Captain
Militia Captain
Posts: 943
Joined: Tue Oct 12, 2010 5:12 am
Location: Starton Australia

CFG wrote:another minor issue:

tracking of the state of multiple missions still does not work:
If the player is already doing a mission, accepting a new mission "overrides" the direction indicator.

I think it should be possible to have more than one of those indicators and tracking more than one mission at a time should be possible.
Haven't noticed that one. I tend to complete missions, one at a time.

On that note, there really, really, really, needs to be some kind of docksreen that tracks the missions and other stuff the player has done. Really, Captain's Log 3.0 should be incorporated into Transcendence.

Every other space game on the market has some way, however primitive, of tracking what missions you are on; Trans needs to pick up a few things from other sources, to make the game a lot smoother.

But, that's all up to George, of course. >.>
Post Reply