Transcendence Picture thread

General discussion about anything related to Transcendence.
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AssumedPseudonym
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 I was too amused by this one not to get a screenshot: A Repentant-class gunship with a side-mounted Fusionfire. Or maybe only a Mark V. …But still.
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My mods on Xelerus: Click here!

Of all the things I’ve lost in life, I miss my mind the least. (I’m having a lot more fun without it!)
Jay2Jay
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Heliogenesis wrote: mystery project.
Do I spy with my little eye influence from The Novian Empire from The Delphineus Gulf Wars subforum of Battleships Forever? Because those ships look an awful lot like they were made in the BSF ship creator and influenced by the Novians (though it could be a coincidence).
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0xABCDEF
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Location: Was destroyed by a Phobos-class dreadnought in the Eridani system

The Zig Ray is an alien weapon that will be appear in March of the Heretic. It can only be obtained by dropping a certain combination of items into a Penitent Altar (a special item used for charm recharging and randomized crafting)
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Code: Select all

	<ItemType UNID="&itZigRay;"
			name=				"Zig ray"
			attributes=			"energyWeapon, majorItem, notForSale"
			  
			level=				"9"
			frequency=			"notRandom"

			value=				"90000"
			mass=				"5000"
			
			charges=			"0"
			valueCharges=		"true"
			  
			description=		"This special lancer fires particles that travel in a zig-zag motion."
			>

		<Image imageID="&rsItemsBushido1;" imageX="288" imageY="0" imageWidth="96" imageHeight="96"/>

		<Weapon
				type=				"beam"

				damage=				"particle:6-20"
				fireRate=			"15"
				lifetime=			"60"
				powerUse=			"50"
				
				repeating=			"2"

				effect=				"&efParticleBeamDefault;"
				sound=				"&snLaserCannon;"
				>
			<!--
			<Configuration aimTolerance="5">
				<Shot posAngle="0" posRadius="0" angle="-45"/>
				<Shot posAngle="0" posRadius="0" angle="45"/>
			</Configuration>
			-->
			<Configuration aimTolerance="5">
				<Shot posAngle="0" posRadius="0"/>
				<Shot posAngle="0" posRadius="0"/>
			</Configuration>
		</Weapon>
		<Events>
			<OnFireWeapon>
				(block (upperShot lowerShot (vel (objGetVel gSource)))
					(print "<OnFireWeapon>")
					(setq upperShot (sysCreateWeaponFire &itZigRay; gSource aFirePos (+ aFireAngle 45) 100 aTargetObj '('fireEffect 'soundEffect) aWeaponBonus))
					(setq lowerShot (sysCreateWeaponFire &itZigRay; gSource aFirePos (- aFireAngle 45) 100 aTargetObj '('fireEffect 'soundEffect) aWeaponBonus))
					
					(objSetData upperShot "direction" "up")
					(objSetData lowerShot "direction" "down")
					
					(objIncVel upperShot vel)
					(objIncVel lowerShot vel)
					
					(sysAddObjTimerEvent 3 upperShot "OnFirstShift")
					(sysAddObjTimerEvent 3 lowerShot "OnFirstShift")
					(print (cat "Repeat: " aFireRepeat))
					(print "</OnFireWeapon>")
					True
					)
			</OnFireWeapon>
			<!--
			<OnCreateShot>
				(block Nil
					(print "<OnCreateShot>")
					<!--
					(if (not (objGetData gSource "direction"))
						(if (gr (random 1 100) 50)
							(block (vel newAngle)
								(setq vel (objGetVel gSource))
								(objSetData gSource "direction" "up")
								(setq newAngle (add (sysVectorAngle vel) 45))
								(objSetVel gSource (sysVectorPolarVelocity newAngle (sysVectorSpeed vel)))
								(objSetProperty gSource 'rotation newAngle)
								)
								
							(block (vel newAngle)
								(setq vel (objGetVel gSource))
								(objSetData gSource "direction" "down")
								(setq newAngle (subtract (sysVectorAngle vel) 45))
								(objSetVel gSource (sysVectorPolarVelocity newAngle (sysVectorSpeed vel)))
								(objSetProperty gSource 'rotation newAngle)
								)
							)
						)
					--
					(sysAddObjTimerEvent 15 gSource "OnFirstShift")
					(print "</OnCreateShot>")
					)
			</OnCreateShot>
			-->
			<OnFirstShift>
				(block Nil
					(print "<OnFirstShift>")
					
					(sysAddObjRecurringTimerEvent 6 gSource "OnShift")
					(objFireEvent gSource "OnShift")
					
					(print "</OnFirstShift>")
					)
			</OnFirstShift>
			
			<OnShift>
				(block ((direction (objGetData gSource "direction")))
					(print "<OnShift>")
					(print (cat "direction: " direction))
					(switch
						(eq direction "up")
							(block (vel newAngle)
								(setq vel (objGetVel gSource))
								(setq newAngle (subtract (sysVectorAngle vel) 90))
								(objSetData gSource "direction" 'down)
								(objSetVel gSource (sysVectorPolarVelocity newAngle (sysVectorSpeed vel)))
								(objSetProperty gSource 'rotation newAngle)
								)
								
						(eq direction "down")
							(block (vel newAngle)
								(setq vel (objGetVel gSource))
								(objSetData gSource "direction" 'up)
								(setq newAngle (add (sysVectorAngle vel) 90))
								(objSetVel gSource (sysVectorPolarVelocity newAngle (sysVectorSpeed vel)))
								(objSetProperty gSource 'rotation newAngle)
								)
						)
					(print "</OnShift>")
					)
			<!--
				(block ((degree (objGetData gSource "Degree")) nextDegree <!--(direction (objGetProperty gSource 'rotation))-- offsetAngle offsetDistance middle)
					(setq offsetDistance (* 10 (sin degree)))
					(setq nextDegree (add degree 1))
					(switch
						(and (geq degree 0) (ls degree 180))
							(setq zero (sysVectorPolarOffset gSource (setq offsetAngle 90) offsetDistance))
							
						(and (geq degree 180) (ls degree 360))
							(setq zero (sysVectorPolarOffset gSource (setq offsetAngle 270) offsetDistance))
						)
					
					(objSetPos gSource (sysVectorPolarOffset middle offsetAngle (* 10 (sin degree))))
					
					(if (eq degree 359)
						(objSetData gSource "Degree" 0)
						(objIncData gSource "Degree" 1)
						)
					)
				-->
			</OnShift>
		</Events>
	</ItemType>
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digdug
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very cool ! :D :D
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AssumedPseudonym
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 Updating the Bane Starshipwrights in TBR to designs that will make inevitable rerenders much less painful, by which I mean that the longest render of the redesigned collection has an ETA of tomorrow as opposed to mid-February. I figure I might as well show off a couple side-by-side comparisons of the old and new versions, just because:
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Mod prefixes: 0xA010 (registered) and 0xDCC8 (miscellaneous)

My mods on Xelerus: Click here!

Of all the things I’ve lost in life, I miss my mind the least. (I’m having a lot more fun without it!)
JohnBWatson
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The new capital ship is definitely a huge improvement - it reminds me of some of the smaller Ares ships. Are the glowing sections supposed to be huge, uninterrupted viewing ports?
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AssumedPseudonym
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 The colors scheme is an artifact from the original incarnation of what wound up sort of evolving into the basis of TBR’s ships, and is what I used for Ares. One of these (insert time period here)s, I’ll update them. And yes, to answer the question; I’m sort of notorious for too-big windows. I’ll deal with that later, too.
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Mod prefixes: 0xA010 (registered) and 0xDCC8 (miscellaneous)

My mods on Xelerus: Click here!

Of all the things I’ve lost in life, I miss my mind the least. (I’m having a lot more fun without it!)
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Xephyr
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Here's a peek at the adventure I've been working on. I expect to be finishing it soon.
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Project Renegade (Beta) : "The Poor Man's Corporate Command!"
Real programmers count from 0. And sometimes I do, too.
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TheLoneWolf
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Xephyr wrote:Here's a peek at the adventure I've been working on. I expect to be finishing it soon.
Holy....
Ferdinand
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That looks a lot better then the old Krual Metropolis (which wasn't bad either).
Looking forward to Renegade 0.3!
JohnBWatson
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That's downright awe - inspiring. Are you using that ship changing mod, or is Krual Metropolis white for some other reason?
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Xephyr
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JohnBWatson wrote:That's downright awe - inspiring. Are you using that ship changing mod, or is Krual Metropolis white for some other reason?
It's white because I don't want friendly fire in the adventure (things get pretty crowded). You can disable friendly fire in a ship's AI settings, but for the playership that only applies to the players sovereign - usually &svPlayer. So, the solution is to match the player's sovereign to friendlies or vice versa.

The result is that the adventure actually differentiates between friendlies and neutrals, which is kind of cool.
Project Renegade (Beta) : "The Poor Man's Corporate Command!"
Real programmers count from 0. And sometimes I do, too.
JohnBWatson
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That's a new approach - it'll be cool to see how it works.
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AssumedPseudonym
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 Get back from kitchen, sit down with pizza, hit F5 on the Ministry, find this:
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 How’s that for timing.
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Mod prefixes: 0xA010 (registered) and 0xDCC8 (miscellaneous)

My mods on Xelerus: Click here!

Of all the things I’ve lost in life, I miss my mind the least. (I’m having a lot more fun without it!)
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0xABCDEF
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Here is something I randomly drew in MS Paint

The Hand of Domina
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Transcendence: Faster Than Light
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Here is what the Hand of Domina may look like on the inside. What if we had an FTL: Faster Than Light minigame where the player manages the Hand of Domina as it gets attacked by Penitents?
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