
AE Mod Collection
I'm enjoying TBR so far, but I've noticed that starting in Kibo with the AE - Playerships still errors out after generating the game. Zyr works fine, however. That said, I'm now exploring the new ships in TBR instead of using the Playerships mod - some real winners in there. 

- AssumedPseudonym
- Fleet Officer
- Posts: 1055
- Joined: Thu Aug 29, 2013 5:18 am
- Location: On the other side of the screen.
I’ve done another update on AE — Utility Pack, adding two new intro screen utilities. Intro Screen Janitor is conceptually similar to Intro Screen Sweeper, but with a ship that flies around to scuttle shipwrecks as they come up instead of simply having all of them explode at once. Intro Screen Target Acquired was written to give otherwise idle Viking IIs, Corsair IIs, and Viking chimeras hostile targets to attack instead of just sitting and twiddling their proverbial thumbs or aimlessly drifting off into infinity. The latter will likely be removed when George gets around to fixing the Ministry ticket the utility was written to rectify.

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!)
I finally figured out how to address the last incorrect entry produced by AE Function Help.
The problem is that intTranslate is just a variable that's set to objTranslate (a primitive). So (eval 'intTranslate) returns objTranslate. In order to filter out aliases of primitives, we can use (neq (convertTo 'string (eval symbol)) symbol).
Here's my current version:
The problem is that intTranslate is just a variable that's set to objTranslate (a primitive). So (eval 'intTranslate) returns objTranslate. In order to filter out aliases of primitives, we can use (neq (convertTo 'string (eval symbol)) symbol).
Here's my current version:
Code: Select all
<?xml version="1.0" ?>
<!DOCTYPE TranscendenceExtension
[
<!ENTITY unidAEFunctionHelp "0xDCC84000">
<!ENTITY scAEFunctionHelp "0xDCC84001">
]>
<TranscendenceExtension UNID="&unidAEFunctionHelp;"
apiVersion="37"
name="Avian Enterprises - Function Help (modified)"
version="1.4"
credits="AssumedPseudonym; improvements by NMS"
>
<ShipClass UNID="&scAEFunctionHelp;"
type= "Function List Generating"
>
<Events>
<OnCreate>
(block nil
(sysAddObjTimerEvent 2 gSource 'AEBoom)
(sysAddTypeTimerEvent 1 &scAEFunctionHelp; 'Run)
)
</OnCreate>
<Run>
(block (aeFunctionList aeDeprecatedList helpText)
(enum (sysGlobals) symbol
(switch
(not (isPrimitive (eval symbol)))
nil
(neq (convertTo 'string (eval symbol)) symbol)
nil
(not (setq helpText (fncHelp (eval symbol))))
(setq aeFunctionList (cat aeFunctionList "(" symbol " ...)\n"))
(strFind helpText "DEPRECATED")
(setq aeDeprecatedList (cat aeDeprecatedList symbol ": " helpText "\n"))
(setq aeFunctionList (cat aeFunctionList helpText "\n"))
)
)
(printTo 'log (cat
"\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n\nF U N C T I O N L I S T\n\n"
aeFunctionList
"\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n\nD E P R E C A T E D F U N C T I O N S\n\n"
aeDeprecatedList
"\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n"
))
)
</Run>
<AEBoom>
(objDestroy gSource)
</AEBoom>
</Events>
</ShipClass>
</TranscendenceExtension>
- AssumedPseudonym
- Fleet Officer
- Posts: 1055
- Joined: Thu Aug 29, 2013 5:18 am
- Location: On the other side of the screen.
Time to announce a new mod: One Frame Turn! You know those playerships that are hard to control precisely? This mod is designed to help with that. Using the “X” and “Z” keys will rotate the playership one facing clockwise or counterclockwise, respectively. Ideally, it would be “H” and semicolon, but uiIsKeyPressed does not accept the semicolon, unfortunately, so I had to improvise.

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!)
- AssumedPseudonym
- Fleet Officer
- Posts: 1055
- Joined: Thu Aug 29, 2013 5:18 am
- Location: On the other side of the screen.
Random United has been updated with a massive weapon rebalance, coming on the heels of TBR having gotten the same treatment.

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!)
- AssumedPseudonym
- Fleet Officer
- Posts: 1055
- Joined: Thu Aug 29, 2013 5:18 am
- Location: On the other side of the screen.
IronParrot reported an issue with Scuttle Shipwrecks suddenly not properly downloading as of 1.8b5. Given that I hadn’t done anything to the mod in roughly a year-and-a-half, I can only assume George did something that broke something somewhere. Regardless, I went in and updated it to hopefully correct the issue, and apparently it worked.
The old version was compatible with Transcendence 1.1 — before the apiVersion field even existed — so I updated to API 41. I think it should still work with 1.7, but I know it’ll still work with the current beta. If anyone has any problems on it, let me know and I’ll poke at it again.
The old version was compatible with Transcendence 1.1 — before the apiVersion field even existed — so I updated to API 41. I think it should still work with 1.7, but I know it’ll still work with the current beta. If anyone has any problems on it, let me know and I’ll poke at it again.

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!)