Please post descriptions of issues that need to be fixed in the main tdb (this includes XML and tlisp code)
Thanks!
1.7a1a Issues that can be fixed in XML
- SolarGalaxy
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Do spelling errors go here too?
There's the minor one with "outpust" instead of "outpost" in Benedict01.xml on line 734.
Someone already mentioned it on ministry: https://ministry.kronosaur.com/record.hexm?id=54304
There's the minor one with "outpust" instead of "outpost" in Benedict01.xml on line 734.
Someone already mentioned it on ministry: https://ministry.kronosaur.com/record.hexm?id=54304
- AssumedPseudonym
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Someone *cough*me*cough* mentioned that one back when Benedict’s tutorial was first implemented back in 1.3, actually. ^.~SolarGalaxy wrote:Do spelling errors go here too?
There's the minor one with "outpust" instead of "outpost" in Benedict01.xml on line 734.
Someone already mentioned it on ministry: https://ministry.kronosaur.com/record.hexm?id=54304
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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
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https://forums.kronosaur.com/viewtopic. ... 615#p58615 <— I rest my case. ^.~
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- digdug
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Hello,
I made a list.
It contains informations of all the code lines containing deprecated functions, all of them.
If we are going to push patches to George's git, I think it would be a great idea to update the code for George. This will improve readability of the code by new modders. This is really important if we want to increase the modders community.
I can't paste it here as it's 1463 lines.
Here is the file:
https://dl.dropboxusercontent.com/u/720 ... ctions.txt
I made a list.
It contains informations of all the code lines containing deprecated functions, all of them.
If we are going to push patches to George's git, I think it would be a great idea to update the code for George. This will improve readability of the code by new modders. This is really important if we want to increase the modders community.
I can't paste it here as it's 1463 lines.
Here is the file:
https://dl.dropboxusercontent.com/u/720 ... ctions.txt
There are recent tickets for minor weapon mismatches.
* Single Flenser has WMD:3, but dual Flenser has WMD:2.
* XM900 missile does 7d24 (87.5) damage, but NM900 disposable launcher does 6d24 (75) damage.
* Single Flenser has WMD:3, but dual Flenser has WMD:2.
* XM900 missile does 7d24 (87.5) damage, but NM900 disposable launcher does 6d24 (75) damage.
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Drake Technologies (Alpha): More hardware for combat in parts 1 and 2!
Star Castle Arcade: Play a classic arcade game adventure, with or without more features (like powerups)!
Playership Drones: Buy or restore exotic ships to command!
Other playable mods from 1.8 and 1.7, waiting to be updated...
Godmode v3 (WIP): Dev/cheat tool compatible with D&O parts 1 or 2.
Drake Technologies (Alpha): More hardware for combat in parts 1 and 2!
Star Castle Arcade: Play a classic arcade game adventure, with or without more features (like powerups)!
Playership Drones: Buy or restore exotic ships to command!
Other playable mods from 1.8 and 1.7, waiting to be updated...
Godmode v3 (WIP): Dev/cheat tool compatible with D&O parts 1 or 2.
I'm pretty vague on what this means. Others might not know either. I'm fairly sure the main tdb is the file that gets decompiled by Transdata to give you a heap of .xml's in Transcendence_Source. But I'm clueless on what tlisp code is. Could you go into a bit more detail, please. Possibly with a few examples of what sort of things you're looking for.Wolfy wrote:Please post descriptions of issues that need to be fixed in the main tdb (this includes XML and tlisp code)
Thanks!
Stupid code. Do what I want, not what I typed in!
relanat wrote:I'm pretty vague on what this means. Others might not know either. I'm fairly sure the main tdb is the file that gets decompiled by Transdata to give you a heap of .xml's in Transcendence_Source. But I'm clueless on what tlisp code is. Could you go into a bit more detail, please. Possibly with a few examples of what sort of things you're looking for.Wolfy wrote:Please post descriptions of issues that need to be fixed in the main tdb (this includes XML and tlisp code)
Thanks!
TBD's are the way the game bundles up content for download from the multiverse. They're what you're decompiling when you run transdata to get the source code for the game content. By "main TBD", wolfy means the main game (SOTP Part I) source code...or anything in the 'Transcendence Source' folder, if you've just run a decompile without doing any of the fancy stuff to get the EP/CC/TSB/etc source code.
XML and tlisp are the two programming languages in them. XML is basically data for the game to read. tlisp is code that gets run by the game.
XML looks like this (sample from the dual laser cannon):
Code: Select all
<Weapon
type= "beam"
configuration= "dual"
damage= "laser:1d4"
fireRate= "10"
lifetime= "30"
powerUse= "30"
effect= "&efLaserBeamDefault;"
sound= "&snLaserCannon;"
>
tlisp looks like this (from the katana starcannon's hiteffect):
Code: Select all
(block (
(damageHP (@ gData 'damageHP))
)
{
radius: (if (= damageHP 0) 10 (mathScale damageHP 10 140 30 70 50))
lifetime: (if (= damageHP 0) 4 (mathScale damageHP 10 140 12 48 50))
}
)
-----
The super short version is: if there's a typo, deprecated function or bug in the core game source code, and it can be fixed with a simple edit to those XML files....put it here so Wolfy can take a look.
----------
Hope that helps a bit.
Mischievous local moderator. She/Her pronouns.
Thanks, Shrike. Excellent work. It helps a lot. I used to think everything in an .xml file was XML but now know better.
I'll keep my eyes open when I'm looking at George's code (although I think digdug might have got most of it! )
I'll keep my eyes open when I'm looking at George's code (although I think digdug might have got most of it! )
Stupid code. Do what I want, not what I typed in!
Here's one from me: Mining charges don't have 100% passthrough. This means you get false negatives, and thus they're even more useless than they would otherwise be.
(The shockwave continues after it fails a passthrough check, but will not detect or mine anything after that point, anywhere on the ring)
Code to fix (Note: Taken from 1.6.2, you'll need to check that George didn't alter any parameters. Honestly though it's just one line per thing):
These are originally from StdMiningEquipment.XML
(The shockwave continues after it fails a passthrough check, but will not detect or mine anything after that point, anywhere on the ring)
Code to fix (Note: Taken from 1.6.2, you'll need to check that George didn't alter any parameters. Honestly though it's just one line per thing):
Code: Select all
<ItemType UNID="&vtSeismicScannerPower;"
name= "seismic scanner power"
virtual= "true"
inherit= "&baSeismicScannerPower;"
level= "2"
>
<Weapon
type= "area"
damage= "blast:3d6"
fireRate= "30"
expansionSpeed= "80"
missileSpeed= "0"
lifetime= "20"
powerUse= "500"
passthrough= "100"
canHitSource= "true"
sound= "&snArmorHit1;"
>
<Effect>
<Shockwave
style= "glowRing"
width= "2"
glowSize= "12"
primaryColor= "#ffd4cb"
secondaryColor= "#f24b29"
/>
</Effect>
</Weapon>
<StaticData>
<Data id="podType">&itSeismicScannerPod;</Data>
</StaticData>
</ItemType>
<ItemType UNID="&vtClassAExcavationPower;"
name= "class A excavation power"
virtual= "true"
level= "3"
>
<Weapon
type= "area"
damage= "blast:4d6; mining:5"
fireRate= "30"
expansionSpeed= "80"
missileSpeed= "0"
lifetime= "20"
passthrough= "100"
powerUse= "500"
canHitSource= "true"
>
<FireEffect
sound="&snArmorHit1;"
>
<Flare
style= "fadingBlast"
radius= "120"
primaryColor= "#ffc29a"
lifetime= "8"
/>
</FireEffect>
<Effect>
<Shockwave
style= "image"
>
<Image imageID= "&rsShockwave3;"
imageX= "0"
imageY= "0"
imageWidth= "512"
imageHeight= "128"
/>
</Shockwave>
</Effect>
</Weapon>
</ItemType>
<ItemType UNID="&vtClassBExcavationPower;"
name= "class B excavation power"
virtual= "true"
level= "5"
>
<Weapon
type= "area"
damage= "blast:6d6; mining:6"
fireRate= "30"
expansionSpeed= "80"
missileSpeed= "0"
lifetime= "25"
passthrough= "100"
powerUse= "500"
canHitSource= "true"
>
<FireEffect
sound="&snArmorHit1;"
>
<Flare
style= "fadingBlast"
radius= "180"
primaryColor= "#ffc29a"
lifetime= "8"
/>
</FireEffect>
<Effect>
<Shockwave
style= "image"
>
<Image imageID= "&rsShockwave3;"
imageX= "0"
imageY= "0"
imageWidth= "512"
imageHeight= "128"
/>
</Shockwave>
</Effect>
</Weapon>
</ItemType>
<ItemType UNID="&vtAdvancedScannerPower;"
name= "advanced scanner power"
virtual= "true"
inherit= "&baSeismicScannerPower;"
level= "6"
>
<Weapon
type= "area"
damage= "blast:5d6"
fireRate= "30"
expansionSpeed= "80"
missileSpeed= "0"
lifetime= "38"
passthrough= "100"
powerUse= "500"
canHitSource= "true"
sound= "&snArmorHit1;"
>
<Effect>
<Shockwave
style= "glowRing"
width= "2"
glowSize= "12"
primaryColor= "#f7ffcc"
secondaryColor= "#d1f229"
/>
</Effect>
</Weapon>
<StaticData>
<Data id="podType">&itAdvancedScannerPod;</Data>
</StaticData>
</ItemType>
<ItemType UNID="&vtClassCExcavationPower;"
name= "class C excavation power"
virtual= "true"
level= "8"
>
<Weapon
type= "area"
damage= "thermo:8d12; mining:7"
fireRate= "30"
expansionSpeed= "80"
missileSpeed= "0"
lifetime= "38"
passthrough= "100"
powerUse= "500"
canHitSource= "true"
>
<FireEffect
sound="&snArmorHit1;"
>
<Flare
style= "fadingBlast"
radius= "240"
primaryColor= "#ffc29a"
lifetime= "8"
/>
</FireEffect>
<Effect>
<Shockwave
style= "image"
>
<Image imageID= "&rsShockwave3;"
imageX= "0"
imageY= "0"
imageWidth= "512"
imageHeight= "128"
/>
</Shockwave>
</Effect>
</Weapon>
Mischievous local moderator. She/Her pronouns.
- AssumedPseudonym
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Here’s something: Update the NPC Sapphires, EI500s, and Wolfens up to 120 facings, since the graphics already exist for them. Don’t forget the Arena variants. I’d suggest doing likewise with the Manticore, borrowing CC’s playership graphics, but I remember someone mentioning that George needs to re-render it.
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- digdug
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I have another:
- some weapons after the 1.7 update still have a few bugs here and there: for example there are a few weapons still using the old WMD.
moskva 21 uses WMD3, it should be changed to WMD:2
(as soon as I have more, i'll update this post.)
- some weapons after the 1.7 update still have a few bugs here and there: for example there are a few weapons still using the old WMD.
moskva 21 uses WMD3, it should be changed to WMD:2
(as soon as I have more, i'll update this post.)