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TransData for beginners

Posted: Wed Dec 26, 2007 1:55 pm
by Yugi
I thought it'd be a good idea to create a concise set of instructions for TransData that can be pointed to whenever somebody asks what it is, how to use it, etc.
And so, here they are :)

Table of Contents
1) What is TransData?
2) Where is TransData?
3) How do I use TransData?
- Basic function
- How to use switches
- Switches list
4) Credits

1) What is TransData?
As described by the Transcendence website, TransData is:
"a command-line utility that outputs tables for the items, ships, and encounters in the game."
As explained later, it performs many functions.

2) Getting TransData
To get TransData, download it from the Downloads page on the Transc website. It's highly recommended that you unzip it to the folder Transcendence is located in - it's no use to you anywhere else.

3) How do I use TransData?
- Basic function
Currently, I only know how to work TransData in versions of Windows from NT to Vista - help with others would be a greatly appreciated. Screenshots are from Windows XP.

First step - go to the Start menu, click 'Run...'.
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Then, type 'cmd' (apostrophes omitted), and either press enter or click 'OK'.
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Now that the command prompt is open, cd (Change Directory) to the folder where you have Transcendence. I keep Transc in a folder on my desktop.
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- How to use switches
There are a variety of switches that TransData uses. To use a switch, put a space after TransData in the command prompt, then put the switch, like so (/decompile used simply as an example):
Image

- Switches list
Here is a complete list of the switches TransData uses, and what they do:
/? - Gives a short list of the switches TransData can use, giving brief explanations on what they do. Since you're reading this guide, you don't really need this switch.
/armortable
/decompile - This is probably the only switch you're going to use, this switch decompiles all the game files (sound, images and .xml files) and puts them in a new folder called 'TranscendenceSource' in your Transcendence folder.
/encountertable
/entities
/h - (See first entry)
/help - (See previous)
/itemsim
/itemtable
/randomitems
/shieldtest
/shiptable
/simtables
/stationfrequency
/stats
/systemlabels
/systemtest
/topology
/wordlist

4) Credits
Credits go to me for beginning this little project thing, betelgeuse for the switches list, and several others for your generally helpful chit-chat (Desolator, Ttech, lbm).

Posted: Wed Dec 26, 2007 10:56 pm
by Yugi
lbm wrote:may i suggest you put what you have to put in for the change directory
Well I have, unless I don't understand what you're getting at...

Posted: Thu Dec 27, 2007 8:53 am
by Yugi
lbm wrote:sorry you already did it, i sisnt read the cmd screenshot properly :oops:
Ah, okay. Thanks for trying, anyway :)

Posted: Thu Dec 27, 2007 10:59 pm
by Betelgeuse
here is a list of the switches will give descriptions later

/?
/h
/help
/Stats
/decompile
/itemtable
/encountertable
/shiptable
/simtables
/stationfrequency
/wordlist
/entities
/armortable
/randomitems
/systemlabels
/topology
/systemtest
/shieldtest
/itemsim

Posted: Fri Dec 28, 2007 4:39 am
by Desolator
On Windows 9X (that is below NT, eg Me, 98 & 95) you run "command", while on Windows NT (NT, 2000, XP, 2003, Vista, and up) you run "cmd".

Posted: Sat Dec 29, 2007 1:36 am
by Ttech
Desolator wrote:On Windows 9X (that is below NT, eg Me, 98 & 95) you run "command", while on Windows NT (NT, 2000, XP, 2003, Vista, and up) you run "cmd".

err yea, but NT - ME are not supported anymore. :/

Posted: Sat Dec 29, 2007 4:52 pm
by Yugi
K, I've re-written and reorganised it, and gotten better screenshots. Any news on those switch descriptions, betel?

Posted: Sat Dec 29, 2007 5:31 pm
by george moromisato
Sticky!

Posted: Sat Dec 29, 2007 10:17 pm
by Yugi
george moromisato wrote:Sticky!
It's usually good etiquette to say *throws glue* :) And thanks ^_^

Posted: Sat Dec 29, 2007 11:26 pm
by Betelgeuse
sure will start that tonight don't forget to explain piping. Its not very helpful if it can only be viewed on the console.

Posted: Sat Dec 29, 2007 11:28 pm
by Yugi
Piping? O_o
No clue what that means exactly, but I'm guessing it's something to do with creating text files by doing stuff like /shiptable > shiptable.txt?

Posted: Sat Dec 29, 2007 11:34 pm
by Betelgeuse
yep, also recheck my post on the bug forum I edited it

Posted: Sat Dec 29, 2007 11:53 pm
by Betelgeuse

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/encontertable 

[/all] means include level 0 stations
[/criteria:XXX] means must meet that criteria.
[/armorclass] means display the armors name
[/canAttack] means display if the station can attack
[/fireRateAdj] means display what the fire rate adjustment is for this station
[/hp] means display the initial hp of the station
[/totalCount] means display the total amount that would appear in a game
without any extra switches it displays all the stations in three columns.
level, category (friendly, non-friendly, non random, or debris), and name

for example transdata /encontertable /canAttack /hp

Would display all the stations above level one with and there hp and if they can attack.

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/help

[switch] optional switch you want help on.
If no switch to help on shows a few common switches.
If there is displays the switches for that switch and gives a short description of the optional swicth. Does not work on all switches.

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/entities 
all I can get it to do is say Specify File

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/itemsim

[/count:X] The number of times the simulation runs through the game. If count isn't there defaults to 1.
Itemsim runs through the game finding all the items it can then displays them in this format.
three columns
level of the system, name of the system, name of the item, number of items found in that system over all the passes divided by count

(small comment it would be cool if in the next version we can say what adventure to use because I would like to make a topology with every system always appearing, would make it analysis easier)

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 /itemtable            Item table.
      [/criteria:xxx]       only items that match criteria.

      [/averageCount]       average number appearing.
      [/averageDamage]      average damage (in HP).
      [/cost]               cost (in credits).
      [/fireDelay]          time between shots (in ticks).
      [/hp]                 hit points.
      [/mass]               mass (in kg).
      [/maxSpeed]           maximum speed (in % of lightspeed).
      [/power]              power consumed (in MW).
      [/powerPerShot]       power per shot (in MW-minutes).
      [/reference]          reference column. basically the stats of armor and weapons
      [/regen]              regeneration (in HP per tick).
      [/thrust]             thrust (in giganewtons).
      [/totalCount]         total number appearing per game.
Defaults to three columns level, category, frequency, shortName
more will be added depending on the switchs you give

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  /shieldtest           Outputs capabilities of shield against weapons.
       /unid:n              unid or name of shield to test.
      [/verbose]            output weapon stats.
Very helpful test that gives you ideas how powerful a shield really is (some like the superconductor shields don't get tested as well)
The format is
level of the weapon, name of weapon, average number of shots it will take to take down the shield.

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/shiptable
Outputs all the ships in the format
Level Ship, Speed, Thrust, Maneuver, Armor, Weapon, Launcher, Shields, FireRate, FireAccuracy, Score

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/simtables
Makes to files called TransData_EncounterCount.txt and TransData_ItemCount.txt
I am not sure the exact workings of this switch.

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/stationfrequency
Gives all the stations frequency and various modifiers.

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/stats
Gives some basic stats of the xml files.

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/systemlabels
Gives all the types of planets and asteroids, and the chance that a given planet or asteroid will be this kind.

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  /systemtest           Generates sample of all systems.
       /count:n             n iterations.
Generates n systems displaying the result with the average of specific stations and specific planets for a specific system.

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/topology 
Loads the topology.

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/wordlist
Gives a list of all the words in the xml.