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Posted: Tue Sep 14, 2010 9:19 am
by dosbox-gamer
Hi all, and thanks for your quick reply. Sdw195, how current or complete is version 1.6? Does it output all the stuff new to TRv1 (like the Pteravores), and does it work with modded ships, autons :D and stations?

If everything looks good, I'll try to PM you the next time I'm at the library (their Internet is way faster than mine). Thanks again!

Posted: Tue Sep 14, 2010 11:32 pm
by sdw195
transdata is currently at 2.0 or 2.1 but v 1.6 will out put all the station data that you want (includin mods)

Re: TransData for beginners

Posted: Sat Apr 14, 2012 9:04 pm
by Patupi
OK, I've done modding on other games before and after playing Transcendence I thought I'd see what it's like. However I'm having difficulty getting the Transdata to do anything.

It's in the Transcendence folder and I've checked that the main exe file is there as well as the tdb file. If I try to generate a table it says 'unable to initiate Transendence'. If I try to decompile it says 'Unable to open datafile: Transcendence.tdb'.

I've got a load of extensions installed, could that hinder anything? Currently using Transdata version 2.1 and Transcendence v 1.08b

I'm using (unfortunately) Windows Vista and I tried getting the security to 'allow' full control for this folder (I really hate that about Vista :( ) but it didn't seem to help. Any ideas what I'm doing wrong?

Re: TransData for beginners

Posted: Sat Apr 14, 2012 9:20 pm
by sdw195
try using transdata 2.5, it will work ;)

http://www.neurohack.com/downloads/TransData25.zip

Re: TransData for beginners

Posted: Sat Apr 14, 2012 9:22 pm
by Patupi
Weird. All the links I found showed 2.1 as being the latest *shrugs* thanks sdw195, I'll try it.

Re: TransData for beginners

Posted: Sat Apr 14, 2012 9:58 pm
by sdw195
every new version needs a new transdata, so 1.06 1.07 and 1.08 each got a new release, its a good idea to look at the first release with a new version number, as there will be a link for transdata in it :)

Re: TransData for beginners

Posted: Sun Apr 15, 2012 5:05 pm
by Patupi
Well it worked fine, thanks. Got the source and am perusing now.

One thought, I'm guessing most of the code is hardwired (from what I see). Is there any way to adjust some of the displays or functions of existing devices? I was thinking of changing how reactors and engines work, but I don't think the variables work with those items that I was thinking of. Was thinking of changing reactor 'fuel' to an energy capacitor. That way devices/weapons etc use the energy in the capacitor and the reactor recharges it. You could have a larger weapon than normal (if there was a way to over-ride the auto shut down from over loading reactor) but you couldn't fire it for long as the capacitor would run dry. I doubt putting in the 'refuel= "2000" ' etc would work with a reactor to make it slowly recharge the 'capacitor'.

After that I was hoping to have engines that use fuel (rather than reactors) but from what I see in the xmls I doubt this is possible right now. I've never used XML for anything like this. My programming experience in the past has been basic (too many times to mention), pascal, c, GML, and... Fanuc G-code. OK, that last is CNC machining language. Doesn't really apply here :) It's also really crude compared to most languages.