Search found 33 matches

by e_____e
Fri Oct 12, 2007 8:53 pm
Forum: Shipyards
Topic: Collective mod (Alpha): Updated.
Replies: 11
Views: 5814

WTF?

I did that before, but it didn't work. Now it does. >__> Thanks.

Edit: now it doesn't?

Code: Select all

<Images folder="player_images">
	<Image UNID="&rsCLauncherImage;"	bitmap="clauncher.jpg"	bitmask="clauncherm.bmp"  backColor="0x00000000"/>
</Images>
by e_____e
Fri Oct 12, 2007 8:38 pm
Forum: Shipyards
Topic: Collective mod (Alpha): Updated.
Replies: 11
Views: 5814

I've been trying to get the file size down. However, I adapted the Collective launcher from bobby's ammoless plasmamine mod on Xelerus, which requires custom images. I've modified those images a little bit, but I have to put them in a Resources folder with the rest of the transcendence source images...
by e_____e
Fri Oct 12, 2007 8:00 pm
Forum: Shipyards
Topic: Collective mod (Alpha): Updated.
Replies: 11
Views: 5814

Collective mod (Alpha): Updated.

http://www.xelerus.unrealcrystal.com/index.php?s=mod&id=36 A new system, enemies, and weapons! Please read the CollectiveReadme.txt; this requires modifying the transcendence.xml file. Have fun! The Collective is essentially a race of scavengers, taking the ship and system designs of other races. Ho...