Search found 519 matches

by dvlenk6
Fri Jan 23, 2009 8:54 pm
Forum: Modding Resource Archives
Topic: Ship List 0.99c
Replies: 0
Views: 6390

by dvlenk6
Thu Jan 22, 2009 7:50 am
Forum: Shipyards
Topic: Getting autons to *look* like something else
Replies: 7
Views: 5863

dosbox-gamer wrote:...Now if there were only master list image(s) for all the ships!...
I'll make one up later this week. I've got some time off coming to me after today :mrgreen: ...
by dvlenk6
Thu Jan 15, 2009 6:51 am
Forum: Gaming
Topic: Good free games
Replies: 79
Views: 185396

www.wesnoth.org I'm modding this game ATM. I'll probably cycle back here soon. I've been playing that for years now. Not too much on the server, but have a local group that gets together to play. - - - - - Ultima Underworld, The Stygian Abyss Ultima Underworld II, Labyrinth of Worlds Great 1st pers...
by dvlenk6
Wed Jan 07, 2009 10:17 am
Forum: Shipyards
Topic: Getting autons to *look* like something else
Replies: 7
Views: 5863

(sysCreateShip &scDwargRaider; <== what I changed* (objGetPos gSource) * I would try making up xml for a new ship class, something like: &scDwargRaiderAuton; then use that in place of the &scDwargRaider; from your auton xml. Then use the image for the Dwarg Raider as the image for the newly created ...
by dvlenk6
Thu Dec 25, 2008 1:42 pm
Forum: Off-Topic
Topic: Merry Christmas
Replies: 4
Views: 4899

Merry Christmas

Hope you all have a good one.

I'm off to spend the day with my great niece and nephew. :D
by dvlenk6
Wed Nov 19, 2008 9:34 pm
Forum: Commonwealth
Topic: The opening screen
Replies: 4
Views: 4158

I miss the sheer terror that Xenophobes used to inspire.
They used to be just about the worst thing you could encounter; and of course they roam around, which made it all that much worse.

It seems like now everything else has gotten more powerful; while the xenophobes have remained about the same. :(
by dvlenk6
Tue Oct 14, 2008 11:55 am
Forum: Shipyards
Topic: Enemy ships armor segments
Replies: 6
Views: 5831

0 degrees is the front. Angular rotation is clockwise. So,
the segment, start=0 span=15, begins at the front (between the forward facing spikes of a dreadnought) and covers a 15 degree clockwise arc from there.
by dvlenk6
Sun Oct 12, 2008 9:13 am
Forum: Off-Topic
Topic: Genetica 3
Replies: 0
Views: 3553

Genetica 3

Newest version of the seamless texture generator from Spiral Graphics is available for free download.

Open Beta for the program:
http://www.spiralgraphics.biz/release9-11-08.htm
by dvlenk6
Sat Oct 11, 2008 10:46 pm
Forum: The Drawing Board
Topic: Sebenkia adventure mod (Stage: Graphics and design)
Replies: 10
Views: 9006

That's some really nice modeling there, evilbob!
by dvlenk6
Tue Oct 07, 2008 7:57 pm
Forum: Modding Reference
Topic: List of builtin events
Replies: 21
Views: 19684

There's a bunch listed in this thread: http://neurohack.com/transcendence/forums/viewtopic.php?t=1350 Then you can make your own for missions also: SEE CommonwealthFleet.xml, <Events...> section of CSC Task Force. Then look at the mission codes to see how on whatever events are constructed. (sysAddO...
by dvlenk6
Wed Aug 27, 2008 9:13 am
Forum: Shipyards
Topic: Ai types
Replies: 11
Views: 6781

Ok. Have it your way.
See y'all later.
by dvlenk6
Wed Aug 27, 2008 8:20 am
Forum: Shipyards
Topic: First try at the Sol System
Replies: 6
Views: 4047

You should put:
scale="light-second"
in there, after the distance figures.
It might not matter, for the time being, and default to light-seconds. Default values can change from version to version, so it's best to define the scale to keep the mod from breaking in the future.
by dvlenk6
Wed Aug 27, 2008 8:17 am
Forum: Shipyards
Topic: Game Units
Replies: 3
Views: 2688

The speed of light in a vacuum is 186,282.397 miles per second. 299,792,458 is the right figure, in metric units. - - - - - If you look in the SystemTypes section of transcendence.xml, you'll see that most measurements are light-seconds. You can use light minutes also, for more distant objects. It s...
by dvlenk6
Wed Aug 27, 2008 1:47 am
Forum: Shipyards
Topic: Ai types
Replies: 11
Views: 6781

F50,
Are you the same F50 as the one at Battle for Wesnoth's forums?
by dvlenk6
Wed Aug 27, 2008 12:00 am
Forum: The Drawing Board
Topic: Sebenkia Shipyards (mods & New graphics!)
Replies: 62
Views: 43279

What renderer are you using?
Do you know how to UV map objects?