Search found 237 matches
- Tue Dec 04, 2012 6:46 pm
- Forum: Anacreon General Discussions
- Topic: Alpha Release 1
- Replies: 7
- Views: 5145
Re: Alpha Release 1
/me Pounces!
- Thu Nov 29, 2012 8:25 pm
- Forum: Announcements
- Topic: 1.08l
- Replies: 38
- Views: 39424
Re: 1.08l
So, yes, Transdata 2.7b works with Trans 1.08l
But, that wasn't what I needed after all
http://xelerus.de/index.php?s=mod&id=57
Does anybody know how "Betel" was generating the element lists he used to make?
But, that wasn't what I needed after all
http://xelerus.de/index.php?s=mod&id=57
Does anybody know how "Betel" was generating the element lists he used to make?
- Thu Nov 29, 2012 7:00 pm
- Forum: Announcements
- Topic: 1.08l
- Replies: 38
- Views: 39424
Re: 1.08l
ARGH! wherewherewheredigdug wrote:Cygnus.X1,
Latest Transdata is 2.7b
(moments later)
found it by logical extension...
http://www.neurohack.com/downloads/TransData27b.zip
gotit, thanksmuch, testing
- Thu Nov 29, 2012 6:12 pm
- Forum: Ideas & Suggestions
- Topic: Economic Tracker and Cloaking
- Replies: 16
- Views: 7159
Re: Economic Tracker and Cloaking
If IRL stations would know what they want to buy and how much they want to pay. You as pilot you would copy this data onto your ships computer. This would happen every time you visit a new station. You search your database for the item you want to sell and you find the station that gives the best p...
- Thu Nov 29, 2012 3:57 pm
- Forum: Announcements
- Topic: 1.08l
- Replies: 38
- Views: 39424
[George] Re: 1.08l
Transdata 2.7 appears to be incompatible with Trans ver 1.08l I just wanted to make my own attribute list :mrgreen: E:\Trans108l>Transdata /? TransData 2.7 Copyright (c) 2001-2012 by Kronosaur Productions, LLC. All Rights Reserved. /attributelist List of attributes used by types. /decompile Extracts...
- Thu Nov 29, 2012 1:12 am
- Forum: Shipyards
- Topic: Excalibur Targeting ROM
- Replies: 27
- Views: 13382
Re: Excalibur Targeting ROM
I've munged up my own code so much I've had to restore backups three times now :( TVR, your solution is brilliant, but I can't attach an overlay to non-space-objects, and I can't attach them to the player ship or the overlays flicker terribly. I have other timed event ideas that I may use that momen...
- Wed Nov 28, 2012 3:46 pm
- Forum: Shipyards
- Topic: Excalibur Targeting ROM
- Replies: 27
- Views: 13382
Re: Excalibur Targeting ROM
What I do is simply to check if the station that has my recurring event is already in the system when the playership enters a system, if not, create it, if it is, then everything is ok, since the event is already running. You can also mark the system with sysSetData to quickly check if you have you...
- Tue Nov 27, 2012 8:37 pm
- Forum: Shipyards
- Topic: Excalibur Targeting ROM
- Replies: 27
- Views: 13382
Re: Excalibur Targeting ROM
http://paste.neurohack.com/view/YMsJE That is the latest code chunk, but I haven't bothered uploading it to Xels because it's functionally the same as the previous version. It's driving me crazy... There's only one problem, and I'm afraid it might be a game engine bug. If you have the AdvTarg engage...
- Sat Nov 24, 2012 7:07 am
- Forum: Shipyards
- Topic: Excalibur Targeting ROM
- Replies: 27
- Views: 13382
Re: Excalibur Targeting ROM
ARGH! I've uploaded a bug-fix for gating problems. I've got the virtual station to successfully be created when you gate to different systems, however make sure to turn off any active targeting before you gate out or the target leading overlays will persist when you return to the system and will be ...
- Fri Nov 23, 2012 6:55 pm
- Forum: Shipyards
- Topic: Excalibur Targeting ROM
- Replies: 27
- Views: 13382
Re: Excalibur Targeting ROM
Aww, thanks! Always glad to know when somebody else likes to play with my creations :mrgreen: Ver 1.2 uploaded (@ 52 downloads) The leading target overlays from the Advance ROM are now working quite well. I've also figured out how to make the whole thing survive gating to a new system without odd be...
- Thu Nov 22, 2012 5:54 pm
- Forum: Shipyards
- Topic: Excalibur Targeting ROM
- Replies: 27
- Views: 13382
Re: Excalibur Targeting ROM
. multiple leader reticles -> this will be easy but I need to get other stuff figured out first . config dockscreen for Adv ROM -> not much to config as yet . incorporate all code into a single XML file -> when all is said and done... . 40 facing "laser line" graphic -> this is ugly so far So, I fig...
- Tue Nov 20, 2012 3:33 pm
- Forum: Shipyards
- Topic: Excalibur Targeting ROM
- Replies: 27
- Views: 13382
Re: Excalibur Targeting ROM
Ver1.1a uploaded at 38 downloads ^_^ Core functionality on the Advanced ROM is complete, you can now have a reticle indicator of what angle your ship needs to be at to hit whatever you have targeted. ToDo: . 40 facing "laser line" graphic . multiple leader reticles . config dockscreen for Adv ROM ....
- Mon Nov 19, 2012 3:43 pm
- Forum: Shipyards
- Topic: Excalibur Targeting ROM
- Replies: 27
- Views: 13382
Re: Excalibur Targeting ROM
Try replacing (sysCalcFireSolution ...) with the following: (sysCalcFireSolution (sysVectorSubtract (objGetPos (objGetTarget gSource)) (objGetPos gSource)) (sysVectorSubtract (objGetVel (objGetTarget gSource)) (objGetVel gSource)) (typGetDataField (itmGetType (objGetProperty gPlayerShip 'selectedWe...
- Mon Nov 19, 2012 2:49 am
- Forum: Shipyards
- Topic: Excalibur Targeting ROM
- Replies: 27
- Views: 13382
Re: Excalibur Targeting ROM
http://paste.neurohack.com/view/YAUkW/ The heart of the target-leading reticle is in place, but not quite working as intended. I'll be asking for help on IRC soon enough as soon as I can find the time, but the above pastie link is a sneak peak at what I've got so far. The execution flow is fine, but...
- Sun Nov 18, 2012 12:52 am
- Forum: Shipyards
- Topic: Function for checking if an object is on the Viewport?
- Replies: 5
- Views: 3020
Re: Function for checking if an object is on the Viewport?
So that's going to be half the distance of visibility on the LRS (100 ls total radial), and more or less twice the distance of visibility on the SRS.RPC wrote:CygnusX1: I ended up hacking it by using ObjGetDistance from the playership and made a circle of 50 ls radius....