Search found 940 matches

by relanat
Wed Oct 18, 2017 1:21 am
Forum: Modding Reference
Topic: TransCompiler Usage
Replies: 7
Views: 14020

Re: TransCompiler Usage

Does it matter which version of Transcompiler.exe you use?

I tried the 1.7 and the 1.8a2 Transdata version and both worked on a mod for Version 1.7. Does Transcompiler.exe change over time like Transdata.exe or is it the same for every version? The file size varies.
by relanat
Wed Oct 11, 2017 12:11 pm
Forum: The Drawing Board
Topic: The Final Strike
Replies: 75
Views: 125469

Re: The Final Strike

Not enough info. Posting your relevant code would help. I'm assuming its a wingman if you're using sysDescendObject?
by relanat
Tue Oct 10, 2017 4:33 am
Forum: Shipyards
Topic: Multiverse open for uploading mods
Replies: 37
Views: 47929

Re: Multiverse open for uploading mods

I think long-term we should consider a group that can repair or maintain obsolete mods, making just enough changes to make it playable again. I'm willing to update any topology mods people want done. I've done the Network, Director's Cut and A Greater Adventure already so have a fair idea about get...
by relanat
Mon Oct 09, 2017 2:46 am
Forum: Community Discussions
Topic: Discord!
Replies: 10
Views: 41948

Re: Discord!

Um, what's a Discord. The site says voice and text chat thingy, so another IRC with voice as well? I don't want to download apps on other people's computers without a bit more info. TIA.
by relanat
Mon Oct 09, 2017 1:31 am
Forum: Commonwealth
Topic: Transcendence Version Archives
Replies: 30
Views: 57436

Re: Transcendence Version Archives

Another bump. Older mod compatibility is the main reason but it's also quite good to have a look at the older versions because it shows how much the game has improved.
by relanat
Sun Oct 08, 2017 10:55 pm
Forum: Shipyards
Topic: language inherit query
Replies: 2
Views: 2476

Re: language inherit query

Excellent info. And very well explained. Thank you.
by relanat
Sun Oct 08, 2017 10:34 pm
Forum: Shipyards
Topic: Multiverse open for uploading mods
Replies: 37
Views: 47929

Re: Multiverse open for uploading mods

Just had a thought about having a separate area or subforum or whatever, either in Mod Announcements or a new section for the unofficial mods on the Multiverse. This would enable people to get more info on the mods without having to plough through all the existing info. Or maybe move all the older t...
by relanat
Sun Oct 08, 2017 1:37 pm
Forum: Shipyards
Topic: language inherit query
Replies: 2
Views: 2476

language inherit query

The Stargate Easy Dock N Go mod (original mod by SIaFu) is an overwrite of the three standard stargate types in the game, Daahzen, Majellen and UnchartedMajellen, to give them one central docking point. All three stargate types use exactly the same screenDesc and actions. ATM all three have a <Langu...
by relanat
Sun Oct 08, 2017 1:26 am
Forum: Modding Reference
Topic: How to decompile the Source code for modding
Replies: 4
Views: 12187

Re: How to decompile the Source code for modding

No thanks necessary, Norgath. I was frustrated at trying to find the decompiling info scattered over the forum every time I wanted to decompile a file. When I found that Decompile.bat file I wanted to make sure everyone could find it. It is sooo much easier using it than using command line code. So ...
by relanat
Tue Oct 03, 2017 4:02 am
Forum: Announcements
Topic: 1.8 Alpha 3
Replies: 15
Views: 36800

Re: 1.8 Alpha 3

The Korolov mission selection screen is great. Now you can see what freighters you can escort. You can compare the payments. You can even undock and check how far away the destination is. Awesome. And thanks for unvSetObjectKnown. That'll come in handy. Anyone else getting the "circling orange rings...
by relanat
Tue Oct 03, 2017 3:37 am
Forum: Official Extensions
Topic: The Backroads — an alternate route
Replies: 216
Views: 407547

Re: The Backroads — an alternate route

Lucky I hadn't downloaded the library sooner!! Wild Cove (Charon cache) map name bug (all renamed Charon stations). In the system map, if the game puts the station name to the left of the station (usually because of crowding) there is a big gap between the name and the station blip. This has been me...
by relanat
Tue Oct 03, 2017 3:32 am
Forum: Shipyards
Topic: thanks to giantcabbage and George for debug console improvements
Replies: 2
Views: 2619

thanks to giantcabbage and George for debug console improvements

I was overjoyed at one of giantcabbages's contributions which greatly improved the debug console. See https://ministry.kronosaur.com/record.hexm?id=68099. This magnificent piece of work made it much easier to edit code in the debug screen. Among other features it allows you to to fix typos in your c...
by relanat
Tue Oct 03, 2017 3:26 am
Forum: Commonwealth
Topic: When did finishing the game kill your save? Why is that ok?
Replies: 13
Views: 7750

Re: When did finishing the game kill your save? Why is that ok?

I would like the resurrrect option back as well. It was really handy to be able to try different things in the late game after you had "won". An example is the Teraton fabricator. I normally avoid these because they always eat me. Being able to return to one and play around after the end of the game...
by relanat
Wed Sep 27, 2017 1:23 am
Forum: Modding Reference
Topic: TransCompiler Usage
Replies: 7
Views: 14020

Re: TransCompiler Usage

Thank you.
by relanat
Wed Sep 27, 2017 1:14 am
Forum: Shipyards
Topic: MORE CARGO SPACE
Replies: 2
Views: 2248

Re: MORE CARGO SPACE

Er, the mod on xelerus is broken. I'll replace it soon(ish) since xelerus still works (clever Bimbel) . Mod on xelerus has been updated. See link in above post. The mod attached to this topic, http://forums.kronosaur.com/viewtopic.php?f=24&t=8377, has the same fixed version as xelerus. Be aware it ...