Search found 1058 matches
- Sun May 11, 2014 9:40 pm
- Forum: Ideas & Suggestions
- Topic: Function for checking extension/library availability?
- Replies: 2
- Views: 1893
Re: Function for checking extension/library availability?
Holy kack yes. All of my yes. I would give even more of it if I had it to give. Please make this be a thing.
- Sun May 11, 2014 9:38 pm
- Forum: Mod Announcements
- Topic: AE Mod Collection
- Replies: 61
- Views: 205892
Re: AE Mod Collection
New mod: AE - Overkill Pretty much exactly what it says on the tin. If you want to be able to blow the everloving kack out of things and not have to worry about the worst the game can throw at you, this does that. WARNING: If you want to test out the PCB II, right next to an enemy station in an a...
- Sat May 10, 2014 9:57 am
- Forum: Official Extensions
- Topic: Corporate Command Discussion
- Replies: 17
- Views: 28953
Re: Corporate Command Discussion
Minor typo found in Mission1.xml: <Intro2> <OnPaneInit> (scrSetDesc gScreen "\"The biosoft...the download...we tapped a narrowcast...thought it was worth something..." "maybe a protected app...but it ran the autofacs...created things...mutated everything...\n\n" "Her hand tightens around your arm b...
- Thu May 01, 2014 8:32 pm
- Forum: Ideas & Suggestions
- Topic: Ugliest ship design nominations
- Replies: 22
- Views: 25046
Re: Ugliest ship design nominations
My top two are the flying slabs known as the T31 and T55. I also wouldn’t mind seeing the Barbary get an overhaul. The T-series ships appear to be little more than boxes with engines strapped to them, though given what they were designed for (from an in-game perspective), I can understand this as ...
- Thu May 01, 2014 5:02 pm
- Forum: Commonwealth
- Topic: Planning for the 7th Transcendence succession game
- Replies: 196
- Views: 113630
Re: Planning for the 7th Transcendence succession game
I figured that was probably the issue, but my wife (who also uses 7) couldn’t reproduce the problem. Regardless, it should be a fairly easy fix on my end, just a matter of telling Pluma to save the file with Window line endings instead of Linux/Unix. EDIT: Re-upped (along with the inevitable tweaks...
- Thu May 01, 2014 4:42 pm
- Forum: Commonwealth
- Topic: Planning for the 7th Transcendence succession game
- Replies: 196
- Views: 113630
Re: Planning for the 7th Transcendence succession game
AE ships is illegible in Notepad… That’s probably a problem with writing a mod in a Linux text editor. I may see what I can do about that now that the semester is over and I can do more than trying to find time to breathe in between getting ready for finals. EDIT: I just sent it to my wife and had...
- Fri Apr 25, 2014 4:50 am
- Forum: The Drawing Board
- Topic: First Look: GunStar playership mod.
- Replies: 8
- Views: 5841
Re: First Look: GunStar playership mod.
It's very big. Your in-game sprite should probably be substantially smaller: around the size of a Manticore. At the very most, at least if you’re trying for an authentic scale for the ship. It’s been a while since I’ve seen The Last Starfighter, but I’m pretty sure that 80x80 frames would be overd...
- Fri Apr 25, 2014 2:34 am
- Forum: Commonwealth
- Topic: Transcendence Picture thread
- Replies: 600
- Views: 708875
Re: Transcendence Picture thread
In the process of working on The Backroads, I’m doing a lot of testing to make sure that weapons and thrust effects are being placed correctly. Even throwing trigonometry at things frequently requires a bit of tweaking here or there. The upshot of this is that sometimes I wind up with something rea...
- Thu Apr 24, 2014 6:42 pm
- Forum: Announcements
- Topic: 1.3 Beta 1
- Replies: 84
- Views: 64366
Re: 1.3 Beta 1
I feel like it's harder to turn exactly one facing. … If you don't hold the key long enough, you won't turn at all and it only takes a tiny bit longer to turn multiple facings. I’ve run into this quite a bit, myself. I’ve seen a few calls to map “H” and “;” to turn one facing in the past, and whil...
- Wed Apr 23, 2014 10:38 am
- Forum: Official Extensions
- Topic: The Backroads — an alternate route
- Replies: 216
- Views: 415009
Re: The Backroads — an alternate route
I could do that. Three of the gunships for right now.
The Lambda Coalition Psi Fighter: The Beasts’ Wyvern: And the Legion Gunship: I’ll toss out a few screenshots of some of these in action as I work on the project.
The Lambda Coalition Psi Fighter: The Beasts’ Wyvern: And the Legion Gunship: I’ll toss out a few screenshots of some of these in action as I work on the project.
- Wed Apr 23, 2014 6:03 am
- Forum: Official Extensions
- Topic: The Backroads — an alternate route
- Replies: 216
- Views: 415009
The Backroads — an alternate route
CURRENT STATUS: Closed Beta (0.5.6) TBR’S MINISTRY PAGE …So. I was, a ways back, going to do a full rewrite of the ships in the game with the intent of giving all of them forty facings. I didn’t have access to the original graphics at the time and didn’t know about PSD, meaning I now have approxim...
- Tue Apr 22, 2014 10:53 am
- Forum: Modding Reference
- Topic: Starter Thread for Modding
- Replies: 10
- Views: 8132
Re: Starter Thread for Modding
I’m betting anything it’s a UNID range issue. From the UNID database thread: 0xD27K - Xstor Thanks!!! If that’s what you’ve been using, it’s definitely not going to work. That “K” will be what’s throwing things off. It has to be something in hexadecimal — 0-9 or A-F. I’d meant to mention that to s...
- Fri Apr 18, 2014 2:42 am
- Forum: Mod Announcements
- Topic: Auton Overhaul (Alpha Release)
- Replies: 4
- Views: 4498
Re: Auton Overhaul (Alpha Release)
Not so much an update or testing as a need to say this: *Ahem.* Holy kack the -C is fun! ^.^ That said, so far I’m running with an unmodified 1M and a pair of 1M/i’s, eight 300D’s (one with a Dual Recoilless Cannon and a Class II, another with an Omniturbo, and one with an Urak Mass Driver just fo...
- Tue Apr 15, 2014 2:31 am
- Forum: Shipyards
- Topic: Preventing weapon installation on a playership
- Replies: 3
- Views: 2082
Re: Preventing weapon installation on a playership
Yeah, I’d already wrestled with that one — http://forums.kronosaur.com/viewtopic.php?p=57136#p57136 — before <CanInstallItem> was fixed to work more on just armor. As near as I can tell, setting a max value to 0 acts as a delimiter. If you need to keep something from being installed, it looks like ...
- Tue Apr 15, 2014 1:27 am
- Forum: Shipyards
- Topic: Preventing weapon installation on a playership
- Replies: 3
- Views: 2082
Re: Preventing weapon installation on a playership
Yep, you have to handle that through events. <Events> <CanInstallItem> (block nil (if (eq (itmGetCategory gItem) 4) (setq return "Weapons cannot be installed on this ship.") (setq return true) ) ) return </CanInstallItem> </Events> …Or something to that effect.