Search found 126 matches
- Sun Jul 24, 2011 2:35 pm
- Forum: Official Extensions
- Topic: The Stars Beyond
- Replies: 671
- Views: 579376
Re: The Stars Beyond [TC/Xpack]
Wolfy, between R_P_C and I, we've found a few oddities... First off, why are UNIDs defined in two places (both TSB_Core.xml and TSB_Ansabi.xml, for instance, both contain the following line: <!ENTITY snEnergyCannon "0xE3140606"> Also, why, when this mod is installed in a Vanilla Transcendence direct...
- Sun Jul 24, 2011 3:59 am
- Forum: The Drawing Board
- Topic: Transcendence art assets + (looking for input)A
- Replies: 19
- Views: 9366
Re: Transcendence art assets + (looking for input)A
Are you rendering these in Truespace, and if so, which version (the last version does not seem able to import or load the files). Also, so far, people's experience with exporting the models or scenes to be imported into other programs, like Blender, appears to be broken (in more ways than simply los...
- Thu Jul 21, 2011 12:20 pm
- Forum: Ideas & Suggestions
- Topic: Improving replayability
- Replies: 12
- Views: 4909
Re: Improving replayability
On the subject of adding content to the Vanilla game (as opposed to taking a copy of Vanilla, modifying it and adding content to make an Adventure mod), I have a few thoughts: For one, I'd like to see expanded use of the bars, lounges, restaurants, maintenance levels of Corporate Enclaves, and perha...
- Mon Jul 18, 2011 11:54 am
- Forum: Ideas & Suggestions
- Topic: George: question about system generation time
- Replies: 14
- Views: 5242
Re: George: question about system generation time
George: Two comments, with regard to this. I realize that alterecco is asking about generating the entire system map at startup. Here is one possibility I was considering: You start in system A, system B is created at start. System B and System A are in memory, but events in System B are only virtua...
- Sat Jul 16, 2011 9:22 pm
- Forum: Ideas & Suggestions
- Topic: George: DockScreen pagination and ShipInterior enhancement
- Replies: 3
- Views: 1991
Re: George: DockScreen pagination and ShipInterior enhanceme
Though alterecco did not mention it, we had discussed one other possible option, but it would mean a rewrite of how the engine adds new options to a dock screen (including modifying the new hook you added). This would convert the actions to an open-ended list, such that, if the list contained more t...
- Sat Jun 18, 2011 5:23 am
- Forum: Ideas & Suggestions
- Topic: Dynamic Sound System
- Replies: 3
- Views: 1919
Dynamic Sound System
While discussing this mod: http://www.xelerus.de/index.php?s=mod&id=922 with R_P_C (RPC) on IRC, we came up with the idea that perhaps support should be included in Vanilla Transcendence (or in the Official Transcendence Patch) for providing custom sounds for weapons (initially, perhaps for other th...
- Sat Jun 18, 2011 2:51 am
- Forum: Announcements
- Topic: 1.06
- Replies: 31
- Views: 25798
Re: 1.06
Oooooooh.
Thanks George for another release.
Thanks Wolfy and sdw195 for the heads up (even if I didn't actually get it till today).
Now to see what all these new goodies do...
Thanks George for another release.
Thanks Wolfy and sdw195 for the heads up (even if I didn't actually get it till today).
Now to see what all these new goodies do...
- Tue May 03, 2011 3:01 am
- Forum: Stable (v1.7) Bug Reports
- Topic: Simultaneously turning and firing is not always possible.
- Replies: 12
- Views: 6826
Re: Simultaneously turning and firing is not always possible
Hm. I've not run into this problem myself, however, in searching the internet for "gaming keyboards", I did notice several had in their descriptions that they were designed to enable the user to use more keys at the same time than normal keyboards (and these were USB keyboards, some wireless). I'm n...
- Sat Mar 19, 2011 9:16 pm
- Forum: Shipyards
- Topic: Extension versions
- Replies: 20
- Views: 7911
Re: Extension versions
Alterecco: I don't know, to me, the version shown on Xelerus should be the EARLIEST version it will work with, if it uses features not available in earlier betas (that is, if it's written to use something introduced in 1.03, then that should be it's version, as anything before that would break it). ...
- Mon Mar 14, 2011 8:17 am
- Forum: Shipyards
- Topic: Extension versions
- Replies: 20
- Views: 7911
Re: Extension versions
Thanks George and Prophet for clarifying this. And, I agree with Prophet, as far as Xelerus goes, we need to keep distinguishing which beta a mod is targeted for. Perhaps, too, if we have older versions of our mods that work with 1.01, they should remain on Xelerus, at least until 1.1 is released (s...
- Sat Mar 12, 2011 9:55 pm
- Forum: Shipyards
- Topic: Extension versions
- Replies: 20
- Views: 7911
Re: Extension versions
Well, we were trying to use version numbers like 1.02/1.03/etc. to indicate which beta a mod would work with, so people wouldn't download a mod that used something from 1.04, for instance, when they only had 1.01 (stable). Using 1.1 on Xelerus will be rather odd, as everyone who hasn't read this thr...
- Sat Mar 12, 2011 9:46 pm
- Forum: Shipyards
- Topic: Extension versions
- Replies: 20
- Views: 7911
Re: Extension versions
And, if that is the case, does that mean that 1.1 works right now as a valid version number in mods, since those mods won't work with 1.01 (which I guess would be considered the current 1.0) or earlier?
PK
PK
- Sat Mar 12, 2011 4:21 pm
- Forum: Closed bug reports
- Topic: [closed] Mod version strings are still broken
- Replies: 6
- Views: 3129
Re: Mod version strings are still broken
Clarification: I did not get it working in 1.03, I looked at 1.03 and still had the version string 1.0. Also, what seems to have happened is that, for some reason, while working on the FalconCV mod in 1.04, since I knew version strings were not working right, and it wouldn't take 1.04, I put in vers...
- Sun Mar 06, 2011 8:47 pm
- Forum: Ideas & Suggestions
- Topic: The evolution of playership changing
- Replies: 3
- Views: 2154
Re: The evolution of playership changing
Well, as I can't find a thread with reference to a problem someone brought up (probably on IRC), I will post here. The problem that was brought up was that, when changing player ships, the old ship becomes like a wingman, but won't fire any of it's weapons. Now, my brain sits there in the background...
- Sun Mar 06, 2011 8:17 pm
- Forum: Community Discussions
- Topic: Transcendence Pastebin - Radical Changes
- Replies: 21
- Views: 34775
Re: Transcendence Pastebin - Radical Changes
By the way, it still looks, from their reply, like members of our "group" would need to have some kind of account in order to edit their pastes, or save them, or have access to it. So, it still wouldn't work for someone who dropped into the irc channel and wanted to paste us some code he was working...