and... because the debug console is somewhat horrible to work with, I wrote another debug console: https://forums.kronosaur.com/viewtopic.php?f=54&t=6945
[note to self: upload updated version]
~Pixelfck
Search found 556 matches
- Fri Nov 13, 2015 9:39 am
- Forum: Shipyards
- Topic: Using debug mode.
- Replies: 11
- Views: 6142
- Wed Nov 04, 2015 7:36 pm
- Forum: Commonwealth
- Topic: Facebook Group
- Replies: 3
- Views: 3194
Re: Facebook Group
I don't think any social media group would add anything. For starters, not everybody uses social media, as became clear in the topic fracebook . What is more, we have the forums. These forums contain a wealth of information and history and because the forums are independent from any other company's ...
- Fri Oct 30, 2015 5:40 pm
- Forum: Ideas & Suggestions
- Topic: Rin/currency display
- Replies: 11
- Views: 6310
Re: Rin/currency display
right now, gPlayer and gPlayerShip are kinda blurred. If I remember correctly, the player skill on repairing armor is stored on gPlayerShip, to name just an instance. It would be nice if they became more distinct. (storing rin and credits on the player instead of in the players ship for instance). ~...
- Thu Oct 29, 2015 5:48 pm
- Forum: Ideas & Suggestions
- Topic: Rin/currency display
- Replies: 11
- Views: 6310
Re: Rin/currency display
while we are on the topic of organizing the stuff laying around in your cargohold: I always think that the ammo for my currently equipped weapon/launcher not be in my cargohold, but in some magazine/loading tray instead. Right now, we have the situation where one might expect messages like: "Your NA...
- Sun Oct 25, 2015 3:47 pm
- Forum: Commonwealth
- Topic: Transcendence System Computer Requirements
- Replies: 26
- Views: 13775
Re: Transcendence System Computer Requirements
There is no point in speculating. The game has been written to paint 1 frame per tick. The whole game has been programmed around this concept. There is no setting in the XML file to get the game to show more frames per second (in other words, there is no setting that enables you to speed up time). T...
- Sun Sep 13, 2015 9:27 am
- Forum: Ideas & Suggestions
- Topic: Microsaur Ideas
- Replies: 45
- Views: 46108
Re: Microsaur Ideas
I'm not sure what the rules are and if it would appropriate for me to do anything at all. Should I go ahead and create a new record? If you find a glitch or bug, you can post it on the multiverse, just like everyone else. Typically, it helps if you double check the glitch or bug yourself: if it pop...
- Sun Sep 13, 2015 9:21 am
- Forum: Commonwealth
- Topic: Best challenge runs, anyone?
- Replies: 7
- Views: 4660
Re: Best challenge runs, anyone?
Most of the times I play, I don't backtrack, if I backtrack, the game quickly becomes easy. If you want an increased challenge, try using the Hammerhead-II from the tutorial, it has only three armor segments, can't fit heavy armor (up to 6 tons), has very limited device slots and is just as fast as ...
- Sun Sep 06, 2015 9:28 am
- Forum: Shipyards
- Topic: how can i make an adventure extension
- Replies: 8
- Views: 4687
Re: how can i make an adventure extension
Ok, a quick and dirty code dump which should (I didn't test it) result in a minimal adventure. If I'm correct, all *required* elements are present here, but nothing more. It was taken from The Solar System to Scale , which was written for Transcendence 1.3, so it is still not up to date*, but a whol...
- Sun Sep 06, 2015 9:14 am
- Forum: Shipyards
- Topic: how can i make an adventure extension
- Replies: 8
- Views: 4687
Re: how can i make an adventure extension
Here's a basic guide to adventure extenstions (...) While the guide is not wrong and the resulting code would probably work, it is important to note that it is from 14 August 2008. In other words, it is a little over 7 years old. From the top of my head, at least the star system topology code has b...
- Mon Aug 31, 2015 8:17 pm
- Forum: Commonwealth
- Topic: Something I just realized...
- Replies: 5
- Views: 3823
Re: Something I just realized...
Yeah, in-game time vs real-world time is always confusing me. So much so that I made a note for myself which reads: In Transcendence, a game second is a unit of time measurement. An actual second is equivalent to 30 ticks, which in turn is equivalent to 60 in-game seconds. So 1 tick is 2 in-game sec...
- Sat Aug 29, 2015 9:34 am
- Forum: Commonwealth
- Topic: A Developer Tries to Reach the Core - Episodes 4 and 5
- Replies: 9
- Views: 5493
Re: A Developer Tries to Reach the Core - Episodes 4 and 5
I usually tackle the turrets of a slave camp first, from the maximum range of my tracking missiles (typically NAMI). Just cycle through the available targets with your targeting scanner, select the closest, fire a missile and see if it takes damage. If not, circle around a tiny bit and try again. If...
- Tue Aug 25, 2015 8:57 am
- Forum: Shipyards
- Topic: Crafting tinker items in batches?
- Replies: 2
- Views: 1939
Re: Crafting tinker items in batches?
It would require some rewriting of the tinker scripts, but I don't think it would be all that difficult. Just check if a multiple of each required items is available and run a loop for the number of required items times? I think a single new pane could do the trick, not unlike buying multiple items....
- Sat Aug 22, 2015 9:01 am
- Forum: Ideas & Suggestions
- Topic: Commonwealth Miner Colony
- Replies: 3
- Views: 2598
Re: Commonwealth Miner Colony
I always wondered why the Commonwealth Mining Colony is part of the Commonwealth, instead of (as I would expect) being part of the Corporate Command...
(As a result, those hardy miners are all straight edgers when it comes to illegal substances.)
But maybe, that is just me,
~Pixelfck
(As a result, those hardy miners are all straight edgers when it comes to illegal substances.)
But maybe, that is just me,
~Pixelfck
- Thu Aug 20, 2015 7:02 pm
- Forum: Shipyards
- Topic: Basic playership mod
- Replies: 31
- Views: 15011
Re: Basic playership mod
maybe take a look at https://transcendence.kronosaur.com/gui ... exm?id=938
~Pixelfck
~Pixelfck
- Thu Aug 20, 2015 10:33 am
- Forum: Modding Reference
- Topic: Events docs
- Replies: 4
- Views: 4548
Re: Events docs
shouldn't this info be added to the wiki? (or is there other plans for the wiki?)
Edit
Let's not forget to mention how super usefuldocumentation gathered information like this is!
~Pixelfck
Edit
Let's not forget to mention how super useful
~Pixelfck