Search found 720 matches

by schilcote
Fri Aug 29, 2008 2:57 pm
Forum: Shipyards
Topic: Why not create a proofreader/tester for mods?
Replies: 9
Views: 4206

What I meant was what Mutos said. It's just a skeleton producing program. You still must write in the numbers and the Invokes, but it handles the boring stuff. I had the same type of themplate library (manually indexed) that Percuili had, and I still use it.
by schilcote
Thu Aug 28, 2008 11:37 pm
Forum: Closed bug reports
Topic: Bug: ship won't stop
Replies: 3
Views: 2747

It works, but only for the player.
by schilcote
Thu Aug 28, 2008 11:35 pm
Forum: Shipyards
Topic: Why not create a proofreader/tester for mods?
Replies: 9
Views: 4206

Well, I could build a self building template maker. I think I talked aout this on the UTF. Now that I can interface with the Blitz+ complier, I can create a simple system to create templates. Eventually, it could fill in the blanks for you.
by schilcote
Thu Aug 28, 2008 12:56 am
Forum: Shipyards
Topic: Why not create a proofreader/tester for mods?
Replies: 9
Views: 4206

Transendence already has a good debugger built in. It might not make sense all the time, but neither do I.
by schilcote
Wed Aug 27, 2008 8:19 pm
Forum: Off-Topic
Topic: Lol. Funny story!
Replies: 8
Views: 5189

Humans. If I click clack of a funny story I'll post it. Meanwhile,
http://forums.astrobattle.com
http://astrobattle.com
http://tychos.ship.asplode.net
by schilcote
Wed Aug 27, 2008 8:07 pm
Forum: Off-Topic
Topic: making a game- help wanted.
Replies: 13
Views: 6877

I can't really do C, But I do have good ideas, and I can find facts, if you want to make your game realistic, like in physics and everything. If you want ideas for hidden easter eggs, I'm your conciousness.
by schilcote
Wed Aug 27, 2008 7:57 pm
Forum: Off-Topic
Topic: Project Orion
Replies: 2
Views: 2551

Nukie Props. :lol: You aren't quite advanced enough for them yet.
by schilcote
Wed Aug 27, 2008 7:54 pm
Forum: Off-Topic
Topic: Bots, etc.
Replies: 21
Views: 11973

Hey, we're all entitled to a little necromancery. It's just an old habit of mine to go through old topics and if I see one that look interesting, I'll post in it. It's just part of my programming.
by schilcote
Wed Aug 27, 2008 7:47 am
Forum: The Drawing Board
Topic: Sebenkia Shipyards (mods & New graphics!)
Replies: 62
Views: 31362

Could you redo the Stephinan Capital Ship? There's a picture in the thread "Stephinian Capital Ship".
by schilcote
Wed Aug 27, 2008 7:44 am
Forum: Shipyards
Topic: First try at the Sol System
Replies: 6
Views: 3298

I'm always ready to help.
by schilcote
Wed Aug 27, 2008 7:43 am
Forum: Shipyards
Topic: Game Units
Replies: 3
Views: 2210

In transcendence, the standerd unit of distance is the light-second. Light travels at (whirr whirr whirr) 299,792,458 metres per second in a vacum, so... (click clack click clack) 0.185789 miles, or 326.9 yd = 1 light second. I wish I had proper sanity checking... (click clack whirr) no, that sounds...
by schilcote
Wed Aug 27, 2008 7:35 am
Forum: Shipyards
Topic: UNID Database
Replies: 564
Views: 397115

So we're not going to need the F section for a while. If that is indeed what it is for.
by schilcote
Tue Aug 26, 2008 6:38 pm
Forum: Shipyards
Topic: Weapons for me Tripoli
Replies: 5
Views: 3389

Just shoot them.
by schilcote
Tue Aug 26, 2008 6:31 pm
Forum: Shipyards
Topic: SAV changes?
Replies: 2
Views: 3028

Plus, from looking at the file with Dump-O-Matic (A little progy I made in my spare time) I have a feeling they're encrypted somehow.
by schilcote
Tue Aug 26, 2008 6:18 pm
Forum: Shipyards
Topic: Automatic Turret by schilcote
Replies: 13
Views: 5641

Well, that WAS my first mod above making weapons with bug numbers. I redid it a little while ago and got all the bugs out, except of course how to tell the autiDefenciveDevice tag what to shoot at. In the end I just ended up with a whole lot of ICX turrets. Maybe george can help me, but nobody else....