Search found 4818 matches

by Aury
Thu Jan 02, 2025 8:05 pm
Forum: Stable (v1.9.2) Bug Reports
Topic: Svalbard Explorer not completing
Replies: 19
Views: 77897

Re: Svalbard Explorer not completing

You might be able to find someone on discord who is more familiar with the mission system and can provide you with a script to simply close out the mission and enable the others.
by Aury
Thu Jan 02, 2025 7:56 pm
Forum: Stable (v1.9.2) Bug Reports
Topic: Svalbard Explorer not completing
Replies: 19
Views: 77897

Re: Svalbard Explorer not completing

Oh nice, though wrecking the svalbard does mean you have to complete 3 of the missions instead of 2, unless you want to just farm iocrym drones for the plot item drops
by Aury
Thu Jan 02, 2025 7:46 pm
Forum: Stable (v1.9.2) Bug Reports
Topic: Svalbard Explorer not completing
Replies: 19
Views: 77897

Re: Svalbard Explorer not completing

IIRC network mainly adds systems, with some adjustments to the non-random systems?


If you have changed the state of the mission once, it should persist. I guess its still spawning and leaving the gate anyways?
by Aury
Thu Jan 02, 2025 7:30 pm
Forum: Stable (v1.9.2) Bug Reports
Topic: Svalbard Explorer not completing
Replies: 19
Views: 77897

Re: Svalbard Explorer not completing

its t-lisp, a lisp-based scripting language for transcendence a script will respond with 'Nil' if the outermost function happens to return Nil. I dont know what the intended return values for msnSetData are off-hand, but its probably normal/expected. If the explorer has permanently despawned and is ...
by Aury
Thu Jan 02, 2025 6:08 pm
Forum: Stable (v1.9.2) Bug Reports
Topic: Svalbard Explorer not completing
Replies: 19
Views: 77897

Re: Svalbard Explorer not completing

Oh, yeah its quite likely a mod is breaking it unfortunately. That also makes guessing the correct command to workaround it harder if a mod is touching any of the mission scripting there I think you might need something like this (msnSetData (msnFind "* +unid:&msHereticSvalbard;") 'status 'dockAtCon...
by Aury
Wed Jan 01, 2025 5:44 pm
Forum: Stable (v1.9.2) Bug Reports
Topic: Svalbard Explorer not completing
Replies: 19
Views: 77897

Re: Svalbard Explorer not completing

Almost all of the save file is raw bytes - it was meant to be a compact format optimized for read/write by a machine, not a human-readable format. The save was almost certainly repaired by loading it up in a client that has debug mode enabled, and then opening the in-game console (available in debug...
by Aury
Mon Dec 23, 2024 11:19 pm
Forum: Official Extensions
Topic: The Stars Beyond
Replies: 745
Views: 849710

Re: The Stars Beyond

A notice about upcoming TSB releases: Due to features that TSB needs, and the nature of some upcoming changes to the core engine (including a new API version, API 54), TSB is going to be switching over from requiring the latest version of transcendence (1.9.2), to requiring Preview Releases of trans...
by Aury
Mon Dec 23, 2024 12:53 am
Forum: Shipyards
Topic: Searching multiple structs suggestions pelase.
Replies: 4
Views: 50652

Re: Searching multiple structs suggestions pelase.

Is there a specific requirement for storing the IDs as strings? Keeping it as an int should at least reduce the size used by a bit You can get away with storing the prices of an ItemType per StationType, rather than each individual item per stationObj. Also I'm not sure off-hand if objGetItems stack...
by Aury
Wed Dec 18, 2024 4:56 pm
Forum: Patch Discussions
Topic: Update physics to support 60fps
Replies: 6
Views: 4689

Re: Update physics to support 60fps

It seemed like george was still in agreement with his prior ideas
I'll try to notify him that its updated during the stream this week, since he will be on vacation after that till early jan
by Aury
Tue Dec 17, 2024 3:05 am
Forum: Patch Discussions
Topic: Update physics to support 60fps
Replies: 6
Views: 4689

Re: Update physics to support 60fps

Mind taking a look at the latest merges? It looks like its compatible.

Talked w/ George today about what would be involved in getting yours in - sounds like the plan will be to have it on a second branch for additional testing (probably there will be a public build for that?)
by Aury
Sun Dec 15, 2024 11:24 pm
Forum: Announcements
Topic: 1.9 Release
Replies: 71
Views: 2027385

Re: 1.9 Release

George is still working on an update for VotG There will probably be a 1.9.3 release 'soonish' (theres a couple of big engine features coming in API 54 that are still in progress which will hopefully be ready to ship in Jan/Feb?), but that will mainly be core engine changes to support additional fea...
by Aury
Fri Dec 13, 2024 10:07 pm
Forum: Patch Discussions
Topic: Update physics to support 60fps
Replies: 6
Views: 4689

Re: Update physics to support 60fps

All the onMove stuff is just new versions of the existing targeting & proximity detection code for missiles --- The Expanded Universe team is currently just using the standard Transcendence Dev category on ministry for posting those issues. Unfortunately they cant be closed by us, George has to do t...
by Aury
Fri Dec 13, 2024 5:22 pm
Forum: Patch Discussions
Topic: Update physics to support 60fps
Replies: 6
Views: 4689

Re: Update physics to support 60fps

Haha, we were literally just looking at that PR... Unfortunately we did make some changes to missile OnMove to add a ton of new features the expanded universe dev team needs. That PR for that isnt up yet but should be going up sometime this weekend. Fortunately I dont think it should be all that big...
by Aury
Thu Dec 12, 2024 8:12 pm
Forum: Shipyards
Topic: Searching multiple structs suggestions pelase.
Replies: 4
Views: 50652

Re: Searching multiple structs suggestions pelase.

How big is the struct when it kills the game?
by Aury
Thu Dec 12, 2024 8:09 pm
Forum: The Drawing Board
Topic: Cymek mod (alpha), bugs and questions
Replies: 5
Views: 33026

Re: Cymek mod (alpha), bugs and questions

Hi! Some pointers: Playerships can be made starter ships in EternityPort by adding the following attribute to their attributes list: 00900000_PlayerShip Your UNIDs (unless you are defining the UNID of a different extension or library to import) should all be within the same range (you are using two ...