A big thanks for this! it is hugely helpful!
~Pixelfck
Search found 556 matches
- Tue Aug 18, 2015 9:23 am
- Forum: Modding Reference
- Topic: Transcendence Changelog
- Replies: 21
- Views: 26710
- Mon Aug 17, 2015 5:43 pm
- Forum: The Drawing Board
- Topic: Code Problem
- Replies: 11
- Views: 7457
Re: Code Problem
I also found it helpful to download the entire Hammerhead mod from Xelerus so I could see the code as a whole, run searches on it, and look at what's inside the Resources folder. The 'Hammerhead Playership' mod (by Peter) on Xelerus is not the 'Hammerhead II' as described in the tutorial. The tutor...
- Mon Aug 17, 2015 2:32 pm
- Forum: The Drawing Board
- Topic: Code Problem
- Replies: 11
- Views: 7457
Re: Code Problem
also if its possible, do you think you could maybe highlight what changes are done through the steps, i find it a bit difficult, but not impossible, to decipher which bits of code have been modified and added to your hammerhead code. I think maybe it might simplify things a bit perhaps. Originally,...
- Sun Aug 09, 2015 10:22 pm
- Forum: Ideas & Suggestions
- Topic: A more balanced means of repairing
- Replies: 41
- Views: 16837
Re: A more balanced means of repairing
This has been an annoyance for me for a long time. I fixed it in Black Market Expansion by making the behaviour of repair items (barrels, patches, repair kits, patch spiders and patcher arms) behave equal to what stations (and Domina) do: don't repair if damaged for 75% or more. One of the results ...
- Sun Aug 09, 2015 12:55 pm
- Forum: Ideas & Suggestions
- Topic: A more balanced means of repairing
- Replies: 41
- Views: 16837
Re: A more balanced means of repairing
Nothing is wrong with the current system. Slower repair services, no matter how implemented, would be nothing but pointless boredom. The one thing I dislike about the current system is while armor repair services cannot repair armor damaged by more than 75%, armor repair devices and consumables can...
- Thu Aug 06, 2015 9:31 pm
- Forum: Shipyards
- Topic: Basic playership mod
- Replies: 31
- Views: 15023
Re: Basic playership mod
Of interest:
Transcendence 1.5 Beta specs
pay attention to the: Dock Services Screen -> Modding Considerations for info on the new/old dockscreen behaviour.
~Pixelfck
Transcendence 1.5 Beta specs
pay attention to the: Dock Services Screen -> Modding Considerations for info on the new/old dockscreen behaviour.
~Pixelfck
- Thu Aug 06, 2015 12:56 pm
- Forum: Off-Topic
- Topic: Old PC GAmes:Dos to windows 95
- Replies: 14
- Views: 20854
Re: Old PC GAmes:Dos to windows 95
Cannon Fodder was great (and damn hart in later levels!) my all time favourite is (nowadays considered abandonware, playable on dosbox): The Aethra Chronicles, Volume One: Celystra's Bane ( shareware version ) The Aethra Chronicles is a shareware fantasy RPG based on the Role-Master system, a Pencil...
- Sun Aug 02, 2015 8:46 pm
- Forum: Ideas & Suggestions
- Topic: Suggestion & Brainstorm: Illegal Weapons
- Replies: 61
- Views: 24972
Re: Suggestion & Brainstorm: Illegal Weapons
The problem with that (which I've always hated and removed in my mods) is that the XM300 Reaper does exactly the same thing, and is milspec and militia-issue weaponry. It's only used by the sapiens and really should be a unique illegal missile....but it isn't. Simple solution: replace the 'Military...
- Sat Jul 04, 2015 10:14 pm
- Forum: Commonwealth
- Topic: Automatically importing in-game items/ship/etc into the wiki
- Replies: 34
- Views: 18138
Re: Automatically importing in-game items/ship/etc into the
I set up a local MediaWiki installation and will try to build from there. However, I'm currently living out of the back of a car, sleeping (wildcamping) in a tent with pretty unpredictable weather (UK), no regular power supply (I need to pop into a pub to recharge my netbook) and lots of daytime act...
- Sun Jun 28, 2015 8:50 pm
- Forum: Ideas & Suggestions
- Topic: Generate initial systems in some sort of pause mode
- Replies: 10
- Views: 6469
Re: Generate initial systems in some sort of pause mode
From what I observe, I always thought that the 'ok' button started the game creation. Maybe there is a bug lurking somewhere?
~Pixelfck
~Pixelfck
- Thu Jun 18, 2015 8:32 pm
- Forum: Commonwealth
- Topic: Automatically importing in-game items/ship/etc into the wiki
- Replies: 34
- Views: 18138
Re: Automatically importing in-game items/ship/etc into the
I can now read types from the xml source code. some armour types as an example: Array ( [0x00004008] => Array ( [unid] => &itHeavyPlasteelPlate; [name] => [segment(s) of ]heavy plasteel armor [level] => 5 [description] => This is a stronger plate of the popular plasteel armor. [frequency] => common ...
- Wed Jun 10, 2015 12:07 pm
- Forum: Shipyards
- Topic: [George] In what order should I parse the XML files?
- Replies: 16
- Views: 8903
Re: [George] In what order should I parse the XML files?
(Finally found some time to look at this again.) A <Library> statement is a reference to a library, not an include directive (like a module). The core engine keeps a list of all extensions (libraries, adventures, whatever) by UNID. When it sees a <Library> reference it just looks up the extension, m...
- Wed Jun 03, 2015 2:58 pm
- Forum: Shipyards
- Topic: [George] In what order should I parse the XML files?
- Replies: 16
- Views: 8903
Re: [George] In what order should I parse the XML files?
This may turn out harder than anticipated :-( ~Pixelfck Sorry about that! It's my fault for not using a standard XML parser. Don't worry about it. It should all work out Ok, and the fun is in writing the script anyway :-) question: I'm somewhat surprised at the amount of double reading/traversing t...
- Wed Jun 03, 2015 10:45 am
- Forum: Shipyards
- Topic: [George] In what order should I parse the XML files?
- Replies: 16
- Views: 8903
Re: [George] In what order should I parse the XML files?
(Updated previous post)
~Pixelfck
~Pixelfck
- Sat May 30, 2015 3:36 pm
- Forum: Shipyards
- Topic: [George] In what order should I parse the XML files?
- Replies: 16
- Views: 8903
Re: [George] In what order should I parse the XML files?
Well, my script now reads itself through all the files as specified by <Module>, <CoreLibrary>, <Library>, <TranscendenceAdventure> and <TranscendenceExtension>. I'm somewhat surprised at the amount of double reading/traversing the inclusion tree; CoreTypesLibrary.xml is, for example, visited 22 tim...