i was hoping for some help regarding this subject because i've really wanted to make a trans adventure extension lately and i don't know what to do because i don't know the first thing about scripting adventure extensions
could the trans community give me some help on this subject?
how can i make an adventure extension
- Xephyr
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You probably shouldn't tackle a full length adventure without some pretty serious modding knowledge.
Here's a basic guide to adventure extenstions: http://forums.kronosaur.com/viewtopic.php?t=1750
You might want start out with a single system adventure and try to get a feel for how to code for it.
Here's a basic guide to adventure extenstions: http://forums.kronosaur.com/viewtopic.php?t=1750
You might want start out with a single system adventure and try to get a feel for how to code for it.
Project Renegade (Beta) : "The Poor Man's Corporate Command!"
Real programmers count from 0. And sometimes I do, too.
Real programmers count from 0. And sometimes I do, too.
- pixelfck
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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.Xephyr wrote:Here's a basic guide to adventure extenstions (...)
From the top of my head, at least the star system topology code has been changed in the mean time. Most likely, many other parts described in the OP of the linked tutorial have changed as well. You can safely ignore any posts other than the first as they have an increasing chance of confusing the matter by describing quirks that have long since been resolved.
Creating an Aventure extension is not that different from writing a extension mod. You just need a bit more mandatory code to get the star systems set up.
~Pixelfck
- pixelfck
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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 whole lot newer than 2008.
*)the api number is out of date.
~Pixelfck
Code: Select all
<?xml version="1.0" ?>
<!DOCTYPE TranscendenceExtension
[
<!-- MODIFIED CORE ENTITIES -->
<!-- none -->
<!-- SOLAR SYSTEM TO SCALE ENTITIES -->
<!ENTITY unidSolarSystemToScale "0xDEF0000A">
<!ENTITY smNihilisticSystemMap "0xDEF00201">
<!ENTITY adSolarSystemToScale "0xDEF09300">
<!ENTITY rsSplash "0xDEF0F00A">
]>
<TranscendenceAdventure
UNID= "&unidSolarSystemToScale;"
apiVersion= "22"
name= "The Solar System to Scale, butchered"
release= "1"
version= "v0.01"
credits= "Pixelfck"
>
<AdventureDesc
UNID= "&adSolarSystemToScale;"
backgroundID= "&rsSplash;"
startingShipCriteria= "* +00200000_PlayerShip;"
startingSystem= "SE"
startingPos= "Start"
>
<Language>
<Text id="description">
(cat
"{/rtf The solar system to scale. Both dimensions of the sun, the planets and their moons as well as the distances between the orbital bodies are all proportional: 1 pixel = 434.275 km.
Unfortunately, the light-second readout provided by your targeting scanner is off by a factor of ~28.8.}"
)
</Text>
</Language>
</AdventureDesc>
<SystemMap UNID="&smNihilisticSystemMap;"
name= "Space"
backgroundImage= "&rsHumanSpace;"
initialScale= "100"
minScale= "50"
maxScale= "100"
>
<TopologyCreator>
<Stargate from="SE:Outbound" to="EndGame"/>
</TopologyCreator>
<Node ID="SE" x="0" y="0">
<System UNID= "&ssStartonEridani;"
name= "Our Solar System"
level= "1"
attributes= "humanSpace; newBeyond; mainline;"
/>
</Node>
<Node ID="EndGame"
endGame="true"
endGameReason="leftHumanSpace"
epitaph="left Human Space, never to be seen again."
/>
</SystemMap>
<Image UNID="&rsSplash;" bitmap="Resources\Splash.jpg" loadOnUse="true" />
</TranscendenceAdventure>
~Pixelfck
-
- Militia Commander
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I had some issues trying to fix the API number on a mod until I got enough help to do it right.pixelfck wrote:*)the api number is out of date.
Here's a link to the post in case it saves anyone the frustration I went through:
https://forums.kronosaur.com/viewtopic. ... 9&start=18
- Xephyr
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I guess that would explain a few of the issues I'm having myself, since most of the easy to find reference on adventure extensions is so out of date...
Project Renegade (Beta) : "The Poor Man's Corporate Command!"
Real programmers count from 0. And sometimes I do, too.
Real programmers count from 0. And sometimes I do, too.
- digdug
- Fleet Admiral
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- Location: Decoding hieroglyphics on Tan-Ru-Dorem
this mod: http://xelerus.de/index.php?s=mod&id=1199
is also, basically, a barebone adventure that will run a game in vanilla topology.
(remove the <Constants> part, though)
is also, basically, a barebone adventure that will run a game in vanilla topology.
(remove the <Constants> part, though)
-
- Anarchist
- Posts: 7
- Joined: Sun Mar 24, 2013 5:04 am
actually the adventure has been working finepixelfck wrote: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.Xephyr wrote:Here's a basic guide to adventure extenstions (...)
From the top of my head, at least the star system topology code has been changed in the mean time. Most likely, many other parts described in the OP of the linked tutorial have changed as well. You can safely ignore any posts other than the first as they have an increasing chance of confusing the matter by describing quirks that have long since been resolved.
Creating an Aventure extension is not that different from writing a extension mod. You just need a bit more mandatory code to get the star systems set up.
~Pixelfck
its just the real thing i want to know right now is how to make another solar system could you help me with that?
-
- Fleet Officer
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- Joined: Tue Aug 19, 2014 10:17 pm
My "pale blue light" is mostly complete, and is fairly simple. You're welcome to use it as a base.