Where's my Transcendence Modding Cheat Sheet?

Freeform discussion about anything related to modding Transcendence.
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Periculi
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Hmm... so let me see if I get the picture and the rest of you bring me up to speed on the 1.03 potentials, please.

We can change ships in the game? (Am I dreaming? It's been years I have been wanting this.. *awes*)

We can do keybinding (Hello, Happy Keys Baby!)

I mean, if this is true, plus all the stuff I already know... um, I am almost 100% on all my modding desires... if only I can override system tables from adventure extensions and those pesky item data storing bugs are worked out.. it's party time in transcendence modland!

Anything else of particular ancient days of desired functionality I am missing here? Betel, Alterecco, Prophet, Digdug, Wolfy.. don't be shy, but don't all post at once. First one to fill me in gets a cookie. :D
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ThePrivateer
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Well, don't get too excited. Although the functionality for Ship changing is available [Dockscreen Overwrite on Xelerus, Prophet's Ship Changing mod], it is not in Stars of the Pilgrim (part I) yet.

George has that down for Part II.

Not sure what you mean about System tables -- you can create your own, if thats what you mean. I've done it in Hell's Trinity...but make sure your tables add up when using "chance", otherwise...... *shudder*

Don't know about the item storing thingy.....

Oh and yes, Keybinding is availabe. Check the wiki for the full list of Keybindings available (no mouse support yet)

Oh...welcome back! :D
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Arisaya
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OMG! PERICULI! :O

we have <onFireWeapon>, though you may have seen this earlier (don't remember when that was put in.
Yes, we can change ships. :D - has some bugs that are mostly fixed I think in 1.03, though 1.04 is coming out soon and should fix some more stuff

We also have MODULES for mods/advext's :D
We can also set advext's to be totally standalone :D (not use resources from other stuff) (I'm pretty sure... anyways x_x)

Here is stuff for 1.04 - it will be out before 2011 :D
(shpOrder gPlayership 'barrelRoll)

<New tutorials, modding resources, and official extension stuff coming to this space soon!>
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Arisaya
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ThePrivateer wrote:Well, don't get too excited. Although the functionality for Ship changing is available [Dockscreen Overwrite on Xelerus, Prophet's Ship Changing mod], it is not in Stars of the Pilgrim (part I) yet.

George has that down for Part II.
He's only interested in the modding side of it really. So yes, he can be exited as he wants. :lol:
(shpOrder gPlayership 'barrelRoll)

<New tutorials, modding resources, and official extension stuff coming to this space soon!>
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Periculi
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As promised, a cookie for you Wolfy:
Image

Guess I need to download 1.03 and bust out a test advext to check the SystemPartTable and see if it does what I think it will...

Thanks for the welcome back ThePrivateer, oh stranger I haven't met but whose mods I will soon be investigating.

Just noticed the new do on xelerus. Bimbel making things shiny over there. :)

[/img]
Last edited by Periculi on Sun Nov 28, 2010 6:46 am, edited 1 time in total.
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ThePrivateer
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Wolfy wrote:
ThePrivateer wrote:Well, don't get too excited. Although the functionality for Ship changing is available [Dockscreen Overwrite on Xelerus, Prophet's Ship Changing mod], it is not in Stars of the Pilgrim (part I) yet.

George has that down for Part II.
He's only interested in the modding side of it really. So yes, he can be exited as he wants. :lol:
Oh. I don't deal in scripting anyways, so it doesn't matter for me, until its in the game proper... :/
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alterecco
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Hmm, let me see what I can add to this:

Lots of nifty things in the tscript department. `or' is now useful for setting default values, since it returns the first non-nil argument, allowing for (setq myValue (or maybeNil "default!"))

lambdas now support closures! this is actually pretty amazing. I wont get into it here, but feel free to demand elaboration!

We have an <OnGlobalPlayerEnteredSystem> event that can be stuck in a virtual station and will trigger every time the player enters a system (talk about useful)

We have Overlays, small XML types that can have events defined, and can be slapped onto ships (at which point their events start triggering). Oh, and we can have multiple overlays on a ship!

We have type class inheritance... So, you can define a basic ship type, add some events on it, and then have other ships inherit from that type, overriding where necessary. I am not sure if it works for items also, but it does for stations.

Keybinding are good but they don't allow for creating your own custom keybinds. So, no binding 'x' to your 'kill_all_evils_on_screen' function.

Umm, can't think of anything else atm. But there is tons, as you can imagine :)

Hmm, perhaps you would like to join in on the sandbox project? Would be good to have another experienced hand in on that.

Edit:

Ohh, yeah, sysCreateShip now accepts a function as it's last parameter that will set a mini handler for the ship. Every time it does not know what to do, it will run that function! Love it!
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Prophet
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Hiya Periculi!

One thing that was left off the list of 'Awesome new features' is Event handlers, a virtual ship class that holds events for custom behaviour that can be added to an existing ship object.

I am very excited to see what you can do with all these fun toys!
Coming soon: The Syrtian War adventure mod!
A Turret defense genre mod exploring the worst era in Earth's history.
Can you defend the Earth from the Syrtian invaders?
Stay tuned for updates!
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ThePrivateer
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Periculi wrote: Thanks for the welcome back ThePrivateer, oh stranger I haven't met but whose mods I will soon be investigating.
No problems. ;)
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digdug
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WB Periculi!
It's always nice to see veteran players and awesome modders returning home :D
Anything else of particular ancient days of desired functionality I am missing here?
Don't forget the bunch of awesome events (including the awesome weapon event, as Wolfy said) and the revamped insurance system. :D
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