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Starter Thread for Modding

Posted: Sat Jan 25, 2014 8:44 pm
by RPC
So you want to mod? Are you willing to grind your face five hours at a time against an insufferable brick wall that is Transcendence code?

Well you've come to the right place.

First off, resources so you can help yourself:
IRC

This is great because Katami has a function that allows you to look for functions on Xelerus:

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<RPC> ~f syscreatestation
<Katami> RPC: (sysCreateStation stationType position)
<Katami> RPC: http://xelerus.de/index.php?s=functions&function=250
A little tip if Katami doesn't know what you want (this is case-sensitive):

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<RPC> ~f random
<Katami> RPC: itmCreateRandom, objAddRandomItems, random, randomTable, seededRandom, and sysVectorRandom
<RPC> ~f! random
<Katami> RPC: (random expression [number])
<Katami> RPC: http://xelerus.de/index.php?s=functions&function=151
Other stuff:

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<RPC> ~legend
<Katami> RPC: legend is http://wiki.neurohack.com/transcendence/wiki/modding/function/legend
<RPC> ~wtf is IIRC
<Katami> RPC: IIRC: if I recall correctly

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<RPC> ~ltell RPC string of text here
<Katami> RPC: Ok, here's your booster! Message queued for 'RPC'.
<RPC> .
-Katami- Sent just now: <RPC> string of text here

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<RPC> ~events
<Katami> RPC: events is http://wiki.neurohack.com/transcendence/wiki/modding/xml/events
Tutorial List on the Wiki
The reason this is a good resource is because this has a LOT of tutorials I've put together, and has wiki pages that aren't referenced anywhere else.
Best pages:
Legend page
Lots of stuff for lots of functions.
Notes from George
Stuff that George says (it's canon!).
Transdata Page
You can use Transdata to get the source.

digdug's functionlist
This is good because new functions aren't added to Xelerus automatically. They have to be added manually and the last time this happened was when I updated for 1.04. These lists (which are in the modding reference forum) are the latest info we have on functions.

Xelerus Functionlist
This is where Katami gets his info from. Has all functions up to 1.04.

Pastebin
We have our own pastebin folks! Use it!

Etherpad
Also this, for real-time modding between two people.
*edit: added ~ltell command to Katami (also ~later tell)
*edit2: ~events

Re: Starter Thread for Modding

Posted: Sun Jan 26, 2014 4:19 pm
by digdug
wonderful post !
the tutorials page is really good, I'm planning to expand on that.

I will also replace the link of the functionlist every time I make a new one. :) (if I don't, remind me !)

Re: Starter Thread for Modding

Posted: Tue Jan 28, 2014 1:45 pm
by shanejfilomena
Grrrrrrr

Copy / Paste to Notepad :)

thx

Re: Starter Thread for Modding

Posted: Tue Apr 22, 2014 12:35 am
by xstor
Hello to everybody!

I need help.

I've played Transcendence for a long time, and nowadays I would like to begin with my first mod (a ship). I'm reading and working on the tutorials and advices posted here (they're very useful, thanks a lot to all you) and I undertand basic things.

The problem is that the game pops up an error message when it is loading my mod. The error message marks my UNIDs line as "unknown". But I've already registered my UNID number.

I really appreciate any help, I'm very newbie, is the only issue that I've encountered unitl now...

Thanks!

Re: Starter Thread for Modding

Posted: Tue Apr 22, 2014 1:42 am
by TVR
The best way to get modding help is to post all the existing mod code on http://paste.neurohack.com/ or using

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 tags. This allows others to spend more time reproducing, examining and attempting to fix the bug instead of requesting more information. It's best to dedicate a new thread for each issue.

UNID (non-)registration does not actually affect Transcendence, other than preventing conflicts with other mods. Therefore, the problem is almost certainly improperly declared UNIDs. (Likely DesignType UNIDs don't match the extension UNID) Please post the code, it will help us develop a fix.

Re: Starter Thread for Modding

Posted: Tue Apr 22, 2014 1:44 am
by sun1404
Did you declare the unids at the top? I suggest looking at someone's finished mod to get familiarized with the bare bone codes.

Re: Starter Thread for Modding

Posted: Tue Apr 22, 2014 2:37 am
by xstor
Yes, I've used other's mods for inspiration. In fact, I also tried replacing my UNIDs number by those of other modder (just for try), and the mod ship worked...

so I'm missing something about making my UNID numbers to be recognized by the game...must I download again the game or wait until its next update? Or edit something more in order to add my UNID number?

Re: Starter Thread for Modding

Posted: Tue Apr 22, 2014 4:53 am
by RPC
What is your unid? There are restrictions for the unid ranges.

Re: Starter Thread for Modding

Posted: Tue Apr 22, 2014 10:53 am
by AssumedPseudonym
 I’m betting anything it’s a UNID range issue. From the UNID database thread:
xstor wrote:0xD27K - Xstor

Thanks!!!
 If that’s what you’ve been using, it’s definitely not going to work. That “K” will be what’s throwing things off. It has to be something in hexadecimal — 0-9 or A-F. I’d meant to mention that to someone when I first saw the post, but didn’t have time to just then, and then I forgot about it… ¬.¬;

Re: Starter Thread for Modding

Posted: Tue Apr 22, 2014 10:54 am
by xstor
D27K

Re: Starter Thread for Modding

Posted: Tue Apr 22, 2014 3:19 pm
by xstor
It's true, I missed the hexadecimal limitation. I'll try with a corrected number, if it works I'll apply it for registration replacing the current (if possible)

Thanks!!!