Here is a version for you to play around with: (link removed)
For more information about this mod, please refer to this thread: System26 Discussions
Recommended System Requirements:
Windows XP or Vista
+500mb RAM
Rather than expose you to any tedious installation procedures, and to make it as easy and simple as possible for everyone to grab a copy and play around with this mod, I packed the full file set in this zip. Read this topic while you wait for the download.
![Smile :)](./images/smilies/icon_smile.gif)
Inside you get a heavily modified complete transcendence folder and all the resources, etc. Which means: download the Zip, put it somewhere you like it, it will unzip to a Transcendence folder with sub folders et al. Nothing difficult about that.
Then you simply fire up Transcendence.exe as usual. Then the fun can begin.
First a bit about the file structure:
Inside the main folder you will find a (nice cleaned up) version of System26 that you can play around with. There are changes to many of the files that comprise the transcendence xml data, and several new modules. Most of the heavy workload of this mod is being done in the modules, which you shouldn't really ever need to touch.
Specifically keep your modding hands off the System26data.xml
You will also find an extension folder ready to go that contains several files that are user edit safe- for the most part, once you know what you are looking at. What you are looking at in the extensions is the actual map data. There is a version of the Classic (linear) topology, and some simpler sample maps that may or may not help you to understand the map data format.
There is also a special file called the Map Manager that is used to add new maps to System26. The map and map manager files are packed with comments to help you understand the user map data system.
However, for this release I am mainly looking for some bold and daring play testers to check out the mod and give me some feedback on the experience.
It is by no means a finished product, so there do exist a few loose ends, and potentially broken or non-functional options. For instance, the map randomizer only delivers a spread of single systems. It show that it will build branches and forked structures- but that is a 'coming soon' type of feature. It does deliver some interesting results as it is and that is why I have included it now.
Many of the graphic icons and decorations are missing, but this is not really important at the moment.
So, expect some issues in small doses from some of the areas- but for the most part everything that is included is working and has been tested for bugs and crashes. I am not experiencing crashes from anything at this point, but I haven't added many extensions to the mix yet.
Ok there's some basic 'state of the mod' info- now for a quick user manual:
Each of the original playerships has a navigation system item in the hold at the beginning of the game. This is for ease of testing and to make it simple to find the mapper system in the game.
(if you want to use your favorite ship mod, add the &itQuickMapper item to the ship's items to be able to access the navigation computer!)
When you enter a game you will be on top of the Configuration Station. In an empty system. Dock with it. Otherwise, you are using up your fuel in a system with no services and no gates.
From inside the Config Station you will be able to do many things.
You can immediately Launch a classic map version game, and play the linear style topology. You will have the added benefit of the Navigation Computer to help you on your journey to the Core.
You can Choose a Map to play on from the supplied sample maps. The map chooser will take you to a map launch screen where you can also add random systems before launching or view the map that got built in the map editor lab.
(If you want to randomize the Classic Map, simply choose it from the Choose Map screen instead of direct Launch from Welcome screen)
(Yes, I know that BumbleBee is Not A Node)
You can also check out the powerful Mod Configuration section:
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There are Configuration panels and Mod Labs. Mod Labs are listed as a menu item on the Left, to see the Configurations select the option for Configs on the right menu
I am telling you this because you will want to know where to change the Game View of the Navigation Computer. It is in a Config Panel, where you can change it from GameView to other views. You can only change this in the Config Station currently, which is only accessible at the beginning of the game.
The other view modes allow you to see the entire network (ActiveAll) of potential and active systems to look at the user map data in it's entirety, or just the Current Network Build (CurrentActive) which is all the systems you can get to from a given build. This is the view mode I use to test a map, as it allows me to see the entire network from the Start position.
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The Mod Labs Currently:
Full Topology Labs- this really isn't for players. This is a tool to help map designers make maps (and to help modders debug the data set changes they caused by tinkering around with the core data set...)
Active Topology Lab (Map Editor) - oh, you are going to LOVE this. You can design a network in the game and then go launch it. Minor assembly required.
(You can also Randomize it, but be careful there seems to be a few small problems running the randomizer repeatedly with large numbers of additions)
Ship Lab- Here is a sweet little utility that allows you to custom outfit your ship with any equipment before jumping into a game. This is particularly helpful if you want to test items at higher levels, or if you want to start and play a game at a given level- say level 8, you wouldn't want to jump directly into a level 8 system with nothing but a Class 2 deflector, now would you? Well, check out the custom ship lab- it's pretty straight forward. And doesn't cost you anything other than your gaming ethics.
Randomizer Lab- This is where you can play around with the settings that the Randomizer uses when adding systems to a network. Go ahead, adjust all those numbers and see what happens. If you haven't loaded a map yet (as in gone to the Randomizer Lab from the Welcome Menu before loading a map or building one) the randomizer doesn't do much. Try creating a 2-3 system map in the Active Topology lab first, then randomize that map, it's fun, and you can build large maps quickly that way.
That's about it for the Configuration Station.
So, you successfully found/built and then launched a map.. what now? You will be taken to the start system, where your adventure begins. From in the game you will have access to the Navigation Computer, which can help you to visualize the game network.
The Navigation Computer opens on the current system, displaying the System Info screen- from there you can access the other navigation sections:
Network Overview- this is a simple list of either all the systems you know (Game View Mode) or all the systems (Other View Modes). It isn't particularly helpful for positioning yourself in the network, but it does make it easy to go find a system and bring up the System Info screen for that system. Flagged systems will be shown here if you have any flagged.
Gate Walker- This is the core of the map system. What it does is display the linked systems in the left menu. The system you are currently viewing in the network is shown in the Title bar of the map screen. (In Game View Mode, only Gates that you have found will be shown in the Gate Walker list!)
Once you get used to the Gate Walker you will be able to 'walk' up and down the network and figure out where you need or want to go. And if you want to you will also be able to Flag systems to keep track of them or jog your memory, or you can enter a Star Log note for the system. This is really a handy way to keep your game organized. You'll never lose track of good loot, awesome stations or undestroyed enemies again with the help of the system flags and star logs.
There's probably a lot more I should explain and more features to cover, but you will just have to get the mod and explore it's mysteries to find out what else you can do.