WOOOO! *cheer* Modded starting location

Freeform discussion about anything related to modding Transcendence.
Post Reply
User avatar
evilbob
Militia Captain
Militia Captain
Posts: 555
Joined: Sun Mar 05, 2006 1:23 pm

so, in my attempt to produce a mod that amounts to more than a bigger ship with a gun that causes more lag that the previous attempt at creativity, I'm giving this adventure extension malarkey a go. So far, I have moved the starting location for a ship to St. K's, which, if you've looked inside my head (and not come out mentally shaken), is something I've wanted to do for a while.
Whoop de do, now to work out the rest of the rip-snorting adventure

As a side note, that achievement amounted to nothing more than copying the St. K's system type, copying the "start" marker from Starton and then Substituting "SK" into startingsystem instead of "SE".
User avatar
Periculi
Fleet Officer
Fleet Officer
Posts: 1282
Joined: Sat Oct 13, 2007 7:48 pm
Location: Necroposting in a forum near you

umm.. did you place it in an extension in the extensions folder of an unpacked version of transcendence?

Nice to see that the systems can be overridden in an extension, if so, but did you try it in the adventure format?
george moromisato
Developer
Developer
Posts: 2998
Joined: Thu Jul 24, 2003 9:53 pm
Contact:

evilbob wrote:As a side note, that achievement amounted to nothing more than copying the St. K's system type, copying the "start" marker from Starton and then Substituting "SK" into startingsystem instead of "SE".
Cool! You can also use:

Code: Select all

...
startingSystem="SK"
startingPos="Inbound"
...
That will set the starting location to the Inbound stargate. That way you don't have to override the SK system. But in your way you can make the ship appear anywhere in the system, which is also cool.
User avatar
evilbob
Militia Captain
Militia Captain
Posts: 555
Joined: Sun Mar 05, 2006 1:23 pm

george moromisato wrote: That will set the starting location to the Inbound stargate. That way you don't have to override the SK system. But in your way you can make the ship appear anywhere in the system, which is also cool.
That's fantastic! I knew there should be a cleaner way than copying the whole system. I assume that works for any system, since they all have stargates.

The system I used allowed me to place the playership near the inhabited world in the main system, which made a better starting point than the mostly empty gate area.
Periculi wrote: umm.. did you place it in an extension in the extensions folder of an unpacked version of transcendence?

Nice to see that the systems can be overridden in an extension, if so, but did you try it in the adventure format?
Yeah, an extension in an unpacked transc version
I haven't tried adventure format yet, so that's todays plan.

EDIT: and so, we're on the good old "is corrupt" error for adventures.
User avatar
Mutos
Militia Lieutenant
Militia Lieutenant
Posts: 218
Joined: Thu Aug 14, 2008 3:31 am
Location: Near Paris, France
Contact:

HI all,


Very nice topic, utterly useful for me as I'm on the task of setting a new topology with no Transcendence original system.

George, thanks for posting the simpler way ! For information, I wondered where it could appear in all the XML files. So I searched and it's in PlayerShip.xml, in each ship definition.

There's also the marker "Start" referenced in startingPos, it's in Eridani.xml, there's an object like that :

Code: Select all

<Marker objName="Start"/>
EDIT : I forgot that thread and asked the question into a new thread, got some answers and finally posted the code that worked for me.
@+

Benoît 'Mutos' ROBIN
Hoshikaze 2250 Project
Post Reply