Problem to change the appearance of Stargates

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Mutos
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Hi all,


I just tried to change the graphics used to draw StarGates. I would want them to be pulsating zones, just like the beginning of the Gate Effect.

First I tried within the Adventure to change the <Image> tag to be the first 8 images of the Gate Effect. To no avail, the standard gates kept appearing. Then I tried to make that in an Extension rather than the Adventure, to see if it would work globally. Same result.

Then I tried the following code to only change the Name and Description of the Stargates, to see if it would work. Still to no avail.

Code: Select all

<?xml version="1.0" ?>
<!DOCTYPE TranscendenceExtension
	[
	<!ENTITY unidExtension				"0xD4100001">
	]
>

<TranscendenceExtension UNID="&unidExtension;" version="0.99c">
	<!-- Stargate -->
	<!-- Image redefined to figure Hoshikaze 2250's Jump Points -->
	<StationType UNID="&stStargate;"
		name=				"(stargate)"
		sovereign=			"&svIndependent;"
		dockScreen=			"Main"
		dockingPorts=		"4"

		multiHull=			"true"
		immutable=			"true"

		gateEffect=			"&efStargateOut;"

		definiteArticle=	"true"
	>
		<Image imageID="&rsStargate;" imageX="0" imageY="0" imageWidth="128" imageHeight="128" imageFrameCount="12" imageTicksPerFrame="3"/>
    	<DockScreens>
			<Main
				name=			"Stargate"
			>
				<Panes>
					<Default
						desc=	"You are docked at a Stargate."
					>
						<Actions>
							<Action name="Undock" cancel="1" key="U">
								<Exit/>
							</Action>
						</Actions>
					</Default>
				</Panes>
			</Main>
		</DockScreens>
    </StationType>
</TranscendenceExtension>
Finally, I'm beginning to wonder if there is something hard-coded that overrides anything you can write in an extension. Another hypothesis would be that the ATA script rebinds everything to the original format...

I'll test further tomorrow. But if anyone knows the answer, please, do not let me in the dark ! Thanks in advance ^-

EDIT #1 : I could have found the answer ! Writing this post made me think about other extensions and an extensions collision. Indeed I found in NavigationD2.XML, which is the Navigation Computer, a definition for Stargates, that could override mine. Now the quetion : if a definition for the same object is present in multiple extensions, how can I know which definition is executed ?
Last edited by Mutos on Tue Sep 02, 2008 5:54 pm, edited 1 time in total.
@+

Benoît 'Mutos' ROBIN
Hoshikaze 2250 Project
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Periculi
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The ATA script doesn't do anything to the stargate station. It overrides the systems and adds scripting to place gates- nothing more.

Are you using the navigation computer mod? It overrides the stargate station.

Are you certain that your extension got loaded? Do you have another extension with the same UNID in there?

Edit- well you answered that. That is a MAJOR pitfall with making mods- you have to be very very aware of what other people's mods are doing if you are going to use them in conjunction with your own mods. I NEVER use any other mods other than the one I am working on when building new mods to avoid this, then I usually spend some time looking for possible conflicts and try to build ways around them.

Sometimes I plan a mod knowing that other mods will want to be used with mine, in which case I try to use things that people don't commonly override- stargates in the case of the navigation computer are a rarely altered game item that gets placed in every system and it was easy to use that. The navigation computer doesn't require this, I will probably alter the mod to use something else for the next version. However, it is your responsibility to know what the mods you are using are doing- you can create a lot of trouble for yourself by using conflicting mods, as you have seen now.
Last edited by Periculi on Tue Sep 02, 2008 6:22 pm, edited 3 times in total.
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Mutos
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Hi Periculi,


Thanks Periculi for the information. As my edit tells, I just thought about some of these just after writing. After a look at the code, it convinced me that you're in the right, it's an interference between NavComp and my code. So I'll test that tomorrow morning.

1/ I'll first run Transcendence with my current messed-up config and look at the log. It should help to know what is executed when...

2/ Then I'll skin the code to its barest, without NavComp and with my custom StarGate made easily recognized, and see if it works. It should...

3/ Finally I'll try to import your Navigation Computer Stargate code into my Adventure and change only the same easily recognized line on it. And it should work.
@+

Benoît 'Mutos' ROBIN
Hoshikaze 2250 Project
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Periculi
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Just put your code in the stargate in NavigationD2.

As a note for future reference- I am building another stargate altering extension. This is the Event Manager 3- which creates a global timer and a calendar. It is an event pipeline to manage global timed events, which you may come to find out is a little lacking in transcendence. Event manager and the navigation computer will both share the stargate, but I will put it in an easy to access file so that you can alter the image to suit your taste.
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Mutos
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Hi Periculi,


Finally I just tested points 1 & 2 and it's that. Now Point 3 will allow me to build a gate compatible with your NavComp ^-^
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Benoît 'Mutos' ROBIN
Hoshikaze 2250 Project
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Periculi
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I wouldn't count on the navigation computer staying the way it is, and I think I will change the system to not be dependent on stargates.

But go ahead and experiment as you will. Anything I do change will simply make it easier to re-integrate with any mods that do alter stargate stations.
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Mutos
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Hi Periculi, hi all,


Thanks Periculi. I'll test that Point 3, because your NavComp is very useful when on a non-linear topology. Then, as it evolves, I'll evolve with it...
@+

Benoît 'Mutos' ROBIN
Hoshikaze 2250 Project
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