Dalva wrote:i'll try to make an improvement to the wall graphic, making some fancy steel wall with some rust here and there, so it will not looks like an old, retro 2d game with simple black and white wall.
Sounds interesting. I'd love to see what you come up with. I've put up a copy of the current Inkscape svg file i am using,
here. Feel free to try alternatives, just please try and stick to the 100x100 centered barriers with right angles, or placing the barriers become a nightmare. Trust me on that one.
That said, i think the idea of having several "skins" is splendid, and if it's OK with you ( and i agree with the looks) I'd like to incorporate it into the BattleZone folder. Otherwise feel free to upload mods that can replace the current graphics. (although i for one kinda enjoy the retro look

)
The code and graphics done by me for Transcendence are released as public domain, so don't hold your horses back.
Dalva wrote:but maybe i need alterecco's permission to do that.
You have it
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Cygnus.X1 wrote:I can confirm the dock screen crashes, especially when escaping or 'canceling'. I'm avoiding using Shop'N'Stuff anyway since my custom playerships usually don't need those services.
Yeah, i should have put out a quick fix for that one, but I work backwards sometimes, so instead i ripped BattleZone apart, and right now none of it is working. Please, be patient. I did figure though, that people would manage eitherway
Cygnus.X1 wrote:BTW, why did you bother spawning mule autons?
The ships list is generated by parsing the vanilla source, and has seen very little love from my side. In the next version it will be featured right at the top of the mod, and i will encourage people to edit that part, to add and remove ships as they see fit. A future version may even come with a DockScreen that can do that for the current session. I would be glad to take suggestions for revisions of the list that remove obvious non-combatants.
Cygnus.X1 wrote:They did give me the idea of "level 0: Target Practice"

like a warm-up level to make sure that new gun you just cooked up actually fires properly.
Absolutely. I have been thinking about this myself. The way i see it, you will be spawned into a system where you are fixed in position (you can only rotate), and targets will be coming at you from different angles. Could be mule autons, or could be spinning red disks of death o.O.
Cygnus.X1 wrote:I'm keeping the BattleZone files as is, since you are doing a major overhaul to it, but with your permission I'd like to release a slimmed down version that contains just the NME spawning engines and their controls.
As stated earlier, you are completely free to make offshots of this if you want. However, I would encourage you to wait for the next version before you start. To give you a reason, here is a little overview of the game changes that will be done...
The initial level will be a "blank" system, except for the playership and some floating "targets". Each target represents the start of a level (so far i have only planned 3). Shoot the target, and you get gated to the system dedicated to that playstyle, and the action begins. The targets i have planned, are a totally simple, no barriers, no stations, no nothing, just enemies spawning. The next one is similar to the current battlezone, and the last one is the target practice level i mentioned above. So as you can see, I hope that BattleZone will be able to accommodate even the most simplistic level type.
Well... that was a longer rant. I hope i got around to all the angles. Back to the code now!
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