Time for a new version!
http://multiverse.kronosaur.com/news.hexm?id=1063
1.5 Beta 1
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- Aury
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After reading through those notes, the new Orb effect caught my eyes. I think Im going to have to play with that!
(shpOrder gPlayership 'barrelRoll)
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- Xephyr
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Here's my thoughts:
-engine effects on Wolfen are back to the old version. Was this intentional?
-I really like the new stars, but they're very bright and hard on the eyes.
-Red damage indicator is back! It's been a while.
-A good addition to the armour screen would be showing how heavy a segment a ship can support. That tripped me up a bit way back when I started playing.
And then I got trapped in the arena fighting an Earthzone with a laser deflector and ran out of fuel.
-engine effects on Wolfen are back to the old version. Was this intentional?
-I really like the new stars, but they're very bright and hard on the eyes.
-Red damage indicator is back! It's been a while.
-A good addition to the armour screen would be showing how heavy a segment a ship can support. That tripped me up a bit way back when I started playing.
And then I got trapped in the arena fighting an Earthzone with a laser deflector and ran out of fuel.
Project Renegade (Beta) : "The Poor Man's Corporate Command!"
Real programmers count from 0. And sometimes I do, too.
Real programmers count from 0. And sometimes I do, too.
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Not sure why the Wolfen effects regressed for you. They seem to OK to me. Are you running extensions?Xephyr wrote:Here's my thoughts:
-engine effects on Wolfen are back to the old version. Was this intentional?
-I really like the new stars, but they're very bright and hard on the eyes.
-Red damage indicator is back! It's been a while.
-A good addition to the armour screen would be showing how heavy a segment a ship can support. That tripped me up a bit way back when I started playing.
And then I got trapped in the arena fighting an Earthzone with a laser deflector and ran out of fuel.
I also like your idea about maximum armor size. Thanks for the feedback--I appreciate it!
I tried the new armor upgrade screens to see if Playership Drones can break it. It seems eight segments is the most it can show without (or with minimal) overlap. There is display overlap with twelve segments, but it is still usable. At sixteen segments, the new interface is unusable. Some segments are impossible to select. With that many segments, some segments toggle back-and-forth when pressing the same arrow key repeatedly.
Download and Play in 1.9 beta 1...
Drake Technologies (Alpha): More hardware for combat in parts 1 and 2!
Star Castle Arcade: Play a classic arcade game adventure, with or without more features (like powerups)!
Playership Drones: Buy or restore exotic ships to command!
Other playable mods from 1.8 and 1.7, waiting to be updated...
Godmode v3 (WIP): Dev/cheat tool compatible with D&O parts 1 or 2.
Drake Technologies (Alpha): More hardware for combat in parts 1 and 2!
Star Castle Arcade: Play a classic arcade game adventure, with or without more features (like powerups)!
Playership Drones: Buy or restore exotic ships to command!
Other playable mods from 1.8 and 1.7, waiting to be updated...
Godmode v3 (WIP): Dev/cheat tool compatible with D&O parts 1 or 2.
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My plan for that is to shrink the icons after 8 or 12 segments. But even that will probably only scale to 16 or 20. I think for more than 20 we'll still need a list interface.PM wrote:I tried the new armor upgrade screens to see if Playership Drones can break it. It seems eight segments is the most it can show without (or with minimal) overlap. There is display overlap with twelve segments, but it is still usable. At sixteen segments, the new interface is unusable. Some segments are impossible to select. With that many segments, some segments toggle back-and-forth when pressing the same arrow key repeatedly.
- Aury
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Is there a way to control the placement of the slot icons on a linked-fire-slot ship in script (ie, i read my slot data and tell it to put a slot icon in such and such position)? Or is the game natively supporting this now in a standardized format and we dont need internal screens to swap weapons around?
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Right now, the game looks at the slot position (posAngle= and posRadius=) to figure out where to draw the slot. For example, you'll notice the Manticore weapons/launcher draw in the proper places.Wolfy wrote:Is there a way to control the placement of the slot icons on a linked-fire-slot ship in script (ie, i read my slot data and tell it to put a slot icon in such and such position)? Or is the game natively supporting this now in a standardized format and we dont need internal screens to swap weapons around?
I think if you set the position (using objSetItemProperty) then it will work (but I haven't tried it yet).
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Did we skip 1.4 beta or did I just miss it
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I don't want any sort of copyright on my Transcendence mods. Feel free to take/modify whatever you want.
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Skipped! After Microsoft skipped Windows 9 I figured it was safe for us to do the same.RPC wrote:Did we skip 1.4 beta or did I just miss it
- Aury
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Cool, this just might mean hard-coded slot positions might work from the outset! I'll have to give this a try
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- AssumedPseudonym
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Did you change anything about the system requirements in the new beta from 1.3? I can run 1.3 just fine via WINE, but the new 1.5 beta either crashes almost immediately on launch or hangs for a couple of minutes before crashing.
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Bummer. I don't think I changed anything, but obviously something changed. If there's anything in Debug.log, I'd like to see it.AssumedPseudonym wrote: Did you change anything about the system requirements in the new beta from 1.3? I can run 1.3 just fine via WINE, but the new 1.5 beta either crashes almost immediately on launch or hangs for a couple of minutes before crashing.
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…Okay, now I am thoroughly confused. I had tried it last night and it didn’t work. I tried it before going to class this morning and it didn’t work. I tried it when I got home from class and it didn’t work. I tried it after updating WINE and it still didn’t work. When I checked debug.log though, it showed that all of the extensions had loaded (and I admit I did copy the folder over almost immediately after unzipping the beta). That was the extent of the file, was just the list of extensions loading. So naturally I trashed the Extensions folder and… suddenly 1.5b1 worked. Furthermore, when I started copying extensions back over one subfolder at a time, the game rather stubbornly persisted in not crashing on loading.george moromisato wrote:Bummer. I don't think I changed anything, but obviously something changed. If there's anything in Debug.log, I'd like to see it.AssumedPseudonym wrote: Did you change anything about the system requirements in the new beta from 1.3? I can run 1.3 just fine via WINE, but the new 1.5 beta either crashes almost immediately on launch or hangs for a couple of minutes before crashing.
So I have no idea what was wrong. None whatsoever. The upshot is that I have a working beta, though. So… yay, I guess…?
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Of all the things I’ve lost in life, I miss my mind the least. (I’m having a lot more fun without it!)