Search found 218 matches
- Mon Apr 05, 2010 4:07 pm
- Forum: The Drawing Board
- Topic: "Hoshikaze 2250 - Stars of Call" Adventure Project
- Replies: 66
- Views: 42372
Hi all, It's been some time I've not been here... I was the only developper on the SoC project and it wasn't possible to work on everything at once... So meanwhile, we decided to concentrate on the edition rather than the gamedev and we actually published 2 books telling short stories from the Hoshi...
- Sun Jan 25, 2009 12:39 pm
- Forum: Shipyards
- Topic: Custom missile graphics
- Replies: 3
- Views: 2748
Hi Vizth, Try the imageFrameCount attribute in the XML tag <Image> . I'm not 100% sure because I didn't use it myself but I saw it used in the Transcendence XML sources. Look into AresOrthodoxy.xml, DwargRaiders.xml, EncountersVol01.xml, StdExplosions.xml, StdWeapons.xml and SungSlavers.xml. A likel...
- Sat Jan 24, 2009 6:09 am
- Forum: Off-Topic
- Topic: Short story I wrote
- Replies: 8
- Views: 5757
- Fri Jan 23, 2009 12:58 pm
- Forum: The Drawing Board
- Topic: Ship Interior Hook - A Proof of Concept
- Replies: 24
- Views: 14293
Hi alterecco, hi all, In fact I just tested it and found it working. I'll give it full attention when I'll need it, but for now I'm on the topic of generic ship behavior, something entirely different ! But that's good to know where to look at when you try Step 7 : fiddle with the parameters ^-^ EDIT...
- Fri Jan 23, 2009 5:52 am
- Forum: The Drawing Board
- Topic: Ship Interior Hook - A Proof of Concept
- Replies: 24
- Views: 14293
Hi alterecco, hi all, Just got it, it works with the test item you provided. So I formalize a small tuto for those who would want to try :) What you have to do is the following : 1/ Add the Mod XML to your extension folder, 2/ Add the following line to your entity list : <!ENTITY sh_dsScreenHook "0x...
- Fri Jan 23, 2009 5:16 am
- Forum: The Drawing Board
- Topic: Ship Interior Hook - A Proof of Concept
- Replies: 24
- Views: 14293
Hi alterecco, hi all, Wooo, that's great ! This way we could have a file with a long series of ScreenHook items with behaviors attached to them. Then we could at runtime use them and customize them as will ! I don't swear I'll use it fast, because there are things to do before I begin working on top...
- Fri Jan 23, 2009 3:59 am
- Forum: The Drawing Board
- Topic: Ship Interior Hook - A Proof of Concept
- Replies: 24
- Views: 14293
Hi Prophet, hi alterecco, hi all, Good idea Prophet, I would then use it as a foundation for my missions system ! I also will need a comm system with variable messages and answer and couldn't find how to devise it in the <c> comm system. As for the serious code, I'll first handle the bugfixes I'm in...
- Thu Jan 22, 2009 7:59 pm
- Forum: Closed bug reports
- Topic: Crash when calling objDestroy in Mod
- Replies: 7
- Views: 5134
Hi all, Thanks all of you for the help ! It was just in front of me and I couldn't see it ! What a shame ! I'm ashamed ! As for the Adventure Mod, it's just the beginning and I don't find it very impressive, it lacks so many features ^-^ But I'll keep on and it'll expand... Thanks alterecco for the ...
- Thu Jan 22, 2009 12:50 pm
- Forum: Closed bug reports
- Topic: Crash when calling objDestroy in Mod
- Replies: 7
- Views: 5134
- Thu Jan 22, 2009 11:18 am
- Forum: Closed bug reports
- Topic: Crash when calling objDestroy in Mod
- Replies: 7
- Views: 5134
- Thu Jan 22, 2009 9:42 am
- Forum: Closed bug reports
- Topic: Crash when calling objDestroy in Mod
- Replies: 7
- Views: 5134
I have tested and logged until I found the perfect example of the crash issue. I did the following test : 1/ Set debug logs to write information about old and new waypoints, 2/ Launch a new Adventure and wait until waypoint changes appear in Debug.log, to show the function works before saving, 3/ Sa...
- Thu Jan 22, 2009 5:18 am
- Forum: Closed bug reports
- Topic: Crash when calling objDestroy in Mod
- Replies: 7
- Views: 5134
Crash when calling objDestroy in Mod
Hi George, hi all, I now report a crash cause that occurs on my Stars of Call Adventure Mod and bugged me for some time before I was finally able to pinpoint it. I still don't know if it is simply a misuse of the objDestroy function or a bug with save/load system and space objects. Surely you could ...
- Thu Jan 22, 2009 4:20 am
- Forum: Shipyards
- Topic: Getting autons to *look* like something else
- Replies: 7
- Views: 4454
Hi dosbox-gamer, hi all, Nearly that ! The "imageX / imageY" part are coordinates in pixel. They tells the game where to find the right image for the ship/station/item/whatever among many sprites that are packed together in a single image resource. The image resource itself ("&rsMediumShips1;") is m...
- Wed Jan 21, 2009 6:25 pm
- Forum: The Drawing Board
- Topic: "Hoshikaze 2250 - Stars of Call" Adventure Project
- Replies: 66
- Views: 42372
Hi all, The great news today is that I finally got the issue that caused crashes when loading saved games, and maybe other crashes. The debug lines tracking every function call told me where it lies. Somewhere I destroy a waypoint and that comes out bad... I'll post a specific topic once I have anal...
- Wed Jan 21, 2009 6:20 pm
- Forum: The Drawing Board
- Topic: Ship Interior Hook - A Proof of Concept
- Replies: 24
- Views: 14293
Hi alterecco, hi all, Would love to use such a thing. I'll see what I can do with it, but as I read your description, it seems to answer some questions I was asking about dynamic dockscreens. For instance : - A planet could dynamically build a list of famous viewpoints to visit, - A station could co...