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Messages - BeLugh

#16
Modding info / Re: Modding UIs
August 17, 2014, 09:15:15 PM
For trading i would want to make an ui which lists goods and ore prices of stations in the current system where you could switch the station you look at. so you do not nees to dock to see prices (would requirr a certain skill ability to activate just like see asteroid content
#17
Bug reports / Re: Skill Points
August 17, 2014, 09:12:33 PM
10 per level is jormal. but sometimes you level that fast that you somehow already have 20-40 but maybe its only that the game feels slower than you actually level up
#18
Bug reports / Re: Skill Points
August 17, 2014, 04:42:48 AM
When testing the my mod i also had the feeling to get some extra skill points sometimes. But i guess some levels have experience needed calculated a little bit wrong. So that skill points are right, but some levels are gained faster than others. Not sure if this is right, but i got the feeling at least. Especially above lvl 20.
#19
Modding info / Re: Modding UIs
August 16, 2014, 11:50:53 PM
Oh i did not know gui has an extra engine. I took a close look into its tutorial. It does not look like it will be editable that easy if possible at all for modders.

And you are right that this can't be scripted without some decent work of the developers!
#20
Modding info / Re: Modding UIs
August 16, 2014, 11:26:26 PM
The whole gui is definitely scripted. when i was modding for starcraft 2 you could create genious stuff by scripting and it definitely looks as it would be the same principle.
But the functions to do so are not listed in the wiki, yet
#21
Modding info / Re: Modding UIs
August 16, 2014, 11:12:01 PM
That is about the same question i asked at the same time at help section :D just took a bit longer to formulate as i was asking for floating text as well!

(and i checked the wiki if it did not contain something like that hidden somehow before i sent it)
#22
Help section / Interface
August 16, 2014, 11:10:05 PM
Is it possible to add new interfaces with scripts? like the asteroid content table which you get with see_asteroid_content ?
as i suggested once for trading, when trading gets modable i wanted to add (or wanted to have it added) that you can get information of the shops of stations in your system
Somehow you can create those windows with scripts.

Also is it possible to create something like floating text above a position/object for some seconds? (it could used for example to show damage inflicted or gained xp to get rid of spamming left side of the screen or for mining to show current cargo after device usage)
#23
Help section / Re: asteroid.type
August 16, 2014, 10:35:19 PM
Xml file id would be great, then i could check if it contains rocky ice or lava to differ them :-)
#24
Help section / asteroid.type
August 16, 2014, 03:21:32 PM
I have got some problems to use asteroid.type to differentiate between rocky, ice and lava for my mod.

Even when i use it step by step:

   asteroid = game.GetAsteroidDescriptionByID( args.target_id );
   var btype = asteroid.type;
   var atype = btype.toString();
   game.SendNotificationError(game.GetShipOwner(shipId), atype , "");

I do not get it to work. This makes the function or game crash (can't remember)
are you sure asteroid.type is an integer type and that it is really returned from that function?

I doubt asteroid.type is used in any other function, except in a a non-modable script, which spawns asteroids.

Otherwise i need another option to differentiate if a targetasteroid is rocky/ice or lava.
Do you have a hint for me please? :)
#25
Mods / Re: Miners Heaven
August 16, 2014, 03:14:34 PM
Uploaded alpha 0.01 of Miners Heaven, have fun testing :)

Hope to get some suggestions soon!
#26
Thanks, it works great now :D
#27
Gimp has automatically progression enabled for jpeg! I had no problems saving png just jpg. It is solved now. Thanks so much!!! :)
#28
I did not check the xml as my workaround is fine for me. but mining range, mining experience etc also did not work, so i guess it did not fix it. Before i used my workaround i used mining_Experience (in 0.9.6c until i gave up using it) as you have added it below to calculate mining experience when adding res to the ship and the finalcachevalue was 0.
#29
Hi. when i was modding icons for items everything worked fine for me.
But now where i am working on icons for skills i dont get them to work. (I opened a skill icon and changed it appearence liek i did for items).I realized that gimp exported them as 74dpi instead of 96dpi. But even when increase their dpi value to be the same, they are not shown ingame and when you open the skills table, the game crashes (you can only see regular skills, not selfmade ones, they are invisible)

Can i get a hint how to solve this issue? :/ Otherwise i will need to publish first version of my mod without new skill icons.
#30
Modding info / Re: Modding Questions & Issues.
August 16, 2014, 12:02:45 AM
I also started modding the core package as it was super easy to get first modding experiences.
I just did not get how to create a proper working mod.

Also i am willing to contribute my modding experiences to the forums soon!