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Showing results 51 to 75 of 171
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Posts Made By:
Fingers
Forum:
Scenarios and Mods
February 4th, 2007, 05:42 PM
Replies:
1
Question about transparency and beams
Views:
1,753
Posted By
Fingers
Re: Question about transparency and beams
You're breaking the alpha mask in some fashion. For additive transparency like the beams, the alpha channel must be all black.
Forum:
Scenarios and Mods
February 4th, 2007, 05:41 PM
Replies:
3
How limited is the "protector" flag?
Views:
2,280
Posted By
Fingers
Re: How limited is the \"protector\" flag?
Unfortunately, they only do the circling around a point thing.
Forum:
Scenarios and Mods
January 25th, 2007, 10:24 PM
Replies:
3
Weird crap with my item mask...
Views:
2,755
Posted By
Fingers
Re: Weird crap with my item mask...
If you use a tga you don't need to put a MASK line in the ini file at all since the image already has four channels.
(The MASK adds an alpha channel to a three-channel image to get around the...
Forum:
Weird Worlds: Return to Infinite Space
January 25th, 2007, 10:04 PM
Replies:
24
Why can't my computer handle WW?
Views:
11,458
Posted By
Fingers
Re: Why can\'t my computer handle WW?
I've done a bit of research on the subject and as it turns out ATI basically hasn't released fully functional drivers for Vista yet. Among other things OpenGL is not supported at all by the current...
Forum:
Scenarios and Mods
January 21st, 2007, 07:31 PM
Replies:
3
Weird crap with my item mask...
Views:
2,755
Posted By
Fingers
Re: Weird crap with my item mask...
Can you define "bizarre"?
If it's all screwed up, typically with horizontal streaks, this is usually caused by the mask not being the exact same size as the JPG. Other kinds of problems may occur...
Forum:
Scenarios and Mods
January 17th, 2007, 10:07 PM
Replies:
94
Updated mod: The Babylon Project
Views:
69,093
Posted By
Fingers
Re: Updated mod: The Babylon Project
The negative fleet numbers pick the fleet based onthe race's difficulty settings. -1 is the first fleet on the DIFx line, -10 is the last one. The DIF line is chosen based on the map size and the...
Forum:
Scenarios and Mods
January 13th, 2007, 06:56 PM
Replies:
5
Yet another series of questions
Views:
3,487
Posted By
Fingers
Re: Yet another series of questions
Should be able to do #1 by using the "noinit" flag in the STAR and then the INIT command to initialize that star later. The noinit causes that particular STAR block not to be initialized in the...
Forum:
Scenarios and Mods
January 13th, 2007, 06:40 PM
Replies:
11
Request: some randomness
Views:
6,291
Posted By
Fingers
Re: Request: some randomness
Sorry, there's no random number generator accessible to the quests. It could be useful, but would require a lot of internal changes; any command that currently uses numbers would need to be parsed in...
Forum:
Scenarios and Mods
January 13th, 2007, 06:35 PM
Replies:
2
Shield parameters
Views:
3,121
Posted By
Fingers
Re: Shield parameters
PAR0 = number of hitpoints the shield has
PAR1 = rate of regeneration (hitpoints per 1/100 of a second)
PAR2 = how long it takes to reactivate after being depleted
PAR3 = protect from supernovas...
Forum:
Scenarios and Mods
January 11th, 2007, 02:58 AM
Replies:
14
Modding Questions
Views:
4,486
Posted By
Fingers
Re: Modding Questions
One way to track down what you've changed lately is by sorting files by date.
The max quests limit was increased to 128 in v1.2... Are you on a Mac?
Phlagm is correct, only ships can launch...
Forum:
Scenarios and Mods
January 7th, 2007, 05:51 PM
Replies:
2
Question about fields in v 1.21
Views:
2,891
Posted By
Fingers
Re: Question about fields in v 1.21
Those are actually listed in the !hull_files.txt in that folder. Here's the full list.
sysburn - an effect used when a system has been disabled
hullburn - used when the ship has been "killed"...
Forum:
Scenarios and Mods
January 7th, 2007, 05:45 PM
Replies:
1
A stern warning to those altering credits.ini
Views:
2,550
Posted By
Fingers
Re: A stern warning to those altering credits.ini
Yeah, testing one thing at a time is the safest.
The credits.ini has a size limit of 160 lines and seems to have a particularly screwy failure mode if you exceed that. Not only do the credits...
Forum:
Scenarios and Mods
January 7th, 2007, 05:17 PM
Replies:
6
Bug, Annoyance, or Misunderstanding in weapons?
Views:
2,926
Posted By
Fingers
Re: Things I have since learned:
Btw, the main reason why non-homing projectiles all use constant (no acceleration/slowdown) and relative velocity is so they can be aimed with precision at a moving target using a relatively simple...
Forum:
Scenarios and Mods
January 7th, 2007, 05:00 PM
Replies:
6
Bug, Annoyance, or Misunderstanding in weapons?
Views:
2,926
Posted By
Fingers
Re: Things I have since learned:
You're confusing particles with weapon stages (projectiles/beams). The two are completely different systems with their own flags and so forth. There's no such flag as "relative" for a weapon stage,...
Forum:
Scenarios and Mods
December 31st, 2006, 04:12 AM
Replies:
14
Modding Questions
Views:
4,486
Posted By
Fingers
Re: Modding Questions
The weapon system flags are:
hidden - not shown in displays, can't install/uninstall
nouse - not used except when triggered by following flags
trigkill - trigger when the ship starts to burn...
Forum:
Scenarios and Mods
December 24th, 2006, 03:00 PM
Replies:
14
Modding Questions
Views:
4,486
Posted By
Fingers
Re: Modding Questions
In Windows, the command line options can be added to the target line in the shortcut. Right-click on the shortcut to Weird Worlds, select "properties", then "shortcut" tab. In the "Target" field...
Forum:
Scenarios and Mods
December 14th, 2006, 03:50 AM
Replies:
14
Modding Questions
Views:
4,486
Posted By
Fingers
Re: Modding Questions
The FIRE command fires directly forward of one of the player ships when you don't use the autotarget.. For example:
FIRE wp_projvrtx
This fires the particle vortex cannon when you use the...
Forum:
Weird Worlds: Return to Infinite Space
December 13th, 2006, 04:26 PM
Replies:
24
Why can't my computer handle WW?
Views:
11,458
Posted By
Fingers
Re: Why can\'t my computer handle WW?
If this is the demo or any version prior to 1.2 then the 50% CPU usage on a dual processor system is normal. The game simply uses up as much CPU as the operating system will allow, like most games...
Forum:
Weird Worlds: Return to Infinite Space
December 12th, 2006, 05:05 PM
Replies:
7
The translator's corner
Views:
5,321
Posted By
Fingers
Re: The translator\'s corner
No hardcoded text exists in the game apart from the version number (v1.21).
The month names are defined in the game.ini of your mod. In fact the whole calendar system is.
The vidcast window...
Forum:
Weird Worlds: Return to Infinite Space
December 11th, 2006, 06:09 PM
Replies:
24
Why can't my computer handle WW?
Views:
11,458
Posted By
Fingers
Re: Why can\'t my computer handle WW?
The Radeon 9600 should be good enough as such, in fact the machine I used when programming the game had one of those cards.
Are you playing the game in a window or fullscreen? Are you using...
Forum:
Weird Worlds: Return to Infinite Space
December 11th, 2006, 02:29 AM
Replies:
7
Improving fun in combat
Views:
4,934
Posted By
Fingers
Re: Improving fun in combat
Unfortunately, I can't think of a way to do neutral ship-like objects.. That'd be for the asteroids, I suppose. The space hulk is kind of like that but you'll board them if you click them...
Forum:
Weird Worlds: Return to Infinite Space
December 11th, 2006, 02:11 AM
Replies:
7
WW = 15-minutes game?!
Views:
5,830
Posted By
Fingers
Re: WW = 15-minutes game?!
The point of a game that ends in 15-30 minutes is so you can play the game in 15-30 minutes. Then, if you still have nothing else to do, you can play the game again. And again, and again.
Forum:
Weird Worlds: Return to Infinite Space
December 8th, 2006, 05:23 PM
Replies:
7
Improving fun in combat
Views:
4,934
Posted By
Fingers
Re: Improving fun in combat
We aren't planning to make any more major changes to Weird Worlds... Instead, we'll be thinking of a new project of some kind.
A lot of these same ideas were bounced around during the development...
Forum:
Scenarios and Mods
December 8th, 2006, 12:27 AM
Replies:
26
Mod List thread?
Views:
33,446
Posted By
Fingers
Re: Mod List thread?
1.2 should be backwards compatible when it comes to playing mods. I haven't tried all of them of course so your mileage may vary, but there were no changes that would obviously break mod...
Forum:
Scenarios and Mods
December 8th, 2006, 12:20 AM
Replies:
94
Updated mod: The Babylon Project
Views:
69,093
Posted By
Fingers
Re: Updated mod: The Babylon Project
One note about sounds: sound effects should always be in mono, and music should always be in stereo. Mono music seems to play at approximately half the volume for some reason, while stereo sound...
Showing results 51 to 75 of 171
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