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Search: Posts Made By: mantari
Forum: Scenarios and Mods June 7th, 2013, 06:22 PM
Replies: 6
Views: 5,506
Posted By mantari
Re: MOD - Weird Worlds: Rebooted v0.11

It would be a bunch of work. Under the a-reboot directory that you unzipped, you would go into the gamedata. You'll want to go into EVERY .ini file in that directory and all the subdirectories...
Forum: Scenarios and Mods May 26th, 2013, 12:02 PM
Replies: 6
Views: 5,506
Posted By mantari
MOD - Weird Worlds: Rebooted v0.11

Weird Worlds: Rebooted is a mashup of a number of different mods that are already out there. It is actually a pretty fun mod to play through, but my only regret was that I didn't include more. I was...
Forum: Scenarios and Mods December 18th, 2007, 11:45 PM
Replies: 4
Views: 2,291
Posted By mantari
Re: ALLY vs SHIP

Question: Could ALLY possibly have an effect on your relationship with the race of that ship, while SHIP does not?
Forum: Scenarios and Mods December 18th, 2007, 12:44 AM
Replies: 10
Views: 3,149
Posted By mantari
Re: MOD - Weird Worlds: Rebooted [ATTACHED]

I just wanted to give an update. I'm still interested in this, but I'm between surgeries and I got hit with a week without electricity due to the ice storm in the Central US. I hope to release new...
Forum: Scenarios and Mods December 8th, 2007, 07:43 PM
Replies: 2
Views: 1,830
Posted By mantari
Re: GUI color - blue

I played it! With a few tweaks (getting the right brightness, fixing the radar contrast, and fixing some buttons - which you mentioned), this could be nicely integrated into a mod.

Hooray for...
Forum: Scenarios and Mods December 1st, 2007, 03:25 PM
Replies: 1
Views: 1,774
Posted By mantari
Re: thruster particles and star rotation

I'd love to see thruster particles. But I don't think the hooks are actually in the code to turn on/off graphics as the engines are being used (versus full stop).
Forum: Scenarios and Mods December 1st, 2007, 02:13 PM
Replies: 10
Views: 3,149
Posted By mantari
Re: MOD - Weird Worlds: Rebooted [ATTACHED]

I think for the credits, since this is a collaborative mod, I'm going to name the other mods, one or two major contributors to that mod, and the major items taken from each of the mods. Just looking...
Forum: Scenarios and Mods November 30th, 2007, 02:33 AM
Replies: 10
Views: 3,149
Posted By mantari
MOD - Weird Worlds: Rebooted v0.10 [UPDATED]

This is an early development copy of my collaboration mod, and it contains spoilers (as in, written directly in to the star names). It works just fine, but the universe is far from complete. It is...
Forum: Scenarios and Mods November 19th, 2007, 07:03 PM
Replies: 130
Views: 30,566
Posted By mantari
Re: Mod: Even Weirder Worlds *** Now 1.02

OMG! I forced it to play, and I didn't make it through to the end, but I like it! I'm going to try again.

Sorry I misunderstood your .bmp problem. I pulled your image into a program re-saved it in...
Forum: Scenarios and Mods November 19th, 2007, 05:54 PM
Replies: 130
Views: 30,566
Posted By mantari
Re: Mod: Even Weirder Worlds *** Now 1.02

I'd be curious to try my hand at your display bug, if you can give me the filename of the quest.

I've attached your banner image, in .png format.

EDIT: Scratch that. I figured out what the...
Forum: Scenarios and Mods November 18th, 2007, 03:42 AM
Replies: 19
Views: 3,053
Posted By mantari
Re: RE: massive collaborative mod

What do you mean I can't have a Sgqwonkian RetreatShip AND Babylon 5 both inside of my player's armada? http://forum.shrapnelgames.com/images/smilies/biggrin.gif

I've been working towards my own...
Forum: Scenarios and Mods November 17th, 2007, 03:42 AM
Replies: 0
Views: 1,647
Posted By mantari
Another bug? I nova\'d a sun while orbiting. :)

NOTE: This is a modified example to show some of the conditions surrounding the problem. I can make it simpler.

If you issue a NOVA for the star you are currently at, then immediately issue a TIME...
Forum: Scenarios and Mods November 17th, 2007, 12:30 AM
Replies: 7
Views: 1,833
Posted By mantari
Re: HALP! Very basic but strange bug with YSNO & C

Ditto on also having problems with GOTO on working with anything but multi-page text.

Hey Fingers, your thoughts?
Forum: Scenarios and Mods November 17th, 2007, 12:27 AM
Replies: 16
Views: 2,622
Posted By mantari
Re: Unanswered question: making friendly races un?

I'd really love the opportunity to troubleshoot that code.
Forum: Scenarios and Mods November 15th, 2007, 10:22 PM
Replies: 16
Views: 2,622
Posted By mantari
Re: Unanswered question: making friendly races un?

If you want another set of eyes, I'd be happy to look at your code.
(To either confirm a bug in the game, or to find something you may have overlooked.)
Forum: Scenarios and Mods November 15th, 2007, 04:59 PM
Replies: 7
Views: 1,833
Posted By mantari
Re: HALP! Very basic but strange bug with YSNO & C

NOTE: It also seems a bit unstable. From the code, above, I just removed the NOVA statement from page 1.

So then, it worked when I said 'YES'. [new game] Then it worked when I said 'NO'. [new...
Forum: Scenarios and Mods November 15th, 2007, 04:54 PM
Replies: 7
Views: 1,833
Posted By mantari
Re: HALP! Very basic but strange bug with YSNO & C

Good question. Many of my test cases involved mixing in text, when I eventually realized that the presence of text has nothing to do with it.
But I just made the following example (by stealing the...
Forum: Scenarios and Mods November 15th, 2007, 02:53 AM
Replies: 7
Views: 1,833
Posted By mantari
HALP! Very basic but strange bug with YSNO & Crash

I have had a crashing problem with a very simple event. I have reduced the code involved to something very small:

<font class="small">Code:</font><hr /><pre>
FLAG event always
KEYS...
Forum: Scenarios and Mods November 14th, 2007, 08:41 PM
Replies: 11
Views: 2,832
Posted By mantari
Re: RANDOM GENERATOR PROTOTYPE

Actually, there is something special. Two somethings.

1] Putting the randomizer in haven.ini will ensure that it is that it is always run, yes. But more importantly, it makes sure that it is the...
Forum: Scenarios and Mods November 14th, 2007, 01:14 PM
Replies: 11
Views: 2,832
Posted By mantari
Re: RANDOM GENERATOR PROTOTYPE

I moved the code into haven.ini so that it would automatically run at the start of each game. The individual items need a bit of reordering (for better readability), but it evaluates correctly.
...
Forum: Scenarios and Mods November 14th, 2007, 02:39 AM
Replies: 2
Views: 2,205
Posted By mantari
Re: Minor Bug in Babylon Project v2.60

I've solved it. There appears to be a bug in Weird Worlds.

I put a lot of tracing into the Babylon 5 mod, and found that BOTH of these conditions were matched (at the same time) [Intel version]: ...
Forum: Scenarios and Mods November 13th, 2007, 09:03 PM
Replies: 4
Views: 1,775
Posted By mantari
Re: Running into some simple ITEM/PAGE bugs. Help?

Okay. Here's what the code does:

You start with nothing. Go to the Star "Omni0". When you arrive on the planet, it will say: [TITLE "Page 5 Global"]: "Match on conditions 0 and 4 - removing a...
Forum: Scenarios and Mods November 13th, 2007, 05:20 PM
Replies: 11
Views: 2,832
Posted By mantari
RANDOM GENERATOR PROTOTYPE

Okay. I made a prototype for a random generator. This is just a prototype. It needs tweaking. And this would likely best go into haven.ini so it is generated at the start of each game. (That would...
Forum: Scenarios and Mods November 13th, 2007, 01:59 PM
Replies: 4
Views: 1,775
Posted By mantari
Re: Running into some simple ITEM/PAGE bugs. Help?

You're awesome. I love your mods. Here is what I think I've figured out...

ALL matching items will run. (I figured this out by using ITEM and REMV to figure out which lines were being called. I...
Forum: Scenarios and Mods November 13th, 2007, 04:54 AM
Replies: 4
Views: 1,775
Posted By mantari
Running into some simple ITEM/PAGE bugs. Help?

Problems I've run into:

1] My inventory is empty before going to the planet. Most of the time, 5 items are created in my inventory. But sometimes 4 items are created. What's up with that?

2]...
Showing results 1 to 25 of 39

 
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