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xt828

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  1. There are only 48 player icons - the coloured ones were meant for the milita, and the burning claw is, according to wiki, the SW-universe equivalent of the skull and crossbones generic pirate symbol. For some reason I thought you'd said 14px rather than 15 for spacing - a fixed file should be available here. Some more general feedback - is it possible that the Republic and Imperial Dreadnoughts, and the two types of Providence-class, be differentiated somehow in their name? I haven't gotten the latest revision yet, so if you've fixed it there then ignore.
  2. Okay, I worked on it today and got this, which has alpha channel images for 48 player icons, and alpha and rgb channel images for the pirates and 16 npcs. I've only done the largest image size, so I can't check that it works in game - which I suppose is a bit of a potential issue, since I haven't done this before. Let me know what you think.
  3. I cannot for the life of me remember how to get alpha channels to work. Rrargh. This is a rar containing 48 black and white icons ready for insertion, if that helps. The Vong have 2 options I'll try to look into doing this properly on the weekend.
  4. I'd have to go back through the auto-saves, but I know I've played some long games since. I encountered it under r884, and while I haven't encountered it since, that may equally be due to better random results and to my having changed the per-player planets to 5. Happened on the 2-player random map, and still happens routinely on anything made with the in-game map designer thing, but I don't know if you care about the map designer. How difficult is it to make additional player icons? I haven't worked with alpha channels before and don't know what's involved in them, but there are a host of potential images on the SW Wiki, many in svg format, which I could work on transferring if it's not too difficult.
  5. I mean the former - so there's the star and its network of planets, and nearby a totally isolated group of three with a player. It's happened to me several times, though I may have just gotten very unlucky randomisation - it hasn't happened since I first posted in this thread.
  6. The problem whereby random maps often - in my experience, at least - have to be re-rolled because one player is not connected to the general planetary network, but only to their per-player planets. Is this not a more common problem? I thought I'd read about it here before.
  7. I was having a fiddle with trying to get the random maps to work, and found something which may be useful: if you increase the number of per-player extra planets, as listed at the start of the file - I changed from 3 to 5 - the chances of getting one of them with a connection to the rest of the starmap goes up accordingly. If you haven't looked at this before as a potential solution, I hope it helps.
  8. Checked
  9. Incidentally, the mantis page is half covered in system warnings: SYSTEM WARNING: date(): It is not safe to rely on the system's timezone settings. You are *required* to use the date.timezone setting or the date_default_timezone_set() function. In case you used any of those methods and you are still getting this warning, you most likely misspelled the timezone identifier. We selected 'America/Denver' for 'MST/-7.0/no DST' instead Problem at my end or yours?
  10. I would like to join the beta, please. Mantis account is set up under the same name.

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