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Messages - xanderh

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1
Blog Posts / Re: Combat sound effects in 0.6a
« on: September 10, 2013, 11:22:21 PM »
I think the antimatter blaster can do with a small sound instead of a big one. The damage that it does comes from the antimater itself and presumably not from the speed at which it is flung, or at least an insignificant amount of it.

To me it sounds like one of those devices that would make a good candidate for some really strange sounds. It's special nature in the game would allow people to accept a stranger sound I think.

I agree. Currently, it just sounds too silent.

2
Blog Posts / Re: Combat sound effects in 0.6a
« on: September 06, 2013, 02:37:03 PM »
So, I finally had the chance to hear the sounds.
They're pretty good, and I'd really love to hear more.
feedback:
The antimatter blaster could do with a very small "blaster"-like sound, it feels like it is too stealthy for the destruction it can bring along.
The Plasma Cannon needs a lot more work, it sounds a bit too boring, and could do with some energy sounds.
The Gauss cannon sounds really cool, but it does kinda need a little buildup sound.

I'd really like to hear some more sounds if possible.

3
Blog Posts / Re: Combat sound effects in 0.6a
« on: September 05, 2013, 12:19:54 AM »
About the "discussion" about EVE and sound:
On the EVE forums, it is customary for every thread about sound and sound design to have at least one post along the lines of "EVE has sound?" on the first page of the thread. This is what Matt50K was referencing in his posts.
The origin of these posts is probably one of two things:
1. Sound in EVE is entirely unnecessary, and doesn't serve any purpose to the pilots, except for immersion and atmosphere, and was therefore often muted and/or replaced with music played from a music player locally on the PC.
2. For a while, early on in EVE's life, there was an elusive bug that made all sound disappear for some users, and it was almost impossible to replicate, since some users had the bug, while other users with the exact same hardware, and only small variations in software, didn't experience the bug at all.


About the StarSector sounds:
I haven't watched the video yet, since I'm at school, but I'm looking forward to hearing the new sounds. From the descriptions I've read so far, they seem cool, and I'll update this post once I've heard them myself.

4
Announcements / Re: Starsector 0.6a (In Development) Patch Notes
« on: August 17, 2013, 09:21:15 AM »
glad to see the advances and improvements, loved playing this game and cant wait to return to try the new things, will have to make a thread later about how/where to download as well as i need to find my game key...

Keep in mind that the update isn't out yet. It probably won't be for a little while.

5
Bug Reports & Support / Re: compressed save file - saved as a .zip
« on: July 28, 2013, 05:35:47 AM »
It's already set to false, but they do compress. I'll take a look at the loaded mods.

EDIT: found it. The star wars mod changed it to true. Thanks for pointing me in the right direction :)

6
Bug Reports & Support / compressed save file - saved as a .zip
« on: July 27, 2013, 05:24:43 PM »
I installed the star wars revisited mod along with lazyLib, and wanted to mess around a bit. I wanted to change a few values in the save file, but when I tried to access it, what was usually campaign.xml was now known as campaign.zip. It doesn't open with neither 7zip nor winzip, and when I open it with notepad+ the characters are jumbled, like it's compressed. The file size is about 300 KB, while my other files are around 6-7 MB, which indicates that the file is compressed.

Anyone know exactly what is causing this, and how I can work around it to change the values?

7
Modding / Re: Star Wars: Revisited (Project: LaserSpam)
« on: July 27, 2013, 03:01:25 PM »
ah, so that's why. No, I don't have it. I'll download right away.

8
Modding / Re: Star Wars: Revisited (Project: LaserSpam)
« on: July 26, 2013, 10:41:23 PM »
On the subject of Star Wars shields, there are different KINDS of shields. Deflectors (They deflect energy weapons), Ray shields (absorb radiation and energy weapons), and Particle shields (repulse solid objects).

This is a very loose overview and there are a lot of variations of each type. Safe to say that in an SW mod where all ships appear to have the same shields, how they behave shouldn't have much to do with lore.

according to this: http://starwars.wikia.com/wiki/Deflector_shield
there are only two types of shield, both called deflector shields.

Anyway, when I try to play this mod, with only this mod loaded, I crash with this error:
Spoiler
7801 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Error compiling [data.scripts.plugins.ExplosionDamageShipEffect]
java.lang.RuntimeException: Error compiling [data.scripts.plugins.ExplosionDamageShipEffect]
   at com.fs.starfarer.loading.scripts.ScriptStore$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Caused by: java.lang.ClassNotFoundException: Parsing compilation unit "com.fs.starfarer.loading.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO$1@19b4748"
   at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:180)
   at org.codehaus.janino.IClassLoader.loadIClass(IClassLoader.java:158)
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:199)
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:164)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:307)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:248)
   ... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File data/scripts/plugins/ExplosionDamageShipEffect.java, Line 15, Column 7: Imported class "org.lazywizard.lazylib.CollisionUtils" could not be loaded
   at org.codehaus.janino.UnitCompiler.compileError(UnitCompiler.java:9403)
   at org.codehaus.janino.UnitCompiler.import2(UnitCompiler.java:256)
   at org.codehaus.janino.UnitCompiler.access$0(UnitCompiler.java:240)
   at org.codehaus.janino.UnitCompiler$1.visitSingleTypeImportDeclaration(UnitCompiler.java:230)
   at org.codehaus.janino.Java$CompilationUnit$SingleTypeImportDeclaration.accept(Java.java:170)
   at org.codehaus.janino.UnitCompiler.<init>(UnitCompiler.java:228)
   at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:154)
   ... 7 more
[close]

9
Announcements / Re: Starsector 0.6a (In Development) Patch Notes
« on: July 12, 2013, 07:47:20 AM »
You know all these cool changes only make us sad because we cannot play them, right?  :'(

(just kidding, take your time Alex)

Quote
Temporarily removed "Coordinated Maneuvers" skill
There goes an easy +25 FP  :(
Fleet point have been removed from the game ;)


:o *pinches self* nope, not a dream~ *celebrates*
You can feel physical pain in dreams. I know from experience. It feels weird, but it is definitely pain.


Looking forward to the patch, and I'm hoping it will be out before August, because it will be a busy month. I've got saints row 4, Star Citizen alpha, and school starting in middle/end of August, and I'd prefer to not be completely swamped in awesome.

10
Announcements / Re: Starsector 0.6a (In Development) Patch Notes
« on: June 09, 2013, 05:47:16 AM »
You are making it very difficult to stay patient waiting for the update Alex :P

I check on a daily basis wondering if you have finished the work yet :D
Same.

I get on here daily when I turn on my PC, just to check on this thread.


Keep up the good work, looking forward to the next update :)

11
Announcements / Re: Starsector 0.6a (In Development) Patch Notes
« on: June 05, 2013, 03:06:24 AM »
Aside from the missions, my first impressions after all these changes are:

-The Hyperion is completely worthy of it's high FP cost.  It's pretty much perfect now.
-Tempests are, IMO, still stupidly overpowered even after the speed nerf.  They're incredibly frustrating to fight now, because the AI tends to just spam the Terminator Drones and endlessly kite you around the map.
-The Omen is no longer useless now that it can rock missiles and fighters with it's EMP.  RIP 'Useless Omen' meme...
-The Brawler, on the other hand, is still pretty bad.  Anything it could overpower can easily outrun it and anything it can catch can usually beat it down in a straight-on fight.  I dunno what it needs, but it needs something.
-Phase Ships are cool and pretty well done.
-Burst weapons are pretty awesome now.
-The Hull Mod system is amazingly flexible.  Love it.
-Atropos Torpedos are still really bad.  You're almost always better off with Reaper Torpedos, which are faster, deal their damage in a faster burst, and are more durable when en-route to a target.  Atropos Torps are really fragile, swatted down by even the most modest PD weaponry, slow enough that all but the largest ships can evade them, and have such poor targeting that they might as well be unguided.  They need some love.



I'll give more feedback after I play more.  Keep up the awesome work on the game.  It's come a long way in just a few months!


From what you just posted, it sounds like you think it updated. It didn't ;)

12
Announcements / Re: Starsector 0.6a (In Development) Patch Notes
« on: May 27, 2013, 06:20:23 AM »
Take a look at it from EVE's standpoint:  You don't really capture disabled ships (to my limited knowledge; I didn't really play all too much) but you can salvage a LOT of things from them that are just as valuable if not 10x more valuable than the ship itself.

Nope. That's wrong. The salvage will never be worth more than the ship itself, because people would buy the ships just to blow them up and salvage, increasing the price of the ship and decreasing the price of the salvage. In fact, the ratio is closer to the opposite; with the ship being worth about 10x that of the salvage.
And you couldn't capture disabled ships, because they were destroyed. You could, however, force your enemy to eject from their ship and capture it that way.

Anyway, on topic, the changes look interesting. I'll have to take a look at the blog post, but it does look interesting.
It's also nice to get an update on the progress, it's been a while since the last one.

13
Announcements / Re: Starsector 0.6a (In Development) Patch Notes
« on: March 17, 2013, 02:51:40 AM »
Agree with everyone else on the "disengage" part. It kinda gets in the way right now, and after the change, it won't anymore.

14
Announcements / Re: Starsector 0.6a (In Development) Patch Notes
« on: March 15, 2013, 11:34:54 AM »
Looking forward to the patch, it sounds great.

Any details on the speed buff for frigates? I don't think anyone would mind getting all the numbers as they are right now ;)

15
Suggestions / Re: Smashing!!!!!!! may be can use as another order?
« on: February 26, 2013, 01:40:56 AM »
The dominator already does this, I had a tempest escort an apogee, and an enemy dominator activated the burn drive while my tempest was between me and the dominator. I was chasing a different ship, while the tempest distracted the dominator, and the dominator turned towards me, activated the burn drive, and instantly disabled my tempest.

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