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Messages - Alex

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1
Bug Reports & Support / Re: Fat Ship scaling
« on: Today at 09:18:13 PM »
Glad that did it! At least mostly.

It's 3440 divided by 1440 - the "aspect ratio" of something is its width divided by its height.

2
Bug Reports & Support / Re: Fat Ship scaling
« on: Today at 08:33:26 PM »
Hi - sorry about the trouble! Could you try opening up data/config/settings.json, looking for this line:
#"forceAspectRatio":"1.3333",

And changing it to:
"forceAspectRatio":"3.389",

Both removing the # at the beginning, and changing the value. That may resolve it. There's probably also a Linux-specific way of fixing it on your system, but I'm not particularly familiar with desktop Linux, so I'm not sure exactly what to suggest from that end of it.

3
Thank you, fixed! Rounding issue in that specific screen showing the value.

4
Hi - sorry about the trouble! On windows, the key is stored in the registry, so it could well be related to doing a lot of system updates, if those for some reason clear out certain registry keys.

Have you tried running the game several times in a row to make sure that once you've entered the key, it doesn't ask again right away? If it asks again right away, that would mean that the game is unable to write to the registry for some reason; in that case running it as administrator (just once, when entering the key) might resolve it.

But if it's just "every 24 hrs or so" then it means something is periodically deleting stuff from your registry, so you'd need to figure out what that is, if it's not the updates.

5
Bug Reports & Support / Re: DEMs missing certain damage modifiers
« on: April 21, 2024, 08:18:27 AM »
Nice catch, thank you! Fixed this up. It was also affecting things like "damage to target engines" and "damage to target shields" and so on.

(If you're curious btw, the fix is copying a bunch of these stats over to the fake DEM drone that actually fires the beam weapon. It was already doing that for energy/ballistic/missile damage modifiers but I guess all these other ones just didn't occur to me at the time! Going to have to remember to modify this when/if I add any more stats like this to the game.)

Spoiler
After line 282 in DEMScript:
demDrone.getMutableStats().getDamageToCapital().applyMods(ship.getMutableStats().getDamageToCapital());
demDrone.getMutableStats().getDamageToCruisers().applyMods(ship.getMutableStats().getDamageToCruisers());
demDrone.getMutableStats().getDamageToDestroyers().applyMods(ship.getMutableStats().getDamageToDestroyers());
demDrone.getMutableStats().getDamageToFrigates().applyMods(ship.getMutableStats().getDamageToFrigates());
demDrone.getMutableStats().getDamageToFighters().applyMods(ship.getMutableStats().getDamageToFighters());
demDrone.getMutableStats().getDamageToMissiles().applyMods(ship.getMutableStats().getDamageToMissiles());
demDrone.getMutableStats().getDamageToTargetEnginesMult().applyMods(ship.getMutableStats().getDamageToTargetEnginesMult());
demDrone.getMutableStats().getDamageToTargetHullMult().applyMods(ship.getMutableStats().getDamageToTargetHullMult());
demDrone.getMutableStats().getDamageToTargetShieldsMult().applyMods(ship.getMutableStats().getDamageToTargetShieldsMult());
demDrone.getMutableStats().getDamageToTargetWeaponsMult().applyMods(ship.getMutableStats().getDamageToTargetWeaponsMult());
[close]

6
MusicPlayer definitely is pretty finicky!

From my earlier post in this thread, I think this issue has to do with probably a mod playing and pausing a bunch of tracks, and the game runs out of buffers to play a new track and hangs infinitely waiting for one to become available. I've bumped up the buffer pool size to 10 (from 5) so that may help unless some bit of code just keeps opening and pausing a bunch of music until it runs out of buffers. I'm not sure how this would be related to Java 23, though, that's odd.

7
crimescene

:D

for some reason Dragonpod's missile stats are tied to the smaller Dragon stats, which meant all the modifications I did to its max speed and health did not apply until after I modified its smaller variant.

To clarify: if several weapons re-use the same projectile file, they need to have the same projectile-related stats in the weapons spreadsheet. If they don't, either the first or the last entry in the spreadsheet will get used for all of them.

8
Suggestions / Re: AI controlled ships switch targets too often
« on: April 19, 2024, 10:57:13 AM »
Very nice! I will say that you want to be careful that this type of behavior does not actually impede its performance in normal fights. Not an issue for the Nova, which is reckless anyway and wouldn't try to avoid getting flanked regardless, but for ships with other types of personalities... it really depends on how you're doing this, though. Makes me want to have another look at this at some point :)

9
Thank you for the report! Fixed this up.

10
Bug Reports & Support / Re: Legion (Battle carrier?) AI Issue
« on: April 18, 2024, 07:30:51 PM »
Thank you, will check this out tomorrow! Edit: fixed.

11
Bug Reports & Support / Re: Legion (Battle carrier?) AI Issue
« on: April 18, 2024, 04:14:57 PM »
Thank you for the report! Hmm, weird. Would you mind sending me your save so I can take a look? This seems like the sort of thing where it might be loadout or personality dependent so that would help.

fractalsoftworks [at] gmail [dot] com

Also: have you noticed whether this behavior seems to depend on proximity to the Hammerhead?

12
No, this is notification emails, I assumed you were talking about that. I don't know about the other thing.

13
ShipSystemAPI.deactivate() *should* work, I believe, so that may be worth revisiting. If your ship system code just assumes the 20 second duration and does stuff, that wouldn't be interrupted, though, so depending on how it's implemented... well, it's just hard to say.

14
Suggestions / Re: Alternative story dialogues
« on: April 17, 2024, 06:34:33 PM »
There's some for stuff like this and we'll add some more here and there! But ultimately a lot of stuff won't have it - it's just too much to cover everything, you know? I remember working on the PK one and thinking, yeah this won't quite land if you hadn't talked to the guy yet. But, other stuff had to get done, too!

And if the choice is "make the missions 100% on rails" vs "allow unconventional mission completion, but the dialog may feel a bit off sometimes"...

Thank you for mentioning it, though, good to have it refreshed that these couple of things could use a look at some point :)

15
Blog Posts / Re: Save/Load UI, Autosave, Intel Map Markers, and More
« on: April 17, 2024, 04:23:33 PM »
Hi - no and no, I'm afraid. (Also, please don't make the same post in multiple threads.)

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