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Messages - iceball3

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1
Modding / Re: [0.9.1a] Aerial Combat Suit
« on: June 17, 2020, 01:54:17 AM »
This is pretty neat! How hard do you think it'd be to make it so that they get/give special bonuses if slotted into ships with ground support packages, do you think?

2
Does this include pirate trade fleets? I know I've been run down by them quite a few times.

3
I do appreciate you going through the effort to let me know it's not a feasible solution anyway. I suppose I'm not the first one who had the idea? :P

4
No, .jpg does not support transparency so using it for something like ship sprites won't fly. In addition, file mass has *zero* impact on vram usage. It is purely based on the image canvas size.
Code
Round up width and height to a power of 2
Width * height
* 4 (24-bit depth with 8-bit alpha)
* 4 / 3 (mipmaps)
= Bytes
Awwh, that's a bit of a bummer too! I just managed to find out that a lot of the sprites as png could be lossy-compressed, but if it's canvas size only, the only thing that could be done is trimming the transparent edges (and I'm uncertain if that'll do much of a number on it.)

5
Modding Resources / Re: A spriter's first toolbox
« on: June 16, 2020, 10:03:33 PM »
Does anyone know any lossy png compression algorithms that can be used? I've found one called tinypng which performs really well on vanilla sprites, and probably well on modded sprites too, but might have some licensing ramifications. But it does seem like the vanilla filesizes could be improved, and a great possibility of modded filesizes as well, and I'd hope that it'd translate into less vRAM usage. I'm not sure how'd they perform ingame either, so please do let me know if some way the game loads sprites nullifies any filesize mitigations to note, or fails to accept compressed files...
For example, the vanilla mule (56 KB)

Losslessly exported in GIMP (42 KB)

And lossy-compressed in tinypng (14 KB)

I can't actually see any differences, but i'm wondering if anyone knows if lossy compression can mess up shaders or rendering ingame somehow. If lossy compression has no engine or rendering implications, it could be extremely useful for saving resources, just because of how few implications it seems to have against the quality or art style of starsector's ships.

6
A question: can starsector accept compressed jpegs as ship images instead of png? Will the smaller filesize have a notable impact on video-ram requirements?
Some ship designs from mods, I've noticed, are grungy enough that jpeg artifacts could be mistaken for the collection of permanent-d-mod-style damage that is in the vein of those particular mods, like junk-pirates or similar.

7
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.10.5
« on: June 16, 2020, 03:25:06 AM »
Anyone try running dual/triple antimatter blasters on an arachne? they hit pretty hard for a weapon with 700 range with that hullmod :P

8
Suggestions / Re: Debris Field Improvements
« on: June 15, 2020, 09:40:35 PM »
It would almost be tempting to be able to scuttle ships manually just to create a debris field for hiding in, were a thing possible.

9
Ahh, dandy!
Also, if i could make a suggestion, do you think you could make it so that the forgeships could proc every week, as opposed to every day? With the associated increase of production, that is, 7 days of work triggered once every 7 days. They're pretty awesome, but when travelling they really spam things up, due to the shortness of days.
Hmm, if it's the message spam that's getting to you, I suggest going to settings.json - you can enable and disable some of the notification settings for the forges there! An issue with weekly updates is that it opens up some options for cheese, i.e. only adding forge modules at the start of the week for the update, then removing it again. Daily updates coincide with many engine updates, such as ship maintenance, so it's better suited there.
Another way to go about it would be to store reports of the yields from manufacturing and print out a notification, either weekly or as part of the monthly income report, perhaps?

10
Ahh, dandy!
Also, if i could make a suggestion, do you think you could make it so that the forgeships could proc every week, as opposed to every day? With the associated increase of production, that is, 7 days of work triggered once every 7 days. They're pretty awesome, but when travelling they really spam things up, due to the shortness of days.

11
Suggestions / Re: Colony Threat Timers
« on: June 14, 2020, 07:17:50 PM »
Suggestion to suggestion:

Only real threats are shown on screen. If threat is minor (attackers outmatched by defenders) it is ignored and timer will not appear, only short message (as it is now).

It makes sense to track events only if they need player's personal participation.
It might still be a good idea to track events if they have diplomatic implications, IE any expedition that loses you reputation if it fails without being bribed away.
Granted, the ability to toggle off a given threat from crowding the screen as it pops up would still be useful if you still don't care about it.

12
Hey, I looked at the updated mod's info.json and the version line still says this:
Quote
   
   "name":"Nijigen Extend",
   "author":"Created by creature.",   
   "version":"0.2.0",,
Is this for a specific library version, or is the line out of date?

13
Mods / Re: [0.9.1a] The Xhan Empire, version 1.7 (balance patch)
« on: June 13, 2020, 02:45:35 AM »
Is it me, or is the stolb a little hard to use, harder for the AI to use? I've been killed by my own teammates twice already, and it's definitely had to hit what you might actually be targetting, especially since the bombs bounce backwards off of fighters, missiles, etc :P

14
Suggestions / Re: spy/subterfuge network
« on: June 12, 2020, 02:11:48 PM »
Check out nexelerin's implementation of it's Agent feature, it may be to your liking.

15
General Discussion / Re: What statistic defines a ships hull size ?
« on: June 10, 2020, 07:07:30 PM »
In the campaign, a ship's unmodified sensor strength and profile are the same and they are 30, 60, 90 and 150 for frigates, destroyers, cruisers and capital ships respectively. In combat, a bigger ship doesn't necessarily equal higher range, and it certainly doesn't say anything about firepower that guns on that ship don't say by itself, so it's not immediately necessary to know what size category a ship is. There are many modifiers at play when it comes to ship. For the player side ships, if you bought them, you should know it already from hullmods and/or sensor stats.
By the way, recovering a ship and then scuttling it is equivalent to salvaging the ship immediately. It might make decision making when it comes to unknown ships a little easier.
It's worth noting that the only way you'll come to understand that sensor range strictly relates to hullsize ingame, is if you've noticed that all ships of an approximate hullsize both share a base sensor range and also that their hullmods all treat them as same-sized ships. Which is something you'd know via the hullmods.
Guess it's useful as another line to look at, but it's still yet another many button presses to double-check a ship's size in relation to it's hullmod values. At the end of the day, I get the impression that a series of 1 to 4 dots in the corner of each ship display in fleet and refit menus would be enough to get the point across without having to re-remember what a bunch of secondary and tertiary values mean in relation to a ship.
No bad vibes to the devs, though, one of the big reasons why it's so easy to get lost is just how many well-designed and unique ships are in the game.  :)

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