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Messages - silentstormpt

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1
Mods / Re: [0.9.1a] Ship Direction Marker 1.1.0
« on: August 17, 2020, 02:15:22 AM »
Love the idea, is it possible to extend the line the closer it is, so you can have a vague idea on how close are you just with the marker?

2
General Discussion / Re: My Experience so far
« on: July 08, 2020, 07:57:44 AM »
Quote
I can't seem to change my factions color

Not entirely true. Although, you can't do this in game, you can edit "color":[170,222,255,127], in starsector-core\data\world\factions\player.faction file.

I believe, that should be in-game, tho'

Might be a cool suggestion for a possible option in the menu, specially for colorblind players

3
Also since he's still coding the core game or rewriting old sections, it would just slow down since not only he would need to fix any issues with every little addition to the core code, it also needs to run perfectly. Once all the core pieces are in and its only missing content, you could expect much faster patches.

4
General Discussion / Re: Starsector Repo - Starsector Modding Repository
« on: January 14, 2020, 09:04:31 AM »
Nexus API allows you to do it and provides you with alot of info like changelog, url for their download on nexus, etc, only need to provide the mods id from there and get an API Key:

https://app.swaggerhub.com/apis-docs/NexusMods/nexus-mods_public_api_params_in_form_data/1.0

5
Suggestions / Adding Starsector to Mod.io
« on: June 28, 2019, 09:56:02 AM »
Since Starsector is already on nexusmods, why not consider adding it to more mod platforms?

Actually the reason why mod.io is actually different from other mod platform options are quite a few:

  • REST API allowing a download/list/update calls (think of it as a 3rd party steamworks);
  • Search engine for mods (just like nexusmods);
  • Mod connection/requirement (Mod 1 needs Mod 2 to work);

They are also pushing hard for multiplatform integration so if Starsector releases on Steam, but also on GoG, Epic and others, once those platforms release a "steamwork like" api, it will get integrated to mod.io, meaning you can get mods on the "gogworks", steamworks and mod.io all installed in the same place.

Also very important.
You dont need to add the API into the code of Starsector, just adding the game to mod.io allows access to the search engine and api immediately.

EDIT: fixed urls...

6
General Discussion / Re: Question about SS Shields
« on: September 21, 2016, 12:58:02 PM »
Interesting, ive always though the AI did all its calculations based on a circle making it much less pain to deal when calculating incoming "danger" and projectile/object collision, The idea was to create a second collision from the ships bounds (would need to be set on the *.ship files exactly like how bounds are set with an array of coords) and a shield image file per ship with the right size (this means no shading and whatnot from the engine). The shields would theoretically work exactly like a circle (like how it is right now) where it shows the shield bounds based on the arc.

The main reasoning is ship shapes that cause massive sized shields with the added bonus of being able to customize the shields shape and "looks".

7
General Discussion / Question about SS Shields
« on: September 21, 2016, 10:11:12 AM »
Shields from what can be seen and rad on the files, are based on a defined circle that is "projected" in a defined arc (be it 1º to 360º). My question is, if a shield were set per ship with shape coords (same as collision in ths *.ship files) instead of a circle would it require and extensive recode to make it work?

8
General Discussion / Re: Newbie Guide Thread/ FAQ
« on: December 02, 2015, 09:37:30 AM »
Well, you post....  :P

9
Mods / Re: [0.65.2a] Exigency Incorporated v0.7 - Updated!
« on: February 20, 2015, 08:51:10 AM »
Install 7zip. It opens zip, rar and 7z files.

10
Suggestions / Re: Show damage numbers for ship explosion damage
« on: December 15, 2014, 09:30:40 AM »
Its there, but explosions are rendered on top of text, to be fixed the order needs to be reversed

11
Modding / Re: Interest Check: Star Trek mod (another one!)
« on: December 13, 2014, 04:33:33 PM »
Your free to use any assets i got there, but note that all sprites have their specific owners that need to be notified before using them.

12
Suggestions / Different Icons for fleet sizes (on the Campaign starmap)
« on: November 19, 2014, 01:27:00 PM »
Im sure this will sooner or later be implemented but now that, most mod and vanilla systems are packed with "max size icons" you dont know if the fleet is just a big fleet or a HUGE fleet or a MASSIVE fleet, so, its probably the right time (before releasing the next hotfix) to add this, since "its not that hard" to include and helps the player alot when judging fleets at mid to end game.

heres a example:

Code
{
FleetIcons:[
{"name":"fleetIcon1", "imageDir":"data/graphics/icons/image1.png", "FP":50},
{"name":"fleetIcon2", "imageDir":"data/graphics/icons/image2.png", "FP":100},
{"name":"fleetIcon3", "imageDir":"data/graphics/icons/image3.png", "FP":150}
]
}

Is expandable/merge-friendly and simple to add new ones, specially for modders without messing around on the code.

EDIT:

If you want to add possible faction based ones:
Code
{
FleetIcons:[
{"FactionId":"player", "name":"fleetIcon1", "imageDir":"data/graphics/icons/image1.png", "FP":50},
{"FactionId":"independent", "name":"fleetIcon2", "imageDir":"data/graphics/icons/image2.png", "FP":100},
{"FactionId":"independent", "name":"fleetIcon3", "imageDir":"data/graphics/icons/image3.png", "FP":150}
]
}

In case its to be used by all factions (vanilla), just add a "FactionId"="all" or leave it empty or check if its not there.

Theres also the possibility of connecting a custom icon to a specific fleet (fleet id found on the factions.json). Lots of ways to go around this

13
Suggestions / Re: API request thread (please read OP before posting!)
« on: November 19, 2014, 03:05:30 AM »
JSONArray   SettingsAPI.loadJSON(java.lang.String filename)

Right now we can only get a JSONObject formatted json but it should be possible to get JSONArray formatted json. Just need that constructor added in there.

14
Modding / Re: Space Stations Demo
« on: November 09, 2014, 03:47:02 PM »
is this for 0.62 or 0.65? didnt see any mention about what version its for

0.65.1a

15
Announcements / Re: Starsector 0.65.1a (Released) Patch Notes
« on: November 04, 2014, 05:54:38 AM »
Not a problem! *points to the mod section*

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