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211
General Discussion / Re: Hi All
« on: May 07, 2011, 05:46:18 PM »
Just wanted to say Hi to everyone, I am looking forward to having a pile of fun with this game, and on the forums.

Aren't you too old to be having fun?  :-X

212
Actually I've seen this and know (kind of) what is happening. I thought this was a bug at first too, but...

The longer you charge the plasma cannon, the more damage it does (I can only assume) but the range grows shorter. If you rapidly fire the cannon, the projectiles fly the full length of the marker.

213
General Discussion / Re: Preorders and Sales
« on: May 07, 2011, 11:06:57 AM »
In many (not all) cases, a company may only get one good shot to make a first impression.

If their alpha was filled with on-screen debug text or didn't have sound or in general was lacking polish, then I'd agree with you 100%. But the current alpha is very polished for what it is, and they've outlined their intended features quite clearly. I'm not saying that they should rush it, only that there may be a large amount of positive feedback even if they only show off the combat / missions.

214
Modding / Re: Adding in custom ships
« on: May 07, 2011, 10:30:10 AM »
Inroducing the new (and improved?) ISS Joyless, Falcon-C-class Attack Cruiser.





In the above images you can see the new modified cruiser (left) engaging his predecessor.

I didn't make a brand new ship, but I did tweak the original Falcon graphics to give the new model a smoother, more durable appearance.


215
General Discussion / Re: Preorders and Sales
« on: May 07, 2011, 10:02:03 AM »
Starfarer is a million-dollars-game - I'm sure. But also I think that you don't need to force the sales until the announced features is implemented.

What is the purpose of offering the alpha preorder for 50% if you're not going to advertise it?

If you guys were to show off a future alpha build, who's to say that you won't get enough preorders to allow you to work on the game full time?

216
Modding / Re: Adding in custom ships
« on: May 06, 2011, 11:36:33 PM »
as Alex explained it to me, all coordinates are based off of the center coordinates. Its X,Y coords when the ship is facing the right of the screen (0 degrees), but for symmetrical ships, you can simply use the inverse, and go with Y,X coordinates without having any perceptible difference. So if the center coords are set to 50,50, then you have coords of something else listed at X,Y in the file, the actual coordinates on the bitmap are 50+X,50+Y

Center coords are taken from the bottom left of the sprite's image file

Thanks for clearing that up. I had a feeling that the ship was being rotated but had no idea that the center coords were offsets rather than an absolute position.

217
Modding / Re: Adding in custom ships
« on: May 06, 2011, 11:21:06 PM »
Avan, how does the coord system work for weapon placement and angles. Also, 0,0 doesn't seem to be the center specified in the ship file.

218
Suggestions / Re: Ammo Depot
« on: May 06, 2011, 09:52:50 PM »
The Battlestar Galactica (2003 version) pilot had an ammo depot in the middle of some freaky nebula.  So why can't we :)

That was a military installation that was hidden in a nebula. If it weren't for the war, they probably would have been confronted by patrol vessels. At any rate, something I definitely hope is in the game, but not something ideal for your average area of civilian space.


Sure, that seems all well and good at first, but look how the series ended up! I blame that ammo depot.

It wasn't all bad. The worst parts IMO were the continuity problems and questions all surrounding Starbuck. I mean, her ship blew up in a gas giant. How the hell did it end up on another planet with her body inside?

219
Modding / Re: How to install a mod [v. 0.33a]
« on: May 06, 2011, 06:11:03 PM »
Most likely there's a problem either with the ship sprite or the icon - that is, the filename might be wrong in the data file, or, more likely, the ship icon's filename doesn't match the expected icon_<hull id>.png form. If it hangs while loading, that means its waiting for an image to load that never does.

Ah alright thanks that explains the log.

update:
Yeah it was the icon file. I didn't know that it was based on the name. I just copied the existing one and renamed it and now everything is great. Thanks  :)

220
Modding / Re: How to install a mod [v. 0.33a]
« on: May 06, 2011, 06:06:50 PM »
My game is also hanging after trying to make a custom (or rather, new version of an existing) hull.

The original hull is intact so I doubt that that's the issue. I've ensured to update the new hull IDs and hull names and add the new hull to the ship_data.csv as well as create a variant for the new hull. Not sure what I've done wrong  :-\.

edit:
I've checked the log. The final lines of the log indicate it was trying or just had loaded the icon to my new hull (using same graphical resources as the original hull).
Code
56125 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/ships/icons/icon_broadsword.png] as texture with id [graphics/ships/icons/icon_broadsword.png]
56125 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/ships/falcon_cl.png] as texture with id [graphics/ships/falcon_cl.png]
56125 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/ships/icons/icon_falcon-c.png] as texture with id [graphics/ships/icons/icon_falcon-c.png]

221
Modding / Re: Question about .variant files
« on: May 06, 2011, 05:21:42 PM »
Too bad there are no afterburners - the Onslaught could really do with a few... dozen.

222
Modding / Re: Adding in custom ships
« on: May 06, 2011, 02:11:12 PM »
Awesome. I'm tempted to make a custom capital ship, but it looks like it would be quite time consuming to do: having to cross reference all the weapon types and slot sizes etc.

223
Suggestions / Re: Ammo Depot
« on: May 06, 2011, 12:51:18 PM »
What if instead of being a fixed objective this was a specialized ship type?

Call it a munitions ship, have it send some little drones to refit torpedoes and missiles and shells to ships within a certain radius, give it a limited number of munitions points so you couldn't totally cheese it. This could let those useless freighters do something fun in combat and make it important to kill those that belong to the enemy and protect your own.

Plus, when they get offed they could go out with a huge bang :)

Excellent ;D And big explosions are always welcome, if not encouraged.

224
General Discussion / Re: Preorders and Sales
« on: May 06, 2011, 09:34:41 AM »
I really admire such transparency, thanks for sharing Alex.

I wonder what would happen if your game and the preorder sale was announced on a few popular gaming websites such as GiantBomb or Gamespy. The only reason I even discovered the game was due to a thread on the QT3 forums.

I wish you guys the best of luck and hope that the game really takes off (slight pun intended 8).

225
General Discussion / Re: Empty first button on the website
« on: May 06, 2011, 09:26:00 AM »
A "forums" button of course. Though I've read somewhere that they're updating the entire site, so it may well change.

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