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Messages - EnderNerdcore

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16
Mods / Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
« on: February 27, 2013, 09:18:04 AM »
Use Paint.NET or GIMP depending on which one you find easier to use.
GIMP is as powerful as Photoshop but I've never found it very easy to use. Paint.NET is Photoshop Light basically and very easy to use.

For pixel art Paint.NET is probably more than enough.

17
Mods / Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
« on: February 26, 2013, 07:36:55 AM »
Another quick question :P

Are the stations supposed to be empty? as in no weapons/Crew/supplies in most of them? ships are there, but at the start of the game they are completely empty of crew/supplies/weapons for me, aside from the faction I've selected..

Or is that a clash with another mod that I have?
Yes, they are supposed to be empty.

18
Mods / Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
« on: February 26, 2013, 07:36:32 AM »
Question! When i eventually get there what weapons do you need sprites for anyway? Here's hoping that i'd get some ideas what the weapons would look like depending and what it's function is.
All the custom weapons except the fighter weapons (though the GTM Piranha needs a turret & missile graphic since it is also mounted on capital ships).

OTOH = On the other hand

Unfortunately I don't think you can make the turrets static, so we're going to have to depart from FS2's look a bit here. Keep in mind they looked as they did with the limitations on polygon counts on the 3D models, so I think there's plenty of room for interpretation as long as we don't make them huge.

For the moment single-sprite turret graphics are enough, we don't need to animate them yet. I'll probably work on the fighter beams and the slashing beams this evening, I need to get back into java coding.

19
Mods / Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
« on: February 25, 2013, 08:32:42 AM »
I was bored the other day... so i decided that i might as well try to learn this "modding" and possibly help you if i get any good at it... oh well let's see where this goes. :D
If you can get slashing beams working well before I do (no, I haven't actually been working on them at all, been busy) then by all means. :)

OTOH I just started playing again last night now that Uomoz's 17 has been released, so I'll probably take a stab at first fixing the anti-fighter beams, then getting slashing beams to work.

What I could really use is a good spriter for the turret graphics...

20
Modding / Re: Alex, I broke your game again
« on: February 17, 2013, 10:34:37 PM »
You beautiful bastard

21
Modding / Re: Disabling the Zero-Flux Speed Bonus
« on: February 14, 2013, 02:33:59 PM »
Would that nullify its ability to turn or is that separate? if so that would be great, although it would mean that if nudged you would drift endlessly
There is a separate turn acceleration variable.

That said, wouldn't you want it to move if "nudged" hard enough? Just set the mass extremely high, and then only fast-moving capital ships would make it move (in a noticeable amount)

22
Modding / Re: Disabling the Zero-Flux Speed Bonus
« on: February 14, 2013, 11:06:19 AM »
I'm working on a concept of a space station that exists mostly in P space with a heavily shielded and armed "anchor" that exists in real space (Essentialy a gunned up turret) the station is supposed to immobile, with an unlimited range teleport on a several minute cooldown, but of course the 0 flux boost breaks this
Wouldn't an acceleration of 0 make it so it is unable to move despite any flux bonus?

23
Mods / Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
« on: February 13, 2013, 02:50:55 PM »
That will all be fixed in a polishing pass when ship and weapon descriptions are added.

24
Mods / Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
« on: February 13, 2013, 10:25:29 AM »
The Vasudans (including the FS2 version of the Typhon) will be added to the GTVA side after I've created the Shivans.

25
Mods / Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
« on: February 11, 2013, 04:00:22 PM »
On weapon balancing: I'm going to do another pass on the things like flak cannons once I get slashing beams working and the anti-fighter beams fixed (since they are currently not very useful combined with not being implemented correctly)

At one point the flak cannons were far, far too powerful, making the area around any of the ships into a dead-zone through which no fighter could fly or missile survive and it appears I may have toned them down a bit too much. However, their balancing partially depends on anti-fighter beams actually working correctly.

26
Mods / Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
« on: February 11, 2013, 02:12:00 PM »
Made Boss fleet correctly spawning and despawning, plus added a new random event *secret*.

Adding new events will be super easy, so PM me any ideas (and\or give your name for an enemy admiral) ;)

Stable DEV5: http://www.mediafire.com/?7as6f9khfx93yuj
How did you get the despawning to work?

27
Oh, duh, there it is. Huh. Unfortunately that's starting to stretch my Java knowledge there, I've never used a Script like that.

28
Where in your code are you calling DespawnScript(fleet)?

29
Mods / Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
« on: February 08, 2013, 07:07:17 PM »
Can't you just use:

fleet.addAssignment(FleetAssignment.GO_TO_LOCATION_AND_DESPAWN, getAnchor(), 1);

30
Mods / Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
« on: February 08, 2013, 10:22:06 AM »
1) Cycerin managed to kill them all with a BRDY super fleet.

I really regret not recording that. At least you were a witness.

Note that in said fleet, I was using a level 54 character and that I had to resort to RAMMING with out-of-ammo ships to finish the job. ;D

Vouch for my insanely sick piloting skills, too.
To be fair, I use the Nevermore's burst jets + shields for ramming all the time. It's surprisingly effective, even sometimes against larger ships.

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