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Topics - Vandala

Pages: 1 [2] 3 4 ... 9
16
Suggestions / MODDING = Switch x and y coordinates in ".ship" files.
« on: June 14, 2012, 07:12:03 PM »
(x represents the horizontal plane, y represents the vertical plane)

Right now I think the y coordinate is placed before the x coordinate in all functions in any ".ship" file.

Is it not a universal standard to do it the other way around?

I understand if you don't want to implement this suggestion, it would screw up everything already made, but I just thought this would be more intuitive.

17
Right now the "center" function from any ".ship" file in the "hulls" folder has two effects.

First it centers the steering of the ship, if you give it 0,0 coordinates the ship in-game will steer from its bottom right most point.

Second it acts as the start off point for all further coordinates for the rest of the functions in any ".ship" file.

I find this rather counter intuitive, why not either split up this one function into two separate functions or remove the second effect. In order to place the orientation of the "center" function you already have to know from which standard point to coordinate originally (the bottom right corner) so why not coordinate everything from that point? Personally I find this much easier then coordinating from the "center" function's coordinates.

However this would force everyone to redo all ships in the game. Perhaps a better method would be to split up the two effects the "center" function has into two functions by creating a new optional "coordinate" or "anchor" function which will inherit the second effect. Now most importantly this would be a optional function, if it is not used in a ".ship" file the program would simply default to using the "center" function for all coordinates, but if the optional function was used it would use it instead of the "center" function.

This gives us the benefit to split up coordination and steering, giving us the freedom to work with coordinates how we feel more comfortable with them.

18
Modding / Please test this ship for me? (Tau Manta mod) *DEAD*
« on: June 14, 2012, 08:21:53 AM »
Please let this topic die, it is of no further use.

Modding in this way is completely ineffective and bothersome.

The Manta will eventually make its way into the large mod collection topic when its ready, but that may not be for a very long time.

No I'm not making a warhammer mod, this was just a one ship thing because I got it donated, yes I am interested in doing a warhammer mod but I'm not working on one.

Thank you all for your help.


Original post:
Spoiler
I still can't risk playing Starfarer, but I've just finished modding a ship and I want to know if it works.

Can somebody please test this Tau Manta ship mod for me?

The mod gives you this new ship when you start a new campaign as your starter ship.

I'm not asking for criticism (though any is welcome), I just wanna know if everything works, engine trails, weapon placement, boundaries, shield radius, etc.
I already know that this ship is probably way overpowered (especially due to it many weapon mounts), so please don't concern yourself with this fact.

tau_manta_TEST.zip (62.31KB)
UPDATED: http://www.sendspace.com/file/ds7q4e

The picture of the ship was a gift from someone on this forum, can't recall the name right now, I'll have to look it up if I ever bring out this as a real mod in one of my collections since I do want to give proper credit. If someone happens to know the name, or the topic where it was given, or if you are the one who game it please let me know so I don't have to look for it.

EDIT: Thank you Upgradecap, it was indeed Okim who was so nice to have made this ship for me.
[close]

19
Suggestions / Another button during shopping.
« on: June 13, 2012, 08:19:35 AM »
Right now we have the Ctr key that allows immediate purchase of a whole stack and we have the Shift key that gives us a slider for faster selection.

I suggest another button that (Alt for example) that checks how much space you have left and automatically fills up the remaining room with the selected item. I think this will come in real handy once fuel starts coming into play, and right now it may be useful for the quick filling up of both Crew and Supply.

20
Discussions / Greatest Video Game EVER!!!
« on: June 10, 2012, 12:30:18 PM »
Do not watch this! It's bad, its really bad!  ;D

http://www.youtube.com/watch?v=I_M-hIlA2Hw&feature=g-u-u

21
Discussions / Humble Indie Bundle
« on: June 06, 2012, 06:43:07 PM »
Only 7 more days to get the Humble Indie Bundle V people.

It has Psychonauts in it!!!!! That alone is reason enough to get this one.

22
During combat, when you have pressed "R" to get info on an opponent and this text is on-screen, you can see the brightness (or maybe the color) of this text change if you pause the game or when you take a screenshot (I guess this is because taking a screenshot auto-pauses the game for a split second.

Don't know if its a bug.

23
Suggestions / Mouse movement relating to combat screen lock/unlock.
« on: June 02, 2012, 05:25:19 PM »
I've just noticed why the combat screen in the latest version (Starfarer 0.52a-RC4) is annoying me a little bit. Only a little.

If you keep your mouse cursor in place for a little while the screen will lock itself into place. I would guess this was done to get rid of the bit of stutter you would otherwise get, so I am happy that this got solved but..

In order to unlock the screen your cursor needs to move at a high enough speed. You can move your cursor whenever you want as long as you do it slow enough and the screen will not move with you.

I would like to suggest to change this to moving a minimum distance (a rather small minimum distance, maybe 50 pixels?) in order to unlock the screen.

I don't know if there are greater tactical difficulties with the unlock technique I suggest or with the current one. I can't try it either. I just know that it does annoy me a lot of the time, its only a minor inconvenience but it happens all the time.

EDIT: Or maybe lower the movement speed needed to unlock the screen, though it already is rather low.

24
Modding / IDEA - Crazy Frog Racer Ship
« on: June 02, 2012, 11:35:52 AM »
Remember that old game Crazy Frog Racer? You could make a ship out of the little guy, all you would see is a blue frog darting throe space since his ship would be invincible.

For added touch you can make the weapons hidden as well for added effect.

Maybe make a fighter wing out of the little bugger.

I can see it now, wings of naked blue annoying frogs racing across the battlefield. So beautiful. :'(

http://www.youtube.com/watch?v=BNCfHKCZVy8&feature=endscreen&NR=1

25


I'm running on Linux
I have had no graphic related updates in a long time and Starfarer has worked perfectly for all that time, the only mod I'm using is the latest version of the MLP test mod found here:
http://fractalsoftworks.com/forum/index.php?topic=2834.msg42584#msg42584 (TheSoldiers version, with my own minor changes to one of the hull and variant files of one ship)
The Starfarer install I'm using is a safe one with no alterations to its files other the mods I can load.

The only thing the mod does is add hull, mission, variant files and some ship pictures.

Anyone any idea as to the cause?

EDIT: The weird graphics only showed up after having played a few missions.
EDIT: Could it be that the ships used have to much "black space" in their pictures? The blue luna ship is only 120 pixels wide but it's picture we use is 400 pixels wide.

EDIT: More fun stuff. I've bin editing most of the files but I've not added anything. Suddenly this happened vvv. Occurred when I kept the game paused in combat for a little while.



EDIT: I should add that the game didn't crash in either case, I was able to quit Starfarer as normal.

EDIT: Another little glitch. Hard to spot but its a thin line at the front-most turret.


26
Discussions / Who else hates the summer heat?
« on: May 28, 2012, 12:48:51 PM »
I sure do.

It even affecting my gaming and modding mood, draining my energy.

27
Suggestions / A suggestion on music implementation for mods.
« on: May 24, 2012, 10:08:37 AM »
I'm having this nagging though that it might be a nice idea to allow the order of music to be played in the game to be determined by modders.
Or have three different ways music can be played.

The first is random, the program simply selects a track at random from a list and plays it, once the track ends it randomly selects another.

The second is non-random, the program follows the list of tracks in exact order. I'm not sure what the value of this is other then complete control over when something plays.

The third is a mix of the two, there is one master list but it is divided into separate smaller lists who have a timer that determines how long songs will randomly play from its list before it moves on to the second list.
I've illustrated the idea below in the quote. It would be nice if it was possible to enter the same track into multiple lists like this. To be honest I'm not entirely sure what the exact benefit of this is, other then allowing a change of mood. You can divide the lists into types of music and have periods of calm mixed with periods of action. Some people like many different kinds of music and this would allow them to mix it up without it becoming utter chaos.

Quote
"master_music_list":[
   {
      "length_list_1": 10min,
      "music_list_1": {
         "track_1.mp3",
         "track_2.mp3",
         "track_3.mp3",
      },
   },
   {
      "length_list_2": 20min,
      "music_list_2": {
         "track_2.mp3",
         "track_4.mp3",
         "track_5.mp3",
         "track_6.mp3",
      },
   },
   {
      "length_list_3": 15min,
      "music_list_3": {
         "track_1.mp3",
         "track_5.mp3",
         "track_7.mp3",
         "track_8.mp3",
      },
   },
]

You could also allow "length_list_*" to become "set_order_*" and force the program to play the tracks on that list to play in order of appearance (like the first suggestion above).

Also, tracks should never abruptly stop even when the set time has bin reached, allow the program to finish the track that is still being played before moving on.

I hope this suggestion was useful.

28
Modding / IDEA - Cars in Space! (Heavy Metal style)
« on: May 23, 2012, 11:54:44 PM »
Wouldn't a "Cars in Space mod" be a cool idea?
Watch the Heavy Metal opening track >>> http://www.youtube.com/watch?v=t_KXgFpguE0

That video probably isn't the best thing in the world to get this idea off the ground but its what got me the idea for this.

Your favorite dream car, with weapons and other Starfarer systems in space, duking it out with other cool cars!

Add enjoyable driving music as the main tracks and some awesome rocking music in combat.

There's lots of variety to be had for this mod, history is home to many a cool looking car and you can make factions out of different styles or driver philosophies.

Feel free to steal this idea people.  ;D

29
Welcome to the LARGE MOD collection. Mods that add fancy graphics to your game, amongst other things. These mods tend to be larger then those of the tiny mod collection. TINY MOD collection! Check out Vandal's Shipyard!

Don't forget to check out the Starfarer WIKI guys!

I am always looking for donation mods to add to the list. If you have a mod of a similar vain let me know about it and I'll see to it that it gets added.

Starfarer 0.52a-RC4 Mods


  • The Red Tempest (49.15KB): (vandala ID)
    Ship Mod - Frigate - Adds this old ship to your starting fleet. The Red Tempest comes with two modded super weapons. Also adds a special mission.
    There ain't an better kind of speed then upgraded Tempest speed!
    Spoiler
    [close]
  • The Phoenix (4.33KB): (vandala ID) !NEW!
    Ship Mod - Frigate - Adds The Phoenix to your starting fleet. The picture was taken from the "Tyrian 2000" game.
    Fragile but powerful, it's a little miracle worker whose best aspect is its tiny size!
    Spoiler
    [close]
  • The Tau Manta (62.55KB): (vandala ID) !NEW!
    Ship Mod - Cruiser - Adds a Tau Manta inspired ship to your starting fleet. The picture of the ship was a gift from Okim.
    While no more durable then any other cruiser its the ship's missile mounts that makes it a very dangerous opponent.
    Spoiler
    [close]
  • The Phoenix Prototype (8.60KB): (vandala ID) !NEW!
    Ship Mod - Cruiser - Adds the Phoenix Prototype to your starting fleet. The sprite was taken from the "Tyrian 2000" game.
    A experimental cruiser that brings considerable firepower to the battlefield.
    Spoiler
    [close]
  • The Storm Prototype (6.89KB): (vandala ID) !NEW!
    Ship Mod - Cruiser - Adds the Storm Prototype to your starting fleet. The sprite was taken from the "Tyrian 2000" game.
    A experimental fast cruiser that brings considerable firepower to the battlefield.
    Spoiler
    [close]

What is Z*-lock?: Z*-lock mean that the mod has a Z and an extra character in front of its name in your mod selection list. This puts all those mods at the bottom of your mod list where they stay out of the way of all your other more important full graphical mods made by other people . It also categorizes them together by type predetermined by myself, which can be handy.
What is vandala ID?: This just means the ID of the mod has my forum name attached to it to prevent ID conflicts with other mods that might share an otherwise similar ID. As long as no one else uses this name in their mod ID's everything should work smoothly. I decided to do this because these mods are getting kinda numerous and they are of a rather general type.
Vandala Portrait Name: Portraits with the same name cause problems even if they originate from different mods, the portraits in this mod prevent name duplication errors by having the creators name inserted into the portraits picture name. As long as no one else uses the same name for their portrait picture names everything should work without a problem.
What is hidden?: Hidden mean the mod contains stuff that is not visible without manual editing. This material can be activated by removing # symbols from within the mod files.
What is broken?: Broken is the same as hidden but for a different reason, a part of the mod does not function the way it should. This material can be activated by removing # symbols from within the mod files.

There are more links in my repository.

30
I got a crash today.
Never mind what it was about, I'm getting that sorted myself.

This is about the length of the message you get when Starfarer crashes. It was so long it didn't even fit on my monitor.

This is from my log.

Quote
14493 [Thread-7] INFO  com.fs.profiler.Profiler  - --------------------------------
14496 [Thread-7] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Error loading [graphics/portraits/male/04.png] resource, not found in [/home/haruhara/games/starfarer/Starfarer 0.52a-RC4/starfarer/./mods/B_portrait_mod_cnr,/home/haruhara/games/starfarer/Starfarer 0.52a-RC4/starfarer/./mods/B_portrait_mod_dresden_codak,/home/haruhara/games/starfarer/Starfarer 0.52a-RC4/starfarer/./mods/B_portrait_mod_friendship_is_magic,/home/haruhara/games/starfarer/Starfarer 0.52a-RC4/starfarer/./mods/B_portrait_mod_game,/home/haruhara/games/starfarer/Starfarer 0.52a-RC4/starfarer/./mods/B_portrait_mod_meme,/home/haruhara/games/starfarer/Starfarer 0.52a-RC4/starfarer/./mods/B_portrait_mod_other,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/portraits/male/04.png] resource, not found in [/home/haruhara/games/starfarer/Starfarer 0.52a-RC4/starfarer/./mods/B_portrait_mod_cnr,/home/haruhara/games/starfarer/Starfarer 0.52a-RC4/starfarer/./mods/B_portrait_mod_dresden_codak,/home/haruhara/games/starfarer/Starfarer 0.52a-RC4/starfarer/./mods/B_portrait_mod_friendship_is_magic,/home/haruhara/games/starfarer/Starfarer 0.52a-RC4/starfarer/./mods/B_portrait_mod_game,/home/haruhara/games/starfarer/Starfarer 0.52a-RC4/starfarer/./mods/B_portrait_mod_meme,/home/haruhara/games/starfarer/Starfarer 0.52a-RC4/starfarer/./mods/B_portrait_mod_other,../starfarer.res/res,CLASSPATH]
   at com.fs.util.C.new(Unknown Source)

Quote
14346 [Thread-11] ERROR com.fs.graphics.float  - Error loading [graphics/portraits/female/03.png] resource, not found in [/home/haruhara/games/starfarer/Starfarer 0.52a-RC4/starfarer/./mods/B_portrait_mod_cnr,/home/haruhara/games/starfarer/Starfarer 0.52a-RC4/starfarer/./mods/B_portrait_mod_dresden_codak,/home/haruhara/games/starfarer/Starfarer 0.52a-RC4/starfarer/./mods/B_portrait_mod_friendship_is_magic,/home/haruhara/games/starfarer/Starfarer 0.52a-RC4/starfarer/./mods/B_portrait_mod_game,/home/haruhara/games/starfarer/Starfarer 0.52a-RC4/starfarer/./mods/B_portrait_mod_meme,/home/haruhara/games/starfarer/Starfarer 0.52a-RC4/starfarer/./mods/B_portrait_mod_other,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/portraits/female/03.png] resource, not found in [/home/haruhara/games/starfarer/Starfarer 0.52a-RC4/starfarer/./mods/B_portrait_mod_cnr,/home/haruhara/games/starfarer/Starfarer 0.52a-RC4/starfarer/./mods/B_portrait_mod_dresden_codak,/home/haruhara/games/starfarer/Starfarer 0.52a-RC4/starfarer/./mods/B_portrait_mod_friendship_is_magic,/home/haruhara/games/starfarer/Starfarer 0.52a-RC4/starfarer/./mods/B_portrait_mod_game,/home/haruhara/games/starfarer/Starfarer 0.52a-RC4/starfarer/./mods/B_portrait_mod_meme,/home/haruhara/games/starfarer/Starfarer 0.52a-RC4/starfarer/./mods/B_portrait_mod_other,../starfarer.res/res,CLASSPATH]
   at com.fs.util.C.new(Unknown Source)

The think is that everything was on a single line.

Is there perhaps a way to make it behave a little friendlier, space it over multiple lines when it can detect the edge of you screen? Or is this more of a different-per-operating-system thing?

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