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Starsector 0.9.1a is out! (05/10/19); Blog post: Skills and Story Points (07/08/19)

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Messages - xenoargh

Pages: 1 2 [3] 4 5 ... 321
31
Modding / Re: New modder needing help
« on: September 25, 2019, 04:00:16 PM »
Console Commands presumes you're in a Campaign game.

32
Modding / Re: New modder needing help
« on: September 25, 2019, 02:52:05 PM »
"styleId": "COBRA_BOMBER", --> not sure, but looks suspicious

33
Modding / Re: New modder needing help
« on: September 25, 2019, 02:49:25 PM »
"coversColor": "\\r", --> requires RGBA in four comma-separated values

34
Modding / Re: New modder needing help
« on: September 25, 2019, 02:03:54 PM »
Post the file it's halting on (usually, the file referenced right before a crash, in the log).

35
Suggestions / Re: Was reading the old State of Affairs post...
« on: September 25, 2019, 02:02:17 PM »
Oh, I missed the bit where they fought the Hegemony!  Weird, lol.  I guess they're like the Ko Combine; one of the mysterious little bits of the lore that doesn't have any canon presence in the game yet :)

36
Simple answer:  sure.  You can manually replenish ammo for missile weapons via script.

37
Suggestions / Re: Was reading the old State of Affairs post...
« on: September 25, 2019, 12:22:44 PM »
They're the Hegemony.

38
Modding / Re: New modder needing help
« on: September 25, 2019, 12:22:13 PM »
You probably forgot a comma. 

That, and blank strings may cause problems:

foo:"foobar"  --> crash, no comma
foo:"", --> may crash, if boolean required

39
Modding / Re: Please switch Bomb to MISSILE
« on: September 25, 2019, 11:20:28 AM »
Whoa, we're talking about two different things here.

In the .WPN ... there's a Type definition (WeaponType on the API end).  It's "what Slot does this Weapon take".  I was using this as a filter in some code and found this strange exception.

I don't want to change BOMB to any other variant of MISSILE on the .PROJ end.  That would mean PD wouldn't affect it, among other problems.

Hope that makes things clear.

In Rebal, this issue had already been fixed, so I didn't see it until I ran the AI Overhaul w/ Vanilla to address the behavioral issues seen there.

40
Modding / Re: Please switch Bomb to MISSILE
« on: September 24, 2019, 09:28:14 AM »
Nope, BOMB is just a ROCKET that has an Engine with zeroes in all values.  I think this is just legacy used-to-be-equipable stuff.

41
Modding / Re: [0.91][UTILITY] EZ Faction 0.6a
« on: September 24, 2019, 08:56:11 AM »
Technically... not a bug.  Retreat causes ships to turn on their Travel Drives if they can. 

There's bad behavior with the Admiral AI, though, where in the Campaign the AI ships often get Retreat set immediately, keeping players from being able to ever win (and the player can do the same when escaping, which is lame).

I should limit it turning on to when they're facing the back / front of the map and check a timer to prevent early escape, to prevent these problems. It's a known issue but was low-priority.  I'll fix that next.

42
Agreed on all points.  They're far worse, Flux-wise, than the Fragmentation weapons are (because overpriced Soft Flux is massively worse than overpriced Hard Flux).

43
Modding / Please switch Bomb to MISSILE
« on: September 24, 2019, 08:37:19 AM »
...for the internal consistency children, things that have .PROJ w/ BOMB/ROCKET/MISSILE missileTypes should use MISSILE as their WeaponType in their .WPN, please.

Yes, that's incredibly nit-picky.  But it took me 15 minutes to hunt down why a Bomber AI could sense "ammo empty" for torpedoes, but not bombs (they're BALLISTIC; leftovers from Ye Olden Days, when you could strap bombs on a Lasher)... and it means an extra boolean check per Bomber, lol.

44
Modding / Re: [0.91][UTILITY] EZ Faction 0.6a
« on: September 24, 2019, 08:20:26 AM »
OK, I've fixed BOMBERS who use BALLISTIC WeaponType (I think I should bug Alex about that inconsistency, lol).  I think I've fixed the "bombers wander off for no good reason" issue as well (essentially, don't call the MT code from the main thread, breaking sync... doh).  A new version is being uploaded now.

45
Mods / Re: [0.91][UTILITY] Starsector FX
« on: September 24, 2019, 08:13:06 AM »
If you just want to see it running, install everything in the Mod Pack, LazyLib and nothing else, and test it out in a Mission.

If you want to use it for your weapons / fake engines / etc., it's available immediately through Rebal; simply use some JSON to define the properties you want; see examples of weapons effects (in the .PROJ files), trails (again, .PROJ), and engines (in the Example, see fx_mod_styles for an "engine" example).

If you want to build new code using it, read through fx_SharedLib, particularly newParticle() and fx_Trail, and read through the example project to see a practical version of production code.  Basically, it's as simple as calling newParticle() (or the variants designed to be optimized for various scenarios, like newSimpleAdditiveParticleWithUV()).

Example implementation code is in the FX_EXAMPLE project (hence, why it's named that, and why I kept it separated from Rebal). 

If the above sounds like rocket science, you may need to take a little time to understand the basics of coding.  This was designed so that people with a minimum amount of experience could use it; you don't need to know how rendering systems or MT code works.  Trust me, I made this about as easy to use as was possible.

The example code just scratches the surface of what it's possible to do with FX; basically, if it doesn't involve particle physics or direct frame-by-frame control over particles, it's possible.  Trails are somewhat simplistic, but fast; I meant to get around to explicitly supporting more features for them but other things ate my time.

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