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Messages - xenoargh

Pages: 1 ... 314 315 [316] 317 318 ... 338
4726
Suggestions / Re: Fighter manual target designation
« on: October 25, 2012, 06:59:23 PM »
+1, would be useful :)

4727
Rework of medikohl's Needler, Gnat, Bat, Songbird, to fit the Glaug theme a bit better:


4728
Edit / Rework of Psion's un-named ship.  I've called this the Black Eagle:


4729
Announcements / Re: Starfarer 0.54a (In Development) Patch Notes
« on: October 23, 2012, 08:07:38 PM »
Well, thought I'd ask; a lot of stuff I'd like to do requires 3 and 4, as my mod's mainly about playing around with combat mechanics in odd ways.  1's useful for a lot of stuff, 2's a big deal, no sense rushing it, 3 and 4 are pretty important if mods are ever going to go beyond window dressing Vanilla, especially 3 :)

4730
Suggestions / Re: New weapon hint: PERFECT_AIM
« on: October 23, 2012, 07:32:12 PM »
On the one hand, I can see how this would be useful for PD and heck, there's probably a niche case that can be made for a can't-miss direct fire weapon (weak for costs, balanced due to not missing).

On the other hand, it would make a lot of RPG stuff irrelevant. 

It would probably be better, imo, to make this something characters can get via a skill choice, and have this Hint in place to support it if the player has the skill required.

4731
Announcements / Re: Starfarer 0.54a (In Development) Patch Notes
« on: October 23, 2012, 07:29:15 PM »
Very excited about the patch notes!

Couple of questions about what to expect, just Feature Request stuff I'm hoping to see:

1.  Will Greeble Objects make this round?
2.  What, if anything, can we expect in terms of Stations?  Will we be able to give them custom graphics or have any scripting we can hook into to build basic interactivity (rumors and the like for now, missions later)?  This is one of the areas I'm really looking forward to, since it's a big step forwards for the RPG side of the game, and I'm itching to be able to be able to enhance and extend whatever's in place.
3.  Are we going to be able to script the Missions used for the default campaign battles yet?
4.  What are your current thoughts, if any, for script events attached to weapon hits (basically allowing us to script really interesting weapons, given the changes in MutableValues I see in the changelog)?

Anyhow, sorry if all this is currently out of scope, I thought I'd ask and see if any of this stuff will make the current round.  I really like what I'm seeing here and I'm eagerly awaiting the next release :)

4732
Edit of medikohl's Demander, the Demander II:


4733
Rework/Cleanup of one of the ships provided by arcibalde, the Cataphract:


4734
Modding / Re: weapon glow animation for beam weapon
« on: October 21, 2012, 02:43:50 PM »
You can get the offsets from Photoshop, it just takes a bit of math.

Get your center line, X, Y, then use the Navigator mode to tell you what pixel offset you're on.  Then add the difference between that and the center, negative for left, positive for right.

4735
Good points :)

Made one last version, with the centerline shifted further left, so that the barrel's almost on the center, added recoil compensators and some other details:


4736
Yeah, it's over the top, heh.  I love built-in guns, I love giant guns of dewm... I just can't help myself  ;)

4737
Combined medikohl's Stiletto and Spiker and some original art to build the Brute, a ship built around a gun:



4738
Yeah, it's so small that you pretty much have to rebuild it:


4739
Edit/Cleanup of medikohl's Pelican, the Pelican 2, and a kitbash of two kitbashes, the Brute:


4740
So many drawings, so little time :)


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