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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 - Tecrys

Pages: 1 [2] 3 4 ... 32
16
to be honest..i cant see any differences. there are no distortion effects on shield impact , no distortion in blowing up small ships and no glow after the white flash when big ships explode. did i miss something?
Did you check the box for shaderlib on startup?

17
is there any chance that this mod gets the additional explosion and lightning effects that starsector plus and uomoz have? i just want to know cause i prefer this mod above the others.

Here you go, mate:
http://fractalsoftworks.com/forum/index.php?topic=7958.0
It's called shaderlib by Dark.Revenant.

PS: Try my mod with Exerelin, lots of fun if you like bioships and getting really close and personal.
Biomancy also works really well as an enemy faction.

18
Modding / Re: Lost mod?
« on: June 11, 2014, 04:27:36 AM »
I think you might be looking for dmaiski's BISO mod.
At least all those hints point to that mod:
- bsf built ships
- overpowered
- weird weapons

Here's a link to it:
http://fractalsoftworks.com/forum/index.php?topic=7041.0

19
I cant seem to take over abandoned stations even when i hover over them. when i dock with them i get 2 options leave or something about station command. Not sure what to do or what is wrong if anything at all. Maybe my fleet isnt big enough since i only have 1 ship and no marines

In order to capture stations you will need a troop transport (Valkyrie for example), a super transport (Atlas or a faction specific version of it) and a huge amount of marines; at least more then stationed on that station.

Very important: You will lose these ships and all your marines after a successful capture.
If you run out of marines before you are able to capture the station bad things will happen to your fleet, similar to accidants caused by running out of supplies.

20
That might work for the out of memory issue but the first error really concerns me.
A division by zero sould not happen if you run out of memory.

Are you running a dev version of UsS? That might explain what happened ...

21
I do agree that the new scythes look much more flat then the original ones but the difference in style is necessary.

Currently I'm at work so I can't send you the original sprite but I would be very happy if you' take a look at it to improve them.

23
What do you mean by SFEd?

When I build ships with Trylobots editor I simply put all decoratives into group 5 and afterwards open it with a simply text editor and remove the whole group, problem solved.

I don't quite understand why that wouldn't work for SFEd.

Thanks for looking into it, Alex!

24
That's weird, I use a lot of decoratives and they are not drawn in the refit screen... But in their script I have a "render below all weapons" flag, so maybe that's why.

I do that as well depending on which "layer" the decorative needs to be but I guess the difference is that you don't use entire ship sprites as decoratives.
In the picture shown above you basically see two ships on top of each other, so to say.

25
Modding / Mount indicaters are drawn underneath decorative weapons
« on: June 05, 2014, 04:13:17 AM »
Hi Alex and David!

I don't know if this can be considered a bug but it seems that in refit the mount indicators (blue circle, yellow box, white reticule) are drawn underneath decorative weapons.

Now most people won't have problems with this but I do since I am hiding the ship sprite underneath a decorative weapon which equals the ship sprite to hide vanilla damage textures.
This makes it very hard to actually click on the weapon mounts and swap out weapons, one can hardly see the slots partly because I didn't make visual indicators on the sprite itself.

In my opinion the mount indicators should be on top of everything.

Added a screenshot to show what I mean:
Spoiler
[close]
As soon as you hover over the mounts they get highlighted but on the left you can clearly see that the yellow box is underneath the decorative weapon.
PS: Sorry if this is the wrong subforum, I didn't really know where to post this.

26
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: June 04, 2014, 05:15:44 AM »
I posted a pic of this ship some time ago, time to take a look with all animated parts attached:

https://www.dropbox.com/s/blmqfz37x76hssa/Desktop%2006.04.2014%20-%2013.51.44.07.mp4

27
Thanks for the comment, Golol!

That's some AI issue I am trying to resolve, BGE ships "think" they have a phascloak active and thus collisions with allies is kind of an issue.

Here's some sneak peak of my current work:

https://www.dropbox.com/s/blmqfz37x76hssa/Desktop%2006.04.2014%20-%2013.51.44.07.mp4

PS: I'm German as well, I was wondering when someone German would show up and find the names weird  ;D

28
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: May 27, 2014, 03:37:15 AM »
I don't think her neck is too short, it's just a quite large helmet concealing the rest of it. I love that portrait btw, it reminds me of Orko from He-Man in Spaaaaaaceeeeee.

29
Make 'em with paint and import them into Gimp when they are finished.

30
I would recommend to copy/paste the vanilla mounts or to create a seperate image with the cutout vanilla mount which you could customize for your faction and then take it as a template.

On the other hand you could use Paint to draw circles and import these into Gimp.

I do agree that Gimp might be difficult to get used to but as soon as you get the hang of it it is a very powerful tool.

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