Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Stalker

Pages: 1 2 [3] 4 5
31
I'm trying to get my head around if this is possible. I have a beam-type weapon that should:

  • Charge up for 3 seconds (chargeup)
  • Fire at full power for 4 seconds (number of bursts and burst delay??)
  • Charge down for 1.5 seconds (chargedown? Add to cooldown?)
  • Be on cooldown for 25 seconds until it can be charged again and fired (?)

I don't see a way to actually put the weapon on cooldown for a set period of time. I would be happy to script it in if I knew which stat I needed to set when the beam is done firing.

Unless I'm misunderstanding how these weapon stats are supposed to work, which is entirely possible ;)

EDIT: Tested this a bit...

  • chargeup definitely works as advertised. No surprises there.
  • I don't know what chargedown is actually doing. Increasing its duration seems to increase the duration of the beam before it disappears? Is this correct/
  • burst delay seems to act like the actual "cooldown" for the weapon. Could I actually reference this via getCooldown(), or is it not actually a real cooldown (e.g. I'm just telling SS into delaying the next beam "burst", but the beam actually has no real "cooldown" stat)? Not sure how this works.

32
Mods / Re: [WIP] Freespace
« on: December 10, 2015, 10:15:38 PM »
Thanks for the thoughts, guys. I'll still cap out at about 800, just for fitting-things-on-the-screen reasons, if nothing else.

More Freespace shots! Shivans are in!


33
Mods / Re: [WIP] Freespace
« on: December 09, 2015, 07:24:31 PM »
Beam weapon demo on the Deimos! Coming soon to a Starsector near you...

You can see the that all the beams that fire at the same time are inheriting the same slashing calcs, rather than each using an independent slashing calculation. That seems to be what's causing some beams to just fire into space, rather than toward their target. Not a super high priority for me to fix just yet, but it's on the list...

I may try just reducing the turret angles and see if that effectively fixes it, especially since it's only on a few ships... most ships just fire straight at the target.

https://www.youtube.com/watch?v=Z4SpRESwk3M

34
What would be the most accurate way to determine when a beam weapon has started charging up? I want to trigger a sound at the start of charging, and have it play through the charging sequence. There's no isCharging, so I'm guessing I'll need to rely on getChargeLevel and check if it's non-zero? I feel like there should be another qualifier to prevent the sound from being restarted every time the above check is true.

Unless I just set a "charging" variable to true when the sound starts, check that as part of my if condition, and don't set that variable to false again until isFiring is true?

Thoughts?

What you're saying should work, except for beams like the High Intensity Laser, which have beamFireOnlyOnFullCharge:true set.

Why would that setting not work for beamFireOnlyOnFullCharge:true? Doesn't the weapon just wait to actually fire till the charge = 1 then? How does it work?

35
Modding / Re: What CSV editor to use on windows?
« on: December 09, 2015, 08:59:54 AM »
I use Excel. I've had no issues with it.

For quick edits/tweaks I use Notepad++

36
What would be the most accurate way to determine when a beam weapon has started charging up? I want to trigger a sound at the start of charging, and have it play through the charging sequence. There's no isCharging, so I'm guessing I'll need to rely on getChargeLevel and check if it's non-zero? I feel like there should be another qualifier to prevent the sound from being restarted every time the above check is true.

Unless I just set a "charging" variable to true when the sound starts, check that as part of my if condition, and don't set that variable to false again until isFiring is true?

Thoughts?

37
Mods / Re: [WIP] Freespace
« on: December 08, 2015, 09:28:44 PM »
This screenshot doesn't do it justice (I need to figure out a setup for recording gifs/videos), but I got Terran beam weapons working. I also incorporated some old slashing code from the radioactive code depot, which works quite nicely. The beams actually slash across a target! I just need to tweak the amount they slash by, so they don't just miss the target entirely.

Spent the evening commenting code, bug hunting, and managed to get the result I was hoping for.

I have a few sound bugs to work out now (for some reason, the charging sound is playing AFTER the weapon is done firing), and need to tweak the visuals, but it's getting there.

Spoiler
[close]

Once I've gotten this beam code cleaned up and solid, I'll set up all the other beam cannons. Good times!

Beam To Do:
  • Integrate Tartiflette's muzzle flash animation script to display the SCP beam chargeup and chargedown animations (need to figure out how to scale the animation up everyframe from 0 to full size during charge up, and then down again during chargedown. Maybe for chargeup I could link scale to getCharge()? Then for chargedown, linked to... what? It would have to be time duration-based).
  • Fix the chargeup sound to actually trigger consistently when the beam is actually charging
  • Fix the slash code so that the slash starts closer to the target.

38
Thanks! I'll try that out this evening.

EDIT: It worked perfectly! I just had to change my JAR output directory to a folder that wasn't a parent of my source folder, and then IntelliJ stopped auto-excluding my source folder from being considered for compiling.

39
What's the secret to getting a JAR to compile? Right now I just have one *.java file, and IntelliJ will not compile it, despite me setting IntelliJ up via the guides here on the forum (and troubleshooting guides elsewhere). IntelliJ just says "files updated" whenever I try to build. Here's my FreespaceModPlugin.java, in case it's an issue with the file:


Thoughts? I have "package data.scripts" at the top of the file, so theoretically it should just compile when I build?

I found iti s better to move to a folder that is NOT data.scripts

It maybe conflicts with starsector (starsector use data.scripts to store he .java files that are compiled by janino when it launches).

The other thing is pay attention to your mod_info.json, when my mod refused to work, I tought intellij wasn't compiling, and even learned how to use the "jar" commandline command to check my jar file, and later learned there was a typo in my mod_info.json (in the line that defines the mod plugin).

Thanks. The mod launches and works just fine with the current mod_info.json and *.java files I have, I just can't get IntelliJ to actually create a compiled *.jar file.

40
Mods / Re: [WIP] Freespace
« on: December 08, 2015, 08:06:28 AM »
For those who are interested, I'm making semi-regular commits to this project in GitHub.

https://github.com/mechwars/Freespace/

Feel free to download and test it out. I won't be announcing updates to this repository until the initial-release branch is complete, at which point I'll merge it into master.

41
What's the secret to getting a JAR to compile? Right now I just have one *.java file, and IntelliJ will not compile it, despite me setting IntelliJ up via the guides here on the forum (and troubleshooting guides elsewhere). IntelliJ just says "files updated" whenever I try to build. Here's my FreespaceModPlugin.java, in case it's an issue with the file:


Thoughts? I have "package data.scripts" at the top of the file, so theoretically it should just compile when I build?

42
Mods / Re: [WIP] Freespace
« on: December 07, 2015, 09:17:38 PM »
OK, I've finished the high-res spriting work for combat ships. I still have to do freighters and fuel tankers, but I need to get some sleep. I'm going to slowly start updating the OP spoiler with ships (there's a new one in there now!) as I get these sprites sized appropriately. No promises on more flavor text for now ;)

Here's a picture of all the pretties in one place.

Spoiler
[close]

43
Mods / Re: [WIP] Freespace
« on: December 07, 2015, 01:06:03 PM »
Added design philosophy and other notes to the bottom of the OP, so it's clear how I'm thinking about this.

TL;DR: Freespace factions get stuck in the Corvus sector and just have to deal with it.

44
Mods / Re: [WIP] Freespace
« on: December 07, 2015, 07:39:47 AM »
Well Uomoz and a couple of other modders tried to do that the other way around:

http://gfycat.com/DelectableAffectionateEidolonhelvum

http://fractalsoftworks.com/forum/index.php?topic=2663.0

Wow, that is quite... something.

I'm definitely going for something more along the scale of the battles seen in vanilla and most of the mods out there. Even in Freespace 2, you might just have 2 big ships against each other, a few cruisers and corvettes, and maybe 10 squadrons of fighters/bombers split between each side.

That thread was helpful, as it made me realize I'm going to need to figure out/reverse engineer code for handling broadsides. Some of the ships in this mod do not have the majority of their firepower in the forward arc.

In other news, I'm making a push to finish out all ships/weapons sprite work this week. Next week I can tackle the weapons sprites. In-between there, I want to get the Anti-fighter beams and some of the warship beams working code-wise, and pop some sounds in.

v0.1 is shaping up to look like:
  • 3 factions, no campaign integration
  • Corvette and Heavy Fighter wing for each faction, balanced against typical vanilla/mod ships.
  • Associated weapons with the above (~15 weapons)
  • A few head-to-head missions for people to play around with

Then, we'll go forward from a solid base and just gradually add more and more ships+capabilities.

45
Im not sure on this one:

do scripts work if you place them in mod folder as .java?
Or they has to be compiled into jre?

A question I can answer! :D

They work as *.java. They have to be under data/scripts in the appropriate folder (if applicable).

Compiling into a *.jar should be done for release, but doesn't have to be if you're just doing development.

Pages: 1 2 [3] 4 5