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)

Pages: 1 ... 70 71 [72] 73 74 ... 123

Author Topic: [0.95.1a] Diable Avionics 2.70rc3 (2023/04/13)  (Read 1275808 times)

DeTess

  • Ensign
  • *
  • Posts: 8
    • View Profile
Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« Reply #1065 on: March 31, 2020, 11:30:01 AM »

Hey people! I've been playing Starsector for a bit now, and recently started a playthrough with this faction. However, I was wondering if there was a full list of all the ships, weapons and mechs included in this mod somewhere, just so that I can check what I already have and know off, and what I'm still missing
Logged

TaylorItaly

  • Lieutenant
  • **
  • Posts: 52
    • View Profile
Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« Reply #1066 on: April 01, 2020, 02:18:38 PM »

Logged

AxleMC131

  • Admiral
  • *****
  • Posts: 1722
  • Amateur World-Builder
    • View Profile
Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« Reply #1067 on: April 01, 2020, 02:50:18 PM »

https://fractalsoftworks.com/forum/index.php?topic=8147.0

Maybe you find things here ?

I think you'll find that the original mod thread by FlashFrozen is highly outdated.

Tartiflette just hasn't gotten around to updating THIS thread's OP with the full collection that other mods have (assuming he plans to at all), and my guess would be that's because of the sprite rework he's been teasing from time to time. Probably once that comes along there'll be a proper collection posted.

Regardless, you're best bet for finding every ship in the mod is either to check the Codex for DA ships, or check the mod's data files (the "hulls" folder in particular). You could also check the Google Doc that's supposed to have the full list of ships (and everything else from mods, but I don't know if DA's is current: https://docs.google.com/spreadsheets/d/1TezjLhhemFYX6Dzn6HAQay2CzBCQ-0Rqo7AyxDjpvyg/edit#gid=0
Logged

morriganj

  • Lieutenant
  • **
  • Posts: 88
    • View Profile
Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« Reply #1068 on: April 03, 2020, 03:22:30 AM »

Is there any way to disable the annoying yellow glow on Diable weapons?
Logged

AxleMC131

  • Admiral
  • *****
  • Posts: 1722
  • Amateur World-Builder
    • View Profile
Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« Reply #1069 on: April 03, 2020, 02:22:46 PM »

Is there any way to disable the annoying yellow glow on Diable weapons?

... What annoying yellow glow? Do you mean a glow when the weapons fire, or when a ship system is active, or just always?
Logged

lgustavomp

  • Ensign
  • *
  • Posts: 32
    • View Profile
Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« Reply #1070 on: April 03, 2020, 03:06:35 PM »

Built in Dampened mount is a mistake on maelstrom, she's very powerful facing forward but quite vulnerable to flanking, and slow traversing/firing weapons that take 100% more dmg is not cool. If you want the extra 200 range and its dangers, spend OP to do it.
You do realize that the maelstrom got a 360 degree insta turn ability thanks to its flicker core? It is like, super duper hard to flank with anything other than frigates. On top of that ithas the micromissile array, an infinite support weapon that can annoy anything around you.

To don't make things confusing, I'll say first: the maelstrom is amazing to pilot by yourself. The flicker core does wonders there. My concern, always, is when the AI is controlling it.

so, flanking in my understandings is not when just an enemy ship get to your side. Instead is when an enemy ship get on your side while there's still another one on your front. In this situation, flicking 90ยบ will do nothing in your favor. The wiser use of flicker core would be retreating from there.
Logged

morriganj

  • Lieutenant
  • **
  • Posts: 88
    • View Profile
Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« Reply #1071 on: April 03, 2020, 09:38:50 PM »

To be honest I am not sure. I assume its a subsystem that kicks in after a certain amount of time has passed in combat. I'll take a screenshot later. It could also be a hull mod, but I doubt it.
Logged

AxleMC131

  • Admiral
  • *****
  • Posts: 1722
  • Amateur World-Builder
    • View Profile
Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« Reply #1072 on: April 03, 2020, 11:20:57 PM »

To be honest I am not sure. I assume its a subsystem that kicks in after a certain amount of time has passed in combat. I'll take a screenshot later. It could also be a hull mod, but I doubt it.

Ohhhh, of course, if that's true it'll be their Advanced Avionics built-in hullmod across all their ships. I wasn't aware it had a visual element beyond the status display on the side of the screen, but I'll bet that's what's going on.
Logged

CountV

  • Ensign
  • *
  • Posts: 44
    • View Profile
Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« Reply #1073 on: April 08, 2020, 10:13:11 AM »

Hello, I was trying to backport the beta Diable uhlan explosion fx into the old version running on my current savegame.

I hacksaw'd it by replacing the UhlanEffect.java file, renamed the file and the references within it to fit the old version and copied over the muzzleUhlan.png file from graphics/da/fx, but the game crashes when the Uhlan projectile would hit a target.


For reference, the following was the last few lines from the starsector log file.
Code
102031 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Texture [muzzleUhlan] from category [fx] not found
java.lang.RuntimeException: Texture [muzzleUhlan] from category [fx] not found
at com.fs.starfarer.settings.StarfarerSettings.o00000(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings.class(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.getSprite(Unknown Source)
at data.scripts.weapons.Diableavionics_UhlanEffect.onHit(Diableavionics_UhlanEffect.java:20)
at com.fs.starfarer.combat.entities.MovingRay.notifyDealtDamage(Unknown Source)
at com.fs.starfarer.combat.E.A.oOOO.super(Unknown Source)
at com.fs.starfarer.combat.E.A.super(Unknown Source)
at com.fs.starfarer.combat.E.A.super(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
102306 [Thread-10] INFO  sound.oo0O  - Creating streaming player for music with id [battle_ambience_01.ogg]
102306 [Thread-10] INFO  sound.null  - Playing music with id [battle_ambience_01.ogg]

I tried removing the specific .png from the new proper beta version and my old hacksaw'd one. The new one would crash on start, but the old one would launch successfully and only crash at the point where the Uhlan projectile would hit, similar to if the graphic .png was left in place and with the exact same error message as posted above.

So, I'm kinda stuck here now. As far as I can tell, sprites seem to be loaded from the graphics directory? So I'm not sure why it's not picking it up. (I'm a complete amateur here though, so that's not saying much)

Edit: To be clear, this issue is entirely because I'm messing around with stuff, it isn't an issue in the proper version.
« Last Edit: April 08, 2020, 10:48:05 AM by Bulldog »
Logged

Tartiflette

  • Admiral
  • *****
  • Posts: 3529
  • MagicLab discord: https://discord.gg/EVQZaD3naU
    • View Profile
Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« Reply #1074 on: April 08, 2020, 11:05:49 AM »

You need to add the sprite to data/config/settings.json so that it is loaded when booting the game.
Logged
 

CountV

  • Ensign
  • *
  • Posts: 44
    • View Profile
Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« Reply #1075 on: April 08, 2020, 09:08:18 PM »

Thanks for the help! That fixed it, sorry to butcher your mod like that haha.
Logged

Tartiflette

  • Admiral
  • *****
  • Posts: 3529
  • MagicLab discord: https://discord.gg/EVQZaD3naU
    • View Profile
Re: [0.9.1a] Diable Avionics 2.50 RC1 (2020/04/13)
« Reply #1076 on: April 12, 2020, 03:34:19 PM »


After 11 months of wait, it is finally here, and it is a big one! (I'm almost competing with Alex at that point)

Diable Avionics combat layer has been thoroughly reworked, almost everything's new! New sprites, new ships, new Wanzers, new weapons, new systems, new sounds, GraphicLib maps, Commissioned Crew support, externalized strings for translation, and Skin Pack mods! The next step is just as big of a rework for the campaign layer, hopefully with custom stations, expanded lore, new systems, etc. In the meantime, enjoy a vastly polished experience in combat.


If you want to get an idea of the scope of that rework

[close]

Do check out the brand new Skin Pack mods to customize your experience to your liking: https://imgur.com/a/SX6Jvq2


Download available in the first post
NOT SAVE COMPATIBLE (obviously)
« Last Edit: April 13, 2020, 01:04:38 AM by Tartiflette »
Logged
 

Gezzaman

  • Lieutenant
  • **
  • Posts: 92
    • View Profile
Re: [0.9.1a] Diable Avionics 2.50 RC1 (2020/04/13)
« Reply #1077 on: April 12, 2020, 05:09:23 PM »

Amazing work, one of my favorite factions. Thanks so much
Logged

Jonlissla

  • Captain
  • ****
  • Posts: 258
    • View Profile
Re: [0.9.1a] Diable Avionics 2.50 RC1 (2020/04/13)
« Reply #1078 on: April 12, 2020, 10:59:30 PM »

That's amazing work. Thumbs up. Even added skins in case of someone gets tired of the colour scheme.
Logged

Stuffwriter

  • Ensign
  • *
  • Posts: 37
    • View Profile
Re: [0.9.1a] Diable Avionics 2.50 RC1 (2020/04/13)
« Reply #1079 on: April 12, 2020, 11:52:47 PM »

This was probably my favorite mod before, and the work you've done here is awe inspiring.

Not just the new sprites, but the improved gameplay too. The ships feel way better to fly.

Great work!
Logged
Pages: 1 ... 70 71 [72] 73 74 ... 123