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Starsector 0.9.1a is out! (05/10/19); Blog post: Personal Contacts (08/13/20)

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Author Topic: [0.91][UTILITY] Starsector FX  (Read 64852 times)

xenoargh

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[0.91][UTILITY] Starsector FX
« on: May 27, 2017, 09:07:00 AM »


One of this mod's components requires LazyLib to operate.  If you don't have LazyLib installed, do so before running this mod.

Installation

This mod comes as part of my Mod Pack.  Unzip the Mod Pack and install the mods you'd like to try out.  Currently, the Example is designed to operate with Rebal; it won't work with Vanilla.

What This Does, In a Nutshell

This is a "utility" mod.  It does not interfere with the base game in any significant way, but, because of the nature of Starsector's weapon JSON support, it won't get along with mods that change core properties of Vanilla weapons (i.e., modifications of the WPN or PROJ files).

What this does: 

1.  The FX system replaces the default Starsector weapons effects with cheaper, faster-rendering special effects that look better than Vanilla's somewhat-boring little glows and smoke.
2.  The FX system is considerably faster than Vanilla's current effects system, because it uses few particles to get the job done and uses multiple cores to handle the math.
3.  The FX system has extensive support for modders to make use of it, and the code is well-documented; adding new effects using this to your mod is pretty trivial.
4.  FX system particles can have a bunch of cool properties, like color shifts, directional motion, velocity that can change over time, rotational effects, etc., etc.
5.  In Alpha 3, the FX system is very easily extensible and clearly documented; essentially, modders just need to call newParticle() in their code to add new particles to the system.  Modders, please read through the code in the example project Plugins.
6.  The FX system comes as part of the Mod Pack.  The example project requires Rebal to operate, and demonstrates a few of the capabilities of the system.

Screenshots:





« Last Edit: September 23, 2019, 05:19:20 PM by xenoargh »
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Ryu116

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Re: [0.8][UTILITY] Starsector FX
« Reply #1 on: May 27, 2017, 10:55:07 AM »

If it is any possibilities, can you provide screenshots and/or gif of new effects in your mod?  I also recommend you posting the comparison picture / gif between native and modded effects here.  They say that picture represents thousands of words, which will help showing what your Starsector FX Utilities do.   Just a suggestion and I am going to try it as soon I get the chance.

UPDATE:  I have a question for you, does this SFX utility conflict with other Starsector SFX mod called lightshow ( http://fractalsoftworks.com/forum/index.php?topic=11528.0 )?  The reason why I ask is because lightshow  edits SFX in Starsector too.
« Last Edit: May 27, 2017, 10:59:12 AM by Ryu116 »
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xenoargh

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Re: [0.8][UTILITY] Starsector FX
« Reply #2 on: May 27, 2017, 11:11:01 AM »

The mod's not compatible with LightShow yet, because of this thing that Alex just patched.  But it will be, when 8.1's out!
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PyroFuzz

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Re: [0.8][UTILITY] Starsector FX
« Reply #3 on: May 27, 2017, 11:33:01 AM »

Oh my god...
ITS BEUTIMUS
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Serenitis

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Re: [0.8][UTILITY] Starsector FX
« Reply #4 on: May 27, 2017, 12:28:37 PM »

Quote
The FX system replaces the default Starsector weapons effects with cheaper, faster-rendering special effects
Interest: Engaged.
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Bastion.Systems

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Re: [0.8][UTILITY] Starsector FX
« Reply #5 on: May 28, 2017, 01:35:38 AM »

Gave it a quick spin, salamanders have no impact animation, is that intentional? Also I would like if the missiles had some more flash other than the smoke. (Otherwise the new effects look super sweet, I really like the laser flare effects!)

Also a request: Can you make flux vent animation cooler?
« Last Edit: May 28, 2017, 02:57:56 AM by Bastion.Systems »
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xenoargh

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Re: [0.8][UTILITY] Starsector FX
« Reply #6 on: May 28, 2017, 07:42:57 AM »

I'll take a look at the Salamanders.

And yes, it could be used for that :)
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xenoargh

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Re: [0.8][UTILITY] Starsector FX
« Reply #7 on: May 30, 2017, 04:16:06 PM »

Update; may have resolved halting-at-new-game-start bugs for players.
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xenoargh

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Re: [0.8][UTILITY] Starsector FX
« Reply #8 on: June 02, 2017, 02:16:58 PM »

Update.  This resolved the last hang-cause during a new game, I think.
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cjuicy

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Re: [0.8][UTILITY] Starsector FX
« Reply #9 on: June 02, 2017, 02:19:55 PM »

Does this conflict with Graphicslib?
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xenoargh

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Re: [0.8][UTILITY] Starsector FX
« Reply #10 on: June 02, 2017, 02:22:06 PM »

Nope.  They work in entirely different ways.
« Last Edit: June 02, 2017, 02:24:13 PM by xenoargh »
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Cyan Leader

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Re: [0.8][UTILITY] Starsector FX
« Reply #11 on: June 11, 2017, 06:33:21 AM »

I believe I'm getting a crash when using this mod with Blackrock, but I'm not so sure. Log:

Code
2234039 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/weapons/proj/ionpulser_shot.proj]
2249407 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/weapons/proj/scalaron_torp.proj]
2249407 [Thread-4] ERROR data.scripts.plugins.FX_Plugin  - scalaron_torp couldn't find colors for this .proj
org.json.JSONException: JSONObject["coreColor"] not found.
at org.json.JSONObject.get(JSONObject.java:406)
at org.json.JSONObject.getJSONArray(JSONObject.java:482)
at data.scripts.fx_SharedLib.getProjectileColors(fx_SharedLib.java:113)
at data.scripts.plugins.FX_Plugin.projectileHandler(FX_Plugin.java:296)
at data.scripts.plugins.FX_Plugin.advance(FX_Plugin.java:244)
at com.fs.starfarer.title.ooOO.K$Oo.super(Unknown Source)
at com.fs.starfarer.combat.A.new.o00000(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)
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xenoargh

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Re: [0.8][UTILITY] Starsector FX
« Reply #12 on: June 11, 2017, 08:34:23 AM »

No problem, that was a weird one.  I'll resolve that before the next update :)
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xenoargh

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Re: [0.81a][UTILITY] Starsector FX 3a (and example mods!)
« Reply #13 on: June 22, 2017, 11:49:39 AM »

Here's Alpha 3.

1.  I'd like this placed in the right Forum; I think it's clean-and-mean enough to qualify as a Utility and it's mature / documented enough that I'm fairly certain it's ready to be used by others.

2.  Modders, please let me know if you're having any problems working with the core system, once you've taken a look at the example projects.

3.  Non-modders... you're in for a visual feast and performance upgrade.  The changes to fighters alone improved big-battle performance by about 20%.
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The2nd

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Re: [0.81a][UTILITY] Starsector FX 3a (and example mods!)
« Reply #14 on: June 22, 2017, 12:31:02 PM »

6.  The FX system comes with two example projects:
  A.  A system for dealing with muzzle flashes and explosions, reducing the particles running in the game engine while also looking better.
  B.  A system for dealing with Fighter and Missile Engines that substantially improves the performance of large battles by replacing Alex's EngineAPI graphical system with something simpler.

This may be a stupid question:
In most games lightning effects are gpu hungry and barely affect the cpu. I was under the impression that Starsector is rather cpu intensive. So what I want to ask is: does this mod still help performance if one is heavily cpu bound?


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