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Author Topic: [0.91][UTILITY] Starsector FX  (Read 85030 times)

xenoargh

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Re: [0.81a][UTILITY] Starsector FX 6a (and example mods!)
« Reply #60 on: July 08, 2017, 10:47:47 AM »

Quote
Most of the thread will be confusing to a lot of end users, who will not read through to page three and see (i guess?) that end users only need to activate AAA_Starsector_FX_mod_B and AAA_Starsector_Thruster_FX_mod.  (Did I even get that right?)
Nope, you need to activate all three mods to see the full effect.  Definitely need to explain this. 

Basically, AAA_Starsector_FX_mod is the core of the system, built so that modders can access its functions easily, via fx_SharedLib.newParticle()

The core then runs the particle; it moves it, sizes it, colors it, kills it when it's time to die, etc., etc. 

This project is intended as a general-purpose replacement for the Vanilla particle systems and as a way for modders to add new special effects to their mods without having to know a lot of details about how such things are coded, essentially.  The example projects are meant to be just that- examples of how to use the core as a practical special-effects system. That they also make Vanilla prettier and faster is a demonstration of why the core got built, essentially.
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cjuicy

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Re: [0.81a][UTILITY] Starsector FX 6a (and example mods!)
« Reply #61 on: July 09, 2017, 04:29:56 PM »

I'd like to recommend adding a feature to simplify hyperspace graphics and other campaign level things for better performance. Currently only non-battle screens or areas ever bother my CPU/graphics card, even with Graphics Lib on default settings.
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xenoargh

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Re: [0.81a][UTILITY] Starsector FX 6a (and example mods!)
« Reply #62 on: July 09, 2017, 05:10:06 PM »

Most of the performance chug there isn't graphically related, unfortunately.
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cjuicy

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Re: [0.81a][UTILITY] Starsector FX 6a (and example mods!)
« Reply #63 on: July 09, 2017, 08:34:32 PM »

Most of the performance chug there isn't graphically related, unfortunately.
Yeah... forgot about the fleet generation and market sim. Maybe a bit of Nexerelin tweaking would help, though. Speedy reply, I must add.
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faram45

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Re: [0.81a][UTILITY] Starsector FX 6a (and example mods!)
« Reply #64 on: July 11, 2017, 11:01:03 AM »

I've noticed that flares cause a large FPS drop when this mod is enabled...

Really bad when you got ships firing flares everywhere in large battles.
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xenoargh

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Re: [0.81a][UTILITY] Starsector FX 6a (and example mods!)
« Reply #65 on: July 11, 2017, 12:31:33 PM »

With the current version?

I'll take a look at this; they shouldn't be causing anything to happen at all.
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faram45

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Re: [0.81a][UTILITY] Starsector FX 6a (and example mods!)
« Reply #66 on: July 11, 2017, 01:52:58 PM »

Specifically with the Thruster FX mod.
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xenoargh

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Re: [0.81a][UTILITY] Starsector FX 6a (and example mods!)
« Reply #67 on: July 11, 2017, 03:56:49 PM »

Okie doke.  Looked at it; you're right, there's an issue there where I'm basically ignoring Flares, using the old behaviors, because of a bug-fix for some other weird stuff.  I'll have it addressed shortly, along with the next release.
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xenoargh

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Re: [0.81a][UTILITY] Starsector FX 7a (and example mods!)
« Reply #68 on: July 11, 2017, 06:21:43 PM »

Alpha 7 has now been released.

Major Features:  

1.  All ship engines in Vanilla have now been replaced, speeding things up a bit more.  They have different visual styles, etc.
2.  All Vanilla weapons now have custom FX.

Bug-Fixes:

I think that most of the remaining problems with the Missile / Thruster FX system have been fixed.  Flares function properly and I hope that the last crash bugs are resolved.

To-Do:

I need to fix a couple of minor things that are bugging me that got left out of this release, mainly visual-style stuff.
There are some weapons where I'm not happy with the color / scale of their flare, etc. yet.
Haven't added in some very specific "engines" that show the player a special movement state is occurring.
I want to add in side-thrusters like I had in Vacuum, but was too busy this last week to get that done.
The new "engines" can't be damaged like Vanilla engines right now.  This is a tough issue to solve without other complications.

There are probably other blemishes here and there that I'll be polishing out as this gets a little more mature as a project.  I've cleaned up the OP a little, explaining what gets installed, what does what, etc.; I hope that explains how everything works a little better :)
« Last Edit: July 11, 2017, 06:43:51 PM by xenoargh »
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RazorTS

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Re: [0.81a][UTILITY] Starsector FX 7a (and example mods!)
« Reply #69 on: July 12, 2017, 04:11:06 PM »

new effects look pretty good, keep it up.

ran in to this crash, mod version is 7a

Code
java.lang.NullPointerException
at data.scripts.plugins.AAA_Thruster_FX_Plugin.advance(AAA_Thruster_FX_Plugin.java:126)
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: [0.81a][UTILITY] Starsector FX 7a (and example mods!)
« Reply #70 on: July 12, 2017, 07:09:50 PM »

Well, that's an odd one.  Fixed; I'll have an update out soon.
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xenoargh

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Re: [0.81a][UTILITY] Starsector FX 7.5a (and example mods!)
« Reply #71 on: July 12, 2017, 08:19:12 PM »

Version 7.5a has been released.

Fixes a NPE crash that could occur in strange circumstances where a Fighter reports a Null for the WingLeader or EngineController.

Little tweaks to weapon behaviors and engines to make all of the effects a little cooler.  The ships look pretty good now, to me at least :)
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Arkar1234

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Re: [0.81a][UTILITY] Starsector FX 7.5a (and example mods!)
« Reply #72 on: July 13, 2017, 08:30:31 AM »

Is the part about standard engines in 7a not getting damaged fixed (in 7.5a)?

Also, this is something i wasn't quite sure... is that bug just a visual thing, or does it actually make those engines invulnerable.?
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RazorTS

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Re: [0.81a][UTILITY] Starsector FX 7.5a (and example mods!)
« Reply #73 on: July 13, 2017, 11:51:03 AM »

Still crashing  :) This time in simulator right after my coalition Lancer meet ISA Adamas and Dictator

Code
7814419 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.plugins.AAA_Thruster_FX_Plugin.advance(AAA_Thruster_FX_Plugin.java:183)
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: [0.81a][UTILITY] Starsector FX 7.5a (and example mods!)
« Reply #74 on: July 14, 2017, 12:32:16 PM »

Version 0.76a has been released.  Should fix that NPE bug :)
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