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Author Topic: [0.91][UTILITY] Starsector FX  (Read 85041 times)

xenoargh

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Re: [0.81a][UTILITY] Starsector FX 7.6a (and example mods!)
« Reply #75 on: July 18, 2017, 11:47:21 AM »

Since I haven't seen new bug reports, I'm going to assume that we are good.  

Next build will try and make the ship "engines" able to be disabled, etc. :)
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Arkar1234

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Re: [0.81a][UTILITY] Starsector FX 7.6a (and example mods!)
« Reply #76 on: July 19, 2017, 01:09:55 AM »

Since I haven't seen new bug reports, I'm going to assume that we are good.  

Next build will try and make the ship "engines" able to be disabled, etc. :)


All seems pretty stable for now... :P
Just haven't fully tried out the Thrusters FX because of the engines being immune to disability thing.
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OzarMidrashim

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Re: [0.81a][UTILITY] Starsector FX 7.6a (and example mods!)
« Reply #77 on: July 20, 2017, 08:46:26 AM »

Since I haven't seen new bug reports, I'm going to assume that we are good.  

Next build will try and make the ship "engines" able to be disabled, etc. :)


All seems pretty stable for now... :P
Just haven't fully tried out the Thrusters FX because of the engines being immune to disability thing.

 Thrusters FX is uneven, on some ships they look great, like there is no quality loss, but on others they seem to choke like ammounth of frames is to low. Good example is Onslaught...it just looks bad.

I like explosions on smaller projectiles, this anime like feel i recognize, its like old good Game Factory mixed with Cortex Command effects...fits. But explosions of ships could get a little additional work - still better than vanilla bliding orb of light without decals.
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xenoargh

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Re: [0.81a][UTILITY] Starsector FX 8a (and example mods!)
« Reply #78 on: July 20, 2017, 03:50:10 PM »

Version 0.8a has been released.  Features:

1.  Ship engines now take damage very much like Vanilla.
2.  Some new tweaks to the systems that increased performance a little bit.
3.  Some additional little aesthetic tweaks.

Quote
Thrusters FX is uneven, on some ships they look great, like there is no quality loss, but on others they seem to choke like ammounth of frames is to low. Good example is Onslaught...it just looks bad.
I'll look at that; essentially, the Onslaught is using the default Low Tech effect, which is meant to be a flickering, flame-like effect.  I think it looks pretty good on smaller ships, but perhaps I need to create a slightly-smoother look for big ones.

Quote
I like explosions on smaller projectiles, this anime like feel i recognize, its like old good Game Factory mixed with Cortex Command effects...fits. But explosions of ships could get a little additional work - still better than vanilla bliding orb of light without decals.
I haven't done anything with ship explosions or Venting yet; ship explosions are probably next on my list of things, after I get full customization of projectile explosions done (my project tonight).
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OzarMidrashim

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Re: [0.81a][UTILITY] Starsector FX 8a (and example mods!)
« Reply #79 on: July 21, 2017, 02:23:43 AM »

Wait...you did nothing to ship explsions?

Sorry...thats the effect of playing 0.8.1a on the mods from the start...or maybe a missile exploded on hull?

As for ideas, i remember half of the time when armour or hull ware hit effects ware almost the same, what about keeping explosions for fragmentation with some debrie, adding sparks for balistics  with decals of richoche and some melted strings with sparks for laser? I you need some pixel animated sparks, explsoions etc i might find some for you.

Either way, thanks for update! =)
Regards!
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xenoargh

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Re: [0.81a][UTILITY] Starsector FX 8a (and example mods!)
« Reply #80 on: July 21, 2017, 07:16:56 AM »

The only thing that I did was turn the glaring whiteouts off; it just hides a bunch of other effects, eats fillrate, etc.  I'll probably do an improvement to ship deaths, after the next features are done :)
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xenoargh

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Re: [0.81a][UTILITY] Starsector FX 8.5a (and example mods!)
« Reply #81 on: July 26, 2017, 11:32:00 AM »

Version 0.8.5a has been released.

Features:

Full support for Engine Trails in the Campaign view.
Flameout support (mainly there for mods).
Better support for Skins.
Other little things.
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Arkar1234

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Re: [0.81a][UTILITY] Starsector FX 8.5a (and example mods!)
« Reply #82 on: July 27, 2017, 07:00:06 AM »

Version 0.8.5a has been released.

Features:

Full support for Engine Trails in the Campaign view.
Flameout support (mainly there for mods).
Better support for Skins.
Other little things.

I was wondering why it was still 0.8a but after checking the files, i realized the "Gameversion" was set to 0.8.5a instead :D
Couldn't hold back a giggle.

PS: Love yer mod mate, I can finally get 60FPS in battles <3.
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xenoargh

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Re: [0.81a][UTILITY] Starsector FX 0.8.5a (and example mods!)
« Reply #83 on: July 27, 2017, 11:15:03 AM »

I'm glad it's working well for you :)

I'm hoping that the next version will add a few new cool effects without slowing stuff down too much; I think I'm going to tackle Venting effects (this may be rather difficult though), side-thrusters, special thrusters for specific effects, and a few other things.
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OzarMidrashim

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Re: [0.81a][UTILITY] Starsector FX 0.8.5a (and example mods!)
« Reply #84 on: July 27, 2017, 11:54:38 PM »

Your mod has rised my FPS x2.
This is huge in larger battles.

Thank you for your work.
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FreedomFighter

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Re: [0.81a][UTILITY] Starsector FX 0.8.5a (and example mods!)
« Reply #85 on: August 10, 2017, 09:58:24 AM »

For some reason, using the Thurster Fx removed the proximity mine from Wasp drone.
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xenoargh

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Re: [0.81a][UTILITY] Starsector FX 0.8.5a (and example mods!)
« Reply #86 on: August 12, 2017, 08:48:31 AM »

Ah, yeah, that was a change in one of the Hotfixes.  I'll get that straightened out as soon as I can :)
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xenoargh

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Re: [0.81a][UTILITY] Starsector FX 0.8.6a (and example mods!)
« Reply #87 on: August 13, 2017, 05:52:25 PM »

Version 0.86a is now available.

Features:

1.  A new drawing system, using pure OpenGL; it's substantially faster, at least on this ancient laptop.  Looks about the same, etc., it's just faster.

Bug-Fix:

1.  Wasp now has the mine it had in the latest Hotfix.
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FreedomFighter

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Re: [0.81a][UTILITY] Starsector FX 0.8.6a (and example mods!)
« Reply #88 on: August 14, 2017, 03:42:13 AM »

Thank. I though i went crazy or hallucinate because suddenly, Wasp can't kill anything. It used to demolish low tier fighter wings.
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xenoargh

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Re: [0.81a][UTILITY] Starsector FX 0.8.6a (and example mods!)
« Reply #89 on: August 14, 2017, 06:47:35 AM »

Yup.  Sorry I missed that; the Wasp has only had PD Lasers since Forever, so I didn't notice  :)

Anyhow, please let me know if you have better / worse performance with this build, graphical glitches, etc.; this was a pretty big change under the hood :)
« Last Edit: August 14, 2017, 09:57:49 AM by xenoargh »
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