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Author Topic: [0.96a] Console Commands v2023.05.05  (Read 1554186 times)

rogerbacon

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Re: [0.7.2a] Console Commands v2.7 (released 2015-12-16)
« Reply #375 on: April 24, 2016, 09:04:41 AM »

I just updated to the latest version of StarSector after not playing awhile. This mod worked great before (and thanks to the tutorial I even made my own commands) but now when I type ctrl-backspace nothing happens. Is there something in the base game I need to enable to make the console appear? It's been awhile since I played.
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Histidine

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Re: [0.7.2a] Console Commands v2.7 (released 2015-12-16)
« Reply #376 on: April 25, 2016, 06:49:30 AM »

I just updated to the latest version of StarSector after not playing awhile. This mod worked great before (and thanks to the tutorial I even made my own commands) but now when I type ctrl-backspace nothing happens. Is there something in the base game I need to enable to make the console appear? It's been awhile since I played.

If it's not appearing in campaign: dunno what's wrong

If it's not appearing in combat: The input goes into a separate window, which takes a while to appear the first time (it does give a pronounced framerate drop on my machine though) and doesn't automatically take focus. You need to Alt-Tab to it.
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Drglord

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Re: [0.7.2a] Console Commands v2.7 (released 2015-12-16)
« Reply #377 on: April 25, 2016, 07:09:02 AM »

Works fine in my end. But i have another problem it seems that bounties have stuck at 20.000k does anyone know what can be causing that? I am desperate here i even tried reinstalling the game. I wonder if i broke something with the commands. All bounties are 20.000 and i have a big fleet. So what constitutes what bounties are spawned?
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rogerbacon

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Re: [0.7.2a] Console Commands v2.7 (released 2015-12-16)
« Reply #378 on: April 25, 2016, 03:00:41 PM »

I just updated to the latest version of StarSector after not playing awhile. This mod worked great before (and thanks to the tutorial I even made my own commands) but now when I type ctrl-backspace nothing happens. Is there something in the base game I need to enable to make the console appear? It's been awhile since I played.

If it's not appearing in campaign: dunno what's wrong

If it's not appearing in combat: The input goes into a separate window, which takes a while to appear the first time (it does give a pronounced framerate drop on my machine though) and doesn't automatically take focus. You need to Alt-Tab to it.

That was it. It was opening in the background. Alt-Tabbing brought it up. Thanks.
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EclecticFruit

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Re: [0.7.2a] Console Commands v2.7 (released 2015-12-16)
« Reply #379 on: April 25, 2016, 07:16:54 PM »

Love the mod. Use it to find the ships I want next all the time. So any chance of a command for manipulating faction commissions?  ;D
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LazyWizard

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Re: [0.7.2a] Console Commands v2.7 (released 2015-12-16)
« Reply #380 on: April 26, 2016, 01:29:03 AM »

Added a SetCommission command to the next version. Using "setcommission none" will end any current commission.
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Sy

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Re: [0.7.2a] Console Commands v2.7 (released 2015-12-16)
« Reply #381 on: May 03, 2016, 11:49:26 PM »

i think i found a little bug: using ctrl+v in the console when there's nothing in the clipboard crashes the game. :D
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gruberscomplete

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Re: [0.7.2a] Console Commands v2.7 (released 2015-12-16)
« Reply #382 on: May 19, 2016, 02:05:28 PM »

is there a command to spawn a variant with all weapons set-up?
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LazyWizard

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Re: [0.7.2a] Console Commands v2.7 (released 2015-12-16)
« Reply #383 on: May 19, 2016, 03:10:37 PM »

You can spawn vanilla variants by using AddShip with the variant ID. You can find the available variant IDs using the List command, for example "list variants onslaught", then "addship onslaught_Elite".
« Last Edit: May 19, 2016, 03:12:09 PM by LazyWizard »
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Wyvern

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Re: [0.7.2a] Console Commands v2.7 (released 2015-12-16)
« Reply #384 on: May 19, 2016, 03:25:11 PM »

This won't be an issue after the next release, which scraps the current campaign and combat input methods entirely in favor of a more traditional console using a custom font renderer.

That... would be an insanely useful chunk of code to use for, well, anything else that wants to let the player input or read stuff during gameplay.  Is this capability (custom font renderer & related utilities) going to go into the base LazyLib?
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LazyWizard

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Re: [0.7.2a] Console Commands v2.7 (released 2015-12-16)
« Reply #385 on: May 19, 2016, 09:30:24 PM »

The font loading and rendering classes will eventually make their way to LazyLib, but I should warn you that drawing text is all they do at the moment. There are a few methods to make life easier such as measuring a string before drawing or constraining rendering to an area, but any UI elements (input fields, scrollable text, etc) would have to be custom made.
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dannieb1abla

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Re: [0.7.2a] Console Commands v2.7 (released 2015-12-16)
« Reply #386 on: May 22, 2016, 08:45:17 AM »

I just installed the mod on .7.2.a but ctrl backspace doesn't do anything. I went into the config and changed the key to "`" but that also didn't do anything. Perhaps it's because I'm on a mac?
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Midnight Kitsune

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Re: [0.7.2a] Console Commands v2.7 (released 2015-12-16)
« Reply #387 on: May 22, 2016, 11:47:54 AM »

I just installed the mod on .7.2.a but ctrl backspace doesn't do anything. I went into the config and changed the key to "`" but that also didn't do anything. Perhaps it's because I'm on a mac?
Where are you trying to use the console? In combat or in the campaign?
If in combat then try looking for a separate dialogue box outside of the game. It happens on windows but I don't know if it would happen on a mac
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HELMUT

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Re: [0.7.2a] Console Commands v2.7 (released 2015-12-16)
« Reply #388 on: August 14, 2016, 04:59:58 AM »

I don't think it have been asked before, but i'd like to request a command to unlock all hullmods in the campaign. This would be quite useful for testing purpose, not having to spend points on skills and screwing the stats of the ships. Something like "AllHullMods" would be handy.

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King Alfonzo

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Re: [0.7.2a] Console Commands v2.7 (released 2015-12-16)
« Reply #389 on: August 14, 2016, 05:46:46 PM »

Another suggestion: a FindWing command? I am finding it increasingly difficult to locate mining pods.
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