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Author Topic: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 34) (TC Mod)  (Read 420826 times)

Aeraeni

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 34) (TC Mod)
« Reply #1095 on: January 21, 2015, 07:37:10 AM »

Any word on this mod getting fixed back up? I've been reading over the mod forum and this sounds like the one I'd most enjoy playing. The notion of conquering territory sounds like it would end a lot of the late game drag I begin to feel once my fleet reaches a rather significant strength.
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xenoargh

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 34) (TC Mod)
« Reply #1096 on: January 22, 2015, 08:55:43 AM »

I've been largely AWOL from developing this mod for a few months due to RL and modding another game for a little while. 

I also felt that I should wait until the second patch for 0.65 came out, as that addresses a few things (although it doesn't include a fix for ships using missile-trail engines or being able to swap projectile Sprites, which I was hoping would get addressed, as that means I can enhance battle performance again). 

I'm also kind of wary of updating the core of the gameplay (the conquering-stuff bits and the idea of developing stations and building an empire) until the core framework of the main game, in regards to planets and all that, is a little more stable. 

Given the scope of the mod, it's a fairly big deal when the core gets broken, and it's going to take a couple of weeks of work to get it rebuilt, so I kind of want to know it's not going to get re-broken in major ways as Alex figures out the next bits.  I suspect that the second update will largely clear those issues from the table, or at least leave the changes needed in the minor-maintenance category rather than major rebuild category.

Anyhow, sorry about the delays; I'm really very busy with RL right now and have had hardly any time to even review what people have said around here lately.  I'm not sure when this mod will get updated, but it's on my list of things to re-evaluate during the next couple of months :)
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xenoargh

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 34) (TC Mod)
« Reply #1097 on: April 12, 2015, 07:24:02 PM »

Updated download links, for people wanting to try out the mod's last working version :)
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Black Crag

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 34) (TC Mod)
« Reply #1098 on: April 23, 2015, 10:37:53 AM »

It crashes on start up for me, Says something about houndfighter. Any ideas?
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xenoargh

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 34) (TC Mod)
« Reply #1099 on: April 23, 2015, 10:54:33 AM »

You need to install the version of StarSector listed in the OP; it won't work with the newest version :)
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Black Crag

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 34) (TC Mod)
« Reply #1100 on: April 23, 2015, 11:33:51 AM »

Oh, thank you  ;D
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Sproginator

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 34) (TC Mod)
« Reply #1101 on: April 23, 2015, 11:45:04 AM »

Xeno, You looking for a hand in this mod? I've always loved this one hehe
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xenoargh

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 34) (TC Mod)
« Reply #1102 on: April 24, 2015, 08:41:11 AM »

Well... basically, the whole core framework got broken by the last major changes to SS :)

I've fixed most of the Really Hard Stuff, like rebuilding the Dialog code for encounters and a bunch of other things like that, and I did some further work on the AIs, but the core behaviors (i.e., the world generator) is broken atm and all of the Factions would need to have their fleet elements defined (or I'd have to write code that explicitly ignores the economy or other hack-arounds).

IOW, it's all possible to fix, I have just lacked the free time to get it all un-broken enough to port it to the latest SS builds.  Meanwhile, I'm still kicking out spacecraft, lol, and I never got around to Thule's major genius- that yellow Faction is killer :)

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Yetti

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 34) (TC Mod)
« Reply #1103 on: May 06, 2015, 02:56:01 AM »

Lags, lags and lags in battle. Unplayable for me :-\
What system requirements needs for this mod?
« Last Edit: May 06, 2015, 02:58:02 AM by Yetti »
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Midnight Kitsune

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 34) (TC Mod)
« Reply #1104 on: May 06, 2015, 09:56:39 AM »

Lags, lags and lags in battle. Unplayable for me :-\
What system requirements needs for this mod?
What version of SS are you using?
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Yetti

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 34) (TC Mod)
« Reply #1105 on: May 06, 2015, 02:21:03 PM »

Starsector0.6.2a-RC3 with [0.62a] ShaderLib Alpha v1.7.

And run it on 32-bit Windows xp with jre1.8.0_45 (jre-8u45-windows-i586.exe)
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Midnight Kitsune

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 34) (TC Mod)
« Reply #1106 on: May 06, 2015, 02:27:17 PM »

Starsector0.6.2a-RC3 with [0.62a] ShaderLib Alpha v1.7.
And run it on 32-bit Windows xp with jre1.8.0_45 (jre-8u45-windows-i586.exe)
Your system specs would greatly help out but because you are running a 32 bit system AND running XP, I suspect your specs aren't good enough for vacuum. Also Vacuum is GREATLY unoptimized and throws alot of stuff out at once, thus the lag
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xenoargh

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 34) (TC Mod)
« Reply #1107 on: May 06, 2015, 02:43:26 PM »

Quote
Starsector0.6.2a-RC3 with [0.62a] ShaderLib Alpha v1.7
Turn off ShaderLib;a special build of it is already part of Vacuum; it doesn't need that or LazyLib or anything, and that's probably causing some issues.
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Yetti

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 34) (TC Mod)
« Reply #1108 on: May 06, 2015, 03:16:33 PM »

Quote from: xenoargh
it doesn't need that or LazyLib or anything
I know. but..
Quote from: xenoargh
Turn off ShaderLib;a special build of it is already part of Vacuum; it doesn't need that or LazyLib or anything, and that's probably causing some issues.
can't turn off Shaderlib. Without Shaderlib your mod just freeze when any battle begin.
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Yetti

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 34) (TC Mod)
« Reply #1109 on: May 06, 2015, 03:36:13 PM »

My sys: winxp sp3-32bit
proc: Intel Core 2 Quad Q6600
ram: 3gb DDR2
video: nvidia8800gt(512mb)

Mb its my weak comp or 32-bit jre problem or something with this shaders(Shaderlib).
15-20 fps here and only 1.6gb using
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