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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 34) (TC Mod)  (Read 418512 times)

Yetti

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 34) (TC Mod)
« Reply #1110 on: May 07, 2015, 02:24:55 AM »

upd:: Problem fixed. I just disable shaders and light in settings.json file (D:\games\Starsector0.6.2a-RC3\mods\Vacuum).

Spoiler
{
   # GLOBAL OPTIONS #
   "enableShaders":false, # Default: false
      # Requires GeForce FX 5500, Radeon 9500, Intel GMA 4500, or newer
      # Recommended GeForce 6800, Radeon X850, Intel HD Graphics 3000, or better
   "toggleKey":197, # Default: Pause/Break (197)


   # LIGHT OPTIONS #
   "enableLights":false, # Default: false
      # Lights are moderately resource demanding, but most GPUs can handle it
      # Requires GeForce 6800, Radeon X850, Intel HD Graphics 3000, or newer
      # Recommended Geforce 8800, Radeon HD 2900, or better
[close]

Now playable 30-60fps. Without shaders this mod looks like in starfarer-0.54a, but I don't care :)
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xenoargh

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 34) (TC Mod)
« Reply #1111 on: May 07, 2015, 02:20:48 PM »

Yup, kind of surprised that you're having problems with that, but IIRC I never really troubleshooted the shaders all that thoroughly and there may still be problems where it's reverting back to FFP and runs very slow.  Probably not going to try and fix that stuff, as Vacuum's not likely to get totally ported forwards to 0.65+, due to RL kind of being a pain lately :)
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Xeno's Mod Pack

Codyrex123

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 34) (TC Mod)
« Reply #1112 on: May 20, 2015, 05:13:30 PM »

Yay, so this is updated to the recent versions of Starsector?
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xenoargh

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 34) (TC Mod)
« Reply #1113 on: May 22, 2015, 08:43:07 AM »

Nope, hence the link to an older build.

However, I am making slow-but-steady progress porting over a lot of the code to a new project that may see release at some point :)
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Wyrd Warlord

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 34) (TC Mod)
« Reply #1114 on: May 25, 2015, 06:40:03 AM »

PLZ Help I Wanted to play the mod badly but unfortunately it keep saying HULL_SHIP Variant not found (Shepherd_frontier class) and it won't allow me to play can someone help me (I also experiencing this with the citadel mod which also not found (Hound_assault) can someone help me out ?
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Sproginator

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 34) (TC Mod)
« Reply #1115 on: May 25, 2015, 07:33:06 AM »

PLZ Help I Wanted to play the mod badly but unfortunately it keep saying HULL_SHIP Variant not found (Shepherd_frontier class) and it won't allow me to play can someone help me (I also experiencing this with the citadel mod which also not found (Hound_assault) can someone help me out ?

This mod isn't up to date with the latest version of Starsector
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xenoargh

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 34) (TC Mod)
« Reply #1116 on: May 25, 2015, 08:42:57 AM »

Yeah, you need to download / install the older build that's linked in the OP to run this, sorry :)
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samsaq

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 34) (TC Mod)
« Reply #1117 on: June 01, 2015, 08:15:01 PM »

I have one problem when playing with the mod: I can't see ships in fleet's the in the campaign map.(the visual representations are invisible, both on the campaign map and when you mouse over the fleet in the campaign map) Only ship trails are visible, and as such its hard o figure out which fleets to attack/run away from. Any ideas as to why this is happening and how I can fix it?(I'm only using the vacuum mod on the right starsector build, I've checked)
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xenoargh

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 34) (TC Mod)
« Reply #1118 on: June 01, 2015, 08:53:50 PM »

That's deliberate. 

Basically, I don't like how there isn't any mystery in Vanilla SS; it makes it far too easy to play, in the sense that you can optimize for every encounter far too perfectly, which I find fairly unrealistic.  That said, the names of the fleets give you a pretty good idea what you'll encounter, you'll find :)
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Lord0Trade

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 34) (TC Mod)
« Reply #1119 on: March 07, 2016, 05:29:11 PM »

Is it dead? I think it's dead....
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xenoargh

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 34) (TC Mod)
« Reply #1120 on: March 07, 2016, 06:55:10 PM »

It's fast asleep for now.  I had a very big case of Real Life and the current build of SS pretty much broke the main code again.  I got it vaguely working awhile ago, but just don't have a lot of time to throw at SS modding right now.  I'll try and get back to this when SS is something like Beta, most likely; what I'm doing IRL is requiring a lot of my time atm.
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