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Author Topic: Starfarer 0.54a (Released) Patch Notes  (Read 365050 times)

Reshy

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Re: Starfarer 0.54a (Released) Patch Notes
« Reply #555 on: November 23, 2012, 01:50:37 PM »

So Alex can we get the Ambient Combat Track?  I want to add it to my MP3.
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Alex

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Re: Starfarer 0.54a (Released) Patch Notes
« Reply #556 on: November 23, 2012, 02:00:12 PM »

Mod seems to load all right out of the box, yay.  Now I've just got to figure out how to customize what ships people can start with and other things, hehe :)

I also guess I need to read through the notes about what CARRIER/CIVILIAN do in the CSV (I presume those are AI hints), same with any weapon changes.

I believe the changes are that ships no longer "assume" to be civilian or carrier type ships, so they're now user-defined properties of the ships. The reason for this, if I remember rightly, is that some mod ships behaved like civilian or carrier ships even though they were just poorly armed or happened to have a flight deck but were still combat-worthy respectively.

Yeah, that's exactly right. Some vanilla refitted ships, too.


So Alex can we get the Ambient Combat Track?  I want to add it to my MP3.

These'll be available from Stian (the composer) as part of the soundtrack, once the game is officially out. So, the answer is yes, but not yet :)


Also: hotfix for the tutorial crash is now up.
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Hopelessnoob

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Re: Starfarer 0.54a (Released) Patch Notes
« Reply #557 on: November 23, 2012, 02:09:51 PM »

Sigh now the anticipation begins for the next patch.
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xenoargh

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Re: Starfarer 0.54a (Released) Patch Notes
« Reply #558 on: November 23, 2012, 02:15:01 PM »

Hmm.  Tested out "Projectile graphics now rendered at correct aspect ratio based on the width of the trail, regardless of its length".

The sprites are now working properly (big yay!) but I can't reduce the coreColor alpha without both making the sprite alpha change (eek) and the weapon's explosion color change.  

So I still can't have, say, a green custom weapon explosion sprite with a bright purple explosion.  To get correct sprites, all my ballistic projectiles need a coreColor of 255s.

Am I just doing it wrong?  I just want to see the sprite, no trail, and a yellow-orange explosion when it hits stuff.

And man, am I going to have fun with the custom battle stuff.  Can we define "neutral" team stuff or a third team, so that we can have objects that shoot at everybody?
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CrashToDesktop

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Re: Starfarer 0.54a (Released) Patch Notes
« Reply #559 on: November 23, 2012, 02:19:13 PM »

Ah, Alex.  Time to change the front page for that Character Skills portion in "Upcoming Features"
:)
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Alex

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Re: Starfarer 0.54a (Released) Patch Notes
« Reply #560 on: November 23, 2012, 02:36:17 PM »

Ah, Alex.  Time to change the front page for that Character Skills portion in "Upcoming Features"
:)

Oh, good call! Done.


Hmm.  Tested out "Projectile graphics now rendered at correct aspect ratio based on the width of the trail, regardless of its length".

The sprites are now working properly (big yay!) but I can't reduce the coreColor alpha without both making the sprite alpha change (eek) and the weapon's explosion color change. 

So I still can't have, say, a green custom weapon explosion sprite with a bright purple explosion.  To get correct sprites, all my ballistic projectiles need a coreColor of 255s.

Am I just doing it wrong?  I just want to see the sprite, no trail, and a yellow-orange explosion when it hits stuff.

The hit glow uses the fringe color from the spec and always has a white core (for brightness). So yeah, those things are linked. So are the bullet color and the "core" part of the ballistic trail. But the core color shouldn't affect the explosion color, as far as I can see from the code.

... we should probably continue this in the modding section.

And man, am I going to have fun with the custom battle stuff.  Can we define "neutral" team stuff or a third team, so that we can have objects that shoot at everybody?

Hmm. Maybe, though the API doesn't grant access to "setOwner()"... but you might be able to get around that somehow. But the AI probably wouldn't handle it well.

Sigh now the anticipation begins for the next patch.

This kind of dedicated pessimism deserves commendation. Nicely done :)
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Cycerin

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Re: Starfarer 0.54a (Released) Patch Notes
« Reply #561 on: November 23, 2012, 02:36:28 PM »

*** awesome. All the skills are appealing, mysterious and seem to be decent choices to make. The game feels slightly more immersive too. Time to get back working on my mod after my exams.
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Aleskander

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Re: Starfarer 0.54a (Released) Patch Notes
« Reply #562 on: November 23, 2012, 02:40:52 PM »

Well goodbye real life, I'll be back in a few days
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Gothars

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Re: Starfarer 0.54a (Released) Patch Notes
« Reply #563 on: November 23, 2012, 02:46:27 PM »

Thank you for releasing this at the weekend Alex :) 

I will give feedback as soon as if tried everything...
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CrashToDesktop

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Re: Starfarer 0.54a (Released) Patch Notes
« Reply #564 on: November 23, 2012, 02:47:58 PM »

A day after thanksgiving, we all give thanks! :D
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Reshy

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Re: Starfarer 0.54a (Released) Patch Notes
« Reply #565 on: November 23, 2012, 03:05:29 PM »

So Alex can we get the Ambient Combat Track?  I want to add it to my MP3.

These'll be available from Stian (the composer) as part of the soundtrack, once the game is officially out. So, the answer is yes, but not yet :)


You're killing me here Alex.
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CrashToDesktop

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Re: Starfarer 0.54a (Released) Patch Notes
« Reply #566 on: November 23, 2012, 03:35:41 PM »

I love the new combat tutorials! :D Althought the screen stops moving around when your mouse enters the text box, I find that annoying.

And for the Fleet Combat Tutorial, I did not expect myself to win that battle. :) Guess high-tech fighters and frigates are OP. ;D
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Quote from: Trylobot
I am officially an epoch.
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Note: please sacrifice your goats responsibly, look up the proper pronunciation of Alex's name. We wouldn't want some other project receiving mystic power.

theSONY

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Re: Starfarer 0.54a (Released) Patch Notes
« Reply #567 on: November 23, 2012, 03:41:12 PM »

joy... JOY !! :D
now i must download it & play the damn thing BUT im happy as a puppy right now  :-X
 
PS: wisjh i was sober right now (well there is always tomorrow)

                                                                                                               ::) 
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BillyRueben

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Re: Starfarer 0.54a (Released) Patch Notes
« Reply #568 on: November 23, 2012, 03:45:52 PM »

I'm really happy with the skills that only benefit your own ship (most or all of the combat tree). A lot more interesting when you have to make the choice between making your ship godlike and making all of your ships good. I wasn't expecting this at all.
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Uomoz

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Re: Starfarer 0.54a (Released) Patch Notes
« Reply #569 on: November 23, 2012, 04:17:27 PM »

Yay!
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