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Author Topic: Starsector 0.54.1a (Released) Patch Notes  (Read 181208 times)

Dri

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Re: Starfarer 0.54.1a (In Development) Patch Notes
« Reply #75 on: January 02, 2013, 10:02:25 PM »

I do like the new skill tree a lot more.

Its overall more aesthetically pleasing as well as making better use of the onscreen real estate. :D

C'mon Alex! Polish this sucker up and release it! Then in 6 months we want 1.0 release! YEAHHH! :o
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Gothars

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Re: Starfarer 0.54.1a (In Development) Patch Notes
« Reply #76 on: January 03, 2013, 12:25:20 AM »

A peek at the new character/skills UI, redesigned by David:

Spoiler

(click for full-size)
[close]

A huge improvement. The frames around the icons are a good idea.

Did you consider the mouse-over explanation for the hullmods? Now that right-click-reverse is there I see no reason to not have it. 

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The game was completed 8 years ago and we get a free expansion every year.

Arranging holidays in an embrace with the Starsector is priceless.

Sproginator

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Re: Starfarer 0.54.1a (In Development) Patch Notes
« Reply #77 on: January 03, 2013, 12:30:06 AM »

Ooooo, snazzy new stuff!
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Alex

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Re: Starfarer 0.54.1a (In Development) Patch Notes
« Reply #78 on: January 03, 2013, 09:39:31 AM »

Thanks, guys! Glad you like the new UI :)

Did you consider the mouse-over explanation for the hullmods? Now that right-click-reverse is there I see no reason to not have it. 

Responded here.

C'mon Alex! Polish this sucker up and release it! Then in 6 months we want 1.0 release! YEAHHH! :o

Working on that.
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LazyWizard

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Re: Starfarer 0.54.1a (In Development) Patch Notes
« Reply #79 on: January 03, 2013, 10:50:50 AM »

I think this will forever be known as the Modding Update. :D

I was literally just now writing a suggestion for something like ViewportAPI and EveryFrameWeaponEffectPlugin when I got the tweet notification about new patch notes. Are you psychic? :P

What's the behavior of EveryFrameWeaponEffectPlugin, by the way?
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Sproginator

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Re: Starfarer 0.54.1a (In Development) Patch Notes
« Reply #80 on: January 03, 2013, 10:56:36 AM »

I think this will forever be known as the Modding Update. :D

I was literally just now writing a suggestion for something like ViewportAPI and EveryFrameWeaponEffectPlugin when I got the tweet notification about new patch notes. Are you psychic? :P

What's the behavior of EveryFrameWeaponEffectPlugin, by the way?

If this is a modding update, check out my deplorable turret suggestion :)
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Alex

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Re: Starfarer 0.54.1a (In Development) Patch Notes
« Reply #81 on: January 03, 2013, 11:04:41 AM »

I think this will forever be known as the Modding Update. :D

I was literally just now writing a suggestion for something like ViewportAPI and EveryFrameWeaponEffectPlugin when I got the tweet notification about new patch notes. Are you psychic? :P

Hah! Maybe :)

What's the behavior of EveryFrameWeaponEffectPlugin, by the way?

Here's a sample EveryFrameWeaponEffectPlugin implementation (btw, it's not actually used anywhere, and has at least one potential bug that I can see):
Spoiler

package com.fs.starfarer.api.impl.combat;

import com.fs.starfarer.api.combat.CombatEngineAPI;
import com.fs.starfarer.api.combat.EveryFrameWeaponEffectPlugin;
import com.fs.starfarer.api.combat.WeaponAPI;

public class SensorDishRotationEffect implements EveryFrameWeaponEffectPlugin {

   private float currDir = Math.signum((float) Math.random() - 0.5f);
   
   public void advance(float amount, CombatEngineAPI engine, WeaponAPI weapon) {
      if (engine.isPaused()) return;
      
      float curr = weapon.getCurrAngle();
      
      curr += currDir * amount * 10f;
      float arc = weapon.getArc();
      float facing = weapon.getArcFacing() + (weapon.getShip() != null ? weapon.getShip().getFacing() : 0);
      if (!isBetween(facing - arc/2, facing + arc/2, curr)) {
         currDir = -currDir;
      }
      
      weapon.setCurrAngle(curr);
   }

   public static boolean isBetween(float one, float two, float check) {
      one = normalizeAngle(one);
      two = normalizeAngle(two);
      check = normalizeAngle(check);

      //System.out.println(one + "," + two + "," + check);
      if (check >= one && check <= two) return true;
      
      if (one > two) {
         if (check <= two) return true;
         if (check >= one) return true;
      }
      return false;
   }
   
   public static float normalizeAngle(float angleDeg) {
      return (angleDeg % 360f + 360f) % 360f;
   }
}
[close]


If this is a modding update, check out my deplorable turret suggestion :)

Yeah, I saw it. Something like that has actually been under consideration for a while. Whether or not it'll become reality, I can't say at this point.


(Btw, "DECORATIVE" slots are basically the greeble objects that were discussed in Suggestions a while back.)
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Gothars

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Re: Starfarer 0.54.1a (In Development) Patch Notes
« Reply #82 on: January 03, 2013, 11:28:09 AM »

Those patchnotes had me "yay :D" five times :)

Can we see a sneaky screenshot of the new Needler designs?


Maybe you should take a vacation or something after the update, that sure is a lot of work over the holidays...
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The game was completed 8 years ago and we get a free expansion every year.

Arranging holidays in an embrace with the Starsector is priceless.

Sproginator

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Re: Starfarer 0.54.1a (In Development) Patch Notes
« Reply #83 on: January 03, 2013, 11:41:27 AM »

Fantastic patch notes, with regards to turrets, it would open more than just turrets, even mines, deplorable outposts, etc
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A person who's never made a mistake, never tried anything new
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CrashToDesktop

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Re: Starfarer 0.54.1a (In Development) Patch Notes
« Reply #84 on: January 03, 2013, 11:56:42 AM »

Hey, greeble objects!  Or, rather, about as close as we're going to get. ;D Time to attach to snazzy stuff to my ships!  Perhaps blinking lights on carriers? ;)

Will weapons marked as "decorative" show up in the weapon codex, ship codex, on the ship info panel in campaign, or any other place?  I see no reason for the DECORATIVE weapon to show up since they don't fire.
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Wyvern

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Re: Starfarer 0.54.1a (In Development) Patch Notes
« Reply #85 on: January 03, 2013, 11:57:26 AM »

But why would I want deplorable outposts or turrets?  (Yes, yes, I know you meant "deployable", and probably just have an overzealous spellchecker.  Still amuses me.)

Greebles!  Yay, greebles!  ...Don't have the various APIs in front of me, so, question on that EveryFrameWeaponEffectPlugin - can we make a sensor dish that tracks the targeted ship (if any) or the player's mouse (if on a player ship)?
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Wyvern is 100% correct about the math.

Alex

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Re: Starfarer 0.54.1a (In Development) Patch Notes
« Reply #86 on: January 03, 2013, 12:01:35 PM »

Will weapons marked as "decorative" show up in the weapon codex, ship codex, on the ship info panel in campaign, or any other place?  I see no reason for the DECORATIVE weapon to show up since they don't fire.

They won't show up anywhere at all, except visually on the hull. If they somehow *do* show up elsewhere, that's a bug.

Greebles!  Yay, greebles!  ...Don't have the various APIs in front of me, so, question on that EveryFrameWeaponEffectPlugin - can we make a sensor dish that tracks the targeted ship (if any) or the player's mouse (if on a player ship)?

Yeah, should be able to. There's a weapon.getShip() and ShipAPI.getMouseTarget()/ShipAPI.getShipTarget() to take care of that.

with regards to turrets, it would open more than just turrets, even mines, deplorable outposts, etc

Yeah, I know what you mean. It'd be a fairly major feature. And making outposts deplorable is a lot more work than you'd think :P


Can we see a sneaky screenshot of the new Needler designs?

Sorry, not just now. You'll see them soon(tm) enough, though!

Maybe you should take a vacation or something after the update, that sure is a lot of work over the holidays...

Hmm, maybe. I'm really amped up to get cracking on some campaign stuff, though :)
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LazyWizard

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Re: Starfarer 0.54.1a (In Development) Patch Notes
« Reply #87 on: January 03, 2013, 12:18:54 PM »

Will weapons marked as "decorative" show up in the weapon codex, ship codex, on the ship info panel in campaign, or any other place?  I see no reason for the DECORATIVE weapon to show up since they don't fire.

They won't show up anywhere at all, except visually on the hull. If they somehow *do* show up elsewhere, that's a bug.

Will they show up if given the SHOW_IN_CODEX tag? I can think of a few potential greeble objects that it would be nice to have lore articles on.

Another great thing about this patch: an excuse to use the word 'greeble'.


with regards to turrets, it would open more than just turrets, even mines, deplorable outposts, etc

Yeah, I know what you mean. It'd be a fairly major feature. And making outposts deplorable is a lot more work than you'd think :P

How difficult would it be to implement a property in the projectile file that makes non-PD weapons fire at it? I believe we could fake turrets right now using custom projectiles and a combat plugin, but only PD weapons would try to take them out.
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Sproginator

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Re: Starfarer 0.54.1a (In Development) Patch Notes
« Reply #88 on: January 03, 2013, 12:28:38 PM »

Damn spellchecker, I mean it's one of the things you could do, it's just. A case of a bigger turret
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A person who's never made a mistake, never tried anything new
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Sproginator

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Re: Starfarer 0.54.1a (In Development) Patch Notes
« Reply #89 on: January 03, 2013, 12:30:40 PM »

And major features are what makes this game fun. I say it's worth the time and effort :D
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A person who's never made a mistake, never tried anything new
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