Fractal Softworks Forum

Starsector => Mods => Topic started by: mendonca on April 24, 2012, 01:08:41 AM

Title: the ASP syndicate - v0.50 ShaderLib support
Post by: mendonca on April 24, 2012, 01:08:41 AM
(http://i1239.photobucket.com/albums/ff516/Trylobot/made_with_sf_edit.png)(http://i.imgur.com/F215u.png) (http://fractalsoftworks.com/forum/index.php?topic=2382.msg31058#msg31058)

(https://dl.dropboxusercontent.com/u/66536185/asp_logo.png)
the Associated Starline Parcels Syndicate - Delivering Dreams*

PLEASE NOTE: This mod has been integrated with the Junk Pirates mod, single faction support has been discontinued going forward:

FIND THE ASP SYNDICATE HERE! (http://fractalsoftworks.com/forum/index.php?topic=161.0)

We at the ASP Syndicate pride ourselves in the safe and timeous delivery of your goods, wherever and whatever that may be.

We maintain an excellent working relationship with the Tri-Tachyon, are licensed to operate throughout all Hegemony space and our well-armed starfaring craft with highly-trained crew are skilled at avoiding potentially costly warfare throughout independent and Cult of Lud space. This all comes together to achieve an average 96.4% goods delivery rate between neighbouring systems**, at a delivery time to suit your needs.

If you are looking to move personnel, freight or valuables and you want confidence that it might get there - the ASP syndicate can meet your needs.

Call in to your local system representative today for an instant quotation.

*at additional cost
**Delivery rates between various systems available on request

---------------------*--------------------
The ASP Syndicate is a WIP of a primarily trading based fleet, with an emphasis on lots of cargo.

The ships are lightly armed and armored, with a tendency towards defensive based weaponry such as fire support and PD positions. They are relatively fast, but not very nimble, as they need to move cargo on a deadline, but they don't like getting in a fight.

Due to the large volume of the ships, this lends them to have some reasonable spare space for hangar capacity, so any attacking engagements are preferred to be dealt with via fighter and bomber craft.

The bottom line however - is the bottom line, and all engagements eat in to the profit and the reputation of the Syndicate as a corporate entity. They prefer not to get involved, but with space being as it is they need to be able to deter pirates at the least.

WIP Sprites:

Diamondback
(https://dl.dropboxusercontent.com/u/66536185/syndicate_asp_diamondback.png)

Copperhead
(https://dl.dropboxusercontent.com/u/66536185/syndicate_asp_copperhead.png)

Gigantophis
(https://dl.dropboxusercontent.com/u/66536185/syndicate_asp_gigantophis.png)

Constrictor
(https://dl.dropboxusercontent.com/u/66536185/syndicate_asp_constrictor.png)

Venom
(https://dl.dropboxusercontent.com/u/66536185/syndicate_asp_venom.png)

Bite
(https://dl.dropboxusercontent.com/u/66536185/syndicate_asp_bite.png)

Integrated with Junk Pirates
Title: Re: the ASP syndicate
Post by: Upgradecap on April 24, 2012, 01:11:42 AM
Damn mendonca. You drew all of thosd concepts in paint, right?

Looking nice :)
Title: Re: the ASP syndicate
Post by: Vandala on April 24, 2012, 01:14:04 AM
You can always just google or wiki snake names.
Title: Re: the ASP syndicate
Post by: mendonca on April 24, 2012, 01:20:07 AM
Damn mendonca. You drew all of thosd concepts in paint, right?

They were courtesy of my Hungarian friend Laszlo Biro ...
Title: Re: the ASP syndicate
Post by: Upgradecap on April 24, 2012, 01:22:44 AM
Damn mendonca. You drew all of thosd concepts in paint, right?

They were courtesy of my Hungarian friend Laszlo Biro ...

ROFL.   Seriously?

:)
Title: Re: the ASP syndicate
Post by: Archduke Astro on April 24, 2012, 01:25:12 AM
They were courtesy of my Hungarian friend Laszlo Biro ...

I appreciate a dry wit such as yours. Goes well with my late-night martini.
Title: Re: the ASP syndicate
Post by: Uomoz on April 24, 2012, 03:34:38 AM
They were courtesy of my Hungarian friend Laszlo Biro ...

I appreciate a dry wit such as yours. Goes well with my late-night martini.

Archduke, as stylish as always.

More OP related:

Can't wait to see this one develops. Everytime the focus of a mod is not *MY PEW PEW IS LONGER THEN YOURS* Uomoz is a little bit happier. :D
Title: Re: the ASP syndicate
Post by: Heavy Weapons Pony on April 24, 2012, 04:03:36 AM
Snake ALL the names! (Australia has ALL the snakes!)

Capital Ships: (maybe?)
King Brown
King Cobra
Royal Python
Queen http://en.wikipedia.org/wiki/Queen_snake (http://en.wikipedia.org/wiki/Queen_snake)

Everything else:
Death Adder
Horned Adder
Bushmaster http://en.wikipedia.org/wiki/Lachesis_%28genus%29 (http://en.wikipedia.org/wiki/Lachesis_%28genus%29)
Copperhead
Asp Viper (or just Asp)
Taipan
Sidewinder
Shield Tail (Have a crazy good shield maybe? but low attack ability)
Racer (fast ship, obviously)
Rattlesnake (or Rattler)
Black Mamba
Lancehead http://en.wikipedia.org/wiki/Lancehead (http://en.wikipedia.org/wiki/Lancehead)
Krait http://en.wikipedia.org/wiki/Krait (http://en.wikipedia.org/wiki/Krait)


Hope that's enough names for you!  ;D
Title: Re: the ASP syndicate
Post by: mendonca on April 24, 2012, 04:14:07 AM
Thank you!  :D

That is certainly a good starting point!
Title: Re: the ASP syndicate
Post by: Heavy Weapons Pony on April 26, 2012, 02:36:39 AM
Did everyone just forget about this?

I like it, at least.
Title: Re: the ASP syndicate
Post by: mendonca on April 26, 2012, 03:09:58 AM
Did everyone just forget about this?

I like it, at least.
Thanks!

I've not forgotten about it, at least. Might even get it in to some sort of shape for an initial release soon.
Title: Re: the ASP syndicate
Post by: Alex on April 26, 2012, 09:41:01 AM
Oh, just saw this. Looks really promising, love your artwork!
Title: Re: the ASP syndicate
Post by: mendonca on April 27, 2012, 04:46:24 AM
Oh, just saw this. Looks really promising, love your artwork!
Thanks man!  :)

First three ships are largely complete, sprite-wise. Now to get the Gigantophis in-game and move to a first release ...

The intention will be to add some of these as part of the independent fleets for the Corvus system.
Title: Re: the ASP syndicate
Post by: arcibalde on April 27, 2012, 05:03:34 AM
 :o This Look AWESOME!!!

Dude, are you doing any part of drawing/painting on computer?
Title: Re: the ASP syndicate
Post by: mendonca on April 27, 2012, 05:10:45 AM
:o This Look AWESOME!!!

Thanks, dude!

Dude, are you doing any part of drawing/painting on computer?

Yeah, most of it, to be honest. The biro only really creates the outline.

Then it goes straight in to Paint.net (via a scanner) from whence I colour it in (with a multiply layer, retaining some of the original detail) and texture it using lots of snippets from David's original sprites and lots of 'overlay' layers.

Then a few glows, some shading, a dash of low opacity brushes to give me something like the above.

I've done the more recent stuff just with a mouse, as well, even though I have a tablet safely locked away at home.
Title: Re: the ASP syndicate
Post by: WarStalkeR on April 27, 2012, 05:15:30 AM
Looks great and promising, but still some edges aren't smooth...
Title: Re: the ASP syndicate
Post by: mendonca on April 27, 2012, 05:23:08 AM
Looks great and promising, but still some edges aren't smooth...
Thanks, and yeah ...  :)

To be honest I find it useful to post the sprites up somewhere, sit and stare at them for a bit, and then I see these things as well ... The Copperhead especially looks less and less satisfactory the more I stare at that.

I'll probably do another pass on such details before I get the first release out, but then again if you can't notice it too bad in-game, I might just leave it 'til another release ...
Title: Re: the ASP syndicate
Post by: arcibalde on April 27, 2012, 05:36:03 AM
It just look so damn good!!!!
Title: Re: the ASP syndicate
Post by: Heavy Weapons Pony on April 27, 2012, 06:02:42 AM
OH DEAR GOD WHAT HAVE I DONE.
One post leads to 20.

Anyway It looks good and wish you all the best in your efforts of putting this in campaign. Can't wait to fly the Diamondback and Copperhead.
Title: Re: the ASP syndicate
Post by: Cordacc on April 27, 2012, 09:16:11 AM
on the gigantophis on the top left the 2nd small turret down from the top looks a little forced and is a little bit off the ship.
Title: Re: the ASP syndicate
Post by: frag971 on April 28, 2012, 07:55:12 PM
Aum...... Aquarium ships?
Title: Re: the ASP syndicate
Post by: cp252 on April 29, 2012, 08:06:20 AM
So... fluffy. I want, I want, I want.  :o
Title: Re: the ASP syndicate
Post by: mendonca on May 01, 2012, 02:31:36 PM
CONSTRICTOR

(http://www.zen102301.zen.co.uk/starfarer/aspsyndicate/syndicate_asp_constrictor.png)

Packing sabots and an IR pulse. Strong, but quite fragile given that they roam about in packs of two. Also pretty niche, as the sabots are not universally useful.

VENOM

(http://www.zen102301.zen.co.uk/starfarer/aspsyndicate/syndicate_asp_venom.png)

A couple of mining lasers and a pack of swarmers. An anti-fighter fighter, comes in packs of three.

BITE

(http://www.zen102301.zen.co.uk/starfarer/aspsyndicate/syndicate_asp_bite.png)

Standard drone with a LR PD Laser. Usual benefits and drawbacks of a light drone.
Title: Re: the ASP syndicate
Post by: Trylobot on May 03, 2012, 02:05:41 PM
Love this so far, mendo  8)
Title: Re: the ASP syndicate
Post by: Sunfire on May 03, 2012, 03:10:19 PM
Really like the fighters
Title: Re: the ASP syndicate
Post by: mendonca on May 18, 2012, 10:10:13 AM
Okey dokey duderinos, lets have an initial release, what?

Simple campaign integration, ASP syndicate behave a little bit (okay a lot) like the Independents and share some ships.

Check OP for download link.

e: Ah shucks, left in the wrong relationships. Manually edit ASPSectorGen or download 021 for the official ASP experience.
Title: Re: the ASP syndicate
Post by: Heavy Weapons Pony on June 04, 2012, 10:42:47 PM
Le Bump.
Title: Re: the ASP syndicate
Post by: cp252 on June 06, 2012, 12:08:00 AM
Wouldn't it be cool if these guys acted as supply convoys for the non-pirate factions?
Title: Re: the ASP syndicate
Post by: Archduke Astro on June 06, 2012, 01:10:32 AM
Wouldn't it be cool if these guys acted as supply convoys for the non-pirate factions?

Very clever suggestion! ;D I would love to see craftomega implement a cool change like that within his Minimash mod compilation.
Title: Re: the ASP syndicate
Post by: Uomoz on June 06, 2012, 01:23:54 AM
Wouldn't it be cool if these guys acted as supply convoys for the non-pirate factions?

Do want this in U'sC.

I'd like to have the ASP into Uomoz's Realm of Scripting Pain. Is it ok for you mendonca?
Title: Re: the ASP syndicate
Post by: mendonca on June 06, 2012, 06:41:58 AM
I'd like to have the ASP into Uomoz's Realm of Scripting Pain. Is it ok for you mendonca?

Absolutely, no problem at all.  :)

The only thing I would say is that I haven't had much external feedback on the fleet. I have my own thoughts about the strengths / weaknesses and positioning of the fleet in general but the good feedback always comes from other people.

That only has ramifications if they DO get implemented in Uomoz's Corvus, and subsequently a lot of people play with them and make some top-drawer suggestions about their balance, I might agree with it and change them correspondingly!

But yeah, it would be cool to see them in there  :)
Title: Re: the ASP syndicate
Post by: cp252 on June 06, 2012, 07:56:26 AM
YAY. This calls for capslock.   ;D
Can't wait~
Title: Re: the ASP syndicate
Post by: Uomoz on June 06, 2012, 08:31:30 AM
I might release V15 later today with this new awesome stuff. Welcome aboard (again!).
Title: Re: the ASP syndicate
Post by: hadesian on June 14, 2012, 12:59:56 PM
Sorry for the bump, but I suddenly realised what the logo reminds me of.
May be slightly obscure but in game it's very similar
(http://fc06.deviantart.net/fs70/i/2010/284/c/f/wipeout_evo__auricom__by_crylagio-d30kavy.jpg)
Title: Re: the ASP syndicate
Post by: ClosetGoth on June 15, 2012, 04:08:33 AM
So Mendonca, do we have more work on this in progress? I can't wait to see more of these ships! Is this going to have as many ships as Junk Pirates?
Title: Re: the ASP syndicate
Post by: mendonca on August 14, 2012, 01:51:21 PM
So Mendonca, do we have more work on this in progress? I can't wait to see more of these ships! Is this going to have as many ships as Junk Pirates?

Hey, sorry about the lack of a reply. Just noticed this as I am updating to include ship systems (see OP for link).

I don't intend on adding much more to this, it was designed to be a small faction and simply put the syndicate have only a few ships to supplement the more combat capable traditional ships.

And I've updated this to include ship systems thusly:

Gigantophis: PD Drones
Copperhead: Burn Drive
Diamondback: Active Flares
Title: Re: the ASP syndicate
Post by: Uomoz on September 27, 2013, 06:59:43 AM
NECROBUMP. Mendonca, you should really update this guys for .6a. Even just the ship stats, so I can finish *mendoncizing* UsS, add them to the independent fleet spawner. It's not a coincidence the first mods I integrated are your stuff.
Title: Re: the ASP syndicate
Post by: mendonca on September 27, 2013, 07:10:06 AM
Sure thing, will try and do a quick once over tonight  :)

Really wanted to do a detail pass over the sprites first, but that is not going to happen quickly.
Title: Re: the ASP syndicate
Post by: mendonca on September 27, 2013, 02:14:39 PM
Done, quick update to 0.6a, v0.35.

https://dl.dropboxusercontent.com/u/66536185/syndicate_asp035.zip

It is currently similar in scope and scale to 0.54 and previous - ASP only present in Corvus.

Would be nice to get this up and running with lots of inter-system (and inter-mod) trade runs going.
Title: Re: the ASP syndicate
Post by: Uomoz on September 27, 2013, 02:23:14 PM
They are already on it, here :)
Title: Re: the ASP syndicate
Post by: mendonca on September 27, 2013, 02:25:03 PM
They are already on it, here :)

Awesome :)
Title: Re: the ASP syndicate
Post by: Zaphide on September 27, 2013, 03:38:32 PM
Yay!  :D
Title: Re: the ASP syndicate
Post by: ssthehunter on September 27, 2013, 04:29:56 PM
*twitch*
*glances around*
*grabs mod*
*glances around*
*runs away*
MINE.
Finally updated :D
Thanks!
Title: Re: the ASP syndicate
Post by: Vayra on September 28, 2013, 03:14:24 PM
Just a thought, you might want to cut the "The" from the beginning of the faction's name in the in-game files. "The ASP Syndicate Miner" looks a little silly compared to "ASP Syndicate Miner", "The ASP Syndicate Mercenary Force" vs "ASP Syndicate Mercenary Force", etc. ;)

Love the mod in general, though.
Title: Re: the ASP syndicate
Post by: R14N on September 29, 2013, 05:22:42 PM
Just a thought, you might want to cut the "The" from the beginning of the faction's name in the in-game files. "The ASP Syndicate Miner" looks a little silly compared to "ASP Syndicate Miner", "The ASP Syndicate Mercenary Force" vs "ASP Syndicate Mercenary Force", etc. ;)

Love the mod in general, though.

After played the mod..... this I agree....
Title: Re: the ASP syndicate
Post by: mendonca on September 30, 2013, 11:23:38 AM
Teeny tiny update, streamlined Exerelin integration and removed 'the' ...
Title: Re: the ASP syndicate
Post by: Az the Squishy on October 14, 2013, 02:36:47 PM
huh, i don't know if this is just me, but i can't see any pictures, i's just, a page. LOL!
Title: Re: the ASP syndicate
Post by: Trylobot on October 14, 2013, 02:49:16 PM
Nope, not just you; I can't see any pictures on the original post either.
Title: Re: the ASP syndicate
Post by: Az the Squishy on October 14, 2013, 10:28:19 PM
ALLLRIGHT, so the monkye doesn't need his eye's checked... again, YAY!
Title: Re: the ASP syndicate
Post by: mendonca on October 15, 2013, 12:09:04 AM
The monkey's eyes are fine :)

Had a bit of a webhost issue ... now resolved with the ship graphics at least ... give us a day or two to figure out where the logo got to ...
Title: Re: the ASP syndicate
Post by: Trylobot on October 15, 2013, 11:21:35 AM
mendonca:
http://fractalsoftworks.com/forum/index.php?topic=7136.0

Lot of noise lately on the Exerelin thread regarding compatibility, your mod was one of the ones mentioned a lot. If you follow the above guide, you can make it all go away and be Exerelin-compatible right out of the box. You'll also want to rename your CharacterCreationPluginImpl to something unique to your mod, so that Janino can distinguish it.

Cheers mate ~
Title: Re: the ASP syndicate
Post by: mendonca on October 16, 2013, 12:43:03 PM
Hey, thanks Trylobot, my second favourite moderator.

That was a bit of an error on my part - I forgot to tidy up the zip file. The character creation plugin was a 'debug' tool to give me an ASP fleet, it is not supposed to be a legit part of the mod.

Removing this file WILL fix the incompatibility, right ???

(redownload, or delete scripts/plugins/. folder from your ASP mod for the genuine ASP experience)
Title: Re: the ASP syndicate
Post by: Zaphide on October 16, 2013, 01:33:55 PM
Hi mendonca,

Your ASP_Test mission is using FleetGoal.DEFEND which causes a compilation crash on game load.

I beleive you will want to change it to FleetGoal.ATTACK :)
Title: Re: the ASP syndicate
Post by: mendonca on October 17, 2013, 12:54:43 PM
Hi mendonca,

Your ASP_Test mission is using FleetGoal.DEFEND which causes a compilation crash on game load.

I beleive you will want to change it to FleetGoal.ATTACK :)

Ach. Thanks Zaphide.

Annoyingly, again, down to a test mission which needn't even be there.

Nevertheless, fixed, I hope. Apologies for the sloppiness, just struggling to get time to test this stuff out ...
Title: Re: the ASP syndicate
Post by: mendonca on March 23, 2014, 11:58:11 AM
UPDATE.

0.6.2a balance pass, graphical polishing.

And the path of the Gigantophis Sprite is thus:

(https://dl.dropboxusercontent.com/u/66536185/gvbf.gif)
Title: Re: the ASP syndicate
Post by: xenoargh on March 23, 2014, 03:42:37 PM
Looking great, can't wait to see final polish / color passes :)
Title: Re: the ASP syndicate
Post by: mendonca on March 24, 2014, 08:15:28 AM
Looking great, can't wait to see final polish / color passes :)

Give my stripped-down soul a few weeks to recover from my recent bout of pixel-clicking, and I'll maybe think about NOT calling this a final pass ;)
Title: Re: the ASP syndicate
Post by: Cycerin on March 24, 2014, 08:44:13 AM
Only thing I'd like to see is an ASP logo somewhere on it.
Title: Re: the ASP syndicate - v0.50 ShaderLib support
Post by: mendonca on September 20, 2014, 12:45:51 PM
v0.50 released.

Updated to support material and normal maps, now requires shaderlib.
Title: Re: the ASP syndicate - v0.50 ShaderLib support
Post by: CopperCoyote on September 25, 2014, 10:34:20 AM
I get a CTD error message when i try to load with ASP

Fatal:error loading [data/lights/pack_texture_data.csv] resource not found in C:\...\mods\syndicate_asp...

It then lists all the other mods active too. It was confusing at first because i installed several new versions of mods at once, but now i only have ASP active (faction wise).

Spoiler
122750 [Thread-5] ERROR org.dark.shaders.util.ShaderLib  - Failed to load shader settings: Duplicate key "use64BitBuffer"
122875 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.RuntimeException: Error loading [data/lights/pack_texture_data.csv] resource, not found in [C:\Program Files\Fractal Softworks\Starsector\starsector-core\..\mods\syndicate_asp,C:\Program Files\Fractal Softworks\Starsector\starsector-core\..\mods\Common Radar,C:\Program Files\Fractal Softworks\Starsector\starsector-core\..\mods\LazyLib,C:\Program Files\Fractal Softworks\Starsector\starsector-core\..\mods\Leading Pip,C:\Program Files\Fractal Softworks\Starsector\starsector-core\..\mods\ShaderLib Basic,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [data/lights/pack_texture_data.csv] resource, not found in [C:\Program Files\Fractal Softworks\Starsector\starsector-core\..\mods\syndicate_asp,C:\Program Files\Fractal Softworks\Starsector\starsector-core\..\mods\Common Radar,C:\Program Files\Fractal Softworks\Starsector\starsector-core\..\mods\LazyLib,C:\Program Files\Fractal Softworks\Starsector\starsector-core\..\mods\Leading Pip,C:\Program Files\Fractal Softworks\Starsector\starsector-core\..\mods\ShaderLib Basic,../starfarer.res/res,CLASSPATH]
   at com.fs.util.C.Ó00000(Unknown Source)
   at com.fs.util.C.Ó00000(Unknown Source)
   at com.fs.starfarer.loading.LoadingUtils.Õ00000(Unknown Source)
   at com.fs.starfarer.loading.LoadingUtils.o00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.loadCSV(Unknown Source)
   at org.dark.shaders.util.TextureData.readTextureDataCSV(TextureData.java:36)
   at data.scripts.world.SyndicateAspModPlugin.onApplicationLoad(SyndicateAspModPlugin.java:41)
   at com.fs.starfarer.loading.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

It says something about 64 bit and i have windows XP so i can't 64 bit even if I had to. Another possible reason is i'm using shader basic.
Title: Re: the ASP syndicate - v0.50 ShaderLib support
Post by: mendonca on September 25, 2014, 10:37:10 AM
Oh weird, I was sure I tested this.

Sounds like I have got mixed up with my texture definition file somewhere ... On reflection I probably tested it with pack active as well, which would explain why it seemed to work.

Will fix tonight, sorry about that.

e:

https://dl.dropboxusercontent.com/u/66536185/SyndicateAspModPlugin.java (https://dl.dropboxusercontent.com/u/66536185/SyndicateAspModPlugin.java)

Try saving the above file in mods/syndicate_asp/scripts/world/. and replace the one that is there.

Alternatively redownload the file, sorry about that and thanks for highlighting.
Title: Re: the ASP syndicate - v0.50 ShaderLib support
Post by: Dark.Revenant on September 25, 2014, 03:05:44 PM
That's a bug with the old version of ShaderLib Basic.  You should update to 1.7.
Title: Re: the ASP syndicate - v0.50 ShaderLib support
Post by: CopperCoyote on September 25, 2014, 05:10:00 PM
I should have checked for the latest libraries when i was grabbing all those mods. Updating to 1.7 didn't fix it though. I had to use the new ASP file to make it work.

It works fine now though. Thanks