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Messages - Dayshine

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1
Modding Resources / Re: [0.65.2a] ShaderLib Beta 1.06
« on: March 20, 2015, 04:33:56 AM »
Oh I understand that, but the documentation states " A specialization of LightAPI suited for every case wherein the default, automatic lighting behaviors are sufficient.", strongly implying it would work out of the box. Also, if you're going to have default values at all they should generally be sensible, not just always zero.

Looking at other rendering libraries, the constructor includes all critical values (including intensity), avoiding this issue entirely. It seems unusual to require several step initialization for the default behaviour then not provide it :) Keep in mind you've written a library that is large and difficult to follow without any substantial documentation, so what seems obvious to you may not be to most!

2
Modding Resources / Re: [0.65.2a] ShaderLib Beta 1.06
« on: March 19, 2015, 06:03:28 PM »
Could I suggest that the default values for StandardLight make it big/bright enough that you can actually tell it exists? :P

I just spent a while trying to debug why ShaderLib wasn't working when it was just that with the default size of 0f and the default intensity of 0f you can't see it even as a coloured light. However, it may be that I'm misusing the lights by just creating and attaching them to things!

3
Modding / Re: Modding Guidelines
« on: March 17, 2015, 11:41:11 AM »
Ships should not use TwigLib.  Use it only when there is a good reason to do so, because using it is a lot of extra work, can cause problems, and is hard to support.

So, I'm looking at using TwigLib for "Ships" that only exist inside a custom BattleCreation/Encounter setup. I haven't quite got a grip on how TwigLib interfaces with other mods yet, could you clarify in what situations you've seen it cause issues?

4
Mods / Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
« on: November 22, 2013, 05:28:44 AM »

To follow up on this - I've noticed the same thing, but in many cases I'm ONLY getting BP's from harassing med-large fleets, and NOT from completely wiping out the largest fleets (no option to harass them) or harassing or wiping out small fleets.  Without looking at any code, it seems like you might have a typo on the 'BP chance' causing an inverse somewhere on # of ships disabled in a sufficiently large meeting engagement.



The change of generating blueprints is:

Code
int FP = loser.getFleet().getFleetPoints();
int quantity = (int) ((Math.random()) + (FP/50f));
where FP is the fleet points of the defeated fleet. But, isn't that the FP of the fleet *after* it's lost, so much lower than when you attacked it?

5
Mods / Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
« on: September 24, 2013, 01:06:10 PM »
I lost all my ships and on pressing "Leave" from the battle the game crashed with:

Spoiler
Code
3734914 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Can't create nested lists using GLListManager
java.lang.RuntimeException: Can't create nested lists using GLListManager
at com.fs.graphics.util.GLListManager.Object.super(Unknown Source)
at com.fs.starfarer.campaign.ui.J.renderImpl(Unknown Source)
at com.fs.starfarer.ui.public.render(Unknown Source)
at com.fs.starfarer.ui.oOo0.renderImpl(Unknown Source)
at com.fs.starfarer.ui.impl.O0OO.renderImpl(Unknown Source)
at com.fs.starfarer.ui.public.render(Unknown Source)
at com.fs.starfarer.ui.oOo0.renderImpl(Unknown Source)
at com.fs.starfarer.coreui.F.renderImpl(Unknown Source)
at com.fs.starfarer.ui.public.render(Unknown Source)
at com.fs.starfarer.ui.oOo0.renderImpl(Unknown Source)
at com.fs.starfarer.coreui.Z.renderImpl(Unknown Source)
at com.fs.starfarer.ui.public.render(Unknown Source)
at com.fs.starfarer.ui.oOo0.renderImpl(Unknown Source)
at com.fs.starfarer.ui.float.renderImpl(Unknown Source)
at com.fs.starfarer.ui.D.O0oO.renderImpl(Unknown Source)
at com.fs.starfarer.ui.public.render(Unknown Source)
at com.fs.starfarer.ui.oOo0.renderImpl(Unknown Source)
at com.fs.starfarer.ui.public.render(Unknown Source)
at com.fs.starfarer.campaign.super.ôØ0000(Unknown Source)
at com.fs.starfarer.B.øÒÒ000(Unknown Source)
at com.fs.super.super.new(Unknown Source)
at com.fs.starfarer.combat.D.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
[close]

6
General Discussion / Re: how to alter supply price?
« on: September 22, 2013, 05:16:02 AM »
Sorry, I made their cost 1, effectively removing them as a factor :P

7
Modding / Re: Tips: avoiding lag/stutter with EveryFrameScript
« on: September 21, 2013, 02:38:00 PM »
That prime number trick is very clever.

Although I think for the most part if you are operating on low complexity (polynomial) stuff like each ship against each ship you shouldn't run into any CPU bounds. Especially into combat with generally fairly few entities.

It's a shame there isn't really a way to test performance :( Maybe I should try and put together a test harness :D

Tips though:

-Recycle lists, if you need to sort long lists of things try to keep it from frame to frame.
-Data sets, if you have to perform long complex calculations to create sets of things try to react to changes rather than regenerating it each time.
You might end up spending more time in total, but it will spread across multiple frames.

8
Modding / Re: [0.6a] How to allow enemy stations repair my fleet.
« on: September 21, 2013, 12:30:06 PM »
These are both fairly simple changes in the code, however it requires replacing the existing plugins for these two interactions.

1. Modify createInitialOptions() in OrbitalStationInteractionDialogPluginImpl.class to remove the check for relationship being positive.

2. Modify FleetInteractionDialogPluginImpl.class to change how the AI decides to disengage. I think changing the return value of otherFleetWantsToDisengage() to return EncounterOption.ENGAGE would be suitible, but they may still immediately flee in combat.

Both of these files can be found in starsector-core in the starfarer.api.jar. You need to take those two files in com.fs.starfarer.api.impl.campaign and save them as .java instead in data/scripts/plugins with any changes you want. I think that should be enough, although you might need to hook them further via some other campaign classes.

It's fairly involved i'm afraid. :S

9
Modding / Re: a question regarding peak readiness
« on: September 21, 2013, 07:01:53 AM »
That could work, then override the CRplugin to stop counting down the timer. All the graphics come from that plugin. It would break anything else that changes CR in battle though.

I don't think you can do that, it's a method. :P

10
General Discussion / Re: how to alter supply price?
« on: September 21, 2013, 04:37:25 AM »
Well, I just removed supplies completely :P It makes all value dependent on weapons and ships, which is easier than trying to balance supplies I guess.

11
Modding / Re: a question regarding peak readiness
« on: September 21, 2013, 03:52:52 AM »
From looking at it a bit more I *think* the actual CR reduction is handled by the Ship's class, which we don't have access to. We can affect how often bad things happen to ships with low CR but we can't control the degradation.

12
General Discussion / Re: Example why CR makes for fun gameplay.
« on: September 21, 2013, 02:26:28 AM »
My problem with CR is that it has effectively become an on/off switch for my combat.

Either the enemy is at max CR and they engage me and it's a normal fight... or they don't, I harry them to 0%CR and it's just a massacre of a pursuit.

I've never had a fight with enemy ships failing or not at full strength.

13
A question about CombatEngine again. I would like to add various graphical effects to the map. Simple example: A wormhole. Is there any way to place images or trigger weapon effects easily?

My current plan is to try and use ships, but I can't find a way to spawn ships other than via the FleetManager. I could arguably sneak some extra ships into the enemy fleet and then rewrite the victory conditions but it seems a bit heavy-handed and requires a custom BattleCreationPlugin

The other method would be to use asteroids and change their image, but that would interfere with standard asteroid belts so require replacing the BattleCreationPlugin too.

Basically, is there a way to spawn a CombatEntity in battle?

14
Modding / Re: a question regarding peak readiness
« on: September 20, 2013, 05:09:31 PM »
I think this should be possible by extending com.fs.starfarer.api.impl.combat.CRPluginImpl and overriding (rewriting) any of the methods to do with degrading CR. I can't directly see where at a glance, but I *think* it's there.

However, you might be better off waiting for the patch. As the patch notes say peak performance is being modified to only count active combat time. This means you'll be able to use frigates as command ships indefinitely, and won't have to rush to combat.

15
Suggestions / Re: Hyperspace oddity
« on: September 20, 2013, 03:35:44 PM »
I think this is a great idea.

Things I've been playing around with that could be cool:
-Gravitational pull from nearby gravity wells.
-Random spatial distortions (black/white holes)
-Areas that damage or emp ships (electrical storms?)

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