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Messages - Mesnomer

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Mods / Re: [0.7a] Citadel v0.8.3 - On Hiatus [2/18/2016]
« on: December 21, 2018, 02:19:27 PM »
Fair. I think I'm just reading this more harshly than it was intended.

That said, I don't think it's a bad thing for someone to do the grunt work of bringing something up to speed as long as they're transparent about when they aren't willing to continue updating it. If the mod is an old favorite, then maybe there's someone else willing to take up the torch and continue refining/polishing it. And if nobody does right away, at least that gives the next person coming along a better starting point -- or they can make the choice to go back to the last "authoritative" update and start from scratch.

I'm just not seeing how this is a mutually exclusive arrangement. If the updater does a terrible job, it's not like the mod was playable beforehand. Not much to lose as long as they don't wipe out the original files or something. But maybe I'm missing something.

You know where is a great place to start? With an original idea. Make something of your own instead of riding on the coattails of an existing mod. You'll learn more, you'll make better work, and you'll be more invested in what you produce. People might not like your idea, and your idea might genuinely be bad, but creative learning processes involve making a lot of terrible things on the way to making something good. And making stuff is inherently fun, even if it sucks.

This is probably good advice for most people, but here's the thing: I am not an artist and I have no intention of developing that skillset. And it ain't just an execution thing -- my sense of visual aesthetics is a terrifying thing to behold. Like if Frank Frazetta tried to draw manga with nothing but neon crayons and black velvet.

However, I really enjoy tweaking and refining systems to help them do what they do better (I'm a writer/editor by trade. Go figure.), so not having to worry about the art side of things helps me a ton.

If you pop by the Discord, I'll happily answer modding questions. You can ask Nia, Vayra, or anybody else I've helped out with their mods. And you can look at the community resources I've put up there, like the blank AI Core and Blueprint backdrop pack (which, now that I mention it, really ought to go up in the relevant forum, too). Unlike Cyan Leader or the now-banned Lopunny Zen, I've put my money where my mouth is; if I think something should exist, I put work into it rather than filling up the forum and my post history with 'somebody should do this!' posts.

I might just take you up on that. Thanks.

Edit: Let me put it this way: When you're teaching writing, starting someone off with a writing prompt and a blank page is only one way of approaching it (and not always the best). Some people respond better to, say, taking a prewritten paragraph and telling them to write what they think should come next, or giving them a completed short story and asking "how would you write this?" Are you getting original content? No, but you're not asking for that, are you? You're asking for them to start critically thinking about the content and using that as a starting point for their own creative work.

This isn't a one-to-one metaphor, obviously, but that's kinda how I'm looking at this.

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Mods / Re: [0.7a] Citadel v0.8.3 - On Hiatus [2/18/2016]
« on: December 21, 2018, 09:07:28 AM »
If being told that modding is work is 'demotivating', someone likely wasn't going to be much of a modder in the first place, given that modding involves arguing with people like you who don't remotely know what they're talking about as much as it does the often maddening work of Starsector API spelunking. But that's not my intent; I'd love it if more people just stepped up like a mensch and revived the mods they think should be revived. I also think that sloppy, low-effort, garbage mod revivals like you're suggesting aren't worth doing, so I don't do them. Judging by the relative paucity of lasting mod revivals of the type you suggest, the board as a whole agrees with me.

You're either being very disingenuous or you just don't realize how condescending this sounds. If you're actually interested in people taking the initiative to start tinkering with old mods to get them working, why are you being so hostile? Everyone starts somewhere. If the community has reached the consensus that people shouldn't even attempt a revival without knowing 100% that they'll be able to meet your standards from the get-go, it's not a lack of work ethic that's keeping them from starting -- it's probably a culture of elitism that scares folks off.

Speaking as someone who has been quite interested in getting involved with Starsector modding, I really, really hope you aren't speaking for the community as a whole, because it sounds like getting started would be a pretty miserable experience.

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Mods / Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
« on: June 06, 2017, 03:15:15 PM »
My officers need their coffee. Please help.

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Mods / Re: [0.8.1a] DynaSector 1.2.0 (Not working)
« on: June 06, 2017, 03:04:16 PM »
The same arguments apply to Neutrino but I haven't integrated that either.  I'm very picky about this process due to the work involved.  I integrate the very best available, which means that something like DME comes before TUP (if ever).

Yeah, that's fair since you're the one doing the legwork. Thanks for 'splainin.

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Mods / Re: [0.8.1a] DynaSector 1.2.0 (Not working)
« on: June 05, 2017, 04:01:53 PM »
Is there any chance you will consider about TUP (Tore Up Plenty) too?  Or is it too imbalanced with DS and other faction that is compatible with DS?  TUP recently got updated to work with Nexerelin.

TUP is not good enough to be integrated.

Wow. Mind enlightening us? 'cause from what I've experienced, the ships are pretty flavorful, the faction has a unique take on building rep and it's being actively maintained and iterated upon. Those seem like pretty good qualities to me.

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Modding / Re: Biomechanoids (WIP)
« on: April 21, 2017, 07:48:24 AM »
Not bad but there is one thing that's bugging me and it's the safety pin visor.

Google "Giger safety pin" and it'll make more sense.

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the ballistic pds are kinda underpower compare to vanilla's flak and vulkan.  hope you could buff them a bit?
Oh, the Ibis? Pretty sure that's functioning as intended.

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Mods / Re: [0.7.1a] Interstellar Imperium 1.9.2
« on: January 22, 2016, 04:14:39 PM »
Let's be real, there's only one soundbyte for this mod.



Really, you could just play the entire film in the background. Verisimilitude is so overrated.

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Mods / Re: [0.7.1a] Extra System v0.1.1f
« on: January 21, 2016, 11:36:04 PM »
Sorry, I honestly do this out of the hope that ES can improve since the premise is solid, but

is this really necessary? Considering ES is a pretty subtle mod in the way it's implemented, placing it so prominently over the base game when it doesn't offer a stark difference in gameplay seems kinda odd, especially when it's not as polished as the base game font. Yeah, it's a mod, but c'mon - how many fully-featured mods and overhauls do you see doing this currently?

That said, the loading screen's not all bad. I think the art is pretty good and wouldn't mind seeing that. The font you're using is a bit of an eyesore, though. The color scheme works for Starsector's logo because the font is simplistic and doesn't feature a whole lot of curves and curls - mostly horizontal edges. The font you're using? Not so much - the jagged edges from the thin outline going through those curves stand out thanks to the contrast with the rest of the font and the dark background, and the gradient whites out far too early at the bottom. And the pure white one doesn't fare much better, especially on the caps.

Remember that people will be staring at this thing quite a bit, and it's out of the ordinary for Starsector mods, so it's important to make sure it's polished (I stared at it quite a bit tonight thanks to modded Starsector being modded Starsector). It'd be much improved by, at the very least, replacing Created by Truth with Extra System and ditching the center title. You could also normalize all the text to the Starsector font if available or, even better, put Starsector in the center with a (stylized?) ES suffix - it'd gel better with the rest of the game's aesthetic, dodge possible problems rendering the font since you can just reuse the E and S from the title, and it doesn't misrepresent the experience.

Basically, if this were a Legend of Galactic Heroes total conversion or something I'd be all over that font going all over the place. As-is? Yikes, dude! Could dial it back a bit.

The mechanics are pretty solid, though, and they're why I paid so much attention to that loading screen. ;D Do you plan to change the potential thresholds/costs for improving individual or faction-specific ships down the road? With as unique as each hull ends up being, and the quirks unique to each faction, it that seems like an area that's ripe for more expansion and tweaking once you're ready for it. Like I imagine tricking out decommissioned and pirate ships could be dirt cheap to help further encourage using those ships, and it'd be pretty flavorful for a junk-scrounging scallywag to be able to eke out extra performance on a budget.

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Mods / Re: [0.7.1a] Combat Chatter v1.1b (hotfix 2015-12-25)
« on: December 28, 2015, 11:05:19 AM »
Are there Orky lines for pirate/ballistic-heavy ships? Because there should be.

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Mods / Re: [0.7.1a] Neutrino Corp. (v. 1.82)
« on: December 08, 2015, 04:22:09 PM »
Well, since the error is pretty non descript, I'll go through the list :p

- Do you have the latest version ( RC5 ) of starsector 0.7.1a?  there has been several newer versions of 0.7.1a but with the same number
- Latest version of LazyLib?
- Latest version of ShaderLib?
- Clean install? (do not copy paste neutrino into the old folder, delete everything then paste the mod back in)
- Clear your mission saves for Neutrino Missions, ships have been changed slots of have been modified, this can cause an error when a weapon is placed in a slot that no longer exists.
- Clear campaigns with neutrino? ( last resort unless you use save transfer )

Otherwise if you both had the same error, can you describe when or where it crashed?

During the game load?  Main menu screen? During Combat? Refit screen, campaign? etc or ships / weapon you were using.
Anything will help make the bug search faster. :)


I'm having the same crash - the "when I activate the Corp" part of the previous bug report probably refers to the game crashing during the initial load. Pretty sure your mod's incompatible with Nexerelin.

Edit: vvv Bingo.

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