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Messages - Patrick Swayze

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1
Mods / Re: [0.9.1a] Blackrock Drive Yards
« on: September 28, 2021, 01:30:44 AM »
Hey Cycerin,

...Look after yourself! Can't say I'm not sad to see BRDY (I pronounce that Brody in my head) go on hiatus but look after yourself. Burnout is tough, best to avoid it at all costs. I've been playing BRDY nearly as long as it's inception and its a staple amongst my used mods; I think it's legacy extends beyond the best of the mods into the very essence of StarSector itself. I really do hope BRDY exists for StarSector come v1.0 but I would much rather you use what energy you have into maintaining your personal and professional life in some seriously trying times. You've worked on BRDY much longer than some devs work on professional games and for that... I'm grateful. Thanks for the awesome grey, green and orange spaceships that I've spent more time playing with than some AAA space games.

Take care!

2
Mods / Re: [0.95a] Diable Avionics 2.62 (2021/03/27)
« on: June 02, 2021, 04:07:19 AM »
Don't get your hopes too high, it's mostly tweaks to the built-in hullmods, in conjunction with the previous buff to the system.

I like the sound of buffs! I stilllllll feel like Diable needs a smidgen bit buffing on all fronts, particularly the micro missiles. I feel like wanzers and the colour red, along with micro missiles are the core of the Diable identity.

So, is the faction essentially finished now and in maintenance mode running up to SS v1?

3
Modding Resources / Re: [0.95a] GraphicsLib 1.5.1
« on: June 02, 2021, 01:29:05 AM »
I know you're busy, but is there any chance, somewhere in the distant future, we could get the anamorphic lens flares backs for graphics lib please? Even if it defaults to off?

I miss the glowly lines off the explosions, and Mass Effect is rubbing it in :(

4
Mods / Re: [0.95a] Diable Avionics 2.62 (2021/03/27)
« on: June 01, 2021, 09:57:45 AM »
I have some small changes coming for the Pandemonium that are... different.

I am interested. What is this?

[Desiretoknowmoreintensifies.jpeg.imgur]

5
Awaiting that new chonky BRDY ship eagerly.

6
Mods / Re: [0.9.1a-RC8] Pearson Exotronics v0.5.4
« on: June 01, 2021, 09:48:46 AM »
SNIP

Sounds like months rather than weeks but I'm still excited. Kinda hoping the weapons are green or orange and nothing in-between.

7
Mods / Re: [0.95a] Arma Armatura 1.4.6d (5/5/2021)
« on: May 05, 2021, 09:06:43 AM »
Link on the front page is okay but the one above is busted and linking to 1.4.5 instead of 1.4.6

8
Mods / Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
« on: May 02, 2021, 02:05:33 PM »
There appears to be a memory leak with this mod. To replicate, start a new game, save, load the save, and then fly around for a few in-game days (around four, usually); you'll see the game all-but-freeze-up for a moment, and then a handful of seconds later, Starsector will pop up with a warning that there are two copies of campaign data in memory.

I've only been able to replicate this when I have, in fact, just started a new game, though, so as such things go it seems to be comparatively minor.

Yeah this has happened to me, Seeker does seem to be the culprit.

9
General Discussion / Re: Does the game have an HDR setting?
« on: May 02, 2021, 02:04:20 PM »
Spoilered? Unspoiled? Either way, done.

Reshade is a real personal preference thing, but it makes me wonder if Alex will seek to add any graphical polish to the game for 1.0. The game has always had great effects plus we have things like graphics lib too, but the game as a canvas, has more space for effects.

10
General Discussion / Re: Does the game have an HDR setting?
« on: May 02, 2021, 08:57:48 AM »
Could you post some screenshots? Curious what Reshade is doing for the game.

Spoiler














[close]

Ok, Imgur compression seems to be decent! Here are some screenshots provided in an off/on manner.

So these shots all vary a little because I was tinkering. When you update Starsector it nukes everything in the folder including Reshade and your presets, the later of which I always forget to save. The biggest deal for me is the sharpening. Look at the panels on the Diable ships, how the detail pops out, particularly on the weapons too. The Hegemony carrier also looks crisp. Eventually enabled some bloom effects  too and added in some flair effects.

This isn't the best I've ever had it looking, I sometimes use a smidgen of colour correction too and I'm also getting into using film grain too, but not haven't enabled it for these shots. I'm also using the basic effects that Reshade offers for download in the basic installation, there are a wealth of other effects and filters to download too.

11
General Discussion / Re: Does the game have an HDR setting?
« on: May 02, 2021, 04:29:31 AM »
Sure, but what's the best place to host screenshots for this place?

12
General Discussion / Re: Does the game have an HDR setting?
« on: May 01, 2021, 04:18:48 AM »
No it doesn't. But maybe Alex will take pity on the fraction of HDR users that exist when Starsector hits 1.0

However, are you aware of a program called Reshade?

Its a program which can insert graphical effects into games. It has all kinds of colour and graphics modifications. I use it to add a tiny bit of sharpening into Starsector so the sprites really pop and also some lens flare effects which trigger on explosions and also the engine effects, so most engines have a subtle horizontal flare effect like something out of Mass Effect.

Reshade can also be used to force to the colour space of a game into HDR, so it is doable.  I don't have an HDR monitor so I can't tell you how well/if this works. It isn't complicated to use, you just need to install it and choose which mods you want to use and it even has a tutorial for the first time you use it. You need to install it to the JAVA.exe inside your Starsector/JRE/bin/ folder.

If you have any questions I might be able to help but alas no HDR monitor so I can't say for sure what will work for you. Also Reshade has several "fake" HDR settings too so you will have to find the right settings yourself.

13
Mods / Re: [0.9.1a-RC8] Pearson Exotronics v0.5.4
« on: April 25, 2021, 06:06:23 AM »
Are you gonna tackle Pearson before you get settled in with overhauling Neutrino?

I haven't spent enough time with the chonky faction yet.

14
Mods / Re: [0.95a] Diable Avionics 2.62 (2021/03/27)
« on: April 24, 2021, 05:47:47 AM »

If you want a very small but fun starting fleet that you will build upon for a while, I'd say you can't go wrong with a Versant and some support: either a pair of Drafts or a Fractus carrier. Plus whatever logistical train you feel appropriate.

Pocket Gust plus a pair of Sleets is also a fun start, provided you take the time to find the Wanzer you have the most fun to pilot yourself.

I went with the small fleet and I've had possibly my most fun game of SS ever and still going to be playing for some time yet.

Thoughts on a few of the ships:

Calm.

Massively underrated ship. Had one as my personal ship for a long long time. Became the work horse of the fleet.

Mini Gust.

Really really fun.

Daze.

When you build these things right, they are excellent. I just wish they had a higher top speed. I typically outfit mine with thunderbolts + burchels and they do really well, tanking their way through fights with a solid anti fighter and missile screen.

...

Actually overall, I feel like D.A ships could/should be a little faster. But I don't know if that is my mind telling me pointy red ships should go faster. Whatever you choose, thanks for the great work you did in maintaining, or rather growing this mod after you took over administration!

15
Mods / Re: [0.9.1a] Interstellar Imperium 2.4.0
« on: April 18, 2021, 11:04:46 AM »
Y'all gotta stop bumping this thread because I keep getting excited when its on the first page.  ::)

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