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Topics - neonesis

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1
Discussions / UnderRail - new indie, RPG, Fallout-style game!
« on: August 23, 2012, 05:07:29 AM »
And when I say Fallout-style, I mean Fallout 1-style ;)

Check it out, alpha demo was released today - http://www.underrail.com.

2
After a few sleepless nights, and a few rainy days (although I actually started the development around 3 weeks ago), I present to you...

Starfarer Mod Manager
version 0.1.3 (alpha)

Why at all? Well, right now we have ~50 mods in the Master Mod List thread. And Starfarer isn't even released! What is going to happen then? A boom of mods!

So even though I'm not too much into SF modding, I came up with an idea (yeah, very original idea) to write a separate mod manager - for those hardcore modding pros out there. The principle behind is to make mod installation, removal, and managing easier for everyone.

Without further ado:


Current features:
- it's fully compatible with built-in SF Launcher, so you can use them both
- shows which mod is a compilation/conversion, intended SF version, mod version
- sorting, by aforementioned criteria (unfortunately, you cannot sort by enabled/disabled property in this version)
- coversion detection, compilation detection (disables all/compiled mods)
- conflict detection for supported mods (look below)
- automatic installation from .zip/.rar/.7z/any-7zip-supported-archive
- drag'n'drop installation - just drag the mod archive to the Manager window, and the mod will be installed right away


Mod support
Every single mod that exists right now, will work with Mod Manager, just as it does with built-in Launcher. However, to take advantage of special features, there are a couple of new variables you (mod author) can add to the mod_info.json file. The format is exactly like it is for built-in variables.

m_incompatibleWith - this is a comma-separated list of mod's internal IDs that are incompatible with your mod. If you don't specify this variable, it means that your mod doesn't conflict with any other mods.
Example:
Code
"m_incompatibleWith":"mrdavidoffs dump, nomads, relics, UomozCorvusIncursionsandRelics15",

m_isVanillaBalanced - this specifies whether your mod is balanced for vanilla game. Default is false.
Example:
Code
"m_isVanillaBalanced":"true",

m_isCompilation - this specifies whether your mod is a compilation of other mods. Use it with additional variable m_compilationModList described below. Default is false.
Example:
Code
"m_isCompilation":"true",

m_compilationModList - this, combined with m_isCompilation, provides a list of mods (internal IDs to be specific) included in your compilation. These mods, if installed before on user's machine, will be disabled when this compilation is enabled.
Example:
Code
"m_compilationModList":"nomads, relics",

Possible future features:
- per-file conflict detection (working for any mod, and with deadly accuracy)
- automatic listing&downloading&updating mods (that would require a FTP mod hosting server)
- automatic handling of mod archives during downloading, by using new file extension (.sfmod, simply archive with changed extension to intercept the file during browser download and open it straightaway)
- all suggestions are taken under consideration so don't hesitate to comment!

Download
http://www.mediafire.com/?ku5jxricj6hio77


It requires .NET Framework 4.0, available here if you don't have it already installed. It should work on Windows XP, Vista, 7 and 8.

You have to install it into your Starfarer directory, so if you edit installation directory, DO SO CAREFULLY.

Remember, this is alpha, so expect crashes all the time! But don't worry about your mods/game, the only time Manager modifies your disk is when installing (that is safe, since done by 7zip) a mod, or deleting (this is also safe, since done by Windows) a mod.

If you encounter a crash, or bug, please write in this thread/write me a PM/email-me and link smm_log.txt file, located in %APPDATA%\Starfarer Mod Manager\ (%APPDATA% is C:\Users\<username>\AppData\Roaming in default, though you can use %APPDATA% variable in the Explorer path). The log file enables me to find the cause of crash/bug.


About:
Written fully in C#, and WPF, with additional WPFExtended Toolkit, plus OokiiDialogs for .NET 4.0. 7zip used for unpacking mod archives.

Again, all comments, suggestions, constructive criticism are welcome and wanted!

Release notes:
0.1.3
- fixed mod_info parsing problems when dealing with unexpected whitespaces
- fixed conflict detection, now properly fires up only when two (or more) conflicting mods are enabled
- fixed the possibility of enabling mods while there is conversion enabled, or a compilation that already includes particular mod
- log file is now saved to a user-specific directory, located in %APPDATA%\Starfarer Mod Manager\ (%APPDATA% is C:\Users\<username>\AppData\Roaming in default, though you can use %APPDATA% variable in the Explorer path)

0.1.2
- fixed installation directory confusion in installer
- fixed some incompabilites with "replace" tag in mod_info.json file
- added logging capabilities


Also, I wanted to say that I will be on top of the world if even one person uses this. Really.

3
Discussions / Steam Summer Sale!
« on: July 12, 2012, 03:11:10 PM »
Wait no more!



I just had to :P
PS: My wallet is crying already...

4
Bug Reports & Support / [FIXED]Bugged arc display
« on: July 02, 2012, 09:18:15 AM »
Let me describe it with a help of a picture - http://i48.tinypic.com/2628juc.png.
You can see arc of fire, beginning in Salamander missile launcher. The HUD however, states (and the HUD is right) that I'm currently using frontal guns, not missiles!

Technicals:
I haven't tested it with other weapons, ships etc. yet, but to reproduce:
1. Buy a Lasher, and equip it as a Standard variant.
2. Run simulation (it does happen in real fight as well)
3. When on your main frontal guns, press "2", and then quickly "1". You have to do it really quickly, two fast presses. You will notice that the missile arc is still active, whereas you're using guns.

This happens every single time I try this, and probably does not depend on the ship or weapon.

More screenshots:
normal situation
after quick weapon switch

5
Discussions / Physics&Maths
« on: June 20, 2012, 07:20:15 AM »
On the wave of quick space-finite-or-not discussion I came with an idea of this topic - let's share our physics&maths experiences, stories, theories, videos, and so on and so forth.

I'm going to start with these two:



While the first one is mathematically, indisputably true, and has its use in combinatorics, the second one is rather imagined since it's kinda hard to check. And it has no uses for us. So it might be *** ;)

6
General Discussion / Aurora-class Loadout
« on: June 05, 2012, 03:33:55 PM »
Since we're having loadout-thread party, let's talk about Aurora!

Mine is armed as a all-around balanced cruiser, capable of flying alone, with focus on missiles:
2 pulse lasers as main flux-bumper
4 burst PD lasers as protection
Harpoon MRM Pod + 2 launchers
2 Sabot MRMs




How about yours :> ?

7
General Discussion / Vigilance-class Frigate
« on: June 01, 2012, 10:38:46 AM »
What do you think about it? Do you use it at all?

Personally, I fell in love with it after I got it randomly at the beginning of yet another campaign game.
Armed with Pulse Laser and Harpoon MRM Pod proved to be deadly against Hounds, fighters, and destroyers alike.

Cruisers? Well, I have 8 such frigates, so guess what... ;) Sadly, even when I had full 100 FP fleet consisting of only these (plus three Tempests for point capture), I was steamrolled by Hegemony Defense Fleet. Their AI is too aggresive when it comes to attacking Onslaughts on their own...

8
Bug Reports & Support / Post-battle screen lock
« on: May 17, 2012, 06:41:12 AM »
I seem to get a very rare bug, happening after a battle, in post-battle screen (the one that shows you which ships you can board or scrap) - the screen simply locks. Mouse is working, cursor is moving,  but none of the UI elements respond, I can't "click" on anything. Music still works. Alt-tabbing out and into the game does nothing, the only way to exit this state is to kill java thread.

Was it reported before? I recall getting this bug once or twice in 0.51a, but it was so rare that I didn't bother.

9
Discussions / Game of Thrones
« on: May 13, 2012, 05:54:38 PM »
Just wanted to ask guys - anyone liking the book, maybe watching the TV series (season 2 in progress!) ? I myself haven't read the books yet, I watched entire TV season 1 in three days or so, after my sister told me to check it out. My favourite part of the story is the Wall lore and all that, Snow's journey and so on :)

How about you fellow star pirates ;> ?

10
General Discussion / Tachyon Lance vs. High Intensity Laser
« on: May 06, 2012, 05:46:15 AM »
Tachyon Lance has superb range, EMP damage, but takes much more OP, is rare, and has theoretical lower DPS. High Intensity Laser can shoot forever, effectively negating the venting of beam damage, while Tachyon Lance has to shoot and charge again.

Which one do you think is the best?

11
Suggestions / Speed, planets, and gravity. And physics.
« on: May 05, 2012, 03:42:44 PM »
So, it's just a little suggestion:

Why do planets (and sun) slow you down, when you're flying towards them? It's okay when you're leaving the planet. But when you're flying towards it... Gravity should actually make your ships accelerate, and you'd have to use your engines against it to stand still.

Now, here is question to Alex - is this because of speed decrease is caused by some other factor, such as bigger organisation required because of flying near a planet, or was it just missed, and coded as the same for both cases?

If it was just missed, I would really like to see this working properly, e.g. as physics tells us.

PS: Actually, if this goes through, you should be able to make your fleet go super-fast for some time by using gravity (and a rule of conservation of angular momentum) of a near planet to accelerate greatly. Like comets do. Awesome, isn't it?

12
Bug Reports & Support / Cargo values not recalculating
« on: April 22, 2012, 06:40:43 AM »
I may have found a bug concerning cargo and it's limits recalculation.
Steps:
1. Buy a pack of 10 weapons, anything, can be missiles, guns, whatever.
2. Exit station.
3. Enter station.
4. Enter selling cargo dialog
5. Using shift+click sell exactly 1 unit of weapons you bought earlier. Notice, cargo values DO NOT change at all. You can even sell 50 units ONE BY ONE, and the values will not change. To force this, after selling for example one unit, double click your stack of weapons, and it will finally recalculate.
It also doesn't seem to recalculate when you exit the station, the only way is to make double click.

13
Suggestions / Anti-missile/bomb system in a missile
« on: April 12, 2012, 08:21:18 AM »
Today, playing Starfarer, and getting my ass kicked when tons of bombers massacred my capital ships with bombs, I came up with an idea.

How about a missile launcher, with a missile that would split into close-proximity mini-drones (about 10 of them?) for a short time (30 seconds?). These drones, armed with one PD laser each, would take care of any incoming missiles, bombs, and also weak fighters. Of course, having no armor, they would be easily destroyed by fragmentation damage. After 30 seconds, or after using all charges of their lasers, they would simply autodestruct.

For balance reasons, missile launcher would be medium sized, or even large, and have only 1 or 2 such "shots".

What do you think guys - viable, needed, or not really?

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