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Topics - Debido

Pages: [1] 2 3 4
1
Modding / Space Stations 0.3.2 Demo for TwigLib 0.6.5 (for 0.65.1a)
« on: November 06, 2014, 05:16:23 AM »

Download Space Stations 0.3.2
(Requires LazyLib 2.0b)
(Requires TwigLib 0.6.5p: Download)

NEW
**Added 2 new missions for defending/attacking Unified root/child node type vessels that also have regular child nodes.**
I have also added the Uni type base and root/child bases to the simulator.

This is primarily another demo to show off Twig Tech for space stations. There are two examples of an attack and defense misson. The defense mission is easy, while the attack mission requires a bit more dedication.

You will see in game the space station asset that has lay dormant in the core stations folder for a while. The space station is comprised of 9 parts: the central hub, 4 armour sections, and 4 turrets.

The missions are fairly straight forward. While defending if the space station is destroyed you instantly lose. The space station is fixed in space and rotating, it cannot be moved.

The attack mission sees you at the opposite end of the map and you have to fight your way through a heavy defense before taking out the enemy space station for instant victory.

Now what makes these space stations special aside from being made of multiple parts? Well they use the SUB type of node, which means you can shoot the station apart, piece by piece! like so


For those who are planning on Twig ships in future, it wouldn't be a bad idea to look at the format/layout of the files required and what is required to implement such a thing in game. Before too long you should be able to extend the base classes and still have your TWIG ship only available to be interrogated by other modders scripts by using a common / global list of ships using this specific technology.



Credits
Scripting: Debido
Shenanigans/Feedback: Starsector Mod Squad (you know who you are)

Version Log
Version 0.3.2 (November 28, 2014):
Updated for twiglib 0.6.5 JSON loader
Version 0.3.1 (November 11, 2014):
Added version checker files
Increased flux values for habitat modules
Version 0.3 (November 11, 2014):
Added missions for unibase
Added unibase and normal base to the simulator.
Version 0.2 (November 6, 2014):
Public testing version
Version 0.1 (November 6, 2014):
Internal release

2
Modding / Variant Editor security problem
« on: November 04, 2014, 03:14:04 PM »
Platform: Windows NT 5 and greater.
Issue: Starsector Variant editor is unable to save variant files in the default folder C:\Program Files (x86)\Fractal Softworks\starfarer.res\res\data\variants due to requiring admin permission.
Workaround: Run Starsector with an account that has administrative permissions, or create and add this as a folder with user permissions
Resolution: Change the default variant save location to a folder under a C:\Program Files (x86)\Fractal Softworks\[starsector root]\mod folder which has user R/W permissions by default.

3
Modding / Random Sector v0.2.2a ( for 0.65.2a)
« on: November 04, 2014, 02:15:06 PM »

Download Random Sector 0.2.2a
(Requires LazyLib 2.0b)
(Bitbucket Repository Bitbucket Source)

Not random enough? How about this! (Time accelerated)
http://youtu.be/DroO94pnID4

Random Sector is a 'utility' mod that does not in any way add any content to the game, no new ships, no new systems, or factions. What it does do however is randomise the experience on each game in some way.

This first version will randomise the location of systems when you start a new game, in future I may add features such as market condition randomisation, or even the planet and satellites orbits.

So this mod is for those of you whom are bored with the current star system layout and would like to mix things up a bit. The great thing is that it also works with mod factions that are already out there. In future though, I may also make it so that faction mods are detected and that those with multiple star systems are located in clusters near each other.

For those who use dev mode, it will also randomise the star systems upon each game load. ;-)




Credits
Scripting: Debido
Concept: Tartiflette
Shenanigans/Feedback: Starsector Mod Squad (you know who you are)

Version Log
Version 0.2.2a (November 10, 2014):
- Fixed up bug in saving elliptical orbit data
- Added onApplicationLoad check for LazyLib


Version 0.2 (November 8, 2014):
- Added elliptical orbits

Version 0.1 (November 5, 2014):
- Initial release
- Randomised location of star systems on new game

4
Modding / Java addMarket(...) method
« on: November 03, 2014, 01:26:33 PM »
Hi Guys,

Just an update on the addMarket method I've been helping people with. There is a small change to it in the latter part, this ensure that the faction entity is set for planet SectorEntityTokens when they are processed. You may have already observed issues with assigning rules.csv to a planet market dialogue with the rule $faction.id == [faction], and too many independents spawning.

Code: java
        //to prevent certain issues, make sure the faction is also set for the primary entity
        primaryEntity.setFaction(factionID);

        //get all associated entities and associate it back to the market we've created
        if (null != connectedEntities) {
            for (SectorEntityToken entity : connectedEntities) {
                entity.setMarket(newMarket);
                entity.setFaction(factionID);
            }
        }

Here is complete method. There have been no changes to the method signature. If you encounter any further issues, please send me a ping.

Code: java
    private void addMarketplace(String factionID, SectorEntityToken primaryEntity, ArrayList<SectorEntityToken> connectedEntities, String name, int size, ArrayList<String> marketConditions, ArrayList<String> submarkets, float tarrif) {
        EconomyAPI globalEconomy = Global.getSector().getEconomy();

        String planetID = primaryEntity.getId();

        //generate the market ID
        String marketID = planetID + "_market";

        //generate the market
        MarketAPI newMarket = Global.getFactory().createMarket(marketID, name, size);

        //set the faction associated with the market
        newMarket.setFactionId(factionID);

        //set the primary entity related to the market
        newMarket.setPrimaryEntity(primaryEntity);

        //set the base smuggling value (starting value)
        newMarket.setBaseSmugglingStabilityValue(0);

        //set the starting tarrif, could also make this value an input
        newMarket.getTariff().modifyFlat("generator", tarrif);

        //add each sub-market types to the mark
        if (null != submarkets) {
            for (String market : submarkets) {
                newMarket.addSubmarket(market);
            }
        }

        //add each market conditions
        for (String condition : marketConditions) {
            newMarket.addCondition(condition);
        }

        //add all connected entities to this marketplace, moons/stations etc.
        if (null != connectedEntities) {
            for (SectorEntityToken entity : connectedEntities) {
                newMarket.getConnectedEntities().add(entity);
            }
        }

        //add the market to the global market place
        globalEconomy.addMarket(newMarket);

        //get the primary entity and associate it back to the market that we've created
        primaryEntity.setMarket(newMarket);
        
        //to prevent certain issues, make sure the faction is also set for the primary entity
        primaryEntity.setFaction(factionID);

        //get all associated entities and associate it back to the market we've created
        if (null != connectedEntities) {
            for (SectorEntityToken entity : connectedEntities) {
                entity.setMarket(newMarket);
                entity.setFaction(factionID);
            }
        }
    }

5
General Discussion / My 0.65 RC-1 Fleet
« on: October 22, 2014, 07:13:33 AM »
Post your fleet!

Date: Jul 3, Cycle 209

Cash in hand: 3,017,642

Fleet:
  • 1xOnslaught
  • 1xDominator
  • 2xEnforcer
  • 2xMedua
  • 1xHammerhead
  • 1xGemini
  • 1xWolf
  • 4xAssorted fighter/bomber



Turns pirate fleets into smush: Check
Is highly profitable: Check
Most frequently replace vessel: Wolf


On another note regarding 'D' ships:
  • I don't buy defect ships
  • I don't board them either
  • I blow them up on sight

6
General Discussion / RAGE AGAINST THE PATROL!!!
« on: October 22, 2014, 05:19:32 AM »
Ok, so this is a mini-competition, or maybe little stories/anecdotes about the times you've been given a good shake down by 2 fighters, a frigate and a donut loving patrolman looking to line their pockets.

What I'd also like to see is numbers/screenshots from times you've been hit by these guys.

Anyway I'll start.

So I was leaving Syndria for Corvus with my modestly large fleet, with just basic fuel/supplies for the trip after a successful bounty hunt that netted me around 90,000CR. I was no more than a few clicks out of the Syndria jump point when some little whipper snapper of a fleet popped out of the Sydria jump point at top speed in pursuit.

Aghast that I'd just loaded up on fuel and supplies for the trip...I had a good idea it was going to hurt...




SO anyway, share your stories/vent frustration and anger at how much you've lost to these !@%^ patrols that make our life a misery.

7
Suggestions / Merged storage list? Location?
« on: October 22, 2014, 02:57:40 AM »
I have various ships, items and commodities in various storage warehouses across the sector. I would like a tab in the Intel area, or crew/cargo area which allows me to see what I have and where in other starsystems as...I've forgotten where I left some ships and now I have to find them.

I imagine in future there will be many more stations with storage that the player can leave their stuff at, as it seems the only viable means of being able to have different fleets for different jobs and can't keep on going back to the abandoned station to pick up your ships and stuff.

8
Suggestions / Player profiles Independent/Pirate
« on: October 21, 2014, 09:14:24 PM »
Seeing as the Independents can flip between their faction and pirate. It would be kind of neat, probably late game if the player was able to do something similar. Whether by 'activating' a certain button (which is a bit lame), or by having a completely separate 'fleet' of pirate flavoured ships that the player keeps in storage somewhere.

This dual identity would be so...awesome, in the latter case...yeah you'd have to pay for, maintain and crew a completely separate crew for it, and there is a little bit of micro management in keeping the two fleets but it would be so much fun.

By day you give food relief to planets starving and in need, by night you go out with your pirate fleet and disrupt/destroy the factions supply lines causing the shortage ^_^

If you ever wanted to add a lot of depth and option to the game, this would be one way, I just hope the play profile/faction isn't too heavily hard coded.

9
Modding / Oculus - Combat Movie Camera 0.6.2aRC3-0.2a
« on: October 09, 2014, 06:24:09 AM »
Oculus - Combat Movie Camera 0.2a

Need to make a demo reel for your mod?
Annoyed how you're anchored to a ship entity?
Frustrated with how the camera moves as you try to zoom in on a far away object when you're panning far away?
Wish you could just move your cursor where you need to go and the camera just goes there?
You want to make the mod movie/trailer without actually interfering with it?

Well fret no more, for this will help you achieve that.
Instructions:
  • Spawn or add the ship variant known as "shuttlepod_xfer" to a mission definition
  • Make sure you add the oculus hull mod
  • Make sure you spawn as the one in control of the ship
  • Press F11 to remove the game UI

It has been reported that there may be issues with some custom weapon AI targetting it. I cannot test every custom AI with every mod ever made ever, but if you do find a weapon that you think is targetting this camera/shuttle ship, please let me know.

If you find any bugs please let me know.

Edit: turns out some of those missiles really were targeting me some times, not just a figment of my imagination. Spot the error:: if (MissileAPI instanceof GuidedMissileAI). Yep... Alright will need to look at that tomorrow. Don't they cannot hit you or damage to you.

Also just to tell you what this mod is not

  • Some sort of drone for your ship
  • A ship enhancement
  • A mod addon on or mod content it's a utility to help with the camera

Have fun! A report any bugs to this thread.

10
Modding Resources / Distortion Maker
« on: October 05, 2014, 05:47:55 AM »
Distortion Maker


+


=



The distortion maker, as used to create the distortion maps in ShaderLib.
  • Create a static wave distortion
  • Create an animated wave distortion
  • Create a swirl wave

Created in co-operation with the ever awesome Dark Revenant for ShaderLib.

EDIT: Added the needed libraries for functionality (like Vector2f). LWJGL License

11
Modding Resources / PixelCounter
« on: October 05, 2014, 05:23:25 AM »
PixelCounter

A command line tool used to gather certain statistics about your ship PNG files. Can process a single file or directory. You may need to increase the size of your shell window length.



Todo:
  • Fix up chrominance analysis
  • Provide command line input so the output can be piped to a external document

EDIT: Provided dependent library in download. Apache commons License

12
Suggestions / API Addition to suppress rendering of certain items/objects
« on: October 05, 2014, 04:47:37 AM »
To help with the aesthetics of multi-ships there are some UI items I would like to be able to suppress:
Combat:
Suppress health/flux bar unless targeted.
Something like ShipAPI.suppressStatusBar(boolean)

Also
spawnShipOrWing(java.lang.String specId, Vector2f location, float facing, CargoAPI.CrewXPLevel level, float initialBurnDur, boolean suppressNotification)
spawnShipOrWing(java.lang.String specId, Vector2f location, float facing, boolean suppressNotification)
spawnFleetMember(FleetMemberAPI member, Vector2f location, float facing, float initialBurnDur, boolean suppressNotification)

This is so that when spawning a ship/wing etc. so that the UI does not actually notify the player of the spawn.

Tactical Overview/Warroom
Suppress displaying the ship object in the tactical/overview map
Something like ShipAPI.suppressWarroomRender(boolean)

The above might also be quite cool to use with ships when they're phased or hidden in some way, making them impossible to select and target if they're the enemy.

Campaign Map
PlanetAPI.suppressLabelRender(boolean)

For times when you have a fairly busy looking star system, especially when planets are close together, or you have moons in a close orbit. As discussed previously w/Alex who has also observed this issue occurring.


Anyone else think of instances where object/element rendering may need to be suppressed?

13
TWIG™ Library

Update for 0.8 release
TwibLib has now be superseded by built in game functionality, please use the built in game 'space station slot' functionality. The previous build is still available for those still using the patch (why? seriously? get the latest version!!!)

Update for 0.7.2a release

Download 0.6.11

Modified the default behavior of isMultiShip to not return true if it is a detached node if it is dead.


Update Log:
Spoiler

0.6.8-0.6.10
  • Added/implemented remaining methods for 0.7.2a
  • Now suppresses spawning of parts notifications
  • Allied ship parts are now spawned as allied rather than player parts.
0.7.1 update
The current RC5 patch solved some issues, but there is still an outstanding issue with spawning allied ship parts.
0.6.7a Change Log:
* Fixed up issue with RootNode not actually returning itself as the root when queried via MultiShipAPI
* Fixed up issue with filterConnections not properly adding the root node to the list of parts to be removed from the list
* Added isRoot and isChild from MultiShipManager to the TwigUtils
0.6.6b Change Log:
Changed storage method of Twig Data in the combat engine so that the combat engine may be closed after combat.
0.6.5 Change Log:
Major changes:
Completely restructured package names
Made more classes public for extensibility
There is now a TWIGEntity class used for loading all twig ships
There is now a CampaignTWIGEntity class useful for campaign integration, especially with it's own MemoryAPI object
Twigs are now loaded without Java code at all. You now use a CSV file to point to the twig file(s) containing your twig ship(s).
**Twig loading is now done with TwigNodeLibrary class with new JSON schema by Silent Stormpt** this will break old twig library users.
Added relative position type, there are now two types of positioning available. Relative and Vector. Relative uses a weapon, Vector uses a Vector2f and facing angle.
Added two AI's: Slave AI and No AI.
* Slave AI is slaved to the root ship, and will target whatever the root ship is targeting if non-PD . It has the movement code removed
* No AI is literally has no AI whatsoever
Implemented ShipEngineControllerAPI on the root node so that someone may gather the total engine power
Added TwigUtils helper class for retrieving useful information
Modified frames after death to accomodate scenarios where people are running at more than 60fps
[close]
This mod allows people to build utterly...utterly enormous ships and get around the bounds issues that exist. Also hoping for the addition of a CollisionAPI by Alex eventually to help with a few certain scenarios better.


previous version:
0.6.7 for 0.65.2a-RC2

14
Suggestions / Per weapon MutableStats
« on: September 26, 2014, 06:48:25 AM »
A MutableStatsAPI per Weapon.

To allow modification of an individual weapon via scripting, such as selecting a weapon using its ID or or weapon slot ID then buffing certain attributes such as:
ROFMult
AmmoBonus
WeaponDamageMult
WeaponFluxCostMod
WeaponRangeBonus
TurnRateMult
HealthBonus
DamagePerShotMult
DamagePerSecondMult
EnergyPerShotMult
EnergyPerSecondMult
MaxSpreadMult
SpreadPerShotMult
SpredDecayMult


As not all weapons are alike or may even have the things like flux per second, there may need to be several sub-interfaces
Aka
BallisticWeaponAPI
PlasmaWeaponAPI
BeamWeaponAPI

15
Suggestions / Shield Styles/Png Texture
« on: September 26, 2014, 01:29:40 AM »
Currently we have the inner and outer ring colour for shields, we are unable to set the PNG file for the shield's texture.

So a few ways of giving this to players:
hull_styles.json new elements
"shieldSize64Texture":"directory/file.png"
"shieldSize64RingTexture":"directory/file.png"
"shieldSize128Texture":"directory/file.png"
"shieldSize128RingTexture":"directory/file.png"
"shieldSize256Texture":"directory/file.png"
"shieldSize256RingTexture":"directory/file.png"

Or in the ShieldAPI
setRadius(float Radius, SpriteAPI sprite)
where you set the Radius and the sprite, where you have loaded the SpriteAPI through the settings.json and loaded with SettingsAPI.getSprite(...)

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