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Starsector 0.95.1a is out! (12/10/21); Blog post: Hyperspace Topography (10/12/22)

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Topics - Inhilicon

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Modding / My new mod weapon won't use the sound effect I've included
« on: April 12, 2021, 07:12:52 AM »
Is there something I'm missing? I've tried pointing to it in various ways via the .weapon file, the standard way appears to be "gun_fire", for example. I've tried including the format; "gun_fire.ogg" and "gun_fire_01" as well as "gun_fire_01.ogg" and nothing seems to work. It does not have the exact same bitrate or audio sample rate as the vanilla sound effects but I don't know if that matters.

What're the general ground rules I should follow to make sound effects play in the game?

EDIT: I realized there is a thread for minor questions that don't warrant their own thread, how do I delete my own thread?

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General Discussion / Sindrian Diktat & Persean League
« on: June 25, 2019, 12:24:39 AM »
I was just wondering if these two factions will get more attention down the line. In my experience, I don't feel compelled to join or help them in any way, as they have nothing particularly unique about them. I'm more willing to oppose them, for not being interesting. Will they get their own variants/paintjobs? Maybe a built-in hullmod to differentiate them from other factions? If all else fails, is there a mod that does this?

Pirates have their ghetto ships but with rad paintjobs and sometimes altered weapon mount types.
Tri-Tachyon use hi-tech ships, some of them appealing TT variants (like for the Brawler).
Luddic Church & Path have paintjobs and the latter has a distinct playstyle due to certain hullmods.
Hegemony have very interesting ship variants with distinct paintjobs.

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