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

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Messages - Dark.Revenant

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1
Mods / Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« on: November 12, 2022, 05:25:44 PM »
I permanently dismissed all the available bounties because I didn't want the ships and now I can't access the IBB anymore. Can anyone help?

Console Commands:
famousbountystage 0

2
Modding Resources / Re: [0.95.1a] GraphicsLib 1.6.1
« on: November 10, 2022, 11:47:34 AM »
Sorry for the delay.  I've attached a patch that should resolve the issue.

Thanks, I applied the patch but now I'm not getting any light effects at all.

Code
16794 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [GRAPHICS_OPTIONS.ini]
16828 [Thread-3] ERROR org.dark.shaders.util.ShaderLib  - Error creating shader: 0(88) : error C1503: undefined variable "endArc"
0(88) : error C1503: undefined variable "startArc"

16828 [Thread-3] ERROR org.dark.shaders.light.LightShader  - Lighting shader compile error!  Lighting disabled!

I took a closer look at the new frag shaders, and you are still using the startArc and endArc variables in part of coneCutoff. Replacing them with the new vec2 arc reference resolves the issue, and looks and works correctly. I can also confirm the fastSin fix appears to be working correctly.

EDIT: That's weird, my test light is supposed to have infinite duration (lifetime of -1) but it disappears after 60s. I see there is now a superLifetime defaulting to 60 that needs to be explicitly set with the setPermanent func.

Thanks!  Made the fix in my dev branch.

Lights have an explicit function to set them to permanency, since if I don't do that, there's a possibility that carelessly-created old lights will just clog up the scene.  That's not a new feature, though; it's been around for years.

3
Modding Resources / Re: [0.95.1a] GraphicsLib 1.6.1
« on: November 06, 2022, 01:47:24 PM »
Hi, me again,

There's an issue with the rendering of lights within an arc in certain cases. This video shows the behavior. In this example I am expanding the arc start and end increasingly relative to the facing of the turret, however it looks the same when using a fixed arc that passes through the 0 direction. The math for clamping the values within the 0-360 range checks out, and the effect otherwise looks correct.

https://youtu.be/9GbPFkW0y8o

I believe this is an issue at the shader level. It only occurs when both the end < start (implying the arc is passing through 0) AND (360 - start) > end (implying the larger part of the arc is on the 360 side of 0).

Sorry for the delay.  I've attached a patch that should resolve the issue.

4
Mods / Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« on: August 15, 2022, 10:31:24 AM »
I'm working on a mod that introduces a 13th Battleground, complete with red coloration instead of the Hegemony Orange. I was wondering..  Could use your XIV assets so I could recolour them for my own mod?

You'd need to ask HELMUT and Tartiflette.

5
Mods / Re: [0.95.1a] Underworld 1.7.1
« on: April 25, 2022, 10:36:42 AM »
Is there a way to permanently defeat the Cabal so those annoying extortion patrols don't spawn anymore?
You can't, but you can disable them completely in config file - however you need to start a new game for it to have any effect.

That's incorrect.  If you toggle them off mid-campaign, they'll disappear pretty quickly.  At least, the Cabal spawned by Underworld will.  I have no idea if Nex honors the setting.

6
Mods / Re: [0.95.1a] Interstellar Imperium 2.5.2
« on: March 09, 2022, 09:54:38 AM »
A bit of an odd question, but how can I modify the mod so that imperial ships no longer use vanilla weapons?
The thing is, I love this faction's aesthetic to bits and I feel like vanilla weapons really get in the way of it. It also makes it harder to hoard imperial weapons and get them from industrial revolution requisition centers since the faction uses vanilla blueprints.

You'd want to modify the faction files in data/world/factions to no longer offer any of the vanilla blueprints or blueprint packages.  I'll warn, however: the Imperial weapons don't cover every niche.

7
Mods / Re: [0.95.1a] Underworld 1.7.1
« on: March 09, 2022, 09:41:27 AM »
I've lost several story points and ships due to the Cabal in my game. I don't find it fun having them around so much.

Fortunately, the mod provides a way to disable them from your next playthrough while keeping the rest of the Underworld content active.

Just change the following boolean within the UNDERWORLD_OPTIONS.ini config file:

Code
"starlightCabal":true,  # Default: true  ## The Starlight Cabal exists

Thank you.
I created my own faction on Nexerelin and several months in, a Cabal fleet led by a Paragon attacked my only planet. It's impossible to even approach the damn thing without being blown to pieces.
In this early stage of the game, either this faction has been overturned or it is far too aggressive and omnipresent. Probably a bit of both.

The Cabal is designed for Starsector, not Nexerelin.  If their behavior is strange in Nex, bring it up with Histidine.  Was there a "Cabal Raid" event going on?

8
Mods / Re: [0.95.1a] Underworld 1.7.1
« on: February 08, 2022, 09:52:05 PM »
Greetings again DR,

I have completed a devmode test under the following conditions:

Spoiler
Activated mods:
  • Nexerelin 0.10.4b
  • LazyLib 2.7b
  • Console Commands 2021.12.25
  • MagicLib 0.42
  • GraphicsLib 1.6.1
  • Ship/Weapon Pack 1.13.0
  • Underworld 1.7.1

Non-default Nexerelin start settings:
  • Starfarer Mode: ON
  • Easy Mode: ON
  • Allow Faction Respawning: ALL FACTIONS (including those not currently present at start)

Pre-Test Setup:
  • Level up to max Level 15 via Console Commands
  • Use openmarket to scour markets for IBB representative
  • Create Master Save File to preserve IBB representative state

Test Steps:
  • Engage IBB representative, accept IBB
  • Create new Save Copy
  • Reload the new save, confirm that Loading completes without java.lang.SecurityException
  • Confirm that IBB bounty details are displaying properly under Intel tab
  • Delete Save Copy, reload Master Save
  • Repeat from Step 1, but spend story points to skip past already tested IBBs

IBBs to test:
  • Francis Butler
  • Ryx Barlow
  • Lisa Nanao
  • Ocula Gazer
  • Jaine Meredith
  • Blaize Rex
  • Mackie Corbin
  • Ned Ludd
  • Johnny Major
  • Elaine Megas
  • Clade Midnight
  • Xenno Aura
  • TTX Laplace
  • Trilby Enlightenment (the alleged culprit)
  • I'll Kill You All
  • El Psi
  • Gabriel Mosolov
[close]

And my findings:

Spoiler
All 17 IBBs were successfully F9'd without error -- including Trilby Enlightenment.

While the Interstellar Imperium mod was not activated in this test, I highly doubt the HELMUT IBB was responsible for the java.lang.SecurityException error that bricked my actual game save, as I had already completed that bounty before I met the representative to discuss Trilby Enlightenment.

(Vayra's Sector was also active in that save, however. Perhaps I had accepted a few HVBs from that mod as well...?)
[close]

Conclusion:
IBB bounties, when tested alone, are not responsible for the java.lang.SecurityException savefile corruption incident.

Well done, and thank you!  It's very hard to determine what the root cause of the error is because there aren't any mod-written Java classes in the backtrace.  Very spooky...

9
Mods / Re: [0.95.1a] Underworld 1.7.1
« on: January 28, 2022, 12:09:37 AM »
I'm running a few mods including Underworld but not Nexerlin. Whenever I fight cabal ships with s-mods, when I recover them they all just have a bunch of d-mods and no s-mods. Am I missing something?Is there a way to turn this off? Thanks.

That's how the game works by default; S-mods are not retained when you capture enemy ships.

10
Modding Resources / Re: [0.95.1a] GraphicsLib 1.6.1
« on: January 16, 2022, 05:02:12 PM »
Which settings?

11
Modding Resources / Re: [0.95.1a] GraphicsLib 1.6.1
« on: January 15, 2022, 09:09:01 PM »
CPU/GPU models?

The only thing that was changed was one of the distortion shaders.  Try disabling distortions in the options to see if it goes away.

12
Mods / Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« on: January 12, 2022, 10:40:42 AM »
Hi, I noticed the newly added "PD Assault Conversion" doesnt actually work. I tested it with multiple ships, multiple weapons and multiple mods and even bare vanilla, any tips pointers or is it just a bug for RC6?

Heavy Machine Gun + 2x Light Dual Machine Gun (one burst vs. 0.6-efficiency shield) = 492 damage
As above, but with PD Assault Conversion = 615 damage
Heavy Machine Gun + 2x Light Dual Machine Gun (one burst vs. 1750 armor) = 30 damage
As above, but with PD Assault Conversion = 38 damage
Heavy Machine Gun + 2x Light Dual Machine Gun (one burst vs. 1750 armor after a reaper hits in that spot) = 67 damage
As above, but with PD Assault Conversion = 126 damage

I don't know what isn't working for you.  What context are you seeing this in?

13
Mods / Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« on: January 11, 2022, 09:06:24 PM »
Awesome, an update. Though I do have some questions.
  * Can currently unlock the Excelsior by completing Duel of the Century (main menu mission)
    - Appears as a unique "Super Ship" choice for the Free Start and Own Faction options
    - Improved Duel of the Century mission
  * Various small tweaks to the Excelsior system and weapon behavior
  * Beam weapon impacts now directly raise the Excelsior's flux
  * Huge UI improvement to the Excelsior's system
  * Profoundly improved Excelsior AI competence
  * Numerous general improvements to the Excelsior look, feel, and UI
- International Bounty Board (IBB)
  * Removed Helios
First question, why was Helios removed? Second, is the Excelsior one of a kind and only available as a starting option after completing the mission?
Also a side question: Are there any other missions that unlock things? Be it from other mods or vanilla. I haven't heard of missions unlocking things before.

Edit: I tried to preview the things in the mod showcase mission, which is added by a different mod, and it says "Hullmod seraph not found". Probably not something that needs to be "fixed", but I figured I would point it out.
1. Not representative of the base model.
2. Yes and yes.
3. Yes, the Hot Coffee mission from Iron Shell also does this.
4. Seraph isn’t related to SWP.  I’m fairly sure that word doesn’t appear anywhere in the mod.
Cool. It's probably just me being dumb with something for the mission not loading.
Also I would like to take this opportunity to point out that I kind of hate the Excelsior mission... Like a lot. Though after it has been completed, how do I even get it? After it was completed, I immediately tried to do a free start and it wasn't an option anywhere. I didn't have time to restart the game today, so is a restart required to be able to choose it?

There's a weird quirk of the game that requires a restart, yeah.

14
Mods / Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« on: January 11, 2022, 03:00:21 PM »
Awesome, an update. Though I do have some questions.
  * Can currently unlock the Excelsior by completing Duel of the Century (main menu mission)
    - Appears as a unique "Super Ship" choice for the Free Start and Own Faction options
    - Improved Duel of the Century mission
  * Various small tweaks to the Excelsior system and weapon behavior
  * Beam weapon impacts now directly raise the Excelsior's flux
  * Huge UI improvement to the Excelsior's system
  * Profoundly improved Excelsior AI competence
  * Numerous general improvements to the Excelsior look, feel, and UI
- International Bounty Board (IBB)
  * Removed Helios
First question, why was Helios removed? Second, is the Excelsior one of a kind and only available as a starting option after completing the mission?
Also a side question: Are there any other missions that unlock things? Be it from other mods or vanilla. I haven't heard of missions unlocking things before.

Edit: I tried to preview the things in the mod showcase mission, which is added by a different mod, and it says "Hullmod seraph not found". Probably not something that needs to be "fixed", but I figured I would point it out.
1. Not representative of the base model.
2. Yes and yes.
3. Yes, the Hot Coffee mission from Iron Shell also does this.
4. Seraph isn’t related to SWP.  I’m fairly sure that word doesn’t appear anywhere in the mod.

15
Mods / Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« on: January 11, 2022, 02:18:00 PM »
With the nerf to the Drover, there’s no real reason the Vortex should still be 15DP. It should either be  nerfed in stats or bumped up to 18DP—as is, it’s stronger than the Drover for no real downside.
P.S.: any way I could make a modification like this myself?

I feel it’s in a good spot at 15 DP.  Mora and Heron are 20 DP.

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