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Starsector 0.98a is out! (03/27/25)

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Messages - Dark.Revenant

Pages: [1] 2 3 ... 193
1
Mods / Re: [0.98a] Interstellar Imperium 2.6.9
« on: May 15, 2025, 02:55:05 PM »
Use RC8

2
Modding Resources / Re: [0.98a] GraphicsLib 1.11.0
« on: May 14, 2025, 11:30:23 AM »
TriOS has not been updated to reflect the new GraphicsLib behavior, to my knowledge.  It cant hive a completely accurate indication anyhow, as the exact VRAM usage depends on the ships involved in the battle.  But in my experience it’s usually within 100 MB for textures, so with 100 MB of frame buffers and such, we’re talking around 200, maybe 250 MB total with all options enabled.

3
Modding Resources / Re: [0.98a] GraphicsLib 1.11.0
« on: May 14, 2025, 10:36:21 AM »
It’s a utility mod, which by definition means it must be save compatible.

4
Mods / Re: [0.98a] Underworld 1.8.7
« on: May 14, 2025, 10:19:36 AM »
Didn’t break my save.  I have no idea what to tell you other than revert to the previous version and wait until you make a new save file.  I cannot test this, and even an attempt to fix it would break more saves.

5
Mods / Re: [0.98a] Interstellar Imperium 2.6.9
« on: May 14, 2025, 10:18:55 AM »
Didn’t break my save.  I have no idea what to tell you other than revert to the previous version and wait until you make a new save file.  I cannot test this, and even an attempt to fix it would break more saves.

6
Mods / Re: [0.98a] Interstellar Imperium 2.6.9
« on: May 14, 2025, 08:35:28 AM »
I decided to update all mods and start a new save and everything is working right now. Sorry.
Unrelated, the doors of fundae MIRV Titan can be "killed" and will show up in the top left corner in blue color alongside normal destroyed ships. The post battle salvage of Byzantium had an alpha core. When I look at the changelog in the version checker every line of your mod's ends with "?" for Interstellar Imperium and Ships/Weapons pack (Underworld is fine though)

Damn, so I'll never know which mod caused it...

Oh well.  Anyway, I'll fix the door thing; the changelogs should be fixed now (they're remote files), figured out it's just MagicLib not knowing what to do with Windows line endings; and the AI core is technically intended behavior.

7
Mods / Re: [0.98a] Ship/Weapon Pack 1.16.5
« on: May 14, 2025, 03:07:23 AM »
Ok, I'm almost certain I finally figured it out

(First of all, I tested it across literally 4 separate hard drives and they all had the same issue so it's not a hard drive problem). Also it only affects files in the missions folder of certain mods.

Given that the errors would happen only some of the time and I'd ruled out basically every other possible explanation, I strongly suspected a multithreading race condition. I checked the log and sure enough, it looks like thread 2 and thread 5 try to access the same file at the same time:

https://pastebin.com/PdSyqyt3

A lot of utility functions were apparently redesigned to take better advantage of parallel processing after Java 8, so that is probably why this issue is only now happening. As to why I am one of the rare few (or only?)  people affected, idk. Anyway hopefully that might help somebody lol, would be a shame for this lesson to be lost to the void given how long it has taken to figure out. I have no idea how I will avoid this issue from continuing to happen though which is very annoying, maybe I can limit starsector to a single core?

Oh, great find!  Please put a post in the Bug Reports forum so Alex can find it and hopefully fix this…

8
Mods / Re: [0.98a] Ship/Weapon Pack 1.16.5
« on: May 14, 2025, 02:47:30 AM »
If I don't specify that it breaks saves, it shouldn't break saves.  You should be safe.

I lied.  It works for my save but most people claim it doesn’t for theirs.  Couldn’t tell you why.

9
Modding Resources / [0.98a] GraphicsLib 1.11.0
« on: May 14, 2025, 01:04:58 AM »
This is probably the most important update to GraphicsLib since the beta release of the mod, over a decade ago.

First, depending on your mod list, the exact mod list and combat scenario, your settings, and so forth, GraphicsLib's total VRAM impact is potentially reduced by over 90%.

Second, in most cases, the game's overall loading time is substantially reduced.

Finally, every ship, weapon, etc. which previously lacked a normal map (from every mod) will now receive an auto-generated normal map of roughly comparable quality to the ones packaged with GraphicsLib.


See the change log for further details.


Download GraphicsLib 1.11.0
Also known as ShaderLib.
(Requires LazyLib 3.0.0)

Edit GRAPHICS_OPTIONS.ini to enable or disable GraphicsLib features!



WARNINGS
Some Integrated and AMD GPUs have trouble with GraphicsLib shaders!
Consider disabling shaders if you have trouble.

Some GPUs and graphics drivers cannot run Combat Radar and GraphicsLib shaders at the same time (black screen!)
If you experience this problem, disable Combat Radar or disable shaders.

Antialiasing is (mostly) not supported when using shaders!
Use 100%/200%/300% scaling, use AA compatibility mode, or disable shaders.

Having problems?  Visit the Mod Troubleshooting Guide!



Change Log
Version 1.11.0:
- GraphicsLib will now automatically generate basic normal maps for ships, weapons, etc. which lack them
  * The resulting normal maps are cached on disk in the GraphicsLib/cache folder
  * The cache is invalidated/regenerated whenever the mod list changes (including because of a version number change)
- GraphicsLib now uses a dynamic texture loader
  * Only the necessary material/normal/surface maps will be resident in memory
  * At the start of combat, it preloads all of the maps relevant for the ships (including all of their installed equipment) in every fleet participating in the battle, and unloads everything else
  * At the end of combat, it unloads everything that's not part of the player fleet
  * Any maps that were missed by the preload step are loaded immediately as they appear within view of the player
  * Very substantial reduction in VRAM usage in almost all cases (exceptions being stuff involving literally every ship/weapon, like the Arcade mission)
  * Reduction in overall game load time (even with auto-gen normal maps!)
- Added to GRAPHICS_OPTIONS.ini:
  * "preloadAllMaps":
    - Preloads all material, normal, and surface maps
    - VRAM-intensive, but avoids pauses before combat and stuttering during combat as textures load in
  * "autoGenNormals"
  * "defaultMaterialBrightness":
    - If no material map is defined for an object, the base sprite is used instead
    - This setting controls the brightness of the base ship (and weapon covers) sprite when it is used in this capacity
    - The default value here is selected to match the style of the material maps included with GraphicsLib
- New tags for ships, fighters, and weapons to adjust behavior:
  * "graphicslib_no_autogen":
    - Prevents auto-generated normal maps
    - Useful for saving VRAM for sprites that never actually appear in battle (e.g., images that only appear in the Codex)
  * "graphicslib_autogen_override":
    - Causes auto-generated normal maps for that ship/weapon/skin/whatever to count as "real" normal maps
    - Useful for skins that significantly change the geometry of the object
  * "graphicslib_preload":
    - Forces all maps (auto-gen or otherwise) associated with the ship/weapon/whatever to remain loaded at all times
    - Should be used sparingly
- Adjusted default settings in the presets
  * "High-End" is the only preset with "preloadAllMaps" set to "true"
  * "Low VRAM Compatibility" now enables normal maps & auto-gen, thanks to the enormous VRAM savings afforded by the dynamic texture loader
- Explicitly forced mipmaps for all loaded maps (doesn't appear to have any VRAM impact on my machine, so this probably doesn't have any practical effect, but...)
- Fixed Buffalo Mk2 and Hammer (Single) not having any maps
- Fixed the way GraphicsLib handles animated sprites; in short, only TURRET and HARDPOINT maps allow them now
- Improved brightness/consistency of ships that lack a material map
- Added new TextureData API functions:
  * getTextureDataWithAutoGen()
    - This function can be used to procedurally preload specific texture maps at the start of combat
    - In an EveryFrameScript or similar type of plugin, wait for "graphicslib_preload" to be set and then call this function for every map that should be preloaded
    - Useful for factions involving custom ship spawning
  * mapSpriteToMNSWithAutoGen()
  * autoGenNormalMap()
  * Intended for internal use:
    - autoGenMissingNormalMaps()
    - unloadAndPreloadTextures()

10
Mods / [0.98a] Leading Pip 1.10.1
« on: May 14, 2025, 12:46:20 AM »
Very minor fix.

(Requires LazyLib 3.0.0)

- Supports LunaLib -

Version 1.10.1:
- Fixed a couple of very minor display issues that most people wouldn't notice

11
Mods / [0.98a] Interstellar Imperium 2.6.9
« on: May 14, 2025, 12:43:24 AM »
Just a few minor bugfixes.

WARNING: Apparently breaks saves for some users.



Having problems?  Visit the Mod Troubleshooting Guide!

Version 2.6.9:
- Improved missile targeting behavior regarding stations
- Overdrive and Lux Finis now properly reduce CR when PPT has expired, even if there isn't significant enemy presence
  * These systems already reduced PPT in the same situation; this just extends the behavior to the period after PPT is expired
- Fixed Pulsar Bomb and Ardea not having any maps
- Improved robustness of certain scripts to survive edge cases caused by other mods (e.g., Magna Fulmen behavior)
- Fixed bug preventing Titan Strike from working without the Nexerelin mod enabled

12
Mods / [0.98a] Underworld 1.8.7
« on: May 14, 2025, 12:39:51 AM »
Minor update with a new sprite!



WARNING: Apparently breaks saves for some users.




Having problems?  Visit the Mod Troubleshooting Guide!



Change Log
Version 1.8.7:
- Added LunaLib icon
- Possibly fixed fleet extortion text display issue
- Added proper hull style sound effects for the IKYA (Cancer) IBB fleet; reworked some variants
- Removed hook for Stalight Gala that the Cabaleros can give you (unfinished quest)
- Updated sprite for Sidecar, courtesy of BigBeans and Toopok

13
Mods / Re: [0.98a] Ship/Weapon Pack 1.16.5
« on: May 14, 2025, 12:39:43 AM »
If I don't specify that it breaks saves, it shouldn't break saves.  You should be safe.

14
Mods / [0.98a] Ship/Weapon Pack 1.16.5
« on: May 14, 2025, 12:33:27 AM »
Basic maintenance update with some QoL and bug fixes.

WARNING: APPARENTLY BREAKS SOME SAVES but not others.  No idea why.




Having problems?  Visit the Mod Troubleshooting Guide!



Change Log
Version 1.16.5
- Improved missile targeting behavior regarding stations
- Slightly adjusted ship tags (Kanta's gifts, mercenary faction allowance, etc.)
- Added a dirty hack to make the Circe (and, to a lesser degree, the Venture) more common in Independent and Tri-Tachyon markets
- Certain IBB fleets can no longer spawn with hulls/fighters from certain story-locked "factions"
- Added LunaLib icon
- Fixed Chronos not having normal/surface maps

15
Mods / Re: [0.98a] Ship/Weapon Pack 1.16.4
« on: May 14, 2025, 12:29:27 AM »
Hey bud, bug report here. On launch I sometimes get an error that seems to do with resource "data/missions/swp_nowitness/mission_text.txt" not being found. The weird thing is, "D:\Program Files (x86)\Fractal Softworks\Starsector\mods\Ship_Weapon Pack-1.16.4\data\missions\swp_nowitness\mission_text.txt" does exist and there don't seem to be any weird typos.

I strongly recommend backing up your D: drive as soon as possible.  Unreliable file access is a bad sign.  I don't mean "it's an unreliable mod", I mean like "your drive is about to die".

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