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Messages - DeCell

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1
I stand before this, i dont want some modder to effect how i play my game on my computer on my freetime that i could spend on other things.

2
Modding / Re: [0.96a-RC10] Ships on a Stick v0.1 (2024.01.05)
« on: January 05, 2024, 10:51:23 AM »
No ziggy motes?
Also does those sticks have hitboxes? I think it would be weird for them to not have it (yes i want swords please)

also maybe dram missiles too please?

3
Modding Resources / Re: Spiral Arms II - Free Community Sprite Resources
« on: November 07, 2023, 05:21:50 AM »
all these are up for grabs, made by various people

Here are mines that wont be used on my mod named DEA and VeBlib because i stopped modding (yk the triangle guy?)
Some made by me, some made by Tecrys (you should be able to difference them from the quality)

Everything in the mods ive made can be used by anyone without asking (specifically codes since i cant sprite):
DEAmod: https://github.com/DeCEll-1/DEA_mod
VeBlib: https://github.com/DeCEll-1/VeBlib

Spoiler









[close]

4
Mods / Re: [0.96a-RC10] Missing ships mod 5.0 5/10/23
« on: November 06, 2023, 09:17:28 AM »
all these are up for grabs, made by various people

Here are mines that wont be used on my mod named DEA and VeBlib because i stopped modding (yk the triangle guy?)
Some made by me, some made by Tecrys (you should be able to difference them from the quality)

Everything in the mods ive made can be used by anyone without asking (specifically codes since i cant sprite):
DEAmod: https://github.com/DeCEll-1/DEA_mod
VeBlib: https://github.com/DeCEll-1/VeBlib

Spoiler









[close]

5
So i've been trying to put a sphere like the planets on combat but i couldn't manage it to work. How can i do it? Here is the code that should but doesnt work for me (i run it in the render):

Spoiler

imports:
Code
import cmu.gui.CMUKitUI;
import com.fs.starfarer.api.combat.ViewportAPI;
import com.fs.starfarer.api.graphics.SpriteAPI;
import org.lwjgl.util.glu.Sphere;
import org.lwjgl.util.vector.Vector2f;

import static org.lwjgl.opengl.GL11.*;
import static org.lwjgl.util.glu.GLU.*;

radius is 200, stacks are 70, slices are 70, location is the ships location
Code

        CMUKitUI.closeGLForMisc();//it was open, arcs and stuff doesnt work properly when i dont disable this and do the matrix things (the sources of arcs go to weird places and visual effects happen really outa place)


        glMatrixMode(GL_TEXTURE_MATRIX);
        glPushMatrix();
        texture.bindTexture();

        sphere.setOrientation(GLU_INSIDE);
        sphere.setNormals(GLU_SMOOTH);
        sphere.setDrawStyle(GLU_FILL);
        sphere.setTextureFlag(true);

        glMatrixMode(GL_PROJECTION_MATRIX);
        glPushMatrix();

        glMatrixMode(GL_MODELVIEW_MATRIX);
        glPushMatrix();

        glTranslatef(viewport.convertWorldXtoScreenX(location.x), viewport.convertWorldYtoScreenY(location.y), 0);


        sphere.draw(radius, slices, stacks);

        glPopMatrix();
        glPopMatrix();
        glPopMatrix();


        CMUKitUI.openGLForMisc();
[close]

I was going to look at how the game renders planets but couldn't find the file for it

6
Modding / Re: Custom UI panels and handling input
« on: July 23, 2023, 05:50:18 AM »
Hello, this post is pretty old but i still wanted to ask. Where did you called InteractionDialogPluginAPI.showCustomVisualDialog()? I try to make a panel on campaign ui too but i couldn't really find anything. My guess is i need to use something that runs every frame in campaign but couldn't find anything that allows me to run a script every frame.

8
Discussions / Re: Starsector Community Map (post in the thread first!)
« on: April 05, 2023, 12:18:49 PM »
Turkey ???

9
Discussions / Why we cant use html tags while making posts?
« on: April 05, 2023, 08:29:14 AM »
Why we cant use html tags while making posts/replying to them? It would be wonderfull to use custom css and js.

10
Any idea on where the config files are on .exe?

EDIT: lmao for some reason its path is "C:\Users\<your user name>\AppData\Local\VirtualStore" and whatever the file you putten the exe in :skull:

11
Man i really need this.
Have you found a solution?

12
Mods / Re: [0.95.1a] Console Commands v2021.12.25
« on: January 14, 2023, 12:18:06 PM »
Any way to spawn Remnant Nexus station?
Thanks.

13
does this think even work?

14
Mods / Re: [0.95a] Beyond The Sector - Endless Randomized Systems
« on: July 13, 2022, 01:50:59 PM »
From what I've heard, he's currently working on his own game. So I guess his mods here won't be updated any time soon.
Can you say the game?

15
Mods / Re: [0.95.1a] Unofficial New Game Plus 1.7.2 (2022/4/19)
« on: April 21, 2022, 03:28:38 PM »
Can i use this to add mods that i cant add ongoing saves?

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