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

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Messages - DestinyPlayer

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1
Modding Resources / Re: [0.96a] GraphicsLib 1.7.0
« on: September 11, 2023, 07:45:50 AM »
This question probably popped up somewhere else already at some point, but after asking around I hadn't been able to get a clear answer. Or any answer at all, to be entirely honest.

Are there any docs for GraphicsLib out there? Or is the only option to dig through the comments in the code itself and try to reverse engineer other mods?

2
Mods / Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
« on: January 27, 2022, 04:33:08 PM »
the rar interacts badly with the default Linux unpacker, doubt it was intentional and I just need to unpack it using a command line, it all works fine now

 ;) you made a zip bomb in Linux
Spoiler
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I have to use Rar compression like every other modder on this website.
Pretty sure that most people use Zip.

3
Mods / Re: [0.95a] Seeker - Unidentified Contact 0.50rc1 (2021/12/11)
« on: January 07, 2022, 08:47:54 PM »
However, I have one question. There is a fleet that seems to be stalking me across the entire sector. It occasionally just appears, rushing in from seemingly nowhere, and constantly stays at the very edge of my sensors, never approaching but never leaving either until I leave hyperspace. I'm deathly curious, is it something from this mod, or do I have something else installed that adds such a spooky stalker?

That is a new vanilla feature! Sensor ghosts. Hyperspace is pretty haunted now.
Huh, I totally missed that one. Good to know. However, it still feels like something that'd fit this mod rather strongly. A mystery ship that, instead of having you find it, finds you instead, and watches you. And you have to go out of your way to figure out how to actually approach it to do anything with it.

So uh, I don't want to spoil any of the sensor ghosts for anyone, so I'll just say that (if the sensor ghosts are available to modders) this should totally be possible to implement and is an awesome idea.
As a thought, perhaps this ship ALWAYS follows you as long as you're in hyperspace. It never leaves, never disappears. And always stays at the VERY EDGE of the free cam based visibility area for the player, so if you constantly look around and have a large enough detection range you can see it, but approaching it would require either some quests or something else important. Perhaps, instead of you being able to approach it, doing certain missions instead makes the ship approach closer and closer, maybe even starting to follow you into systems but still staying just out of reach until, in the end, it attacks you by itself.

4
Mods / Re: [0.95a] Seeker - Unidentified Contact 0.50rc1 (2021/12/11)
« on: January 07, 2022, 08:15:54 PM »
However, I have one question. There is a fleet that seems to be stalking me across the entire sector. It occasionally just appears, rushing in from seemingly nowhere, and constantly stays at the very edge of my sensors, never approaching but never leaving either until I leave hyperspace. I'm deathly curious, is it something from this mod, or do I have something else installed that adds such a spooky stalker?

That is a new vanilla feature! Sensor ghosts. Hyperspace is pretty haunted now.
Huh, I totally missed that one. Good to know. However, it still feels like something that'd fit this mod rather strongly. A mystery ship that, instead of having you find it, finds you instead, and watches you. And you have to go out of your way to figure out how to actually approach it to do anything with it.

5
Mods / Re: [0.95a] Seeker - Unidentified Contact 0.50rc1 (2021/12/11)
« on: January 07, 2022, 07:49:21 PM »
Hello! I haven't had much of a chance to test the mod out directly, as my current playtrhrough has only just started, however I am most definitely impressed by what it has in store in the future, having already bumped into the Rampage and ran away like a coward.

However, I have one question. There is a fleet that seems to be stalking me across the entire sector. It occasionally just appears, rushing in from seemingly nowhere, and constantly stays at the very edge of my sensors, never approaching but never leaving either until I leave hyperspace. I'm deathly curious, is it something from this mod, or do I have something else installed that adds such a spooky stalker?

6
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: November 24, 2017, 12:42:02 AM »

A thingy. I think that it looks kind of cool. Needs a lot of work still, but it's a bit difficult to do so on mobile.

[LATER]

Did some work. How's it now?

7
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: December 24, 2016, 03:23:51 PM »
I'd say that with the bottom right ship, the space behind the bridge needs something to fill it. It feels way too empty. Also probably something in front of the big turret mounts, in these half circles.

8
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: November 10, 2016, 04:09:41 AM »
They look much nicer, but I still don't like the second from the left - something irks me about it.
The main thought behind that one is that the race behind that logo is a decadent, slaving and narcissistic race of amphibian manta rays with a hard on for complexity, to the point that all of their equipment is WAAAAAY overengineered. I guess the logo represents that.
For my cockroach ship: changed the armour to asteroid. Not sure about the contrast on the rear. Also removed the railing over the cargo containers, because it was infuriating me.


Thoughts?
Looks really nice, but the top right corner is a bit weird, specifically the two small asteroid-bits. They look like they have a black outline, not just a shadow.

9
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: November 09, 2016, 10:16:51 AM »
Spoiler
[close]
Vectorized the logos, and also made the first one look nicer. I think I succeeded?

10
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: November 02, 2016, 02:37:12 AM »
A few sci-fi species logo designs.
Spoiler
[close]

11
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: September 28, 2016, 04:30:12 AM »
Spoiler
[close]
I wonder, can anybody help me decipher what I did to make this starfield? It was made at night, when I was half asleep, so I have absolutely no idea how I did it. And when I try to do what I think I did, it comes out as crap.

12
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: April 04, 2016, 01:04:23 PM »
Not exactly a ship, and not exactly anything to do with Starsector, but heck, I need some critique, so here I go. It's still heavily in WIP, because I still need to add arms and legs and to fix the pelvis, but can anybody say anything about what's already done? I feel like the helmet is kinda flat right now, but I'm not sure what can I do to fix it due to how thin the border around the face/screen is.
Spoiler

[close]

13
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: December 18, 2015, 09:07:39 AM »
A small ship after a long time of not drawing ships. I think that I'm slightly more skilled now, but still. Still a WIP.


How do you think, what to place in the lamp slots on the front? A pair of hidden energy turrets? A pair of hardpoints?

Also, not sure about the light spots on the engine-balls. Any suggestions about them?

Also, is there any way to make it so that decorative weapons change their sprite/glow when the ship is moving? Or to make it so that something leaves a light trail behind itself?

14
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: June 12, 2014, 04:22:52 AM »
Working on a new ship right now. For now it looks something like that.

15
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: June 07, 2014, 09:45:48 AM »
Added some more stuff to this ship.

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