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Starsector 0.97a is out! (02/02/24); New blog post: New music for Galatia Academy (06/12/24)

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Messages - tomatopaste

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16
Mods / Re: [0.96a-RC8] HexShields - Shield Reskin v1.3.1
« on: May 24, 2023, 10:58:13 PM »
"Fatal: Error creating vertex shader
ERROR: 0:1: " : version '330' is not supported
ERROR: 0:3: 'layout' : syntax error: syntax error"

Game can't load with this mod on 0.96a-RC10

your computer doesnt support the necessary opengl version like it says next to the download button
tough bikkies if you're on mac

17
Mods / Re: [0.96a-RC8] HexShields - Shield Reskin v1.3.1
« on: May 22, 2023, 08:37:46 PM »
do you update your whitelist? i wanna see it on UAF ships and the ScalarTech

i don't have a whitelist
add them yourself or ask the authors to add it to their mod

18
Mods / Re: [0.95.1a-RC6] HexShields - Shield Reskin v1.3.1
« on: May 13, 2023, 02:33:39 AM »
does this work in 0.96 now?

Many thanks!
Yes, you're welcome

19
I like the idea of s-modded blast doors giving a slight CR boost of maybe 5%

20
Mods / Re: [0.95.1a-RC6] HexShields - Shield Reskin v1.3.0
« on: May 12, 2023, 09:21:00 PM »
Update v1.3.1

v1.3.1
- config cleanup and nofill fix

21
Mods / Re: [0.95.1a-RC6] HexShields - Shield Reskin v1.3.0
« on: May 12, 2023, 09:00:01 PM »
Update v1.3.0

Reminder that mod factions that wish to support this mod by default will need to add their hullstyle IDs to a csv file.

v1.3.0
- added a subtle pulse animation that changes in intensity based on hard flux level
- fully disable vanilla shield rendering (true perf boost)
- added vanilla-imitation visual mode that disables hexagons (enable in settings.json)

22
Modding / Re: [0.95.1a-RC6] Combat Misc Utilities v0.4.0
« on: May 12, 2023, 08:51:53 PM »
Update v0.4.0
v0.4.0
- removed in-combat softlock screen
- couple of new renderers
- standalone gui lib
- updated for multiplayer support

23
Bug Reports & Support / Re: The Typo Thread
« on: May 11, 2023, 05:56:22 AM »

24
Bug Reports & Support / Re: The Typo Thread
« on: May 11, 2023, 01:00:10 AM »
Found a typo in the makeshift comm relay desc that has gone unnoticed for years
makeshft line 2


25
Bug Reports & Support / Re: DEM AI bugs
« on: May 10, 2023, 04:40:02 PM »
Thanks! The first one I suspect is just once the second stage acquires the ship, it'll keep firing if it's a hulk. I'm not seeing the first stage target the hulk or second stage missiles do so, either, unless they're already in the "turn to target and fire" stage.

For the Dragonfire, yeah, that makes sense - the missile guidance operates as if the missile needs to hit the target, not just get within X range. Though I'm not seeing it nearly as bad as what you're seeing; pretty much every point-blank launch vs a Hound locked on fine. Still, I'll keep that in mind!

RE: Hydra, I didn't get a recording of it, but I watched it autofire at a ship corpse. It's possible what happened is that it was triggered by a different ship in range, but the first stage of the missile only appeared to target a hulk droneship.
RE: Dragonfire, probably just a run of bad luck, it seems wildly inconsistent

26
Bug Reports & Support / DEM AI bugs
« on: May 10, 2023, 11:25:05 AM »
A couple of bugs I've noticed

- Hydra DEM launchers will autofire and the first stage missile will target ship hulks, the DEMs that pop out will then dump their beams into it. Specifically, an enemy ship will die and spawn a hulk, then the hydra autofire ai will launch it at that hulk.
- The dragonfire missile overcorrects for movement of targeted ships massively, testing vs sim hound at point blank resulted in around 6-7 out of 8 launches at point blank failing to trigger the second stage of the torpedo. I'm calling this a bug since if the dragonfire actually manages to get a lock, the missile will easily turn fast enough to keep the hound in its line of sight. An AI hammerhead can also consistently juke the dragonfire and cause it to flameout before managing to reach the second stage maybe half of the time. I think the missile AI might need to bias facing towards the target's current position instead of attempting to face the predicted location. If the behaviour is intended then the OP cost or ammo count of the dragonfire needs to be tweaked since it's just not as good as dumb fire torps in most situations.

Cheers

27
Is it possible to implement a SR NOR Latch into advanceInCombat in order to memorise the state of local booleans?


yes

28
Modding Resources / Re: [0.95.1a] Particle Engine (4/10/23)
« on: April 11, 2023, 06:43:50 AM »
cool project, can be optimised using glDrawElementsInstanced instead, also does not support CombatEngineLayers

29
Modding / Re: Is it time to reconsider the stance on reflection?
« on: March 31, 2023, 02:36:23 AM »
working around the api is more fun than the sledgehammer approach

30

What is the correct usage of CombatEngineAPI.spawnProjectile(ShipAPI ship, WeaponAPI weapon, String weaponId, String projSpecId, Vector2f point, float angle, Vector2f shipVelocity);?

Every time I have tried to use it, it crashes with a nullpointerexception in the constructor of either MovingRay or BallisticProjectile. For example calling this method with non-null variables, and with the strings "lightdualac" and "lightdualac_shot" will cause a crash. This makes it impossible to spawn projectiles that are indirectly spawned via MIRV missiles, e.g. the "sabot_warhead2" projectile. Can this be clarified please?

Hmm - it's used a bunch of times in the API for things like mines, some Omega weapons, etc. Also, data.scripts.plugins.TestCombatPlugin calls this to spray a bunch of lightmg shots, and I recall this working.

Yeah the problem is that there are two spawnProjectile methods defined, and TestCombatPlugin only uses the one that takes a weaponID (which works flawlessly). The problem is that the second overload that takes a weaponID and a projectileID is always crashing whenever i try to use it, and I can't get it to not crash with a lot of different input combinations.

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