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Messages - tomatopaste

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46
Mods / Re: [0.95.1a-RC6] Pearson Exotronics
« on: December 05, 2022, 04:00:34 PM »
Update v0.7.1
Download links in OP

-fixed erroneous mount on the armstrong
-added description to the helsing flak rifle
-added flak rifle to priority weapons
-fixed crash related to removed SOD quest content

47
Mods / Re: Pearson Exotronics
« on: December 05, 2022, 08:31:08 AM »
Update v0.7.0
Download links in OP

-full sprite rework
-vast simplification and streamlining of core scripts to external library
-two new ships
-removed all campaign quest content in lieu of a general refresh

48
Mods / Re: [0.95.1a-RC6] HexShields - Shield Reskin v1.2.0
« on: December 05, 2022, 08:14:00 AM »
Update v1.2.0

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

v1.2.0
- vastly optimised render code
- use CMUtils library


Now requires the CMUtils mod as a dependency!
Download

49
Modding / [0.96a-RC8] Combat Misc Utilities v0.4.0
« on: December 05, 2022, 07:58:49 AM »


This mod is a library mod that is required for several other mods I have in development. Other mods may use this as a dependency but I do not guarantee support unless you message me about write/release access to the git repository.

Feature List
Shaders:
    -High performance pooled particle renderers with full control over particle behaviour
        -Simple to implement and debug
        -Use default or custom compute methods to determine particle advance behaviour per frame
            -Use to change alpha, shape, colour etc. over time
        -Particle count cap settings to stop bad implementations overwhelming others
        -Uses global manager to prevent going over particle cap
    -Sprite renderer
    -Implosion effect shader
    -Segmented line shader program renderer for trails etc.
        -Render sprites or custom shader programs along segments
        -Additional helper class for managing trail instances
    -Supports custom shader plugins that extend BaseRenderPlugin
    -Requires OpenGL 3.3 support
Subsystems:
    -Feature-complete scripts that mimic ship systems
    -Allows for arbitrary script execution based on specific ship
    -Can be applied in any combination
    -Automatic hotkey mapping
    -Fully custom UI implemented
        -Hooks for rendering own UI without visual overlaps
Barebones Immediate GUI Library
    - buttons, text, text input, panels, grids
    - used for multiplayer UI
    - screen scaling not yet supported
Debug GUI:
    -Display data from any script with global methods
    -Requires data to be set per-frame, smooth fadeout over 1 second
    -Uses simple keymap system to maintain text in list
    -Flexible graphing tool
    -Dynamic display panel adjustment with '[' ']' keys
    -Support for custom renderer containers


50
Mods / Re: Pearson Exotronics
« on: December 01, 2022, 07:01:33 AM »
New teaser screenshot....
???
Are those fighters, or some kind of gun drone?

Defence drones with long range anti-fighter flak rifles

51
Mods / Re: Pearson Exotronics
« on: November 30, 2022, 02:52:50 AM »
New teaser screenshot


52
Mods / Re: Pearson Exotronics
« on: November 28, 2022, 08:40:47 AM »
Custom UI widget added to combat to clearly indicate drone system state. The goal is providing very high combat information readability to make it easier to use high-performance drone system ships.


53
Suggestions / Re: API request thread (please read OP before posting!)
« on: November 26, 2022, 04:28:10 AM »
please add
float getFacing();
for ShipEngineAPI(com.fs.starfarer.api.combat.ShipEngineControllerAPI.ShipEngineAPI)
which represents the facing of a single engine's absolute facing.

                float absoluteAngle = ship.getEngineController().getShipEngines().get(0).getEngineSlot().getAngle() + ship.getFacing();
                if (absoluteAngle >= 360f) absoluteAngle -= 360f;

54
Suggestions / Re: API request thread (please read OP before posting!)
« on: November 26, 2022, 04:24:31 AM »
Hi Alex, can the shield and engine render layers be exposed in CombatEngineLayers please?

The engine render layer would be especially nice since my Fast Engine Rendering mod has to re-render weapon sprites since there is no current way to render below weapons.

My second request is a toggle in ShieldAPI to enable/disable rendering. This will allow my HexShields mod to act as a performance enhancer similar to my Fast Engine Rendering mod, rather than setting the colour of the shield to rgba 0, which results in faint black artifacts even at 0 alpha.

If that's possible that would be awesome. Hope you are well, cheers.

55
...
VRAM-Impact can be high - the mod only loads images in systems you visit, but cannot un-load them, so VRAM use can be up to 250mb depending on your actions.
If you are playing on a system with a weak graphics card (< 2gb VRAM), consider not using this mod.

how the f did i miss that
thanks, appreciate it

56
How much VRAM does this require? I'm not 100% sure but these are probably preloaded by the game and exist in memory that entire time.

57
Mods / Re: Pearson Exotronics
« on: November 18, 2022, 09:08:19 AM »
Ladies and gentlemen, we are back


58
Modding Resources / Re: [0.95.1a] LunaLib 1.0.0
« on: November 17, 2022, 08:44:48 AM »
Lovely, will make use of this. Thanks for your hard work. I was working on my own solution to config some settings that I needed for playtesting, but this seems to have that sorted :)

59
Mods / Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« on: October 19, 2022, 12:42:08 AM »
update suspended indefinitely while i re-evaluate my motivation for modding starsector

60
cruornflakes

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