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Topics - Dark.Revenant

Pages: 1 ... 3 4 [5]
61
The method works for ballistic and energy weapons but completely craps out on missile weapons of all types.  It always returns a value along the lines of 3.5e38 or some other absurdly high number.

62
Bug Reports & Support / getShieldDamageTakenMult().getModifiedValue()
« on: March 29, 2014, 06:22:21 PM »
getShieldDamageTakenMult().getModifiedValue() returns 1.1 for all ships.  Found this out when trying to debug the randomizer script.

getShieldDamageTakenMult().getBaseValue() always returns 1.0, by the way

63
Modding / Anamorphic Flares!
« on: March 28, 2014, 12:43:19 AM »
Requesting that this gets moved to Modding Resources.

ANAMORPHIC FLARES!



Code:
Spoiler
Code: java
package data.scripts.util;

import java.awt.Color;

import org.lwjgl.util.vector.Vector2f;

import com.fs.starfarer.api.combat.CombatEngineAPI;
import com.fs.starfarer.api.combat.DamageType;
import com.fs.starfarer.api.combat.ShipAPI;
import org.lazywizard.lazylib.combat.entities.SimpleEntity;
import org.lazywizard.lazylib.FastTrig;

public class AnamorphicFlare {

    /**
     * Anamorphic Flare Generator. This creates a lot of EMP flares in a tight
     * group, exploiting a bug in the game to create an effect similar to an
     * anamorphic flare. To create the effect you want, you may need to do a lot
     * of tweaking. Keep in mind that the effect has a higher resolution and a
     * greater computational cost with smaller thicknesses; extreme values (0.01
     * and smaller) can result in odd behavior. This can cause bugs if used in
     * some particular cases, such as on a weapon that spawns free-floating EMP
     * arcs.
     *
     * @param origin Put any ship in here. Really, any ship. This CANNOT be
     * null.
     * @param point Location of the anamorphic flare.
     * @param engine The base combat engine object.
     * @param brightness The visual brightness of the anamorphic flare. This can
     * also be used to attenuate its size, due to how it is shaped. Biased such
     * that 1 equals maximum brightness, but it is possible to go above maximum
     * brightness, especially on lower thicknesses, due to how the anamorphic
     * flare works.
     * @param thickness Thickness ratio of the anamorphic flare. A bit of a
     * misnomer; it won't actually get thinner, just longer, if you make this
     * smaller. Do not use a value above 0.5 because otherwise the flare won't
     * look like anything. The resolution of the flare and the precision of the
     * flare thickness and the computational complexity of the flare all
     * increase when the thickness is decreased. Values below 0.01 can have a
     * huge performance hit.
     * @param angle The angle the flare points toward, in degrees.
     * @param spread Controls how misshapen the flare will be, in degrees. Use
     * only for low thickness values (0.2 and below).
     * @param fringeGain Multiplies the alpha of the outside color of the
     * anamorphic flare, in case it wasn't colorful enough for you. Not sure if
     * this actually works... Default is 1.
     * @param fringeColor The outside color of the anamorphic flare. Alpha is
     * not used.
     * @param coreColor The core color of the anamorphic flare. Alpha is not
     * used.
     */
    public static void createFlare(ShipAPI origin, Vector2f point, CombatEngineAPI engine, float brightness, float thickness, float angle, float spread, float fringeGain, Color fringeColor, Color coreColor) {
        int magnitude = (int) (1f / thickness);
        int alpha = Math.min((int) (255f * brightness * thickness), 255);
        int alphaf = Math.min((int) (255f * brightness * thickness * fringeGain), 255);

        for (int i = 0; i < magnitude; i++) {
            float angleP = angle + (float) Math.random() * 2f * spread - spread;
            if (angleP >= 360f) {
                angleP -= 360f;
            } else if (angleP < 0f) {
                angleP += 360f;
            }

            Vector2f location = point;
            location.x += FastTrig.cos(angleP * Math.PI / 180f);
            location.y += FastTrig.sin(angleP * Math.PI / 180f);

            Color fringeColorP = new Color(fringeColor.getRed(), fringeColor.getGreen(), fringeColor.getBlue(), alphaf);
            Color coreColorP = new Color(coreColor.getRed(), coreColor.getGreen(), coreColor.getBlue(), alpha);

            engine.spawnEmpArc(origin, location, null, new SimpleEntity(point),
                    DamageType.ENERGY,
                    0.0f,
                    0.0f, // emp
                    100000f, // max range
                    null,
                    25f, // thickness
                    fringeColorP,
                    coreColorP
            );
        }
    }

    private AnamorphicFlare() {

    }
}

[close]

Requires LazyLib 1.8c.  Don't have too much fun.

64
Suggestions / Improved Proximity Collision Detection
« on: March 20, 2014, 12:38:43 AM »
Proximity Fuse type projectiles currently explode too early if they are heading toward the broadside of a longer ship, thereby doing no damage.  I suggest fixing this so that weapons like flak guns and various proximity-triggered modded weapons will correctly impact capital ships' broadsides.

65
Mods / [0.8a] Starsector+ 3.7.0
« on: January 26, 2014, 12:08:21 AM »
BIG ANNOUNCEMENT

SS+ will no longer be updated going forward.  The number of worthwhile features within it has dwindled, which can just be included in other mods.  Crew salaries and probably vengeance fleets will be gone altogether.  Nexerelin will likely take the officer death and battle map enhancements.  Dynasector will improve the named bounty system.  SWP will have the few remaining vanilla balance changes.



Download Starsector+ 3.7.0
Download Mirror
(Requires LazyLib 2.2 (Updated))
(Requires GraphicsLib 1.1.0 (Updated))

Git Repository

Edit SSP_OPTIONS.ini to enable or disable Starsector+ features!



If you want to convert a save (from vanilla or an old version), use Save Transfer to keep your progress.

We also recommend Version Checker to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide!



Main Features
- Balance changes
- Overhauled bounty system
- Vengeance fleets
- Campaign improvements
- Not compatible with total conversions



Other Features
  • Your officers can die in battle
  • Crew requires salary payments
  • Fixes to some vanilla bugs


Change Log
Version 3.7.0 (May 6, 2017)
  • Updated to support Starsector 0.8a
  • Removed skills changes
  • Removed soft fleet size limit
  • Removed extra skill point scaling
  • Removed extra crew bonus
  • Reverted numerous weapon balance changes
  • Reverted ship changes
  • Further nerfed Hurricane MIRV cooldown from 10 to 15 seconds (vanilla is 5)
  • Decreased amount of money gained by turning in AI cores to Tri-Tachyon, Independents, and Sindrian Diktat (2-3x base to 1.25-1.5x base)
  • Increased rep reward for turning in AI cores to Tri-Tachyon (0.5x base to 0.75x base)
  • Nerfed Damper Field to be 60/55/50/45% damage reduction, depending on ship size

Version 3.6.2 (April 11, 2017)
  • Outer Rim Alliance support

Version 3.6.1 (February 6, 2017)
  • Additional trade fleets
  • Improved vengeance fleet behavior
  • Fixed various minor bugs
  • All factions with bounties can issue named bounties, not just DynaSector-supported factions

Version 3.6.0
  • Removed vent speed experiment
  • Removed target leading pip (bugfix)
  • Reverted market procurement mission "improvements"

Version 3.5.2
  • Fixed level scaling

Version 3.5.1
  • General compatibility update

Version 3.5.0
  • startOptions.json now called SSP_OPTIONS.ini
  • Numerous features split to GraphicsLib, Ship/Weapon Pack, Underworld, DynaSector, and Audio Plus
  • Increased commission bounty payment to 500 credits
  • Improved Market Procurement mission
  • Improved Vengeance fleet pacing
  • Made procurement missions and hireable officers scale to the number of markets in the sector
  • Buffed Repair Gantry
  • Bug fixes galore

(Older versions included in internal change log)


Credits
Dark.Revenant for general development
Tartiflette for in-battle jump point artwork, and some misc. icons/splashes

66
Suggestions / Solution for Save Scumming
« on: August 16, 2012, 01:21:42 AM »
Easy Difficulty: No saving restrictions
Normal Difficulty: Save on planets/stations only (Escape Velocity style)
Hard Difficulty: No saves at all; game keeps exactly one autosave, which updates after every battle, accident, refit, and landing

Difficulty can be changed but then it labels your character using the lowest difficulty setting used.  If you want to keep "Hard" on your character, you have to load back up the hard mode autosave and continue from there.  This way, you can screw around on easy mode to have some fun but go back to the "true" path when you load back up.

Any questions?

67
Bug Reports & Support / ESS Satis has been destroyed four times over!
« on: June 15, 2011, 04:33:33 PM »
One of my Brawlers decided to ram into the front of an Onslaught while continuously firing.  You can imagine that it didn't survive.  However, it seems the game wanted to exaggerate that fact by giving me the messages as so:

ESS Satis has been disabled!
ESS Satis has been destroyed!
ESS Satis has been destroyed!
ESS Satis has been destroyed!
ESS Satis has been destroyed!

I get the picture, Starfarer.  It's dead.

68
Suggestions / Armor Rating / Piercing
« on: May 18, 2011, 11:01:21 AM »
Something I've noticed is that bombers (and even fighters) are able to completely atomize even the largest ships in seconds.  An overloaded conquest when a couple bomber wings fly in = instant space debris.  I feel the balancing is quite good on the capital-class weapons, but the fighters/bombers are either extremely expensive to make or are just disproportionately powerful.

A solution to this and a few other suggestions people have made is for armor (maybe hull, too, on huge ships) to be able to outright nullify damage on a percentage scale.  Similarly, weapons would have an armor piercing factor that ignores X amount of that percent reduction.  Bomber weapons would not have much armor piercing while capital-class sabot missiles would have full armor piercing, for example.

The end result of this change would be giving larger capital ships much more survivability against small craft.  Bombers still can be maneuvered and directed into an optimal firing run to crush capital ships by flanking toward the unarmored side of a ship, but the unilateral "if the shields are down, that fully-armored capship is history" would be eliminated unless you had a completely overwhelming amount of strike craft.  It creates an interesting dynamic, makes capital ships that much more fearsome, and still leaves strike craft in a state where they can do serious damage if used skillfully.

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