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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Messages - silentstormpt

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31
Modding / Re: SSWE - StarSector Weapon Editor 0.0.2
« on: June 11, 2014, 01:55:36 AM »
I'm really interested in this tool, especially if it has a visual workflow, but it definitely needs to handle both cases; I use comment lines liberally and most of the JSON is using Vanilla conventions for brackets and quotes :)

This version is quite limited, it will read jsons, create and "save" them (they look quite nice after you save them), once the reader loses these "limitations" (tho, pure JSONs don't support # comments and dont accept enums).

It will however make any jsons into "pure"/"vanilla" json files, readable by any lib currently on the web.

As for a visual workflow, it will happen, just need to figure out how do i make it as easy and appealing possible.

[EDIT]Tried it, and it's not compiled for 32-bit.  That's kind of a show-stopper for those of us on XP and may cause issues for Linux users on WINE :)[/EDIT]

Strange, i did build it to support both CPU architecture, are you sure all/latest the Microsoft Framework are installed on the XP;

As for Linux, its completely outside my know-how, ill google search for "how-to make c# window forms compatible with Linux" but i cant promise results.

32
Modding / SSWE - StarSector Weapon Editor 0.0.2
« on: June 10, 2014, 03:49:10 PM »
SSWE (StarSector Weapon Editor)

This is a tool i've been working on during these few days that makes weapon creation more organised and easy. Note that this is a very early version, this means there's quite alot of improvements that can be made on the next versions but since it already works, i'm releasing now.

For those who try it keep in mind that so far theres two problems when importing *.wpn files (are json files in reality).

The serializer that reads these json files does not accept:
  • 1)  # characters and the following comment text, example:
    Quote
    # this id must match what's in the spreadsheet
  • 2) enums, meaning any text (non numbers) that has no "" at the start and end of the word, example:
    Quote
    "renderHints":[RENDER_BARREL_BELOW,RENDER_LOADED_MISSILES],
    or
    Quote
    "textureType":ROUGH,

All weapon files that you try reading (with one or both of these problems) will result in a error telling you what cause it.


33
Suggestions / Re: Less security/More mod freedom
« on: June 05, 2014, 02:14:00 AM »
Id like to request that the java.io should not be locked and leave only the reflection locked by the security manager, while it can introduce malware, nothing stops anyone from adding malware in the zip/rar/7z files in the first place.

Adding a "Accept these terms" when activating a mod might lower the "legal part" of the problem.

EDIT: After doing a little more thinking, most of whats been requested is input data, meaning, reading custom txt/csv/json/xml files, allowing readonly grants on the security manager might be a huge step.

34
xenoargh can we use the thruster code you got in the Vacuum (and probably change it but to more complex animations) with proper credits ofc?

35
Suggestions / Re: API request
« on: May 20, 2014, 03:11:02 AM »
We needs someway to get access to the Options menu, so we can add toggle-able options for mods like ShaderLib

36
I know this is partly necroing (ok it is, quite old thread) but i found this:

http://euderion.deviantart.com/art/Mass-Effect-Top-View-Size-Comparison-Chart-427768304

could prove very useful for anyone that could pick this up.

37
Suggestions / Re: Custom tooltip info
« on: April 11, 2014, 08:55:51 AM »
I would even go further and allowing us to create custom DPS descriptions (in cases where it cant be calculated due to be based on OnHit scripts)

38
Suggestions / Re: API request
« on: April 01, 2014, 06:37:02 AM »
  • beforeHit() - returns a DamagingProjectileAPI or a MissileAPI if true
  • getLatestProjectileSpawned() - returns a DamagingProjectileAPI or a MissileAPI if true

beforeHit() it returns that projectile before making any changes to it, like calculating the damage it will do in that ship for both EveryFrame and OnHitEffectPlugin

getLatestProjectileSpawned() that returns a DamagingProjectileAPI or a MissileAPI if the last frame a weapon spawned one of those (it allows a much easier way to grab any new projectiles without cycling to every single one of them, it also allows doing changes to that projectile and effects before it "travels" and its alot less CPU intensive) for EveryFrame

39
Modding / Re: Timer, timer...
« on: March 17, 2014, 05:47:08 PM »
Unless you want a timer to stop at a certain time so it can be used again at that time, i dont see why not using a boolean and reset/re-use the same timer

40
Mods / Re: BattleFleet Gothic (Starsector 0.54.2) [ON HIATUS]
« on: March 08, 2014, 01:21:57 PM »
So much for sad news  :'(


May the emperor guard your travels

Its only on hold.

Will need a small team for it tho, this is a total conversion and they take a long time to be made. Not only this but the whole combat will be different, requiring a custom AI

41
This is dead, far as I can tell.  It died a while back, so no, it's not compatible.

This, while true, the only part preventing the mod from being compatible is the missing CR changed that were added in 0.6 on the ship_data.csv

It also lacks ship systems, but you could add vanilla ones.

42
Modding / Re: Ship AI Q&A
« on: January 28, 2014, 03:25:45 AM »
This thread made me realize that the AI should not be on the shipdata (that sets the AI based on Hull) but rather on each variant file due to the nature of each build.

Also that there should be at list 3 AI's (on ships, im ignoring weapon and missiles) responsible for:
Defense Systems (Shields, Phase and "Custom defenses" once we can actually not waste the shipsystem to create a custom defense);
Ship Systems (its already available);
Behavior (responsible to make custom decisions and movement based on the enemy Creates new AIs to be used by calling it based on its ID, needs a referential json/csv file to set the IDs and its respective java files/locations)

43
Modding / Re: spawnShipOrWing()
« on: January 22, 2014, 04:46:31 AM »
Am i the only one that likes watching you go through a process? :D

And the funniest (not really for him) part is, the actual amount of NPE he had to go tro before he posted each time

44
Alright let me resize a BFG battleship thats suppose to be 8 km long

*lets out a evil laugh*

45
Mods / Re: BattleFleet Gothic (Starsector 0.54.2) [ON HIATUS]
« on: January 10, 2014, 04:35:04 PM »
what do modders use to sprite ships...can adobe illustrator be used for it or just spriting? i have an idea for my own team :)

GIMP, Paint.NET and Photoshop are the most common, but any program that can save a *.png file with transparency is fine

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