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Messages - EnderNerdcore

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46
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: January 31, 2013, 06:39:14 PM »
Mysterious Faction Destroyer Kitbash:

Spoiler
[close]
I really like that, and I'd love to see a whole set of ships in that color scheme.

47
Modding / Re: Code Sample: Area-of-Effect Ship Systems
« on: January 30, 2013, 10:21:00 PM »
Great implementation! I hadn't thought about putting a visual field up.

I think I'll  steal this for my original implementation.

48
Mods / Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
« on: January 30, 2013, 12:05:55 PM »
I have a report. The antletuvian station is an abandoned station so it doesnt have any ships and weapons
And another one. The blackrock/neutroni side start on the tri achyon planet

if you started as any group member there are some stations that are empty, no ships , no weapon, only supplies & crew maybe fuel

I'm pretty sure that is not a bug--it's on purpose to make capture the only method to get enemy faction ships.

49
Mods / Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
« on: January 28, 2013, 11:57:54 PM »
Strange, this time I got a "GTD Orion not found"

Quote
587950 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Ship hull variant [gtd_orion] not found!
java.lang.RuntimeException: Ship hull variant [gtd_orion] not found!
   at com.fs.starfarer.loading.L.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.void.class$Object(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CargoData.addMothballedShip(Unknown Source)
   at data.scripts.world.GTVAConvoySpawnPoint.addRandomShips$(GTVAConvoySpawnPoint.java:60)
   at data.scripts.world.GTVAConvoySpawnPoint.spawnFleet(GTVAConvoySpawnPoint.java:38)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.A.???000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
I made another mistake in the convoy spawn code.

Just uploaded a fix. Redownload the file.  :)

http://anbuteam.net/starsector/FS2_1.2.zip

50
Mods / Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
« on: January 28, 2013, 09:23:33 PM »
There, that should fix it.

http://anbuteam.net/starsector/FS2_1.2.zip

51
Mods / Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
« on: January 28, 2013, 08:52:26 PM »
One campaign error caught! Please take a look

Quote
1493237 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Fleet id [null] not found for faction [gtva]
java.lang.RuntimeException: Fleet id [null] not found for faction [gtva]
   at com.fs.starfarer.loading.G.Object(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.createFleet(Unknown Source)
   at data.scripts.world.GTVAConvoySpawnPoint.spawnFleet(GTVAConvoySpawnPoint.java:33)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.A.???000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

Besides nice work on the mod, Freespace 2 had been "the game of my life" during my teen  ;D
Thanks! I believe I've fixed it, it wasn't getting the convoy spawn data correctly.

EDIT: Nope, not yet...

52
Mods / Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
« on: January 28, 2013, 06:08:47 PM »
Huge new update, take a look at the OP.

I'm also looking for art help with turrets and cleaning up ship sprites, and can exchange coding services in return.

53
Mods / Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
« on: January 28, 2013, 02:55:11 PM »
I tried that. Then I noticed 16.5 was still in the folder.  ::)
Yep, that'll keep it from working.  :)

54
Mods / Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
« on: January 28, 2013, 02:51:02 PM »
Bizarre. None of the DEV versions will show up under mods, for me.
You need to remove all except the one you want to test from your mod directory.

55
Modding / Re: Weapons affecting their owner stats
« on: January 28, 2013, 01:16:46 PM »
I don't think this is possible.

See also this discussion at the bottom of the page:  http://fractalsoftworks.com/forum/index.php?topic=5105.msg85833#msg85833

56
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: January 28, 2013, 12:21:08 PM »
Looks nice, I like the little details you've added in the center and orange areas. I can't escape the feeling I'm looking at half of the ship though. Like you cut the ship in half and this is the insides if you pulled it apart. Was that your intention? Huge improvement on the original, grats. Oh and if it wasn't your intention maybe add some depth with shading to have that orange area look less like its sitting inside and level with the brown surrounding structure.
Thanks for the feedback!
I'll try to work on shading of the orange parts. And no, half of the ship wasn't my intention. Frankly, I don't see it really. :P
I feel the same way as him: I really like the orange parts, I really don't like the brown parts. It really does like we're looking at a ship that has had its top sliced off and we're peeking inside.

57
Mods / Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
« on: January 27, 2013, 12:35:13 PM »
I need a few testers for v17. Apply only if able to send back some form of feedback.

Cheers!
You know I'm in.

58
Mods / Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
« on: January 27, 2013, 08:56:18 AM »

I'll note that this is what I love about Uomoz's. I play it with my own unfinished mod (the Freespace2 fighters/bombers)

When are you going to finish up those capitals???   I too play UC with FS2 stike fighters but have got my own coding that changes the ISA into a carrier-based US-style doctrine.  Would love to see the rest of the FS2 strike craft in there though :D
Working on it slowly. I've been helping Cycerin with Java coding for Blackrock yards. I'm not really satisfied with the sizing and look of some of the smaller non-fighter craft that I've done so far, but I have a lot of the weapons done so the ships aren't too hard to make.

59
Argh, can you help me with a basic example of implementation of adding another integer incremental?
use j, k, l, m, n, whatever you want. You can even name it integer1, integer2, etc

60
Mods / Re: Machine's Creations: Tyrador System Coalition
« on: January 25, 2013, 06:06:50 PM »
These are really great ships. I'll have to mess around with them in-game later.

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