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Messages - c plus one

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76
General Discussion / Re: It's happening!!!!!
« on: April 01, 2016, 05:21:14 PM »
This thread's topic is an unnecessary & foolish joke.

You sound like the Chinese government.
??? Red China's got nothing to do with it. I just don't dig time-wasting pranks that play with people's emotions, that's all. [-shrug-]

Enjoy your evening, everyone.

77
General Discussion / Re: It's happening!!!!!
« on: April 01, 2016, 03:20:53 PM »
This thread's topic is an unnecessary & foolish joke.

78
Lore, Fan Media & Fiction / Re: Crossfire (ch.7 & 8 2016-03-26)
« on: March 30, 2016, 01:58:07 PM »
Well-written, non-adjective-overload, non-Mary-Sue, cliche-avoidant game fiction is a pleasure to read. Please continue to favor us with yours, Histidine. :)  Not many player/writers can even reach such a level, let alone do so consistently.

79
General Discussion / Re: When push comes to shove...
« on: March 13, 2016, 12:10:27 AM »
Scarab nerf in 3...2...1...

Nooooooooo!  :P

80
Modding Resources / Re: Trylobot's ship editor (2.6.4)
« on: March 12, 2016, 11:29:46 PM »
When I can't see boundaries properly I just move it around until it is over the galaxy in the background. Makes it much easier to distinguish where the boundaries are.
I used to be able to do that and call it "sufficient" but in recent years my vision problems have worsened enough that the action you mentioned is no longer good enough. :-[ I already wear corrective lenses and they do not help this problem; it's not a simple "sharpness" issue. Brightening my monitor enough to make the overly-dark built-in background light enough now makes the hull sprite(s) themselves much too bright.

Also, the constant panning of the hull sprites I'm working with over the less dark galaxy graphic is adding up to a huge waste of time that I'd prefer to spend on actually making the ships instead of wrestling with the problematic existing background of SF-Edit.

If Trylobot makes the suggested change to his ship editor, I'd most probably manually insert a solid image of continuous, medium-brightness neutral gray as tprogram's background (or whatever type of image choice helps with my sub-par vision). Or maybe something similar, but instead with a subtle repeating pattern like slightly lighter /darker gridlines or etc., idk


Oh! That reminds me:
Trylobot, would you please also grant users the ability to change - while the program's running - the color (currently pure white) of all the onscreen UI/help/instructions/weapon slot type/etc. text in SF-Edit?

Just some sort of simple RGB 0-255 color picker with a small, real-time preview swatch showing the user's currently-selected text color, and another swatch for the proposed new value, plus a Commit or Save command for the feature, would go a long way to help people with less than great vision. It would be super-helpful if I could harmonize the text color with whatever user-selected background image I end up dropping into the program, as well as harmonize it with the majority color/brightness of the hull sprite I was currently working on.
Thanks in advance for considering this request  :)

81
Modding Resources / Re: Trylobot's ship editor (2.6.4)
« on: March 11, 2016, 10:36:49 PM »
Another small request, could the background image be a loose file? So that we can replace it with something more readable depending on the ships colors. The current one can be troublesome depending on the sprites.
I'd like to second this request. The existing background is too dark for my poor vision, and it tends to make it difficult for me to distinguish edges of the hull sprite. It would be wonderful for the user to have the ability to use as a background any external picture file of their choosing.


Can you add support for SYNERGY and COMPOSITE mounts? It's not too vital considering you can use the ingame editor, but it would be nice.
Seconding this request, also. To me, the quoted functionality sounds more than merely nice.

82
Come on...you folks aren't giving Erick Doe enough room to breathe. It's only been a week or so since the game advanced to version 0.7.2a; please give him some time! Now that the hotfixes to 0.7.2a have been made available to the public, he can finally think about the full scope of the work that's needed to update this massively massive but equally awesome mod. It is very premature to give up hope.

As Tartiflette stated previously, the transition from Starsector version 0.62 to v0.65 was a royal pain in the butt. The bulk of Erick Doe's efforts are going to have to concentrate upon that, and it's definitely going to take him considerable time. There's truly no way around that, so we must be patient.

It's important that we express our enthusiasm constructively for Tore Up Plenty's eventual return. I'm also one of you who eagerly looks forward to the day when TuP makes its triumphant and much-anticipated return. :) From my POV, Starsector just isn't nearly as interesting and fun to play without TuP. I love what it did for vanilla gameplay, especially at the statrt of the game when new characters need all of the help that they can possibly get.

83
General Discussion / Re: How to edit save file to add more credits ?
« on: March 01, 2016, 05:31:52 AM »
Editing save files is also modding.

Indeed so. I'm amused when purists forget that.  ;)

84
General Discussion / Re: I Did It! (Successful noob story!)
« on: December 23, 2015, 11:10:49 AM »
Holy...
Just how desparate were they?

Evidently, "very". ::)

85
it's almost a minimedusa just from the looks alone.

When I saw it for the first time I immediately thought the same thing. I like it. ;D

86
I can't help but wonder if the two bow slots (where the image shows Antimatter Blasters installed) might, instead of Energy slots, actually be Hybrid or even Universal slots instead. 8) I'm betting on Hybrid...

87
General Discussion / Re: Screen flipping and windows closing randomly
« on: December 13, 2015, 09:00:44 PM »
The Starsector Plus mod's forum thread (top of the 1st post) explicitly states that it is not guaranteed to function unless you have allocated at least 2 GB of RAM (preferably, even more) to the game's Java. Have you done this? If not, this might explain your current problem when trying to use SS+.

88
Mods / Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« on: December 02, 2015, 08:41:58 PM »
I'm with Sabaton on this subject. Starsector+ is arguably one of, if not "THE", most complex and wide-scope mod for this game. You can't just wave a magic wand over that quantity and complexity of coding, say update thyself, and expect it to be good to go. ::)
Concerning the perceived slowness of Dark.Revenant's updating efforts, I'd far rather have him get it done right than get it done quick.

89
Suggestions / Re: Codex UI
« on: November 30, 2015, 01:10:51 AM »
I, too, dislike the increasing clutter and resultant seek-time that's necessary for finding a given hull in the codex. A hierarchical "next tier" of hull entries accessible via a drop-down button would be very helpful to the player.

90
General Discussion / Re: New Let's Play cropping up everywhere!
« on: November 24, 2015, 12:14:30 PM »
There are just those who appreciate good games, and those who play CoD. ;)

Rarely has a better gaming truth been spoken. A warm welcome to our XCOM enthusiasts, too.
Preach it, brothers.
Spoiler
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