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Messages - Deathfly

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46
Mods / Re: [0.7.2a] Neutrino Corp. (v. 1.83RC4)
« on: March 05, 2017, 07:38:17 PM »
Hope this will fix the Mac/Linux incompatible bug up.


Download Neutrino corp 1.83-RC4.8

Spoiler
RC4.8
------------------------------------------------
CONTENT CHANGES
- Pulsar Beam weapon line
 -> Slightly improve projectile VFX

BALANCE CHANGES
- All price adjusted a little.

- Neutronium Plating
 -> Will cause two seconds overload while collapsed.(was one second.)
 -> Strength regenerate will drain peak timer.
 -> All ships' peak time slightly increase to counter this.

- Banshee
 -> Large hybird turret replaced by engergy.

- Sledgehammer
 -> Medium universal turret replaced by synergy.
 -> Medium synergy turret replaced by engergy.

- Vice
 -> Large universal turret replaced by energy.
 -> Flux cap increase to 3500(from 3000). Flux dissipation increase to 300 (from 200)
 -> OP reduce to 70 (from 75).

- Pile-Driver
 -> Removed missile hardpoints.
 -> Removed flight deck.
 -> OP reduce to 25.
 -> Cargo bay increase to 280, fuel tank enlarge to 120.
 -> (It become an armored freighter now.)

- Pile-Driver(A)
 -> Sprite was reworked.
 -> Now renamed as Pile-Driver(C).
 -> Removed large energy slot and missile hardpoints.
 -> Add a medium synergy turret.
 -> OP reduced to 40.
 -> Flux cap reduced to 4000, dissipation reduced to 150.
 -> Max speed reduced to 75.
 -> Peak timer increase to 420.
 -> (Will have two decks in 0.8 but not for now. )

- Lathe
 -> Armor rating reduced to 800.
 -> Max flux reduced to 12000.

- Adv. P. Torpedo
 -> Missile max speed reduced to 200
 -> Sub munitions speed reduced.

- Light Photon Torpedo
 -> Max ammo reduced to 6

- Photon Torpedo Launcher
 -> Max ammo reduced to 10

- And maybe something I can not remembered.

BUGS FIXED
 - Tried to fix the CTD on Mac and Linux.

[close]

47
Mods / Re: [0.7.2a] Neutrino Corp. (v. 1.83RC4.3)
« on: February 13, 2017, 12:17:35 AM »
Sorry, that's a knew issue on linux or mac. It got fixed (or maybe?) in my dev. And after some more little balance adjustment, I will make a new release soon(not soon™).

48
Modding Resources / Re: STARSECTOR Ship&Weapon Editor (v2.7.1)
« on: January 06, 2017, 11:20:20 PM »
Just a small bug fix...

Download latest version

editor version 2.7.1 (starsector 0.7.2a)
______________________________________________________________________________

   BUGFIX
________________________________
-Fix up the "Clear Data"(or say “Create New Data”?) function.
 -In ship edit mode it will no make the sprite display freeze anymore.
 -In variant edit mode it will now try to create an empty new variant called "New" for edit.
 -In weapon edit mode, it will create an new weapon file.

49
Modding Resources / Re: STARSECTOR Ship&Weapon Editor (v2.7.0)
« on: January 03, 2017, 07:56:16 PM »
@Takion Kasukedo
You should download the binary file called "sf-ship-ed.exe" if you are no familiar to coding and no need to compile your own binary file for Linux or Mac.

50
Modding Resources / Re: STARSECTOR Ship&Weapon Editor (v2.7.0)
« on: December 22, 2016, 08:18:40 PM »
Might be something on my end, but after using CTRL + Alt + N to clear data, panning does not work.

Thanks. Got it and fixed it in my dev.

51
Mods / Re: [0.7.2a] Neutrino Corp. (v. 1.83RC4.3)
« on: December 22, 2016, 04:21:08 AM »
@hawkeye

Got this one. Should fix in next release (and hope the fix work). Thanks.

52
Mods / Re: [0.7.2a] Neutrino Corp. (v. 1.83RC4.3)
« on: December 14, 2016, 03:16:57 AM »
@Lolpingu
Can you please check your game version? It should not happen on 0.7.2a-RC3.

@Seth
The chash you got is a much difference one in fact and I think it already got fixed in the newest release. Can you check the mod version for sure, please?

53
Modding Resources / [0.95a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-11)
« on: December 13, 2016, 01:33:14 AM »
sigh, at the beginning I just want to replace that background image.

What's this?

This is an update of Trylobot's ship editor, forked from Trylobot's original works.

Since the ship editor is a great (and the only) tool for StarSector ship modding. Most of us can endure some little glitches and maybe a little incompatibility from the slightly out of date version. But some Mod M***si cann't stand it any more and murmuring for an update. So here it is.

I may occasionally use this page to put out some pre-release alpha version for testing proper.

Now testing:

3.0.0-alpha-11

3.0.0 alpha-11

-Compatible to StarSector 0.95.1a.
-add "fighter_bay_mods" to setting file that can be used to register hullmods that modify fighter bay count.
-organized as [hullmodID1, modifier1, hullmodID2, modifier2..] manner, check the default value for reference.
-add mountTypeOverride compatibility, along with HYBRID, SYNERGY, COMPOSITE and UNIVERSAL weapon type.
-engine state text editor can access to all engine state field now.

3.0.0 alpha-10

-Rework weapon render order sorting to correctly follow hull render hints and weapon slot renderOrderMod.
-Add a notification to tell current hull do not have fighter bay when trying to add fighter wing on it.
-Raise weapon group limit to 7.
-Rework weapon mount icons so make them more easy to be precisely placed.

3.0.0 alpha-9

- Compatible to StarSector 0.95a.
- Fixed a CSV file decoding issue, which cause single quotation mark and line-breaker-in-comment result unintended phrasing.

3.0.0-alpha-8

 - Fixed an issue that cause press Tab or Enter key while in text editing mode insert unintended \t or \r.

 3.0.0-alpha-7

 - Implement customize json object output order. The objects in ship/variant/weapon files now list in more human-readable orders.

 - Fix a bug that cause the modification key can not proper be unregistered in some case, causing use Ctrl+Alt+N function stuck the Ctrl and Alt down.

 3.0.0-alpha-6

 - Fix a issue that cause CTD while trying to add first weapon slot to a new ship.

 3.0.0-alpha-5

 - Hot fix a bug that will remove the weapon slot angle if it equal to 0

 Pre-release alpha version.

 - Compatible with Starsector 0.9.1a .
 - Implemented "zoom to window center" and "zoom to cursor" features. And use zoom to cursor as default.
 - Implemented "Reset view point" features.
 - Rework weapon slot icons to make different weapon slots are more distinguishable.
 - Fix a bug the result a soft lock when try to edit wings in Variant Editing mode.

 KNOWN ISSUES

 - Opening a variant file that contain 0.8-to-0.9-ish STATION_MODULE format (e.g. station_small_Standard.variant) will lead to a crash.
 - Skin Editor do not work properly.



README.TXT 
Spoiler
  Start the program (sf-ship-ed.exe)

  Press (I) to load an existing image file to use as a reference

  Optionally, Press (D) to load an existing *.ship file on top of the image

  Press (C) to enter "Set Center" mode
    Then, Click to set a center
    Then, Ctrl + Click to set a collision radius

  Press (B) to enter "Set Bounds" mode
    While holding Shift, Click to add points to the bounds polygon
   While holding Ctrl, Click to insert points to the bounds polygon
    (Note that the default mode is Mirrored, for symmetrical ships)
    Optionally press Spacebar to turn off Mirrored mode
    Optionally Press Backspace if you need to delete a bounds polygon vertex

  Press (C) to enter "Set Shield Center" mode
    Then, Click to set a center
    Then, Ctrl + Click to set a shield radius
    IMPORTANT: The shield area should be entirely within the collision area

  Press (W) to enter "Weapon Slot" mode
    While holding Shift, click to add weapon slots
    Set direction with click and drag
    Move existing weapon slots with Ctrl Click and drag
    Set cone-of-attack arc with Alt Click and drag

  Press (U) to enter "Built-In Weapons" mode
   
  Press (E) to enter "Engine Slot" mode
    While holding Shift, click to add engine slots
    Set direction with click and drag
    Move existing engine slots with Ctrl Click and drag
    Set engine size (length & width) with Alt Click and drag

  Press (L) to enter "Launch Bay" mode
    While holding Shift, click to add ports to the current launch bay
   While holding Ctrl, Click to add new launch bay
    Click and drag to move existing launch bay ports
    Press backspace to delete a port from a launch bay

  Press (T) to edit global string data
    Press (T) while in Engine or Weapon mode (E)/(W) to edit
    string data for particular slot

  Press (V) to save the current ship data

  Press (2) to switch to variant mode

  Press (D) to load an existing variant

  Press (T) to edit variant string-data

  Press (G) to edit weapon groups
    Press A while in weapon groups mode to toggle Autofire

  Press (F) & (C) to increment flux mods. Ctrl+(F) & Ctrl+(C) to decrement.
    They will automatically cap out at the limit for your ship's hull size

  Press (H) to select hull mods
    If you exceed the OP max specified in the ship CSV for the ship's hullID,
    it will be red-coloured but it will not otherwise block you
 
  Press (V) to save the current variant data

  Press (1) to switch back to ship mode if necessary

 
[close]

About language localisation
Spoiler
You can download ENG.ini, the default language definition file from the release site, and the main part of it should read like this.

...
wt_main = "STARSECTOR Ship&Weapon Editor"
wt_load_core = "Please Select Starsector Install Directory"
wt_load_mod = "LOAD Mod Directory"
...

The left side of equal-sign is the internal token and please DON'T change it.
The quoted strings on the right is the strings for display. You can translate it into your desired language.

This program is run in Latin-1 code by default and should support the full Latin-1 characters display.
If you need full Unicode support, you should change "UTF8_support" to 1 in settings, to enable UTF-8 support. Then specify a "custom_FONT" by path to display the non-Latin characters.
[close]


Credits

Trylobot: The original Ship Editor. And yeah the rjson is a great work.
MesoTroniK: Big thanks for the alpha test and features requests. And yeah, perfectionism is infectious and fatal.
Tartiflette: Big thanks for the alpha test and features requests too. And I am always glad to help.
The SS mod m..I mean community: The encouragements, tips, and feedback. And don't shot my head off when I done something wrong.
And all the DATA sacrificed in this work.



54
Mods / Re: [0.7.2a] Neutrino Corp. (v. 1.83RC4.3)
« on: November 22, 2016, 08:12:00 PM »
Sigh, yet another "Mac different confusion" issue. Log it down and gona to fix it up soon™.

55
Mods / Re: [0.7.2a] Neutrino Corp. (v. 1.83RC4.3)
« on: October 29, 2016, 02:38:15 AM »
Yeah, glad to...wait, did I fixed that?
(rummage through the change logs.)
Oh, seems like I fixed that 2 or 3 releases ago...

56
Modding Resources / Re: Trylobot's ship editor (2.6.4)
« on: October 26, 2016, 03:05:52 AM »
@Trylobot

I just read through this project made a pull request that have some improvements.

So far in that pull request are

1. Add SYNERGY and COMPOSITE weapon slots support
2. Add "coversColor" support
3. Enable custom background.

Since you are...not often appear on forum so may I ask for a permit to release some beta builds of ship editor? With that we may respond to the bug reports and function require more flexible.

57
Mods / Re: [0.7.2a] Neutrino Corp. (v. 1.83RC4.2)
« on: October 25, 2016, 08:15:19 PM »
Hmm, its really hard to fix up something I cann't reproduce but lets give it an other shoot this time.



Download Neutrino corp 1.83-RC4.3

Spoiler
Code
RC4.3
------------------------------------------------
CONTENT CHANGES
- Adv. Photo Torpedo missile sprite looks thinner.
- Add some additional lores for weapons. (WIP)

BALANCE CHANGES
-Banshee
 -> Max burn reduce to 7.
-Banshee Norn
 -> Max burn reduce to 7.
-Nausicaa
 -> Max burn reduce to 6.
-Hildolfr
 -> Max burn reduce to 6.
-Heavy Neutron Pulse Cannon
 ->Range reduce to 650 (from 750)
 ->Flux per shot increase to 1075 (from 975)

BUGS FIXED
- Tried to fix the "no such method" error on Mac.(Yet another try. Please inform me if this cause significant performance issue.)

[close]

58
Modding / Re: New Map of the known Modiverse
« on: October 19, 2016, 05:58:37 AM »
Testing an automatic updating map with cloud mask base on Tartiflette's Goggle Docs chart. They *should* update themshelves to mach up the chart.
EDIT: Nya, seems like this thing cann't update itself auto...

59
Modding / Re: Starsector gone for Quantity over Quality
« on: October 10, 2016, 06:47:36 AM »
...it was about total conversion mod called "fairy" or something like that...

If you are missing Fairy Empire, I can tell you that TC mod won't have any chance to hit before 0.8 come out due to it is too complex to maintain. And its author don't have any plan to translate it into English once more.

60
General Discussion / Re: Ship naming
« on: October 09, 2016, 11:45:31 PM »
Starsector don't support CJK character set so you can type them in but they cann't display on UI.
I think the Chinese localization team have some way to walk it around.

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