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Messages - Wispborne

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16
Modding Resources / Re: [0.97a] MagicLib v1.4.2
« on: March 24, 2024, 08:24:33 PM »
Version 1.4.3

MagicSubsystems
- Fixed accidental breaking change in MagicSubsystems 1.4.2. Caused a crash in Knights of Ludd. Reported by persocom01.

https://github.com/MagicLibStarsector/MagicLib/releases/download/1.4.3/MagicLib.zip

17
Modding / Re: [0.97a] Magic Achievements: Vanilla Pack v1.2.4
« on: March 24, 2024, 09:58:02 AM »
1.2.4

-  Fixed "What Is Fleet Doctrine" requiring design types added to vanilla factions by mods (reported by Histidine).

18
Modding Resources / Re: [0.97a] MagicLib v1.4.2
« on: March 24, 2024, 09:08:09 AM »
Version 1.4.2

MagicPaintjobs
- Fixed all possible paintjobs being shown as applied on the hullmod (reported by NITEGHXST).
MagicBounty
- Fixed bounty board job cell all grey when portrait is invalid (reported by mrmagolor, others).
Misc
- Moved PIDController from org.magiclib.subsystems.drones to org.magiclib.util (non-breaking change, old one is marked deprecated).


Hey,

Was using MagicAnim.smoothToRange and it seems like it generates values on [toMin - (toMax - toMin), toMin] instead of on [toMin, toMax] like intended.

I was able to get the range to function correctly by changing the last line from
Code
return (float) (FastTrig.cos((x - fromMin) * (1 / (fromMax - fromMin)) * MathUtils.FPI)) * magicNumber + magicNumber + toMin;
to
Code
return (float) (FastTrig.cos((x - fromMin) * (1 / (fromMax - fromMin)) * MathUtils.FPI)) * magicNumber - magicNumber + toMin;
(the difference is the sign of the second "magicNumber" term)

Thanks, will look into it.

19
Modding Resources / Re: [0.97a] MagicLib v1.4.1 (2024/03/01)
« on: March 10, 2024, 06:32:42 PM »
Heyoo Wisp, I've come across a bug regarding the paintjob system.

When a paintjob is applied, the hullmod in the refit screen shows the applied paintjob. Now this is supposed to happen. Buuut I don't think it's supposed to tell you that all possible paintjobs for that ship are simultaneously applied huh? (Check the attachment lol)

Thanks - fixed for the next version.

20
Mods / Re: [0.97a] Persean Chronicles, a quest mod
« on: March 10, 2024, 12:07:30 PM »
3.0.9

- Recompile to fix the end of the Riley quest crashing.


I wanted to finish 3.1.0 soon after 0.97a released, but got distracted working on other things instead. In the meantime, here's a belated hotfix so it's at least playable.

21
0.97a recompile: https://github.com/wispborne/Shadowyards/releases/download/004/Shadowyards_Wisp.zip

No changes from the previous version.

22
Modding / Re: [0.97a] Magic Achievements: Vanilla Pack v1.2.2
« on: March 02, 2024, 11:57:27 AM »
New version isn't downloading.

Forgot to update the main page. Fixed  :-X

23
Modding / Re: [0.97a] Magic Achievements: Vanilla Pack v1.2.2
« on: March 01, 2024, 09:59:29 PM »
v1.2.3

- Fixed Revisionist achievement. Grab MagicLib 1.4.1 as well.

Oh, and you don't need to actually lose any ships or the battle, just restart the battle.

See, the description made me think that you'd only get it for save-scumming an actually lost battle xD

I suspected that few players keep playing a doomed battle until their last ship explodes, except in rare knucklebiters, so I went with the more generous approach.

24
Modding Resources / Re: [0.97a] MagicLib v1.4.1 (2024/03/01)
« on: March 01, 2024, 09:58:07 PM »
Version 1.4.1

MagicSubsystems
- UI is no longer shown if all subsystems were removed during combat (President Matt Damon).
- Distortion no longer affects subsystem text (President Matt Damon)
- Info text now scales based on screen size and fades in/out (President Matt Damon).

MagicPaintjobs
- Paintjobs popup is four wide instead of two (reported by NITEGHXST).

MagicAchievements
- Memory is now saved during combat as well, which fixes the Revisionist achievement (reported by Fuzzatron)

25
Modding / Re: [0.97a] Magic Achievements: Vanilla Pack v1.2.2
« on: February 28, 2024, 03:48:54 PM »
I really want the purple skins that are unlocked with the Revisionist achievement, but I can't figure out what "un-lost a battle" means.  I'm going crazy trying to figure out what that means, so I guess my feedback is that some of the achievement descriptions are really vague.

Ironically, I did that for achievements that I thought everyone would get without needing a description. You get it for save-scumming a fight where you lose a ship. Congratulations on not getting it, you're playing "legit" :D (or, possibly, there's a bug).

26
Modding Resources / Re: [0.97a] MagicLib v1.4.0 (2024/02/22)
« on: February 26, 2024, 11:20:47 AM »
Hey, I responded on Discord, since there are strict filesize limits here. There's a .jar for MagicLib that you can swap out; all it does is change that to be four wide instead of two.

It's not a long-term fix, but as a band-aid let me know if it works. I haven't made time to make that popup scroll yet.

27
Mods / Re: SMOL: The big mod manager & utility
« on: February 23, 2024, 04:03:12 PM »
I updated my Geforce gpu driver today, since then I cant start SMOL anymore. I get an error "Failed to launch JVM". Any idea what could be the problem? Something Java relatet?

I'm on GeForce driver v551.61, released 2 days ago. SMOL is working fine for me. Try rebooting?

28
Modding Resources / Re: [0.97a] MagicLib v1.4.0 (2024/02/22)
« on: February 23, 2024, 07:49:34 AM »
MagicLib v1.4.0
Download: https://github.com/MagicLibStarsector/MagicLib/releases/latest/download/MagicLib.zip
Docs: https://magiclibstarsector.github.io/MagicLib/

Players: If a mod required Combat Activators before updating your MagicLib, it still does after.

New: MagicSubsystems
- tldr; Combat Activators + CMUtils.
- Add additional "ship systems" to ships, each triggered with a hotkey.
- Add drones with formations and charges.
- All displayed in a vanilla-like UI.
- Contributed by President Matt Damon. UI code contributed by tomatopaste.
- See examples in `org.magiclib.subsystems.examples`.
- See wiki for migration guide from Combat Activators.



edit: The text also reacts to distortion effects. Very cool!

29
General Discussion / Re: [Guide] HDR for Starsector
« on: February 21, 2024, 07:55:06 AM »
What percent - no, what actual number - of players have monitors that this guide is useful for?
My guess is less than 1%, and I didn't want to clutter up spaces that are useful for 100% of (non-vanilla) players. Hopefully, this will at some point show up on Google when people search for "starsector hdr".

30
General Discussion / [Guide] HDR for Starsector
« on: February 20, 2024, 04:14:39 PM »
What is this?
Nvidia came out with a GPU driver that adds HDR to SDR videos, most notably on YouTube.
Modders quickly found out it can be used to add HDR to (almost) any game, not just videos.

Paired with a good HDR screen, especially an OLED, this brings combat to life. Explosions pop, lasers shine, missiles blaze, and engines burn bright. It's not worth going out and buying a whole new monitor to experience, but if you already have one, it's 100% worth spending a few minutes setting this up.

Compatible with GraphicsLib. I had trouble using Special K with GraphicsLib last time I tried getting HDR.

Requirements
- HDR monitor
- NVidia RTX GPU
- Windows 11+

Example
With the regular Nvidia RTX HDR for videos on, just watch any YouTube video with Starsector gameplay; your game will look like that.
https://youtu.be/pLb-5SEHgsQ?t=427

Instructions

0. Make sure your drivers are updated and you have the Nvidia HDR thing on (Nvidia Control Panel - Adjust video image settings - RTX Video Enhancement - High Dynamic Range). You don't need Super Resolution on, personally I think it uses GPU power to make videos look worse.

1. Save and extract this: https://www.nexusmods.com/site/mods/781?tab=files
2. Run it, then drag and drop the java.exe file at`<starsector>/jre/bin/java.exe` into the cmd window.
3. Hit enter and then type in your graphics option, I just did "low".
4. Open Nvidia Control Panel, select Starsector's java.exe, scroll to the bottom and change `Vulkan/OpenGL present method` to `Prefer layered on DXGI Swapchain`.

Then run Starsector.exe as normal.


credit to this YouTube video for the tip about the DXGI Swapchain, which is what gets OpenGL games to work with this:
Spoiler
[close]

Caveats
- Using the xbox game bar to take a jxr screenshot does not properly capture the HDR, unlike when you use it on games with native HDR or Windows Auto-HDR. The jxr and png look rather lifeless compared to what you saw ingame. That's why I haven't included any screenshots here.
- It does slightly blow out highlights. You can see that the inner part of some engine glows lose a bit of color. imo this is easily worth it, but it's worth mentioning.
- This is not native HDR. It maps lighter pixels to more brightness. Text and HUD elements don't have any special treatment - that'd require built-in HDR, which will never happen.


edit: Nvidia App
The Nvidia App beta came out right after publishing this guide, and it adds official game HDR support. Read about and download it here.
However. It doesn't support multiple monitors at all. I use two monitors and the HDR option in the Nvidia App is disabled, whereas RTX HDR is working fine for me with two monitors using the "hack" in the walkthrough above.
tldr; Nvidia is working on a less hacky way of doing this but for now, follow this guide for better compatibility.

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