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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.91][UTILITY] Starsector FX  (Read 84560 times)

Kwbr

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Re: [0.81a][UTILITY] Starsector FX 4a (and example mods!)
« Reply #30 on: June 26, 2017, 07:12:18 PM »

Huh. Well, I can give it a try, it'll probably be a while though.

edit: Alright, I think I figured it out, it seems to be caused by having this and the upgraded rotary weapons mod enabled at the same time. No idea why though

another edit, flares seem to cause tons of lag w/ this enabled, at least i think its flares. might just be my cpu bottlenecking but it doesn't do it without this mod enabled
« Last Edit: June 26, 2017, 08:41:28 PM by Kwbr »
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xenoargh

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Re: [0.81a][UTILITY] Starsector FX 4a (and example mods!)
« Reply #31 on: June 26, 2017, 08:41:33 PM »

Ah.  Well, that mod replaces the weapon definition with a new one and has a customized script; why that would interfere is a bit mysterious though.  Most likely, that mod also redefines the Ion Pulser's stats or breaks it in some other way.

I'll take a look.

I'll also take a look at the flare issue.  That's strange.
« Last Edit: June 26, 2017, 08:44:04 PM by xenoargh »
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Kwbr

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Re: [0.81a][UTILITY] Starsector FX 4a (and example mods!)
« Reply #32 on: June 26, 2017, 09:40:00 PM »

...So whatever's going on with the ion pulser may very well just be something on my end, uh



???


nvm ig thats just what i get for removing a mod mid playthrough, i'll stop using your thread as a blog now lmao
« Last Edit: June 26, 2017, 09:46:08 PM by Kwbr »
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Trylobot

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Re: [0.81a][UTILITY] Starsector FX 4a (and example mods!)
« Reply #33 on: June 27, 2017, 09:25:34 AM »

Why are there three separate mod folders? Which one is the actual mod? You might want to put this info on the OP, btw - initial confusion
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xenoargh

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Re: [0.81a][UTILITY] Starsector FX 4a (and example mods!)
« Reply #34 on: June 27, 2017, 10:31:20 AM »

The three folders are so that you can activate the two example projects separately from the core FX system, which is designed so that modders can easily add their own special-effects code to a project (essentially, any code can call newParticle() in a battle context, and the core takes care of all of the work).

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peperoni_playboy

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Re: [0.81a][UTILITY] Starsector FX 4a (and example mods!)
« Reply #35 on: June 27, 2017, 10:34:47 AM »

getting this crash with the thruster FX sub-mod:

Spoiler
1077005 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.SS_Al_ModPlugin.shouldStrafe(SS_Al_ModPlugin.java:235)
   at data.scripts.SS_Al_ModPlugin.pickShipAI(SS_Al_ModPlugin.java:250)
   at com.fs.starfarer.launcher.ModManager$4.super(Unknown Source)
   at com.fs.starfarer.launcher.ModManager.getPriorityPlugin(Unknown Source)
   at com.fs.starfarer.launcher.ModManager.pickShipAIPlugin(Unknown Source)
   at com.fs.starfarer.title.super.?0000(Unknown Source)
   at com.fs.starfarer.title.super.String(Unknown Source)
   at com.fs.starfarer.title.super.?0000(Unknown Source)
   at com.fs.starfarer.title.super.super(Unknown Source)
   at com.fs.starfarer.combat.A.new.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
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xenoargh

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Re: [0.81a][UTILITY] Starsector FX 4a (and example mods!)
« Reply #36 on: June 27, 2017, 06:20:29 PM »

That's not the FX sub-mod, that's the AI mod.  At least that one's mine, lol. 

I've already fixed that but haven't released the next build yet.
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peperoni_playboy

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Re: [0.81a][UTILITY] Starsector FX 4a (and example mods!)
« Reply #37 on: June 27, 2017, 07:29:45 PM »

the only reason I reported it in this thread was because the crash wasn't occurring with the thruster FX mod off, but clearly it has something to do with the AI mod according to the log
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xenoargh

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Re: [0.81a][UTILITY] Starsector FX 4a (and example mods!)
« Reply #38 on: June 27, 2017, 07:40:12 PM »

Yeah, that's odd.  Anyhow, that should be fixed now, I think :)
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xenoargh

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Re: [0.81a][UTILITY] Starsector FX 4a (and example mods!)
« Reply #39 on: June 28, 2017, 10:17:01 AM »

Alpha 5 has been released.  Adds a major feature; projectiles and Beam WPN definitions can contain color and scalar information, which effects the scale / color of Missile engine trails and weapon muzzle-flashes.

In PROJ files, the following JSON keywords are now supported:
Code
	#FX MOD SUPPORT
"fxShotGlowCore":[255,200,0,255],
"fxShotGlowFringe":[255,32,0,64],
"fxShotMult":0.75,
"fxEngineGlowCore":[255,128,0,255],
"fxEngineGlowFringe":[128,32,0,64],
"fxEngineMult":1.0,

in Beam WPN files, the following keywords are also supported (because they don't have a PROJ):
In PROJ files, the following JSON keywords are now supported:
Code
	#FX MOD SUPPORT
"fxShotGlowCore":[255,200,0,255],
"fxShotGlowFringe":[255,32,0,64],
"fxShotMult":0.75,

fxShotMult and fxEngineMult act as scalar multipliers of the muzzle flashes and engines accordingly; the GlowCore / GlowFringe variables set the colors the trails / muzzle-flashes will blend from --> to before fading out.  This allows for a lot more customization of the core system.  I've already updated the Missile / Thruster project, so we have missiles that have cool-looking engines, rather the generic defaults we had before; Beams have been given customization and I'll get to the projectile weapons in Vanilla later today, I hope.

To see examples of these variables in use, see taclaser.wpn in AAA_Starsector_FX_mod_B and annihilator_rocket2.proj in AAA_Starsector_Thruster_FX_mod.

Now tweaking the look of the weapons when they fire is as easy as changing a couple of variables; I think that should make people pretty happy.  I'm probably going to do the same thing with explosions tonight, so people can customize even more.
« Last Edit: June 28, 2017, 10:22:19 AM by xenoargh »
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xenoargh

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Re: [0.81a][UTILITY] Starsector FX 5a (and example mods!)
« Reply #40 on: June 28, 2017, 10:42:03 AM »

Screenshot:

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Arkar1234

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Re: [0.81a][UTILITY] Starsector FX 5a (and example mods!)
« Reply #41 on: July 01, 2017, 09:45:24 AM »

Download still shows up as the 0.4a Version..  :-\

Also, what's with the crashing when loading certain ships or stuff... I haven't been able to track down much but looking at what little i could understand from the crash messages, it seemed to be from a BlackRock Ship or Wing. There might be others that cause it but BRDY is the biggest culprit i've seen.
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xenoargh

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Re: [0.81a][UTILITY] Starsector FX 5a (and example mods!)
« Reply #42 on: July 01, 2017, 10:40:54 AM »

Whoops, I made a mistake when I uploaded the last build.  Fixed!
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xenoargh

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Re: [0.81a][UTILITY] Starsector FX 5a (and example mods!)
« Reply #43 on: July 01, 2017, 10:43:08 AM »

The BRDY crash is probably the AI mod, which has been updated to resolve that bug, btw.
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Arkar1234

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Re: [0.81a][UTILITY] Starsector FX 5a (and example mods!)
« Reply #44 on: July 02, 2017, 04:43:41 AM »

The BRDY crash is probably the AI mod, which has been updated to resolve that bug, btw.

Alrighty, I'll tell ya if something comes up <3

This mod is a godsent for my *** computer
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