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Author Topic: [0.91][UTILITY] Starsector FX  (Read 84993 times)

AdmiralWarron

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Re: [0.81a][UTILITY] Starsector FX 5a (and example mods!)
« Reply #45 on: July 02, 2017, 06:14:07 AM »

I have frequent crashes and this time its actually your thruster mod (i think). I play with multiple mods

java.lang.NullPointerException
   at data.scripts.plugins.AAA_Thruster_FX_Plugin.advance(AAA_Thruster_FX_Plugin.java:109)
   at com.fs.starfarer.title.ooOO.K$Oo.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.combat.CombatState.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)
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Arkar1234

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Re: [0.81a][UTILITY] Starsector FX 5a (and example mods!)
« Reply #46 on: July 02, 2017, 06:50:09 AM »

Sorry for spamming you with bug/crash reports, but this came up... seems to be a problem with BRDY's Particle Lance weapon. This is with the Thruster FX Disabled, using both FX and FX b. Trying with just the core FX now.

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Arkar1234

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Re: [0.81a][UTILITY] Starsector FX 5a (and example mods!)
« Reply #47 on: July 02, 2017, 07:02:09 AM »

Update, The removal of the Thrusters FX and the FX B  seemed to have fixed the occurring problem, will update if it or any other problems pop up <3
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xenoargh

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Re: [0.81a][UTILITY] Starsector FX 5a (and example mods!)
« Reply #48 on: July 02, 2017, 09:35:28 AM »

I'm working on a possible solution to that bug; seems there is some pretty serious JSON weirdness going on regards to the Thrusters that I'm solving now. 

I'm a little surprised by the bug in FX B; I'll look at that.
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xenoargh

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Re: [0.81a][UTILITY] Starsector FX 5a (and example mods!)
« Reply #49 on: July 02, 2017, 09:46:32 AM »

OK, I think I've fixed up B; apparently, lazy modders have been creating projectiles improperly in their code, leading to NPEs :P

The Thruster FX code still needs work, though.  I'll be working on that later today.
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xenoargh

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Re: [0.81a][UTILITY] Starsector FX 6a (and example mods!)
« Reply #50 on: July 02, 2017, 10:31:24 AM »

Alpha 6 is now available.

Amazingly, my first attempt at something rather hard (namely, iteration through JSONs that have been masked by the way ModLoader operates) ... worked, the first go.

Also (hopefully) fully-fixed the bugs with Beams and Missiles that were happening with certain mods when running FX Mod B.
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Arkar1234

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Re: [0.81a][UTILITY] Starsector FX 6a (and example mods!)
« Reply #51 on: July 03, 2017, 11:58:49 AM »

Alpha 6 is now available.

Amazingly, my first attempt at something rather hard (namely, iteration through JSONs that have been masked by the way ModLoader operates) ... worked, the first go.

Also (hopefully) fully-fixed the bugs with Beams and Missiles that were happening with certain mods when running FX Mod B.

FX and FX B works pretty well no mate.

Thruster FX still has some quirks, but I'm fine with waiting.
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faram45

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Re: [0.81a][UTILITY] Starsector FX 6a (and example mods!)
« Reply #52 on: July 03, 2017, 11:59:06 AM »

Not sure if this is the place to ask but...

Is there any way I can convert the missiles of other mods to this style? Or atleast remove the trails and other performance killing stuff?

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xenoargh

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Re: [0.81a][UTILITY] Starsector FX 6a (and example mods!)
« Reply #53 on: July 04, 2017, 08:31:05 PM »

Yes.

Essentially, every missile's PROJ (for "projectile") file needs to be edited to get the effect working. 

Here's an example, using the Annihilator Rockets:

Code
{
"id":"annihilator_rocket2",
"specClass":"missile",
"missileType":"ROCKET",
"sprite":"graphics/missiles/missile_annihilator.png",
"size":[4,18],
"center":[2,9],
"collisionRadius":15,
"collisionClass":"MISSILE_FF",
"explosionColor":[255,165,0,255],  # purely visual, will get a white additively blended core on top of this color
"hitGlowRadius":0.0001, # purely visual
"flameoutTime":1, # total time from flameout to full fadeout
"noEngineGlowTime":0.5, # time spent without the engine glow being rendered
"fadeTime":0.5, # fadeout duration
"engineSpec":{"turnAcc":0,
  "turnRate":0,
  "acc":400,
  "dec":0},
"engineSlots":[],

#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,
}

As you can see, if you compare this with annihilator_rocket.proj (in data/weapons/proj) you'll see that the engineSlots is now blank and we've added a few new lines to the JSON to add the support data that tell the FX system what colors to use and what sizes to make the muzzle-flash and engine.
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xenoargh

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Re: [0.81a][UTILITY] Starsector FX 6a (and example mods!)
« Reply #54 on: July 05, 2017, 07:00:37 AM »

So, today I have most of the day off. 

I'm going to work on replacing the Engines of the bigger ships with the new systems I'm developing for them (basically, a fancier version of what I did for fighters).  Anybody have a visual example of an engine style they'd like to see?  Right now, I have sort of a generic flame and a high-tech looking jet; I'm thinking about a flame that looks like pulses going backwards and maybe some other visual right now, so that we have really distinct looks for HIGH_TECH, etc.
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Arkar1234

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Re: [0.81a][UTILITY] Starsector FX 6a (and example mods!)
« Reply #55 on: July 06, 2017, 05:31:58 AM »

So, today I have most of the day off. 

I'm going to work on replacing the Engines of the bigger ships with the new systems I'm developing for them (basically, a fancier version of what I did for fighters).  Anybody have a visual example of an engine style they'd like to see?  Right now, I have sort of a generic flame and a high-tech looking jet; I'm thinking about a flame that looks like pulses going backwards and maybe some other visual right now, so that we have really distinct looks for HIGH_TECH, etc.

I have several ideas , probably something like this for the more conventional looking flames a pole of white in the middle and Loose(r) flames surrounding it

Spoiler
[/spoiler

Not too sure about for the high tech variants.
[close]
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xenoargh

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Re: [0.81a][UTILITY] Starsector FX 6a (and example mods!)
« Reply #56 on: July 06, 2017, 08:52:58 AM »

That's cool; I'll see if I can put together something like that, along with the others I've constructed :)
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nomadic_leader

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Re: [0.81a][UTILITY] Starsector FX 6a (and example mods!)
« Reply #57 on: July 06, 2017, 08:00:14 PM »

This is a great thing that you can make vanilla faster, much praise for that.

I politely second Trylobots request however, that you explain super explicitly, in the OP and in a readme, what the three folders do, and which you need to activate for which purposes.

Like, a list with the exact three folder names, and a list of what each folder does, and which folder(s) an end-user needs to activate to get the promised performance boosts in vanilla. Maybe with adorable illustrations and in large, colourful typeface?

The OP doesn't quite hit it, and the download has no readme.

Most of the thread will be confusing to a lot of end users, who will not read through to page three and see (i guess?) that end users only need to activate AAA_Starsector_FX_mod_B and AAA_Starsector_Thruster_FX_mod.  (Did I even get that right?)
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xenoargh

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Re: [0.81a][UTILITY] Starsector FX 6a (and example mods!)
« Reply #58 on: July 08, 2017, 09:27:59 AM »

Fair enough, I'll update the OP to explain all of this stuff in more detail when I hit the next release.  This is kind of a bleeding-edge project with multiple applications atm, so it's been left a little unpolished in terms of explanations, I agree :)

Working on the main engine sequences for replacing all of the SS ship engines now that I'm reasonably happy with the code side. 
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nomadic_leader

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Re: [0.81a][UTILITY] Starsector FX 6a (and example mods!)
« Reply #59 on: July 08, 2017, 09:50:54 AM »

Thanks! Love this kind of mod that changes or improves on basic gameplay.
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