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Author Topic: Starfarer 0.51a (Released) - Live Patch Notes  (Read 236972 times)

Upgradecap

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Re: Starfarer 0.51a (Released) - Live Patch Notes
« Reply #150 on: March 07, 2012, 09:45:14 AM »

I somehow screwed this up, so how do you make campaign mods compatible with the new update? :D
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Alex

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Re: Starfarer 0.51a (Released) - Live Patch Notes
« Reply #151 on: March 07, 2012, 09:50:22 AM »

I somehow screwed this up, so how do you make campaign mods compatible with the new update? :D

You have to make sure that any imports your mods use point to the right place. That's the only "breaking" change.

It's a good idea to update your mod to use "getEntityByName" to get a hold of planets and such, too - instead of overwriting SectorGen.java.
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Upgradecap

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Re: Starfarer 0.51a (Released) - Live Patch Notes
« Reply #152 on: March 07, 2012, 10:20:52 AM »

Ok... What do i have to change in detail (the extends .... line) What should it point to?
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Sordid

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Re: Starfarer 0.51a (Released) - Live Patch Notes
« Reply #153 on: March 07, 2012, 10:51:21 AM »

ALT+F4

LEARN IT ALREADY
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Upgradecap

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Re: Starfarer 0.51a (Released) - Live Patch Notes
« Reply #154 on: March 07, 2012, 10:54:26 AM »

What??
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XpanD

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Re: Starfarer 0.51a (Released) - Live Patch Notes
« Reply #155 on: March 07, 2012, 10:58:47 AM »

He's probably talking about ALT+F4 and the close button still not working at all (in Windows installations, at least), requiring a game exit through the main menu. Not a big issue in my view, but I can imagine it being annoying to some.

Anyways, really nice update! I already went over all the bugs I reported and a few notable ones that other people reported, and found all of them to be fixed, so that's great. Going to have to spend some more time on it later, when the mods get ported over as well. Well done! ;)
« Last Edit: March 07, 2012, 11:01:08 AM by SUXpanD »
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Flare

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Re: Starfarer 0.51a (Released) - Live Patch Notes
« Reply #156 on: March 07, 2012, 11:07:21 AM »

What??

I think he's talking about the issue where clicking the red "X" at the top right when windowed, alt+F4, and alt-tab are all disabled in the game, albeit in a very rude way if he is.

Edit: Ninja'd
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Quote from: Thana
Quote from: Alex

The battle station is not completely operational, shall we say.

"Now witness the firepower of this thoroughly buggy and unoperational batt... Oh, hell, you know what? Just ignore the battle station, okay?"

Upgradecap

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Re: Starfarer 0.51a (Released) - Live Patch Notes
« Reply #157 on: March 07, 2012, 11:15:14 AM »

Right.... So any modder lucky enough to have ported over a campaign compatible mod into .51a which I can take example from (or Anyone knows what to actully do :D)
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Alex

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Re: Starfarer 0.51a (Released) - Live Patch Notes
« Reply #158 on: March 07, 2012, 11:16:19 AM »

I think he's talking about the issue where clicking the red "X" at the top right when windowed, alt+F4, and alt-tab are all disabled in the game, albeit in a very rude way if he is.

Alt-tab should work - I use it all the time.
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Anysy

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Re: Starfarer 0.51a (Released) - Live Patch Notes
« Reply #159 on: March 07, 2012, 11:30:45 AM »

Could you maybe include a borderless windowed mode? I dont recall that being an option on the list (just windowed and fullscreen)
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Ephraim

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Re: Starfarer 0.51a (Released) - Live Patch Notes
« Reply #160 on: March 07, 2012, 12:05:43 PM »

That talon buff made them like 3 times more useful =D
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KingRice

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Re: Starfarer 0.51a (Released) - Live Patch Notes
« Reply #161 on: March 07, 2012, 12:54:02 PM »

Wooo the new version is out, god I love this game!
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Dreyven

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Re: Starfarer 0.51a (Released) - Live Patch Notes
« Reply #162 on: March 07, 2012, 01:09:29 PM »

You sir are a genious... literally

The balancing of the Hull mods is incredibly good...
hull mods that seemed useless before are now viable
also i like that the frigate Hull mods are way cheaper than before... you can now take 2 or 3 of the "little ones"

The AI...
i'm not too sure if i like it
i mean, it's really good...
but i got serious into trouble when the 3 hounds started cycling around me...
attacking my ship from every angle possible
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Alex

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Re: Starfarer 0.51a (Released) - Live Patch Notes
« Reply #163 on: March 07, 2012, 01:26:13 PM »

Hotfix release: that fixes a crash bug when clicking on an empty slot in any orbital station inventory, a devmode-only save crash bug, and showing the correct version in the upper right corner.

The balancing of the Hull mods is incredibly good...
hull mods that seemed useless before are now viable
also i like that the frigate Hull mods are way cheaper than before... you can now take 2 or 3 of the "little ones"

Most of the credit there goes to David :)

The AI...
i'm not too sure if i like it
i mean, it's really good...
but i got serious into trouble when the 3 hounds started cycling around me...
attacking my ship from every angle possible

Hmm, well - there are ways to counter Hounds in particular - Salamander MRMs are really good for that. Also, the idea behind improving the Integrated Targeting Unit is to strengthen larger ships against frigates. But I do see your point - if AI is too good at something, that could get annoying. I'm trying to keep what it's good at to reasonable things - i.e., not stuff that's not humanly possible, with the AI blatantly taking advantage of its reaction times and such.
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Sordid

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Re: Starfarer 0.51a (Released) - Live Patch Notes
« Reply #164 on: March 07, 2012, 01:28:14 PM »

I think he's talking about the issue where clicking the red "X" at the top right when windowed, alt+F4, and alt-tab are all disabled in the game, albeit in a very rude way if he is.

Yes, that's what I was referring to. I do apologize for my rudeness, I was really angry at the time. When a game pisses me off I want it to get out of my sight immediately. Having to click through menus sends me into a boiling rage that mere words are incapable of expressing.

Though while I have my *** hat on, I might as well get this out of the way too: Having to actually type in "delete" in order to delete a saved game is one of the (if not the) stupidest user interface design decisions I have ever seen in over twenty years of using computers. Seriously, Alex, what the hell. It's... unfathomable. Why would you ever think that was a good idea. Please, I really want to know the rationale behind that. What was wrong with a simple "Are you sure? y/n" prompt?
« Last Edit: March 07, 2012, 01:31:16 PM by Sordid »
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