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Versions, concerning ShaderLib

Fully support ShaderLib - Mod becomes dependant.
- 5 (71.4%)
Make versions with and without ShaderLib support
- 2 (28.6%)

Total Members Voted: 7


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Author Topic: [0.6.2a] The Gedune - v1.7.2 - Get Up! - Working DEV  (Read 162315 times)

Hyph_K31

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Re: [0.6a] The Gedune - Faction mod V1.2
« Reply #195 on: September 30, 2013, 04:22:37 PM »

Ah! It comes back to me.

I did toy around with green venting in my first 0.6a release, but I got rid of it pretty quickly.

Thinking aloud:

Red venting?
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Re: [0.6a] The Gedune - Faction mod V1.2
« Reply #196 on: September 30, 2013, 04:24:53 PM »

Meh, I'd go with some kind of blue then. Unless it's a very, very mild red. But that's me!
In the end it's all your choice. ;)
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Borgoid

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Re: [0.6a] The Gedune - Faction mod V1.2
« Reply #197 on: September 30, 2013, 04:28:47 PM »

Rainbow venting >.>
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Re: [0.6a] The Gedune - Faction mod V1.2
« Reply #198 on: September 30, 2013, 04:39:34 PM »

Oh yeah, and let's have it fire leprichauns!
*throws spears at Borgoid* :D
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Hyph_K31

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Re: [0.6a] The Gedune - Faction mod V1.2
« Reply #199 on: September 30, 2013, 04:41:16 PM »

Trust me, there shall be no gold at the end of this particular rainbow.

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Borgoid

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Re: [0.6a] The Gedune - Faction mod V1.2
« Reply #200 on: September 30, 2013, 04:55:41 PM »

Oh yeah, and let's have it fire leprichauns!
*throws spears at Borgoid* :D

Fire rainbow farting leprechauns* with attached fireworks

*EEeeeeEEchauns
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Hyph_K31

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Re: [0.6a] The Gedune - Faction mod V1.2
« Reply #201 on: September 30, 2013, 04:58:40 PM »

Ok, enough of this now.
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FasterThanSleepyfish

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Re: [0.6a] The Gedune - Faction mod V1.2
« Reply #202 on: September 30, 2013, 06:29:31 PM »

How about pure white? I was kinda thinking of that for my mod, but it represents "steam" (not really steam) from the nuclear reactors. BTW, vanilla ships have antimatter/fusion reactors for the most part. Low tech might have nuclear though, I'm just reciting from my memory on the lore thread.
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Hyph_K31

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Re: [0.6a] The Gedune - Faction mod V1.2
« Reply #203 on: September 30, 2013, 10:04:21 PM »

Entertaining the idea of using Wraithii pink as the house power colour. Shields and engines will remain green, as will the nuclear burst weapon. Might, possibly, give the nuclear burn system a slightly pink hue.

Explosions, green.
Overload... Pink?
Weapon sparks, pink?

Still floating around on terms of colour.
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Re: [0.6a] The Gedune - Faction mod V1.2
« Reply #204 on: October 01, 2013, 05:54:52 AM »

Pink... hmm... I've got nothing against that colour. I even like the colour. But combined with your shades of green...

Have you thought about using an entirely different kind of green for the flux? A much darker one? Perhaps that will be enough to break the toxic green pattern.
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Erick Doe

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Re: [0.6a] The Gedune - Faction mod V1.2
« Reply #205 on: October 01, 2013, 06:23:57 AM »

Well. The Klingon have a green theme but their mighty blood is pink.  :)

Pink was also once regarded as a 'masculine' colour. As it is one of the warmer colours, like red. Standing for heat, danger, fire and blood.
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CorinneRz

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Re: [0.6a] The Gedune - Faction mod V1.2
« Reply #206 on: October 01, 2013, 06:42:41 AM »

Ohi!
I just updated to 0.6a and updated the mods with the last one too.
Everything was loaded, until the game starts,
it crashed with this error.


Any idea?
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Hyph_K31

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Re: [0.6a] The Gedune - Faction mod V1.2
« Reply #207 on: October 01, 2013, 08:08:38 AM »

Have you got lazyLib installed?^_^
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Hyph_K31

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Re: [0.6a] The Gedune - Faction mod V1.2
« Reply #208 on: October 01, 2013, 11:23:19 AM »

Colour testig

Spoiler
[close]

I'm not so sure about the Nuclear burn colour...

I may yet make it whiter, or even return its old colours.

Currently, the Gedune colour scheme is roughly this:

Low/constant/unfocused power = green

High/burst/focused power = violet/pink
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Re: [0.6a] The Gedune - Faction mod V1.2
« Reply #209 on: October 01, 2013, 11:34:50 AM »

Hmm, I guess the flux isn't so bad at all.
The engines, I'd definitely keep those as they were. :)
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