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Starsector 0.95.1a is out! (12/10/21); Blog post: The Pilgrim's Path (07/19/22)

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Author Topic: [0.95a] The Mayorate v1.1.0 (2021-11-25)  (Read 298917 times)

kazi

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Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
« Reply #285 on: June 10, 2015, 06:54:55 PM »

So basically you've taken one of the most satisfying energy weapons I have ever fired in any game, then given us a strikingly similar weapon with the same beautiful SFX?

shut up and just take all my money.
;)

@ Ahne - I didn't make that particular sfx (although I have modified it a bit- esp. in the case of the large mount version). One of the major things I've been doing in terms of sfx is trawling the interwebs for really great/open licensed resources and bashing together my sounds from there. When I eventually release a new update, I'll post links to make these resources available for others, but right now I'm keeping things to myself to prevent others from grabbing the really good ones before I can use them. As for the best tools to use, I'm not exactly an expert at sound design, but FL Studio has some pretty handy tools for mashing things together. iirc Cycerin is also using the same set of tools for sound design and stuff...
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Ahne

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Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
« Reply #286 on: June 10, 2015, 07:54:21 PM »

thanks for the hints kazi, i too "only" mix some nice free to use license sfx and tweek them, i'm right now at creating weapons (first try) and cuz of that also sounds, fun stuff but not so easy to get the real feel for the sounds, i love your ppc sfx version, very cool!
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kazi

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Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
« Reply #287 on: June 11, 2015, 02:57:45 AM »

Campaign scripting. It's happening.

Rather than give you a carefully edited and post-processed teaser of what the next update might look like, here's a bunch of raw footage of me mucking around in devmode with some campaign tools I've written. It's done, it works, and there are no NullPointers to be found. I tried to spawn another fleet and detonate it again for some fireworks at the end of the video... but as you can see it didn't quite work out (dont judge me haha :P)

https://youtu.be/KDEAvuUkPFs

The next update features deep/dynamic dialog trees, heavy campaign integration, a huge amount of custom art, rewards for helping out certain factions, more rpg-like play, and a short demo campaign where your actions leave a permanent mark on the sector (not to mention the scripting tools which I will probably try to include in LazyLib once I get things done). Anyhow, enjoy!
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Tartiflette

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Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
« Reply #288 on: June 11, 2015, 03:03:23 AM »

Copyright block for me...
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kazi

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Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
« Reply #289 on: June 11, 2015, 03:12:56 AM »

Really? It works for me :P. That's unfortunate, must be google getting crazy overprotective about the music I have in the background. Here's a direct link to the video: http://www.mediafire.com/watch/6s3990orja7i289/campaign_scripting.flv
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Ahne

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Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
« Reply #290 on: June 11, 2015, 06:01:41 AM »

even that link doesn't work for me
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Tartiflette

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Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
« Reply #291 on: June 11, 2015, 06:44:33 AM »

Well, it worked for me this time. Interesting stuff Kazi, I wonder how much will be doable in vanilla once 0.7 gets out though. It certainly gives me hope that Seeker will be possible.
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Delta7

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Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
« Reply #292 on: June 19, 2015, 11:53:36 AM »

ok, .rar files are a nono for me. please, .zip files would be much appreciated. not all of us have the brain cells to get 7zip to work or the patience to put up with winrar's "buy me now!" crap.
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warning: may be prone to random outbursts of stupidity

kazi

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Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
« Reply #293 on: June 19, 2015, 11:04:04 PM »

Lol, I haven't updated this mod since the last time we had this discussion like 3 pages back.
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code99

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Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
« Reply #294 on: July 31, 2015, 06:54:59 AM »

so .. umm ... does this work with 0.65.2a?
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kazi

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Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
« Reply #295 on: August 03, 2015, 08:12:13 PM »

Yep. The current version will work with Starsector bug-free. Currently writing up my thesis right now and coding a bunch of science-related algorithms/software libraries, so I've had barely any time to get a new update out. I will though. Eventually.  :P
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kazi

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Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
« Reply #296 on: August 10, 2015, 05:51:44 PM »

Here's a fun new system: the Minelayer. It's exactly like it sounds.

And with it comes a video of a minelayer-equipped ship defending a location against a swarm of smaller ships without shields (exactly what the minelayer is designed to kill). Took a lot of tries before the ship survived, but eventually it got real lucky with a couple groups of clumped up enemies. Yes, that's the AI piloting. (Also, this video has convinced me that the medium-mount nukes need a big fat nerf.)

http://youtu.be/iK0l4KQnN78
« Last Edit: August 10, 2015, 06:03:18 PM by kazi »
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Cycerin

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Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
« Reply #297 on: August 10, 2015, 07:26:15 PM »

Cool. Also, man, all those Heavy Disruptor misses.
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kazi

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Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
« Reply #298 on: August 10, 2015, 08:17:49 PM »

Yeah, it looks like the default Starsector weapon AI fires the instant a weapon path intersects an object's collision circle instead of the actual object bounds. I'll probably need to write a custom AI for that gun, since the misses are so spectacular and costly lol
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Cycerin

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Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
« Reply #299 on: September 20, 2015, 01:33:09 AM »

How's stuff coming along Kazi?
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