Search found 44 matches

by lightgemini
Wed Jul 06, 2016 8:45 am
Forum: Starshatter
Topic: Starshatter Rearmed Mod
Replies: 45
Views: 8062

RE: Starshatter Rearmed Mod

<t>Hi. This is turning into the biggest challenge I ever tried to do in this project so far. The vanilla game has been pushed beyond what it was made to handle a lot. I have been spending a lot of time learning about rendering with directx, handling collisions etc.First in order to have a playable ...
by lightgemini
Wed Jun 15, 2016 4:58 pm
Forum: Starshatter
Topic: Starshatter Rearmed Mod
Replies: 45
Views: 8062

RE: Starshatter Rearmed Mod

<r>I managed to have VS2015 working again and things work fine again. I do like this new VS ir was worth the pain.I have the basic classes for handling asteroids and nebula/dust clouds. Now a grid of asteroidfield objects is created using simplex noise values, wich each one calls its own nebula ...
by lightgemini
Sun May 22, 2016 9:28 pm
Forum: Starshatter
Topic: Starshatter Rearmed Mod
Replies: 45
Views: 8062

RE: Starshatter Rearmed Mod

<t>Hi there. Having an horrible week this time. Migrated to Visual Studio 2015 some days ago, got stashatter compiling fine and started to enjoy/explore new functionality and possible interesting extensions. Got doxygen to draw a code map of the project and all was going good. Then moronic VS2015 ...
by lightgemini
Wed May 04, 2016 6:12 am
Forum: Starshatter
Topic: Starshatter Rearmed Mod
Replies: 45
Views: 8062

RE: Starshatter Rearmed Mod

<t>Now big impacts on ships spawn a bit of debris when the ship is low on health, to simulate it starting to fall apart into pieces. Under heavy bombardment it can look quite cool. Nailed down a bug that was making some flyby dust particles to remain stuck in the screen long after it should have ...
by lightgemini
Sun Apr 24, 2016 3:35 am
Forum: Starshatter
Topic: Starshatter Rearmed Mod
Replies: 45
Views: 8062

RE: Starshatter Rearmed Mod

<r>Since its been quite some time since last update and the mod has changed quite a bit since then, I uploaded a simple video to show the current state of the mod.<YOUTUBE id="InE-CLQ5u-8"><s>[media]</s>http://youtu.be/InE-CLQ5u-8<e>[/media]</e></YOUTUBE> a few lagg spikes wich are caused by the ...
by lightgemini
Fri Apr 15, 2016 3:12 pm
Forum: Starshatter
Topic: Starshatter Rearmed Mod
Replies: 45
Views: 8062

RE: Starshatter Rearmed Mod

<t>Nice videos there. You implemented a zoom feature, its pretty useful I like it. Last time on group vs group long range battle I felt there wasnt much to do while watching shots slowly fly both ways. Your changes to the torpedos seems to make the long range part quite interesting. If the behaviour ...
by lightgemini
Tue Mar 29, 2016 9:31 am
Forum: Starshatter
Topic: Starshatter Rearmed Mod
Replies: 45
Views: 8062

RE: Starshatter Rearmed Mod

<t>The mod is stable but not lacks some chunks in balance. You can give campaign a go but it may be easy or difficult depending how it goes. Bombers cant take reliably a destroyer and upwards because antiship missiles are no longer OP, and the heavy weapons intended for capship busting are not ...
by lightgemini
Sun Mar 27, 2016 4:46 pm
Forum: Starshatter
Topic: Starshatter Rearmed Mod
Replies: 45
Views: 8062

RE: Starshatter Rearmed Mod

<t>Im still here. Work on the mod got to a point were it was messing up too much. Hit a brick wall trying to make a system to spawn 3d models at will for debris and such, wasnt finding a good way to make robust code for nebulas as it touches many things in the code, had to fight lagg that started to ...
by lightgemini
Tue Oct 06, 2015 9:50 am
Forum: X Series
Topic: New Egosoft Game
Replies: 27
Views: 4613

RE: New Egosoft Game

<t>" Expanding and improving on the existing game " thats enough for me. They will keep going the new way and im not going to follow. The universe simulated there is amazing and I enjoyed greatly exploring and goofing around, but thats all for me as the horrible UI and moronic modern "player ship ...
by lightgemini
Sat Sep 19, 2015 7:22 pm
Forum: Starshatter
Topic: Starshatter Rearmed Mod
Replies: 45
Views: 8062

RE: Starshatter Rearmed Mod

1-Inmense boom. Cool burning destroyer at the bottom.2 and 3 - Strafing a frigate. Impact fx has been scaled down to more apropiate sizes.4-Getting killed.5-Wolf among smoke from taking impacts
by lightgemini
Sat Sep 19, 2015 7:11 pm
Forum: Starshatter
Topic: Starshatter Rearmed Mod
Replies: 45
Views: 8062

RE: Starshatter Rearmed Mod

1-Cool explosion among smoke clouds2-Dust and smoke from killed capships gallore3-First new version of final capship boom
by lightgemini
Sat Sep 19, 2015 7:03 pm
Forum: Starshatter
Topic: Starshatter Rearmed Mod
Replies: 45
Views: 8062

RE: Starshatter Rearmed Mod

<t>Nailed down one of the top 5 most annoying things since day 1 I met the game. Particles no longer become almost invisible when the sun is at its back from your point of view. This always make it a torture to balance fx that doesnt dissapear or become extreme depending from what direction you ...
by lightgemini
Sat Sep 12, 2015 6:23 pm
Forum: FPS, Strategy and Tactical Scifi Games
Topic: Ceres
Replies: 4
Views: 951

RE: Ceres

Looks interesting, specially all the complexity under the hood. I will look forward for it on Steam. Good job and congratulations on your fist release. :biggrin:
by lightgemini
Mon Sep 07, 2015 10:00 pm
Forum: Starshatter
Topic: Starshatter Rearmed Mod
Replies: 45
Views: 8062

RE: Starshatter Rearmed Mod

<t>Finally had succes on making the flyby dust clouds work! It was driving me mad as the particles were drawn at odd places or as static background images.Have been polishing it so it works smooth. It also serves as some kind of LOD for dust clouds making it get more dense when entering it and ...
by lightgemini
Fri Aug 28, 2015 10:33 pm
Forum: Starshatter
Topic: Starshatter Rearmed Mod
Replies: 45
Views: 8062

RE: Starshatter Rearmed Mod

<t>Hi. Having a very busy month at my workplace curently. Could get some time to spare at the mod and been dealing with some issues with formations, and im currently trying to climb another high wall regarding camera,vectors and rendering (why does it have to be so complicated!) Developement ...
by lightgemini
Thu Aug 06, 2015 7:44 pm
Forum: Starshatter
Topic: Starshatter Rearmed Mod
Replies: 45
Views: 8062

RE: Starshatter Rearmed Mod

<t>Mod Update has been released, Beta-6: Battle Groups. Forgot very important info about capships formations in the changelog. Capships only form around a leader, wich means they need to have a "commander" assigned in the mission creation package options. Campaign groups already do assign a ...
by lightgemini
Thu Aug 06, 2015 1:41 pm
Forum: Starshatter
Topic: Starshatter Rearmed Mod
Replies: 45
Views: 8062

RE: Starshatter Rearmed Mod

<t>Hi Shepard1707. Guns seem to work fine, what its wrong its their stats specially for the Alpha and Delta cannons wich are totally obsolete. Next patch should improve it more. Decoys are half-way to somewere. Vanilla relied entirely on decoys and running out of it meant death from the next missile ...
by lightgemini
Sat Aug 01, 2015 8:39 pm
Forum: Starshatter
Topic: Starshatter Rearmed Mod
Replies: 45
Views: 8062

RE: Starshatter Rearmed Mod

<t>Work on BattleGroup formations is done, for a start at least. Included many new options in the tactical menu for the player to mess and tune the position of his ships in the formation, and fighters do form up at its own slots so some awesome features are going to come in a future when I do all ...
by lightgemini
Sun Jul 19, 2015 5:42 pm
Forum: Starshatter
Topic: Starshatter Rearmed Mod
Replies: 45
Views: 8062

RE: Starshatter Rearmed Mod

<t>Hi. I was going to post that video tonight but you got here first! :biggrin:That fighter uses a def file literally builded from the Eagle def file. Theres lots of things not in its proper place at all, it needs a serious pass specially the loadout wich is the same as the Eagle but I have been ...
by lightgemini
Mon Jul 13, 2015 8:00 pm
Forum: Starshatter
Topic: Starshatter Rearmed Mod
Replies: 45
Views: 8062

RE: Starshatter Rearmed Mod

<t>Adoption of increased engagement ranges is going well. Sorted out some unexpected balance problems, specially damage scaling. The final damage of a bolt weapon is as follows :(damage * energy charge * life). The first 2 were known long ago, the last not. "Life" is the life in seconds the shot ...

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