Search found 44 matches
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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
- 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
- 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 ...
- 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:
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...