Author Topic: Starshatter Open discussion thread  (Read 23499 times)

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Offline Toshiro

  • 20
Re: Starshatter Open discussion thread
Hi guys

Just wanted to chip in.  You can change  the torp and antiship missiles penetration values for better hull damage. Although it could also upset the balance of stock weapons.    Current stock weapons have a penetration value of 10% .    So a torp with 25000 damage points, 2500 get through to hull, then the hull factor value comes into play.  At least I believe thats the way it works.

Toshiro

 

Offline braddw25

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  • 26
Re: Starshatter Open discussion thread
GOod point. I forgot to mention about the weapon penetration factor. Thanks, Toshiro, and I'm glad you made your way here. Welcome!

 
Re: Starshatter Open discussion thread
Actually, I've noticed that it's very easy to take out the PD turrets of enemy ships, even with primaries.  This seems to be because they stick out of the capship shields.  Incidentally because of this, repeatedly hitting PD turrets is a good way of taking out hulls with primaries. 

About the ground strike missions, I've run into instances where the ground turrets have a ridiculously high or low health, something like +-10^5 health.  They seem to go back to normal after mission end though. 

 
Re: Starshatter Open discussion thread
Hi there.

Recently found SSTGS has moved here and it is open source now yay!!  ;) I have been wishing it would be released someday.  Its sad starshattermods is no more.
Been away for way too long but after several jobs, house movings and being father I want to work again on this game.

I have very little C++ knowledge but would like to help in anything I can.

 

Offline braddw25

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Re: Starshatter Open discussion thread
Welcome,  Light_Gemini. It's great to have you on board here. It is sad that the old site is no more, but this is a great new home for us. We actually have three homes now. The source code project resides here, and all of the downloads from SSMODS have been preserved and are now hosted at www.spacesimcentral.com and at www.freespacemods.com.

 
Re: Starshatter Open discussion thread
I found the chunk that handles carriers jumping away when damaged. I made it apply to all starships and it works  :drevil: . Amount of damage that triggers the jump order is there also (its 1/4 of ship integrity).
Any ideas if we really need this feature? If we do how should it work?

 

Offline The E

  • He's Ebeneezer Goode
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  • Nothing personal, just tech support.
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Re: Starshatter Open discussion thread
The problem here is that, if this is applied as-is, it will make the game much harder. For example, if you are flying a bomber on an "attack target destroyer" mission, you are unable to complete that mission. Second, this mission outcome needs to be scored appropriately, so that you can at least.advance the campaign a bit. Third, you need to make sure that if the player ends the mission after following the target through the jump, he can continue the campaign in the same vessel even if he is no longer in his assigned sector. Fourth, if the fleeing ship is the lead ship of a squadron, her escorts should jump with her.

In addition, the amount of damage needed to trigger the flight response should be modifiable in the ships .def file.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 

Offline MatthTheGeek

  • Captain Obvious
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  • Frenchie McFrenchface
Re: Starshatter Open discussion thread
Question of the day:

Is there any way to turn on subtitles ? It's kind of a game-breaker for me...
People are stupid, therefore anything popular is at best suspicious.

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bigchunk1: it's not retarded it's american!
bigchunk1: ...

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MatthTheGeek: you mispelled grâce
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Re: Starshatter Open discussion thread
Ok, regarding ships  jumping away to escape I now have this:

Jumping to escape death can be toggled on/off in the ship def. Default is False.
Damage needed to trigger jump can be defined in ship def. Goes between more than 0 to  less than 1 ( 0.4 is 60% hull left). Default is 0.25 (vanilla).

Changes in the campaign are needed, but at least its working for single missions or mods.We may come back to this if  the campaign code gets worked on  :)
I'm having fun so far with the code, its the first time I mess with a games source code.

 
Re: Starshatter Open discussion thread
Awesome! That could come in handy. Nice work! :)
Did you hear that fellas? She says I have a Meritorious Unit.

 

Offline MatthTheGeek

  • Captain Obvious
  • 212
  • Frenchie McFrenchface
Re: Starshatter Open discussion thread
Hey, you know how we could attract more starshatter guys back here ? Someone edit the Wikipedia entry. There's a dead link to the old forum here that could use to be replaced by a link to here instead.
People are stupid, therefore anything popular is at best suspicious.

Mod management tools     -     Wiki stuff!     -     Help us help you

666maslo666: Releasing a finished product is not a good thing! It is a modern fad.

SpardaSon21: it seems like you exist in a permanent state of half-joking misanthropy

Axem: when you put it like that, i sound like an insane person

bigchunk1: it's not retarded it's american!
bigchunk1: ...

batwota: steele's maneuvering for the coup de gras
MatthTheGeek: you mispelled grâce
Awaesaar: grace
batwota: oh right :P
Darius: ah!
Darius: yes, i like that
MatthTheGeek: the way you just spelled it it means fat
Awaesaar: +accent I forgot how to keyboard
MatthTheGeek: or grease
Darius: the killing fat!
Axem: jabba does the coup de gras
MatthTheGeek: XD
Axem: bring me solo and a cookie

 

Offline Cyberkada

  • Moderator
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Re: Starshatter Open discussion thread
I am adding multiple empires in the source, so that a player can pick one of the factions during the campaigns.

Babylon 5: Starship Commander

 

Offline Cyberkada

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Re: Starshatter Open discussion thread
Is the source for magic 1.5 available? I want to kill mag support in starshatter and just use obj/mtl directly.
Babylon 5: Starship Commander

 

Offline Thaeris

  • Can take his lumps
  • 211
  • Away in Limbo
Re: Starshatter Open discussion thread
Tad bit of a random question here - in the interest of future modding or developing a wiki, is there what amounts to a shatter.DAT file for pre-TGS Starshatter? I recall seeing a few sites in the past which were dedicated to the 4.x.x versions of the game, but those are pretty hard to find now. If someone can get a hold of that and throw that into the current download directory on FSmods, that might come in handy at some point.
"trolls are clearly social rejects and therefore should be isolated from society, or perhaps impaled."

-Nuke



"Look on the bright side, how many release dates have been given for Doomsday, and it still isn't out yet.

It's the Duke Nukem Forever of prophecies..."


"Jesus saves.

Everyone else takes normal damage.
"

-Flipside

"pirating software is a lesser evil than stealing but its still evil. but since i pride myself for being evil, almost anything is fair game."


"i never understood why women get the creeps so ****ing easily. i mean most serial killers act perfectly normal, until they kill you."


-Nuke

 

Offline Cyberkada

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Re: Starshatter Open discussion thread
I can try to locate and upload it. Is there anyone else working on the build? Or am I it for now?
Babylon 5: Starship Commander

 

Offline Thaeris

  • Can take his lumps
  • 211
  • Away in Limbo
Re: Starshatter Open discussion thread
Unfortunately, it is probably just you for now. But then, someone must do it!

Actually, I was just recently probing into one of my older questions, which is how exactly sizes and scales work out in-game. SS certainly has an irregular scaling system, and I don't think it's ever been well explained. Perhaps we can discuss this over IRC? That said, check your mailbox.
"trolls are clearly social rejects and therefore should be isolated from society, or perhaps impaled."

-Nuke



"Look on the bright side, how many release dates have been given for Doomsday, and it still isn't out yet.

It's the Duke Nukem Forever of prophecies..."


"Jesus saves.

Everyone else takes normal damage.
"

-Flipside

"pirating software is a lesser evil than stealing but its still evil. but since i pride myself for being evil, almost anything is fair game."


"i never understood why women get the creeps so ****ing easily. i mean most serial killers act perfectly normal, until they kill you."


-Nuke

 

Offline Cyberkada

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    • http://b5sc.com
Re: Starshatter Open discussion thread
Fixed the mission objectives screen today.  Now ships show all parts (details) and weapons. 
Babylon 5: Starship Commander

 

Offline hostas

  • 22
Re: Starshatter Open discussion thread
I have got very similar (2-3 different lines) linker errors, like in this pastebin entry:
http://pastebin.com/0nvN2iYy
Google got me there, so somebody had the same problem befor me. :)
Any help or solution?

 
Re: Starshatter Open discussion thread
Dont know if you already found a solution for th elinker errors, but I had the same problem and found that uncheking all but stars  on the project build config did let me compile properly. If you actually found a better solution it would be nice to know  :)

 

Offline hostas

  • 22
Re: Starshatter Open discussion thread
Thank you, I have managed to solve it, (had to add some lib references manually).
For later use, here are the steps in my case:

- download and install proper VS, DX SDK, VC++Redist ("Getting the Starshatter source and compiling it" topic)
- get the source with SVN into work folder (I have a 17MB 7z of it too, just in case)
- open it with Starshatter.sln (since I'm using vs2010), then alt+enter on all projects in the solution and change Platform Toolset from "v110" to v100
- alt+enter on the Stars project and add references to the following libs (Linker->Input->Additional Dependencies, separated with ';'):
c:\program files (x86)\microsoft sdks\windows\v7.0a\Lib\User32.Lib
c:\program files (x86)\microsoft sdks\windows\v7.0a\Lib\Gdi32.Lib
c:\program files (x86)\microsoft sdks\windows\v7.0a\Lib\AdvAPI32.Lib
(somehow these got me stucked before)
- set the Stars project as the startup (right click) and build
- the result is a Starshatter_D.exe (I wonder what the D means) copied to the STARSHATTERPATH


Now I can start to mess with the code and try out some nifty things, and maybe do some debug thingy too (I have already corrected some bugs/typoes in the SS_Reborn mod, maybe I should upload it somewhere). I would like to see if I can implement simple elliptic orbits with incilnation (polar orbits) and non orbiting regions that are glued to the center of a small moon. Also, I would like to mess with the fuel system and try out a rocket physics based one. Currently thrust efficiency drops beyond a certain velocity limit (in that direction) and consumption is time/energy based. I would like to see a system in practice, where mass ratio plays a role and 67% fuel means that the ships final velocity is the thruster's gas exhaustion velocity.