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Topics - FlessenGreendart

#1
Bug reports / Crash during server login [0.9.0]
January 20, 2017, 04:46:20 PM
Hi,

Tried logging into the test server, realised I selected the wrong (0.8) server and used the pause menu to attempt logging into the new one.
An error message popped up regarding a memory write error. Logs below:

https://www.dropbox.com/sh/o0nfkgyifr8qzpt/AABg2oa9Pm3SZ2WIXnpTiNk3a?dl=0
#2
Star Wars - YT Series Light Freighters



Author:
Flessen

Download:
http://www.nexusmods.com/voidexpanse/mods/11/?
http://steamcommunity.com/sharedfiles/filedetails/?id=421370578

Description:

Adds the Corellian Engineering Corporations YT series Light Freighters from the Star Wars universe to the game.

That's three hulls (plus variations), a radar dish, and a quad laser turret and a dual laser turret.

Pirates may also spawn in these hulls.

With Expanded NPCs, this mod will also have traders & patrols spawn in these hulls
http://forums.atomictorch.com/index.php?topic=336.0
http://www.nexusmods.com/voidexpanse/mods/4/?


Detailed Description:

This mod adds the following things to the game:

The YT-1300 hull

Most famous example: Millenium Falcon

The YT-1300 is first and foremost a freighter, with a fairly high cargo capacity.
It's a hardy ship, with two 360 degree tier 1 energy turrets, and a slow moving energy slot intended for the radar attachment (see below).
The high cargo capacity and armour rating comes at a cost of maneuverability.

Stats:
Structure Value: 2000
Armor Value: 2
Cargo Capacity: 400
Maneuverability: -20%

There is a Millennium Falcon variant with beefed stats and a missile slot, as well as a variant with a clone wars era paint job (no stat change), and a pirate paint job.

The YT-2000 hull

Most famous example: Otana - Star Wars: X-Wing Alliance

The YT-2000 is a heavier duty freighter, with a slightly lower cargo capacity.
It's a more armoured ship, with two 360 degree tier 2 energy turrets, and a slow moving energy slot intended for the radar attachment (see below).
Consider it the fighting man's light freighter.

Stats:
Structure Value: 3500
Armor Value: 15
Cargo Capacity: 300
Maneuverability: -20%

There is an "Otana" variant with beefed stats and additional slots, as well as a couple of colour variants.

The YT-2400 hull

Most famous example: Outrider - Star Wars: Shadows of the Empire

The YT-2400 is a smaller and lighter freighter, with a slightly lower cargo capacity.
It's a cheaper and more accesable hull, but also has two 360 degree tier 2 energy turrets, and a slow moving energy slot intended for the radar attachment (see below).

Stats:
Structure Value: 1300
Armor Value: 0
Cargo Capacity: 300

There is an "Outrider" variant with beefed stats and a missile slots.

The Radar dish attatchment (takes up an energy weapon slot)

Technically a Tier 1 Energy weapon, this device acts to compliment the existing radar array, increasing its range, targiting speed and targiting range. The cost is the fact that it takes up an energy weapon slot.
This can be used an any hull that has an energy weapon slot.

Stats:
Radar Range: +15
Radar Targeting Range: +10
Radar Targeting Speed: +50
Energy Consumption: 1

1D Servo - Dual Laser Turret (Energy Tier 1)

Adds what is basically an updated version of the plasma cannon, firing Star Wars style energy bolts.

AG-2G - Quad Laser Turret (Energy Tier 2)

An enhanced version of the 1D servo, also fires Star Wars style energy bolts.


Installation Instructions:

AtomicTorch Game launcher method 1 (recommended):
1. Double click the RJ_yt_hulls.mpk (it should say the mod was installed)
2. launch the game, and on the main menu, select the "Mods" option
3. make sure the checkbox is checked for this mod
4. Play game

AtomicTorch Game launcher method 2:
Using the AtomicTorch Game launcher, do the following
1. In the cog menu, next to "Play", click "Open Mods folder"
2. Paste the RJ_yt_hulls.mpk file in the folder
3. In the game, open the "Mods" menu
4. make sure the checkbox is checked for this mod
5. Play game

Manual method:
1. Navigate to game folder
    (By default C:\Users\*username*\Documents\AtomicTorchStudio\VoidExpanse\)
2. Paste the mpk(s) inside the "Mods" folder.
3. launch the game, and on the main menu, select the "Mods" option
4. make sure the checkbox is checked for this mod
5. Play game


Changelog:

1.0.1
- Fixed to work with 1.0.1 of VE

1.0.0
- Initial release
#3
Mods / Co-Pilot Voices v1
February 04, 2015, 11:08:59 AM
Title: Co-Pilot Voices
Author: Flessen

It can get lonely in the vast expanses of space.

Here at Voidspace Recruiting, we offer a well trained team of professional co-pilots for you to take on your journeys through the star-systems of the Far Colonies!

Meet the Team





Private Stryker

A young recruit of the Order faction,
Private Rick Stryker is an enthusiastic
guy, eager to impress. Just don't excite
him.
Gavick

Gavick is a reformed pirate, and willing
to sit by your side; for the right price.
Although not the sharpest tool in the
shed, he probably does own it.
Victoria Glensdale

Once a member of the Far Colonies
Council. After the war, the council
became obsolete, leaving her no
choice but to go renegade.

Description:
This mod changes the computer voice into a co-pilot voice, giving you prompts in a slightly different way.


Mod version: 1.0.0
Game version:1.0.x - 1.1.x
Game mode: Any.
Download: http://www.nexusmods.com/voidexpanse/mods/8/?
https://www.dropbox.com/sh/srkkv7041fcd5fv/AADDNyyDryKlBRJ_RAzi6r78a?dl=0
#4
Modding info / Turret Scaling
December 24, 2014, 04:23:10 PM
Just a quick question for you guys; is it possible to adjust the scale of a turret on a hull without increasing the size of the hull itself and using the xml to scale it back down?
No rush on an answer, just curious really.
Merry Christmas folks!
#5
Mods / Banshee Type-0 Hull (Now on Steam Workshop)
December 14, 2014, 05:03:17 AM
Title: Banshee Type-0 Hull
Author: FlessenGreendart
Description: Adds the Banshee Type-0 to the game.
Mod version: 1.1.0
Game version: 0.10.4 (should also work on the Steam Test version)
Game mode: Singleplayer, but should work multiplayer if server and clients are using it.




Detailed Description:

This mod adds the following hull to the game:

Banshee Type-0 hull


The basis of what would become the Banshee hull.
Smaller and faster than the standard hull, but at
the cost of firepower.

Stats:

Structure Value: 1100
Armor Value: 5
Cargo Capacity: 80
Radar Targeting defense: +20%
Maneuverability: +15%
Warp Recharge Speed: +15%

This hull has a Tier 1 Energy/Ballistic slot.

Compatibilty:

This mod should work with everything, but if you're using an overhaul mod, balancing may be a bit off.

Download:
http://www.nexusmods.com/voidexpanse/mods/6/?
http://steamcommunity.com/sharedfiles/filedetails/?id=417265684
#6
Game Version: 0.10.2
Game Mode: Single Player
Bug Location: One Eyed Joe
Steps to Reproduce: Compete Quest "Mining For Consumables"
Reproduction Rate: 100%
Screenshots: None
Bug Description:  A nice simple one this time: When you complete the quest, you don't get any consumables.
#7
Game Version:0.10.2
Game Mode: Single Player
Bug Location: Space, when autopiloting
Steps to Reproduce: Set autopilot, Die or enter menus
Reproduction Rate: Hard to tell, has happened a few times
Screenshots: https://www.dropbox.com/sh/gqn8y9akdtzzwsm/AACOnjUDradxinGjRfaH04rQa?dl=0 (they don't really reveal much, but you get the idea)
Bug Description: When flying on autopilot (I had it set to take me to a different system) on a few occasions, the game would freeze, but with animations still looping as if the game has been paused.
It has happened when I've been destroyed, and when I've opened up the map menu, and closed it. Everything would just hang there, I can still aim, planets will still spin, laser beams would maintain the looping animations. Saving & quitting, and reloading would fix it, bringing me back to the last checkpoint fine.
#8
Mods / Expanded NPC Ships
September 22, 2014, 01:01:15 PM
UPDATE
It's been a while since I updated this, but I've decided to take it a step further:
This mod now adds more than just some variety to the traders, but also adds faction patrols!


This mod is developed for version 1.2.1 of VoidExpanse, and may be  incompatible with any upcoming versions of the game.

Title: Expanded NPC Ships
Author(s): Flessen

Description:

Adds variety to the NPCs flying around the VoidExpanse.
This mod allows other mods to utilise this feature.

Mod version: 1.3.1
Game version: 1.2.0

Game mode: Singleplayer/Multiplayer


Detailed Description:


This mod changes the script for how traders are spawned from the hardcoded freighter to a randomly picked npc using a similar algorithm to how Pirates are picked. This allows traders to fly more ships than just the Freighter hull.

Also, the same is done for faction "patrols" who wander the galaxy, they will only spawn in their factions territory, or neutral territory. The ships used by these patrols is also picked in the same way.

Other modders can add their custom hulls to the list that these NPCs spawn in.

On its own, this mod adds a chance for traders to spawn in an Endeavor hull, Order patrols to spawn in a Fang, Freedom patrols to spawn in a Stingray, and Fanatics patrols to spawn in an Avalanche Mk II.

Info for modders

To utilise this mod, all you need to do is create an npc (data/npcs) similar to the human_tradership, and put this code inside the data tag:

<!-- special info for automatic spawning -->
<spawning>
<tags>trader</tags> <!-- trader, OrderPatrol, FreedomPatrol, FanaticsPatrol -->
<level_from>0</level_from>
<level_to>100</level_to>
<max_in_group>0</max_in_group>
<chance>75</chance> <!-- chance that the NPC will spawn in this hull -->
</spawning>


Simple as that. If the mod user doesn't have this mod installed, they won't see the NPCs, but it won't break their game.

Load order:

Make sure this mod is high in the load order, but after any overhaul mods

Download:
http://www.nexusmods.com/voidexpanse/mods/4/?
http://steamcommunity.com/sharedfiles/filedetails/?id=419995540

Changes:

1.3.2
- Updated to conform with Version 1.2.1 of VE
1.3.1
- Updated to conform with Version 1.2.x of VE
- Expanded the mod to include NPC patrols
- Added faction hulls for the patrols

1.2.0
- Updated to conform with Version 1.0.x of VE

1.1.0
- Updated to conform with Version 0.15.x of VE
#9
Modding info / Random Trader NPCs
September 19, 2014, 09:51:26 AM
I'm doing an update for my Falcon mod, which will give pirates and traders a small chance to spawn in a YT-1300 hull.
This isn't a problem for pirates, as it picks the npc randomly anyway, but for traders, I've noticed it's hard coded what hull they fly.

I've already figured a way to get the traders to spawn in a random hull in the same way as pirates, but that requires editing the CoreFunctionality.js script.
I'd rather not do that, as it limits potential compatibility with other mods, and more importantly; possible future updates (I'd obviously have to re-write the function every time that file is updated).

Am I missing something that I could do that wouldn't have such an impact, and therefore future-proof the mod?
#10
Bug reports / I Broke the launcher
September 18, 2014, 03:18:08 PM
Hey guys, not a bug as such, but I happened to accidentally launch VE, so quickly hit alt+f4, which closed the launcher instead of the game.
After doing this, I tried to re-launch the launcher, and instead was hit with the "AtomicTorch GameLauncher has stopped working" dialog.  Whoops :-[

-----

Nevermind, I fixed the issue, It was still running unresponsive in the background. logged off and on, and that fixed it :)
#11
Mods / USS Enterprise Hull (2009 Movie Version)
September 16, 2014, 09:15:10 AM
Title: USS Enterprise Hull
Author: FlessenGreendart
Description: Adds the Constitution Class Starship Enterprise from Star Trek (2009) to the game.
Mod version: 1.1.0
Game version: 1.2.x
Game mode: Singleplayer, but should work multiplayer if server and clients are using it.






Detailed Description:

The Constitution Class Hull

The  Constitution Class is large cruiser, and is fairly good all round.
It's has 2 tier 2 energy turrets, a tier 3 enegy turret, positioned forward, port and starboard sides of the main hull, and a tier 3 missile turret at the front of the engineering hull.

Stats:

Structure Value: 5500
Armour: 15
Cargo Capacity: 200
Radar Targeting Defence: -10%
Maneuvering: -45%

Compatibilty:

The main hull mod should work with everything, but if you're using an overhaul mod, balancing may be a bit off.

Download:
http://www.nexusmods.com/voidexpanse/mods/3/?
http://steamcommunity.com/sharedfiles/filedetails/?id=419509402

Changelog:

1.1.0
- Scaled hull to fit everything better
- Minor re-balancing of stats

1.0.0
- Initial Release
#12
Bug reports / Mod installation issues:
September 16, 2014, 07:54:24 AM
Just came across this issue when I was testing the "double click .mpk file" mod installation method:


16.9.14 15:47:09.7531: Error:
Unable to install mod: C:\Users\Flessen\Documents\VoidExpanse

Exception System.IO.FileNotFoundException: Mod not found
   -------------------------stack-------------------------
   at Po7IBKWkkEttu6JpBXD.sQZOHgW3jWYyTx0cWYE.TGQquvLiTh(String  )
   at Po7IBKWkkEttu6JpBXD.sQZOHgW3jWYyTx0cWYE.t5tqn9qvca(String  , Boolean  )

16.9.14 15:47:09.7901: Important:
Button BtnOk focused


I'm guessing, looking at the log, that the installer doesn't like spaces in the directory, as I was trying to install it from:
"C:\Users\Flessen\Documents\VoidExpanse Mods\"
#13
Mods / What ship should I build next?
September 08, 2014, 05:58:37 AM
I've got some ideas of what craft I would like to add into the game, I've already created the Millenium Falcon, I'm working on the USS Enterprise (NCC-1701) at the moment, and I have ideas for things like the Normandy SR1, some ships from the Stargate series, as well as others.
I even have ideas for craft of my own, but what would you guys like to see next?
#14
Bug reports / Merchant Docking queue (Ver 0.9.9)
September 03, 2014, 05:48:39 AM
Here's a bug I've encountered quite a few times mainly when undocking, but I'm not sure how it would be best to fix it:

When you undock whilst merchants are docking, you end up wrestling your way out of the station, which can get quite chaotic when there are a few merchants around.

While not a serious issue, it does kinda break immersion.

The only ways around it I can think of aren't perfect...

You could have a dock/undock queue, but that would leave people waiting, and they could get impatient

Maybe you can disable collisions for ships as they're docking/undocking, but that could lead to weird things happening when the collisions are enabled...
#15
Mods / YT-1300 Light Freighter (Millenium Falcon)
August 28, 2014, 01:25:38 PM
Depreciated - Use this mod insted - http://forums.atomictorch.com/index.php?topic=628.0

Title: YT-1300 Light Freighter (Millenium Falcon)

Image:



Author:
Flessen

Download:
http://www.nexusmods.com/voidexpanse/mods/2/?
https://www.dropbox.com/sh/2grhs8w0wks5vxu/AAA8vMNkdTTFzaZVJkM7-gHfa?dl=0

Updated to 1.1.0!
(see post)

Description:

Adds the Corellian Engineering Corporations YT-1300 Light Freighter (Millennium Falcon) from Star Wars to the game.

That's three hulls, a radar dish, and a quad laser turret.

Pirates may also spawn in this hull.

With Expanded Traders, this mod will also have traders spawn in the YT-1300 hull
http://www.nexusmods.com/voidexpanse/mods/4/?



Detailed Description:

This mod actually adds a couple of things to the game:


The YT-1300 hull

The YT-1300 is first and foremost a freighter, with a fairly high cargo capacity. It's a hardy ship, with two 360 degree tier 2 energy turrets, and a slow moving energy slot intended for the radar attachment (see below). The high cargo capacity and armour rating comes at a cost of maneuverability.

Stats:

Structure Value: 4300
Armor Value: 6
Cargo Capacity: 600
Maneuverability: -40%

There is a Millennium Falcon variant with beefed stats and a missile slot, as well as a variant with a clone wars era paint job (no stat change).


The Radar dish attatchment (takes up an energy weapon slot)

Technically a Tier 1 Energy weapon, this device acts to compliment the existing radar array, increasing its range, targiting speed and targiting range. The cost is the fact that it takes up an energy weapon slot. This can be used an any hull that has an energy weapon slot.

Stats:

Radar Range: +15
Radar Targeting Range: +10
Radar Targeting Speed: +50
Energy Consumption: 1


Quad Laser Turret

Adds what is basically an updated version of the plasma cannon, firing Star Wars style energy bolts.


(Optional) Millenium Falcon themed avatar items

Adds avatar items to the game, so when you create your caracter, you are able to re-create
Han Solo, Lando Calarissian, or even Chewbacca.
Please note that this will also affect NPCs, and they may have these face-parts (or even be a Wookie!)


Breaching The Core compatible version:

There is an alternate file which has been re-balanced for Breaching the Core

Changes:

Hull & weapon stats re-balanced to match BTC values
Han solo class now spawns in a unique civillian variant of the YT-1300 with unique turret
Radar dish has a hull requirement "Use Radar Dish"
Icons changed to match BTC set
#16
Mods / Avatar Set ver 1.3 (v. 1.0.x)
August 20, 2014, 02:14:17 PM
Title: Avatar Set
Author: Flessen





Description: Expands the Avatar items available for character creation: Because more isn't enough!

I thought I'd do a little bit of addition myself. In particular, add some colour options to the existing items, such as hair and eyes. I've also added a couple of new items, and plan to add more in the future.

As a happy side effect, this has also affected NPCs, giving them more variety when they're generated.

As always, I welcome any feedback or requests :)

Mod version: 1.3.0
Game version:1.0.x
Game mode: Single Player. Works in multiplayer too if the server has this mod active.
Download: http://www.nexusmods.com/voidexpanse/mods/1/?
https://www.dropbox.com/sh/kpwz5ft0voc9pvu/AAD_JbryEJt6DNJ80HAJtTYja?dl=0
http://steamcommunity.com/sharedfiles/filedetails/?id=421385598


Changes:
1.3.1
- Added new items:
   beard
   male clothes
   male hairstyles
   backgrounds
1.3.0
- Now working with VE version 1.0.1
- Added colour variants for all male eye styles
- Added a couple of new male outfits
- Added a few more female outfits

1.2.1
- Small update to match VoidExpanse ver 0.11.x and make it localisation compatible
1.2.0
- Updated everything to match new avatar set
- Added some female items:
      Markings layer
      clothes re-colours
      two eye colours for eyes01
      new hairstyle with colour options
      a couple of lip colours
- Added some cool-ass shades

1.1.0
- Added new layer: Markings (along with a few options)
- Moved the original face marking to the Markings layer
- Added two new items of clothing (with colour options)
- expanded the colour options for eyes02
#17
Modding info / New weapon type
August 20, 2014, 01:49:48 PM
Hey all,

I wonder if you guys have any idea:

I'm trying to create a new weapon type. I'm using the term broadly, as really, what I want to do is not technically a weapon but a ship "plugin"

Basically, I've built a ship, and I want it to have a radar dish that faces where you're aiming. Not really firing anything, but just pointing.

I've implemented it theoretically, as it shows up in the store, and I can equip it to it's dedicated slot, but if I hover over the hull icon to get the tooltip info, or if I undock, the game crashes, citing an unknown (non-existent) xml file.

I can't find anywhere that defines weapon slots elwhere... Do you know what else I would need to do?