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Messages - Thy Reaper

Pages: [1] 2 3 ... 97
1
Bugs & Support / Re: Savegame crash
« on: December 09, 2015, 08:45:09 PM »
This particular problem is most likely caused by a mod that's got a duplicated identifier for a race trait.

2
Modding / Re: Any mods wanted
« on: November 27, 2015, 09:50:17 AM »
Though I disagree that Steam is spyware - it only tracks activities you engage in within Steam itself, such as purchasing or launching a game, or via Google Analytics when visiting its site - I understand your desire to avoid the service. You would be able to use their site to avoid running the software, though getting around their anti-spam restrictions would require either purchasing on their site or, I believe, activating a key through the software. If you change your mind about Steam in the future, you can email your purchase confirmation from GOG to aackermann@blind-mind.com and I'll provide you with a Steam key for SR2.

3
Modding / Re: Any mods wanted
« on: November 27, 2015, 08:35:48 AM »
There are a large number of mods available through the Steam Workshop. If you purchased the game through GOG instead, though, you would need to ask those mod authors to publish their mod on these forums or elsewhere.

4
Star Ruler 2 Discussion / Re: gog update fails linux 64-bit
« on: November 22, 2015, 11:24:08 AM »
Editing the game will prevent the updater from succeeding.

5
Star Ruler 2 Discussion / Re: gog update fails linux 64-bit
« on: November 22, 2015, 08:33:19 AM »
Just to make sure, you're attempting to update an unedited install of the game, correct?

6
Star Ruler 2 Discussion / Re: In-Game Scores
« on: July 22, 2015, 06:26:07 PM »
The scores are displayed on the diplomacy tab. The histories, and some stats, are only visible in the end-game screen.

7
Bugs & Support / Re: Unable to launch program
« on: June 17, 2015, 08:54:35 PM »
I believe the Steam OS issue is known, but I don't manage the Linux builds.

8
Bugs & Support / Re: Unable to launch program
« on: May 27, 2015, 09:54:33 PM »
That error message means some dll is misconfigured. Perhaps a necessary dll is missing, or the wrong one is set to load in its place. Since Windows doesn't provide any useful information alongside that error, I can't be more specific. Installing the 2010 Visual Studio runtimes from Microsoft's site may resolve the issue.

9
Star Ruler 2 Discussion / Re: Not a fan...
« on: May 15, 2015, 01:03:05 PM »
Maybe other people are different. Generally I read one forum or another, rarely both. In this case I wanted to make sure my disappointment was heard by anyone who was in a position to affect the future development of the franchise. I am willing to give Star Ruler 3 a shot, if they do a 180. Both ship design and colony development took a very big step in the wrong direction in Star Ruler 2.

There will almost certainly not be another sequel.

10
Star Ruler 2 Discussion / Re: Trade Network
« on: May 04, 2015, 01:20:11 PM »
I'm sorry you don't enjoy the mechanic, but it is not designed to be annoying, or even significant micromanagement.

11
Bugs & Support / Re: Game will close soon after launch [HELP]
« on: April 26, 2015, 05:07:54 PM »
You probably need to update your AMD graphics drivers. There is a known issue with older AMD drivers which has been fixed in the most recent drivers.

12
Modding / Re: Model Animations?
« on: April 22, 2015, 11:36:56 AM »
I don't expect we'll add support for animated models, sorry.

13
Star Ruler 2 Discussion / Re: a hello and some questions
« on: April 11, 2015, 05:57:28 PM »
A) No, they do not. Reasonably you would expect them to, but at the current time you still need trade stations for unattached zones to trade with each other.

You should be able to trade through gates, so you would not also need commerce stations.

14
Modding / Re: Will Steam Workshop split the modding community?
« on: April 06, 2015, 06:01:58 PM »
I understand your concerns, and share some of them myself. Unfortunately, the ease of use provided by the Steam Workshop makes it difficult for us to setup and maintain something to compete with it.

15
Modding / Re: Is it currently worth to mod the game?
« on: April 06, 2015, 06:00:48 PM »
We aren't changing the game as quickly as before release. Mostly there will be content additions and fixes, which should generally not break mods.

16
You can override the ship shader in data/shaders/source/pbr_ship_ps.txt which controls how the ships look. Within that shader file there are a series of commented-out lines that control the look of the armor. You can comment out the pair of lines we use (compliment of the empire color) and go with one of the other preset pairs, or create one of your own.

17
Random Noise / Re: You will not take away my identity
« on: April 05, 2015, 05:51:13 PM »
Thank you for reminding me that I forgot to block profanity in user names.

18
Star Ruler 2 Discussion / Re: Is SR2 ready for release?
« on: March 22, 2015, 11:40:59 AM »
While I would certainly love for BMS to produce games as successful as Paradox's titles, that's just not very likely to happen without outside funding. If we had the funding that those games do we could surely achieve far better art, support more features, and have better and longer lasting post-release support. For now, we're just three people plus outside assistance and with very little funding.

19
Bugs & Support / Re: Game Crash 3-4 seconds after loading main menu
« on: March 21, 2015, 07:11:19 PM »
If you have an AMD graphics card, please update your drivers. There is a known issue with their older drivers that they have since fixed. Otherwise, please post your system specs.

20
Star Ruler 2 Discussion / Re: Is SR2 ready for release?
« on: March 21, 2015, 10:59:07 AM »
Two more shipsets were just added, and the Volkur shipset was expanded.

There will always be more we can do with the game, either adding to it or improving it, but we have to move to release at some point. Based off a number of factors, including the cost of ongoing development, we chose to release now.

21
Modding / Re: Support for simple collision meshes coming some day?
« on: March 13, 2015, 03:20:26 PM »
The uniformity of the math lets the physics system run very, very quickly. I don't expect to add support for any other collision shapes.

22
To override this behavior, you would need to bind a custom node to the object rather than use the default mesh/icon node that the engine provides. You can see how this sort of thing is done with planets (see PlanetNodeScript and everywhere that creates a PlanetNode).

23
Modding / Re: Has anyone tried making a delayed-timer event?
« on: March 08, 2015, 08:22:34 PM »
One thing that might be possible is multiplying the time factor passed to the mover. That should keep everything working sensibly (although might cause some desync in multiplayer).

24
Modding / Re: Dev recommendation on how to keep mods compatible?
« on: March 05, 2015, 11:23:59 PM »
Both git and svn are designed to track changes to large projects. You can set up a local repository, commit each build we put out, and see what's changed at each stage. For this purpose, I'd recommend SVN, and TortoiseSVN for Windows to simplify repo management.

25
I might try fixing it eventually, but it's very low priority since it's never visible in the base game. You could fix it in the shader by adjusting the z depth written by the shader.

26
The atmosphere jitter is caused by z fighting, since the atmosphere is rendered very close to the surface.

27
Bugs & Support / Re: [Solved] Graphic Glitch - Black screen on launch
« on: March 04, 2015, 02:18:15 AM »
Ah, yeah, a base mod has to provide everything itself. There may be parts of the code that don't handle missing content well.

28
Modding / Re: Adding new Shipsets -> What exactly is a "unit sphere"?
« on: March 04, 2015, 01:46:35 AM »
It means that a sphere that has a radius of 1 unit should fully enclose the model as closely as possible.

29
Bugs & Support / Re: [Solved] Graphic Glitch - Black screen on launch
« on: March 04, 2015, 01:18:52 AM »
That's very strange, we'll look into it.

30
Modding / Re: Dev recommendation on how to keep mods compatible?
« on: March 03, 2015, 09:32:53 PM »
Tracking diffs when we update is probably the most effective way right now, and this can be automated via svn/git. After full release we'll do our best to minimize breaking changes.

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