The Stars Beyond

Planning, discussion, release and support of registered extensions, libraries, adventures and other content is here.
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Aury
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Early version of the LinkedFireSlots library's dockscreen. (Also check out the armor hud for the ship)

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Aury
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Now with icons indicating the type
(red = default, yellow = primary, green = linked)
and the mount type
(line = fixed, slice = pivot, full = omni)

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Song
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The armor segment size on the velociraptor looks a little odd. Might be worth shrinking the "side" pieces so that the two segments on the fore and aft sections are a little bigger. As it is, I suspect that they'll be getting a bit too much of the incoming fire compared to the others.
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Aury
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Thats only a visual thing. Its because I was too lazy to make my own segments properly so i just took the sapphire ones and used basic scaling operations to make them fit... I really should redo it properly sometime, but its not a high priority.
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Wolfy wrote: (red = default, yellow = primary, green = linked)
Do "Primary" and "linked" require different keys to fire? Or is primary simply the weapon that shows up on the interface, with the others simply firing alongside it? Also, "default" simply means an empty slot, correct?
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Aury
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Default is the slot that things will be placed in when displaced from another slot (it is meant to mimick the standard install slot, but can be overriden)

I am going to see if I can add a script that will automatically put weapons in the default slot

the default slot is unique in that it can accommodate multiple weapons at once. I need to also add in safeguards to prevent someone from trying to make a linked fire default slot (doing so would result in the player never being able to shoot weapons by default)


A primary slot is a slot in which the intalled weapon can be switched to with 'w', like any normally installed weapon. Linked fire slots will fire along side the primary slot weapon.


Linked fire slots fire alongside normal/default/primary weapons.
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Aury
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The Velociraptor is almost ready for its first initial debut in the TSB closed beta!

(one of the system upgrade screens)

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theres a few other things that need to be done before the next beta release, but its getting really close!
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Aury
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Smoketrail effects, thanks to Shrike for finding that these make nice rings.
With some teaks to their original idea i managed to bypass the pesky bugs inherent with the effect and make these:

Still tweaking them, so its a work in progress.

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 …If that’s your idea of a work-in-progress, I want to see the finished product… o.O
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Aury
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Song
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SO on the plus side, I discovered a new way to make pretty shot effects, and with further development it's turned out awesome.

....on the other hand, I've probably just delayed TSB for another month or two through generating Science possibilities.
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Aury
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On the contrary, playing with particles led me to a discovery that is helping me make a not horribly laggy version of the flak cannon which is still extremely effective
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Looking great, can't wait for open beta.
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Aury
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I cant wait to release an open beta too :P

Open beta is likely going to come once all the core stations are in and de-placeholder-ified and the scripty playerships are in. Oh, and the star systems are made.

This is mostly to avoid having to have people keep restarting new games as i release stuff.
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Song
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Wolfy wrote:I cant wait to release an open beta too :P

Open beta is likely going to come once all the core stations are in and de-placeholder-ified and the scripty playerships are in. Oh, and the star systems are made.

This is mostly to avoid having to have people keep restarting new games as i release stuff.
So about 2057? :P
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