Stellaris

Stellaris

Additional Vanilla Weapons - ASB Patch
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Update: May 7 @ 9:54am

1.1.1

All new empires to test your projectile effects on!

Updated to 3.12. Didn't see any issues or errors, let me know if you do!

Update: Mar 28 @ 12:37am

1.1.0
Where we're going, we won't need eyes to see...

It is done! All effects have been converted over and tweaked to something resembling graphic effects!

  • Converted remaining projectile effects to ASB base.
  • Shifted colors in projectile calls, where able.
  • Created shifted *.dds files for Flak Batteries.
  • Adjusted effect colors to match projectiles.
  • Created override Strike Craft templates to apply ASB stat changes.

Energy weapon colors and effects were adjusted. They should look like lasers or energy balls now, and not some dull paste on your monitor.

Finally, we have the most important bit: FORMATTING! Files were gone over and conformed to a standard, not sure which one though...

Update: Mar 26 @ 4:21pm

1.0.7
Shock and Awe!

Missile patch is here! Seems ASB has more simple missile effects then I imagined!

  • Converted all missile and torpedo projectiles to ASB baseline.
  • Worked Swarmer missile size to restore twirl flight effect, or at least make them big enough to see.
  • Removed now unused Missile effects and files.

Removed more then added, so not a lot to type out. Have fun cratering the crater that was the smoldering remnants of your former enemies!

The "Misc" file is up next. Strikecraft, Titan weapons, Point Defense... pretty much everything else that's missing.

Update: Mar 26 @ 1:24pm

1.0.6
MOAR DAKKA!!!!!!!

Converted Kinetic weapons to ASB effects. Did a few changes on Large Artillery and Mass Accelerators; adds some character to those weapons.

  • Converted existing projectile particle effects to asb versions.
  • Shifted colors in projectile calls, where able.
  • Created shifted *.dds files for projectiles unable to be shifted via code.
  • Adjusted effect colors to match weapon projectiles.
  • Color shifted some "explody bits" for Kinetic Artillery and Mass Accelerators.

Next up are the Missiles. Lasers will be gone over again after all effects have been converted. They look meh to bad, but they work. Just simple color and alpha corrections, but they take a lot of time. I'm no artist.

Update: Mar 23 @ 6:57am

1.0.5
Hypa Hypa edition.

Whole lot of work going on, with hours staring at 2 lines of code, only to see you put a comma instead of a semicolon. We don't use either in this code.... WHY AM I LOOKING AT THEM?!?!?!

  • Begin move from projectile call replacement to outright gfx rewrite implementation. This way, the patch should stay relevant unless Chickenhunt changes his effects, or Paradox rewrites their graphics system. Changes to code will propagate through AVWR with effects being replaced by this patch but called via AVWR's own calls. Also, ANY Additional Vanilla Weapons mod "should" work with this new implementation when complete, as long as they didn't change the gfx themselves and with the work required.... they probably didn't. No clue who in their right, or left, mind would do this kind of thing..... ♥ you gfx people!
  • Swapped Energy effects from AVW base to Amazing Space Battles base.
  • Color shifted effects to match color values Sam_ used.
  • Tweaked colors to remain faithful to Sam_'s ideas, while not burning out our eyes 'cause our rooms are dark.

The energy template file was removed, and the modified gfx files were added. Non-energy weapons should still use the recycled effects for now, while energy should mostly be using the new ones (T-slot exception). I intend on replacing in batches like this, with kinetic being the next set worked on.

Seems like a short list, but every shot effect for every weapon and size combo calls on 6-10 files of various length, with possible changes in each file. It's a lot of crosschecking and double checking just to convert the effect over, and longer to adjust them. Not a complaint, just letting you all know why it takes so long.

Update: Mar 20 @ 1:11pm

1.0.4

Quick update, pushing the fixes from AVWR update.

  • Corrected Mass Driver Tracking variable name.
  • Replaced Mass Driver T6-10 M template references to laser tracking with mass driver tracking variables.
  • Corrected windup_min calls in Mass Driver T6-10 M templates.
  • Corrected Autocannon T6 M and L cost and upkeep variables.
  • Corrected Torpedo T4-6 speed variable calls (Torpedos should move now, unless you hit some Slo-Mo)

Update: Mar 13 @ 6:26am

1.0.3

Updated game version number in descriptor file to " 3.11.* "

Update: Mar 5 @ 12:03pm

1.0.1

There may have been some shenanigans going on with thumbnail files. Maybe. Not that you'll ever know, as it's been fixed before going public. ^.^

Update: Mar 5 @ 12:00pm

1.0.0
Initial upload version