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I'm still taken by surprise there's no Aliens Overhaul that brings in BioNat, W-Y, UPP, OCP, and Xenomorphs. Like damn, this game could easily setup a badass framework for that.
The reason the gun has the firerate that it does is because of the way that Starbound calculates damage per second. If I were to double the fire rate, it would keep the same DPS, making each individual shot pitifully weak unless I also increased the damage, which I didn't want to do as I felt the gun was already strong enough. Regardless of the reason for my choice, I've long since stopped support for this mod and don't have the time to update it. I appreciate your feedback, however!
Glad you like the weapon! Like I said below, I've kind of been out of the Starbound modding scene for some time. I might come back and make some more weapons when I feel motivated again, but it may be some time until that happens. Maybe when the next update rolls around.
Other weapons would be awesome too, like the Flamethrower, Marine pistols, the revolver from Alien Isolation, or of course the Smartgun
It's been a while since I last modded Starbound, so I may be a little rusty, but have you double checked that you listed the file path to your custom sound correctly in the .activeitem? It should accept any .ogg file, as long as you tell it where to find it.
could you please help me with something. ??
how were you able to add your own custom sound effects ? All of the default game sounds work fine when i add them to my .activeitem file but none of the custom .ogg files i add seem to work. what am i missing ?
ive searched everywhere i can think of, but so far noone has a method that actually works
The item id is stolte_pulserifle.
@ Rikshaw
Messing around with the concept of it, and I've got sprites, but no sound effect yet. I don't know when I'll get around to releasing it.
Noooope. M41A.
Yes.
Are you asking if NPCs will use it randomly? If that's the case, no they won't. It's only available to the player at the moment, unless you use one of those NPC creation mods, create an NPC, and then equip them with a pulse rifle.
Not that I can think of. It could be an incompatibility with another mod on your server, but it's unlikely that a simple modded weapon could cause something like that. If the problem is persisting, it may be necessary to unsubscribe.
So, any ideas?
Fatal Error: Access violation detected at 00007FF67A8B1BF3 (Read of
address 0000000000000148)
[0] 7ff67a5b7153 Star::captureStack
[1] 7ff67a5b739c Star::fatalError
[2] 7ff67a8b1bf3 Star::Player::clearSwap
[3] 7ff67adf0908 <lambda_f1c5bb5b0bf52776aaf5148defc2cf2c>::operator()
[4] 7ff67ad654b0 Star::PaneManager::dismiss
[5] 7ff67ad656bc Star::PaneManager::dismissAllPanes
[6] 7ff67adef35d Star::MainInterface::~MainInterface
[7] 7ff67aa6a761 std::shared_ptr<Star::TeamClient>::reset
[8] 7ff67a4f6114 Star::ClientApplication::changeState
[9] 7ff67a4f3e09 <lambda_90392d4686a3ea022d3dfc6d55f96f2a>::operator()
[10] 7ff67a4fe561 Star::ClientApplication::updateRunning
[11] 7ff67a4fce4f Star::ClientApplication::update
[12] 7ff67acfaa72 Star::SdlPlatform::run
[13] 7ff67acfac2d Star::runMainApplication
[14] 7ff67a4fff76 WinMain
[15] 7ff67aee8daf __scrt_common_main_seh
[16] 7ffae2a92774 BaseThreadInitThunk
[17] 7ffae2f10d51 RtlUserThreadStart
I'm not sure what the problem is, then. If it works in singleplayer, it should theoretically work in multiplayer if everyone has it. Maybe I'm missing something. Could you check the log and see what the error is precisely?
Yep.
Strange. I don't use multiplayer, so I haven't encountered anything like that. You're sure everyone on the server has the mod installed?
It was the best sound I could find for it. If you come across a better sound effect, let me know.
Most likely because those pulse rifles were based on the ones from Aliens.
I literally just finished a M41A-Pulse Rifle
Mother ,,,, GOD DAMMIT