Starbound

Starbound

Dynamic Proximity Chat
Captain Salt  [developer] 2 Apr @ 4:01pm
Suggestions
Write suggestions here. Obviously there's no promise that I'll be able to implement some of them, depending on what's suggested and the scope of the mod.
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Showing 1-7 of 7 comments
I'm currently working on a PR to fix a few bugs and issues related to xStarbound support. You see, xStarbound supports multiple players on a single client, so my PR is going to add a second «ProxSecondary» category (shows up only as a check box) for messages as heard by secondary players (i.e., the ones you're not currently swapped to) on xStarbound. Wish I could send screenshots here. Is it okay if I send it in your Steam DMs?
Captain Salt  [developer] 3 Apr @ 7:18am 
Wouldn't they just show up in your chat box normally in both clients? I don't really see the need for another mode just for that purpose. I guess you could send me stuff over steam, but I don't use it much for active correspondence.
Yes, they would. The problem is, it didn't correctly tell you what a given character should have seen or heard (or otherwise sensed) from *his* perspective. That's why I made my changes. I attached screenshots to the pull request on GitHub.
Also, before my fixes, if you were multi-charactering on xStarbound and someone sent a chat message to your secondary (currently not controlled) character that's far away from the character you're controlling, the message would have shown up as inaudible because Dynamic Proximity Chat incorrectly considered the *controlling* player's position, meaning the entire content of the message was missed. With my changes, it now shows up as a ProxSecondary message to the secondary character that's now fully audible (and logged).
To clear things up, I meant someone near your secondary character talking to him, while your primary controlled character is far from both of them.
Chi-0 27 May @ 4:47pm 
It would be kind of cool if we could have more control over encoding of some of the language's scrambling, like a robotic language that scrambles into special characters instead of garbling the words, that kind of fun stuff
Captain Salt  [developer] 31 May @ 10:28am 
Originally posted by Chi-0:
It would be kind of cool if we could have more control over encoding of some of the language's scrambling, like a robotic language that scrambles into special characters instead of garbling the words, that kind of fun stuff
This is a feature I've been messing around with on an external processing file, and it looks like it works. If it proves to be worthwhile I'll port it over to the client processor included in this mod.
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