Fractal Softworks Forum

Starsector => Mods => Topic started by: Histidine on December 18, 2015, 11:53:45 PM



Title: [0.9a] Combat Chatter v1.9.2 (update 2018-11-17)
Post by: Histidine on December 18, 2015, 11:53:45 PM
Combat Chatter v1.9.2
Download (https://bitbucket.org/Histidine/combat-chatter/downloads/CombatChatter_1.9.2.zip)
Git repository (https://bitbucket.org/Histidine/combat-chatter)

This simple mod lets ships in battle say some useful (and not-so-useful) things. Like so:

(http://i.imgur.com/r9nJR1S.png)

Changelog (https://bitbucket.org/Histidine/combat-chatter/wiki/Changelog)
Code:
v1.9.2
* Starsector v0.9 compatibility
* SetChatterChar command works if player name is entered; prints error message when specifying invalid character

v1.9.1
* Fix handling of fighter characters in campaign
* Fix for boss ship check
* Better error logging for certain load failure cases (e.g. file missing)
* Some line tweaks

v1.9
* Add characters: acvd_bluemagnolia, bountyhunter, dow_davianthule, dow_lukasalexander, dow2_diomedes, kw_flametank, tt_medusa, uaw_founder, uaw_kamalrex, uaw_orlok
    * Thanks to AxleMC131 and [REDACTED] Element for most of these
* Fighters not limited to default-type configs
* PrintChatterChars console command can also list all loaded characters
* dow2_commissar gets more lines
* Some faction compatibility fixes/updates

Console commands (http://fractalsoftworks.com/forum/index.php?topic=4106.0)
PrintChatterChars: List all remembered officers and their current chatter character. Optional all arg: instead lists all characters that exist in the game.
SetChatterChar [officer name] [character ID]: Assigns the specified chatter character to the officer in the player fleet with the best match for the provided name. Note: Full name is searched first, then surname, then given name.

Configuration
chatterConfig.json lets you turn off low-value and/or ally chatter.
To add/modify lines and personalities, look in data/config/chatter. (Help with faction-specific chatter (https://bitbucket.org/Histidine/combat-chatter/wiki/Faction%20specific%20chatter))


Title: Re: [0.7.1a] Combat Chatter v1.0
Post by: StarSchulz on December 19, 2015, 01:07:16 AM
This will be very helpful. i love it!

I can hear it now: "The hull has been breached, and the science is leaking OUT"


Title: Re: [0.7.1a] Combat Chatter v1.0
Post by: Originem on December 19, 2015, 01:12:07 AM
Wow,it seems interesting!


Title: Re: [0.7.1a] Combat Chatter v1.0
Post by: zaszella on December 19, 2015, 01:43:15 AM
You make the spiritless universe lively.
Good job


Title: Re: [0.7.1a] Combat Chatter v1.0
Post by: Sabaton on December 19, 2015, 03:06:01 AM
Now this is a very interesting utility mod. I wonder how the devs haven't thought of it so far.

Thou I would personally replace 'I' with 'we have' and 'we are' , because it's the crew talking not the ship, but thats a nitpick.


Title: Re: [0.7.1a] Combat Chatter v1.0
Post by: Clockwork Owl on December 19, 2015, 03:25:25 AM
Hmm, nice mod! Gonna try it...


Title: Re: [0.7.1a] Combat Chatter v1.0
Post by: Rushyo on December 19, 2015, 04:26:40 AM
Ah; this is fantastic! I'd just begun implementing ship chatter in my mod yesterday, but it seems like it would probably make way more sense to use this.

Two quick questions, if I may: Is the JSON extensible via another mod? And would it be any work to add an optional sound argument, as I'm also using voice actors?


Title: Re: [0.7.1a] Combat Chatter v1.0
Post by: Histidine on December 19, 2015, 04:50:06 AM
Two quick questions, if I may: Is the JSON extensible via another mod? And would it be any work to add an optional sound argument, as I'm also using voice actors?
A "character" (personality) definition .json can't be partially modified, only overwritten (which AFAIK requires the mod in question to load after Combat Chatter, so BSG can't do it). New character definitions can be created and referenced in the .csv file (SS will merge copies from different mods), although I don't actually have support for using custom personalities yet.

For sound, you'd have to change the strings for each line to a JSONObject (with one key-value pair for the text and another for the sound), then modify the loader (https://bitbucket.org/Histidine/combat-chatter/src/f5695a9987e8de0812436ecdb7637291c32e764b/jars/src/org/histidine/chatter/combat/ChatterCombatPlugin.java?at=master&fileviewer=file-view-default#ChatterCombatPlugin.java-108) and character definition class (https://bitbucket.org/Histidine/combat-chatter/src/f5695a9987e8de0812436ecdb7637291c32e764b/jars/src/org/histidine/chatter/combat/ChatterCombatPlugin.java?at=master&fileviewer=file-view-default#ChatterCombatPlugin.java-533) accordingly. I'll probably implement this in a later version, but that won't be coming anytime soon I'm afraid.

If it makes things easier for you, feel free to copy the repo's code (https://bitbucket.org/Histidine/combat-chatter) into your mod and modify it  :)
(just credit me in a comment header or somesuch for now, I'll probably put later versions of this mod under the MIT license)


Title: Re: [0.7.1a] Combat Chatter v1.0
Post by: Rushyo on December 19, 2015, 05:23:07 AM
Fair enough. Thanks :) I'm not sure whether I'll take you up on your kind offer yet, but I'll bear it in mind.

Regardless of all that, I can't think of a reason why I'd ever play vanilla+ without this mod.


Title: Re: [0.7.1a] Combat Chatter v1.0
Post by: Histidine on December 21, 2015, 03:43:27 AM
A request for anyone who's interested in the feature: Would you like to contribute character files for the chatter?

Just make a copy of data/config/chatter/default.json or default_timid.json and alter the relevant fields. You can do files themed after certain nationalities or other groups, or based on real or fictional characters (e.g. I was doing part of an Arnold Schwarzenegger character). Not all the message types need to be filled, especially since most of them aren't used anyway, but it would be good to have some variety (at least 3-4 lines) for each type.
If I can get at least a few, that would help me get this stuff into the game, thanks!


Title: Re: [0.7.1a] Combat Chatter v1.0
Post by: spoortje1 on December 21, 2015, 02:14:43 PM
Here ya go  :D
Make sure you convert it back from text to json  because the forum doesnt accept json.

(you also might want to check the spelling?)

[attachment deleted by admin]


Title: Re: [0.7.1a] Combat Chatter v1.0
Post by: Clockwork Owl on December 21, 2015, 05:22:34 PM
Here we go:

Removed the line
Quote
It's time to kick ass and chew bubble gums.
from default.json and added it in default_aggressive.json.

I wasn't crazy enough when I did the aggressive ones, it seems. Someone might improve them.

[attachment deleted by admin]


Title: Re: [0.7.1a] Combat Chatter v1.0
Post by: Gezzaman on December 21, 2015, 06:23:21 PM
Extremely useful when trying to micromanage those suicidal frigates :D


Title: Re: [0.7.1a] Combat Chatter v1.0
Post by: sycspysycspy on December 21, 2015, 10:10:50 PM
Extremely useful when trying to micromanage those suicidal frigates :D
And they are suicidal so much that you could not even save them...


Title: Re: [0.7.1a] Combat Chatter v1.0
Post by: Clockwork Owl on December 21, 2015, 10:18:06 PM
Extremely useful when trying to micromanage those suicidal frigates :D
And they are suicidal so much that you could not even save them...
Sometimes you just see 3 warnings in a row. 4th is the report saying the ship is disabled.


Title: Re: [0.7.1a] Combat Chatter v1.0
Post by: JohnDoe on December 21, 2015, 11:49:25 PM
This is exactly what I have been waiting for. Good job.


Title: Re: [0.7.1a] Combat Chatter v1.0
Post by: celestis on December 22, 2015, 07:37:53 AM
Looks pretty much useful, I'll definitely try it. Good job!


Title: Re: [0.7.1a] Combat Chatter v1.0
Post by: HELMUT on December 22, 2015, 01:30:13 PM
This is a pretty amazing utility mod. Not only it makes the whole fleet easier to command (you immediately know when one team-mate is in danger), but it also make them feel more "alive". It's still more about functionality than personality though. Eventually, i'd love to see some more random comments from my ships during battle.


Title: Re: [0.7.1a] Combat Chatter v1.0
Post by: The Soldier on December 22, 2015, 02:09:51 PM
I've been looking for a mod like this for a pretty damn long time - awesome!  Impressive work. :)


Title: Re: [0.7.1a] Combat Chatter v1.0
Post by: tanith on December 22, 2015, 03:28:50 PM
If you have not done so already: for the next version, can you have near-death frigates report a breach in the starboard fusion chamber?


Title: Re: [0.7.1a] Combat Chatter v1.0
Post by: Ranakastrasz on December 22, 2015, 08:26:06 PM
If you have not done so already: for the next version, can you have near-death frigates report a breach in the starboard fusion chamber?
Pretty sure the config lets you do that yourself.

Unless it uses the same text for each scale of ship, in which case I suppose you can't.

---
Nope, no filter for that.
---
Request that you have seperate text for ship size. Capital class ships might well have an entirely different reaction that, say, fighters, after all.\
---
Here is a file from a Gratuitous space battles Mod. While some most of it is ridiculous, it does at least show a bunch of events you might want to react to.

http://positech.co.uk/forums/phpBB3/viewtopic.php?f=23&t=3887 (http://positech.co.uk/forums/phpBB3/viewtopic.php?f=23&t=3887)

[attachment deleted by admin]


Title: Re: [0.7.1a] Combat Chatter v1.0
Post by: OOZ662 on December 22, 2015, 09:59:09 PM
I can hear it now: "The hull has been breached, and the science is leaking OUT"

"In space, no one can hear you scream unless you're broadcasting on the right radio frequencies."

Now that this mod is here, it seems odd that it wasn't done earlier. Like, in Vanilla even.


Title: Re: [0.7.1a] Combat Chatter v1.0
Post by: valefore on December 23, 2015, 01:13:11 AM
Quote
can you have near-death frigates report a breach in the starboard fusion chamber?

And never the port fusion chamber.

This mod is ingenious about such a simple idea. Best part is I can modify lines however I want! Wonderful wonderful mod and will try it out asap.


Title: Re: [0.7.1a] Combat Chatter v1.0
Post by: DanJSC on December 23, 2015, 09:50:32 AM
Sorta makes me think of the battle chatter in games like Homeworld, S.P.A.Z and Gratuitous Space Battles. Looks pretty damn neat.

EDIT: Oh, i forgot to ask. Will/does the system define chatter differently based on crew skill, so green crew are more likely to speak in all caps with curses in their message, where as Vet or Elite crew are far more calm. (Eg, overload) So, a green's 'HOLY *** THE PANELS ARE SPARKING, I CANT DO ANYTHING!' to a regular's 'Overload! Get us out of here now!' and an Elite's calm 'They've overloaded us, repeat, ship overload in progress.'


Title: Re: [0.7.1a] Combat Chatter v1.0
Post by: Ranakastrasz on December 23, 2015, 11:49:55 AM
Here is a list of possible events you might want to react to.

Suggest allowing some variable arguments, like number from x-y, (possibly scaled based on ship size), Crew names (based on faction), and other stuff.

Flux (Shields are taking a beating, flux capaciters are half full already!) (Ah ****, That was not good for the shields, they won't take much more!)
Overload (flux capacitor 4 just lost containment! It needs replaced ASAP.) (Shield feedback just overloaded flux conduits 6 through 9!)
Venting (Venting Flux.)
Death (Get to the Escape pods!)
Vaporization (Overkilled so much that the ship is outright destroyed) (Get to th.... <Signal lost>)

Shockwave (from death explosion)
Phase shifting
Emp damage(We've got sparking consoles down here, must be an EMP.)
Engine damage (Our engines got knocked out of allignment, Repair team 6 to engine room!)
Weapon damage (The heavy mauler just took a hit and is jammed. Repair teams, get on that!)
Low ammo (Out of harpoons, I just fired my last one)
Low ammo weapon firing (Reaper torpedo, for example) (Firing Reaper!)

Armor (We have a breach in the starboard armor!)

Hullmod (If we didn't have Hardened shields, I doubt we could have survived that hit) (Good thing we got those Augmented engines. We wouldn't be able to retreat as easily without them.)

skill (Damage control teams! Get to work repairing the hull!) (Damage control level 10)

Skill (Fortress shield) (I'm INVINCIBLE) (Divert all power to the Shields!)
       (High energy focus/Ammo Feed) (Full power to the weapons!)

Size (Fighters, for example, might use different statements.)

Engine hit (That hit knocked my engines out. I'm a sitting duck here!)

Death (from other fighter) "Charlie just got taken out!"
Vaporization "Charlie's fighter just disintegrated/came apart!"

Hit friendly
(Sorry,)
(Watch it!)
(Check your fields of fire!)
(What do you think you're doing?)


Title: Re: [0.7.1a] Combat Chatter v1.0
Post by: Histidine on December 23, 2015, 06:52:19 PM
Thanks for the contributions, people! (Though InventorRaccoon I think you attached the wrong file ;))

@Ranakastrasz: Some neat ideas. Though I don't want to clutter the screen with too many messages of low importance to the player; I disabled the pursuit messages for this reason.

Differentiating by ship size is probably too finely grained for the limited number of lines available at present, though I'll see how it goes.

Will/does the system define chatter differently based on crew skill, so green crew are more likely to speak in all caps with curses in their message, where as Vet or Elite crew are far more calm. (Eg, overload) So, a green's 'HOLY *** THE PANELS ARE SPARKING, I CANT DO ANYTHING!' to a regular's 'Overload! Get us out of here now!' and an Elite's calm 'They've overloaded us, repeat, ship overload in progress.'
Using crew level to help decide the character of officerless ships is a good idea. Putting it in, thanks :)

Now that this mod is here, it seems odd that it wasn't done earlier. Like, in Vanilla even.
Mods couldn't write to the upper-left message field until 0.7, though it does seem like a gap in the vanilla feature set.


Title: Re: [0.7.1a] Combat Chatter v1.0
Post by: Weltall on December 23, 2015, 07:47:16 PM
Thank you so much Histidine. Finally I will know when to kick some important ships out of battle, or know when they are in trouble. You are always helping players and even modders XD


Title: Re: [0.7.1a] Combat Chatter v1.0
Post by: Midnight Kitsune on December 23, 2015, 08:01:12 PM
If possible I would like to be able to turn down/ off the frequency of certain lines/ events as I only want certain relevant lines relating to their hull levels. Well that and because vanilla combat HUD sucks (resources) and this mod makes it worse sadly...


Title: Re: [0.7.1a] Combat Chatter v1.0
Post by: Ranakastrasz on December 23, 2015, 08:27:24 PM
Yep. A config to disable specific events.
Possibly, if it were feasible, have two seperate message boards, (Not sure if possible) one with useful information, and one with flavor information.


Title: Re: [0.7.1a] Combat Chatter v1.0
Post by: Histidine on December 23, 2015, 09:48:02 PM
If possible I would like to be able to turn down/ off the frequency of certain lines/ events as I only want certain relevant lines relating to their hull levels. Well that and because vanilla combat HUD sucks (resources) and this mod makes it worse sadly...
chatterConfig.json -> idleChatter = false (blocks everything except hull and overload messages)
(maybe the variable needs renaming)

Might do a per-type message toggle later, but it strikes me as overkill.


Title: Re: [0.7.1a] Combat Chatter v1.1 (update 2015-12-25)
Post by: Histidine on December 24, 2015, 11:01:27 PM
We've been getting lots of Christmas presents lately, so here's another:

Combat Chatter v1.1
Download (https://bitbucket.org/Histidine/combat-chatter/downloads/CombatChatter_1.1.zip)

(http://i.imgur.com/a2Kl4rR.jpg)

Probably still not enough characters to prevent frequent cases of people sounding the same, but that can get better with time.

Changelog (https://bitbucket.org/Histidine/combat-chatter/wiki/Changelog)
Code:
v1.1
* Persistent character configs for officers
* Crew XP can modify personality of officerless ships
* Chatter lines can play sounds (though none are used at present)
* Better interval handling to prevent repetitive chatter
* Overload messages are cyan
* Some low-priority message types are displayed as floating text
* Fix bonus weight for ships with officers


Title: Re: [0.7.1a] Combat Chatter v1.1 (update 2015-12-25)
Post by: OOZ662 on December 24, 2015, 11:06:34 PM
The download link is to Steiner Foundation ;D


Title: Re: [0.7.1a] Combat Chatter v1.1b (hotfix 2015-12-25)
Post by: Histidine on December 25, 2015, 03:39:51 AM
Quick hotfix for a rather bizarre gameplay-affecting bug.

Combat Chatter v1.1b
Download (https://bitbucket.org/Histidine/combat-chatter/downloads/CombatChatter_1.1b.zip)

Changelog (https://bitbucket.org/Histidine/combat-chatter/wiki/Changelog)
Code:
v1.1b
* Fix floating chatter position, ships weirdly jerking around


Title: Re: [0.7.1a] Combat Chatter v1.1b (hotfix 2015-12-25)
Post by: Dark.Revenant on December 25, 2015, 05:18:31 AM
* Fix floating chatter position, ships weirdly jerking around

Glad to see you've endeavored not to be a jerk.


Title: Re: [0.7.1a] Combat Chatter v1.1b (hotfix 2015-12-25)
Post by: The Soldier on December 25, 2015, 07:00:54 AM
Hey, I just realized the Commissar is in the dialog files.  Awesome, it's beautiful! :D


Title: Re: [0.7.1a] Combat Chatter v1.1b (hotfix 2015-12-25)
Post by: OOZ662 on December 25, 2015, 10:05:38 AM
I just discovered Sunrider from poking around the dialogue lines. Pretty spiff game for being free if you're into the ol' fashioned Japanese space harem trope. Like Nadesico if the characters drank a few less energy drinks.

I'm tempted to put together SPAZ lines, but they're so random and generally related to zombies that I don't think they'd fit...


Title: Re: [0.7.1a] Combat Chatter v1.1b (hotfix 2015-12-25)
Post by: Ryu116 on December 25, 2015, 11:27:05 AM
I am not sure if I am doing anything wrong, I am unable to see any texts (chats) coming out from screen or any ships.  I took screenshot of all mods I installed into my Starsector:

(http://s14.postimg.org/ombhsxw0x/image.jpg)
(http://s13.postimg.org/hqw4qm8h3/image.jpg)
(http://s14.postimg.org/hx4ycxaox/image.jpg)

Gameplay screenshot (Chatter lines not appearing anywhere in screen.)

(http://s9.postimg.org/kvbr9ptsb/screenshot003.png) (http://postimg.org/image/kvbr9ptsb/)

(http://s9.postimg.org/hczrdbswb/screenshot004.png) (http://postimg.org/image/hczrdbswb/)

(http://s9.postimg.org/hafvqhp8r/screenshot005.png) (http://postimg.org/image/hafvqhp8r/)

Just in case starsector.log is needed, here is link:
https://www.mediafire.com/?52fdjykm5rusd7f

I think This could be due to mods conflicting with each other?


Title: Re: [0.7.1a] Combat Chatter v1.1b (hotfix 2015-12-25)
Post by: spoortje1 on December 25, 2015, 12:15:29 PM
Im pretty sure the chatter only comes from allies and not your own ship


Title: Re: [0.7.1a] Combat Chatter v1.1b (hotfix 2015-12-25)
Post by: Histidine on December 25, 2015, 06:25:05 PM
Yeah, so you won't see any chatter if flying a solo ship.

I could implement a "talking to yourself" option if people really want it, but setting the right personality might be an issue.


Title: Re: [0.7.1a] Combat Chatter v1.1b (hotfix 2015-12-25)
Post by: DanJSC on December 25, 2015, 06:28:23 PM
..."talking to yourself"....

Could be interesting, could have player dialogue when making orders. If you have the player able to set their own 'personality' that'd be alot of different dialogue.


Title: Re: [0.7.1a] Combat Chatter v1.1b (hotfix 2015-12-25)
Post by: StarSchulz on December 25, 2015, 06:30:21 PM
Could be from the perspective of random crew members - take a shot to the engines and someone from the engineering department freaks out, or maybe an incoming missiles warning. have been loosing blackrock ships consistently to random missiles i never saw coming.  :'(


Title: Re: [0.7.1a] Combat Chatter v1.1b (hotfix 2015-12-25)
Post by: Ryu116 on December 25, 2015, 07:25:35 PM
Yeah, so you won't see any chatter if flying a solo ship.

I could implement a "talking to yourself" option if people really want it, but setting the right personality might be an issue.

I have idea about this solution:

We could select the specific traits that affects how our crew talks on our own ship.  At character creation menu, you could add certain menu that allow you to pick any traits that you would like for your character to have.  And If it is possible, ensure it is compatibility with SS+ and Nexerelin too.

And at the same time, you also could implement the crew reaction to any situations like allied ships does when taking damages. The type of chatters depends on the amount of rookie, veteran, and elite crew that included in your ship, just like allied ships (If I remember correctly if this feature is already implemented for allied ships.  Please correct me if I am wrong though.)


Title: Re: [0.7.1a] Combat Chatter v1.1b (hotfix 2015-12-25)
Post by: StarSchulz on December 27, 2015, 09:33:39 PM
I didn't know how much i needed this mod until one of my ships started slowly dying. RIP carrier pilot, you will be missed forever.


Title: Re: [0.7.1a] Combat Chatter v1.1b (hotfix 2015-12-25)
Post by: ChaseBears on December 27, 2015, 10:08:21 PM
Quote
I'm tempted to put together SPAZ lines, but they're so random and generally related to zombies that I don't think they'd fit...
Would be good for fighting Tri-Tachyon, what with the science leaking out.


Title: Re: [0.7.1a] Combat Chatter v1.1b (hotfix 2015-12-25)
Post by: Hiigaran on December 28, 2015, 12:29:08 AM
Maybe add lines for when a ships ability is used. Say a Onslaught uses its burn drive, the commander would give a one liner pertaining the pain he is about to inflict on his enemies.


Title: Re: [0.7.1a] Combat Chatter v1.1b (hotfix 2015-12-25)
Post by: Mesnomer on December 28, 2015, 11:05:19 AM
Are there Orky lines for pirate/ballistic-heavy ships? Because there should be.


Title: Re: [0.7.1a] Combat Chatter v1.1b (hotfix 2015-12-25)
Post by: Ranakastrasz on December 28, 2015, 12:10:33 PM
What we need is the ability to somehow allow inane chatter, but also not loose out on important information. If only there was a way to have two or more outputs.


Title: Re: [0.7.1a] Combat Chatter v1.1b (hotfix 2015-12-25)
Post by: Adraius on December 29, 2015, 09:24:56 PM
I enjoy flavor-chatter above the ships in the battle ("Drive me closer!  I want to hit them with my sword!"), but I think it would be nice to have the "battle notifications" be limited to important information only.


Title: Re: [0.7.1a] Combat Chatter v1.1b (hotfix 2015-12-25)
Post by: OOZ662 on December 29, 2015, 09:26:11 PM
Check your config JSON.


Title: Re: [0.7.1a] Combat Chatter v1.1b (hotfix 2015-12-25)
Post by: Histidine on December 30, 2015, 06:33:49 AM
I've changed the idle chatter config option so it relegates affected chat to the floating text instead of removing completely.


Title: Re: [0.7.1a] Combat Chatter v1.1b (hotfix 2015-12-25)
Post by: LittleFatSunshine on December 30, 2015, 11:25:18 AM
I'm getting a game crashing error, it looks like it's maybe coming from your mod (or not, I'm no expert on starsector internals).

Code:
ava.lang.RuntimeException: Ship hull variant [exported_variant_brdy_desdinova_e4286165-589b-4029-9585-0a043d8ecb0d] not found!
at com.fs.starfarer.loading.super.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.getVariant(Unknown Source)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.getPointsForVariant(FleetFactoryV2.java:597)
at org.histidine.chatter.combat.ChatterCombatPlugin.pickRandomMemberFromList(ChatterCombatPlugin.java:461)
at org.histidine.chatter.combat.ChatterCombatPlugin.playIntroMessage(ChatterCombatPlugin.java:432)
at org.histidine.chatter.combat.ChatterCombatPlugin.advance(ChatterCombatPlugin.java:504)
at com.fs.starfarer.title.ooOO.o0oO$Oo.super(Unknown Source)
at com.fs.starfarer.combat.oOOO.new.super(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:745)

Installed mods:
  • Blackrock Drive Yards
  • Combat Chatter
  • LazyLib
  • MusicLib
  • Nexerelin
  • ShaderLib
  • Starsector Plus
  • Version Checker

Version checker tells me they are all up to date.


Title: Re: [0.7.1a] Combat Chatter v1.1b (hotfix 2015-12-25)
Post by: spoortje1 on December 30, 2015, 11:34:43 AM
I'm getting a game crashing error, it looks like it's maybe coming from your mod (or not, I'm no expert on starsector internals).

Code:
ava.lang.RuntimeException: Ship hull variant [exported_variant_brdy_desdinova_e4286165-589b-4029-9585-0a043d8ecb0d] not found!
at com.fs.starfarer.loading.super.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.getVariant(Unknown Source)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.getPointsForVariant(FleetFactoryV2.java:597)
at org.histidine.chatter.combat.ChatterCombatPlugin.pickRandomMemberFromList(ChatterCombatPlugin.java:461)
at org.histidine.chatter.combat.ChatterCombatPlugin.playIntroMessage(ChatterCombatPlugin.java:432)
at org.histidine.chatter.combat.ChatterCombatPlugin.advance(ChatterCombatPlugin.java:504)
at com.fs.starfarer.title.ooOO.o0oO$Oo.super(Unknown Source)
at com.fs.starfarer.combat.oOOO.new.super(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:745)

Installed mods:
  • Blackrock Drive Yards
  • Combat Chatter
  • LazyLib
  • MusicLib
  • Nexerelin
  • ShaderLib
  • Starsector Plus
  • Version Checker

Version checker tells me they are all up to date.

It can't find a ship variant from the mod Black rock drive yards, I suggest posting it there


Title: Re: [0.7.1a] Combat Chatter v1.1b (hotfix 2015-12-25)
Post by: Marcus Garvey on December 30, 2015, 01:40:27 PM
I've gotten that too even with vanilla ships, I think it might be a vanilla bug involving custom variants? Haven't cared enough to post about it or look into it further.


Title: Re: [0.7.1a] Combat Chatter v1.1b (hotfix 2015-12-25)
Post by: LittleFatSunshine on December 30, 2015, 03:27:55 PM
I've disabled combat chatter and it stopped popping up for the last ~4 hours. Might be just luck though. I'll post if it happens again.


Title: Re: [0.7.1a] Combat Chatter v1.2 (update 2015-12-31)
Post by: Histidine on December 31, 2015, 04:03:08 AM
Might have done more for this first, but since people are having a crash bug I may as well get the new update out ASAP.

Combat Chatter v1.2
Download (https://bitbucket.org/Histidine/combat-chatter/downloads/CombatChatter_1.2.zip)

Changelog (https://bitbucket.org/Histidine/combat-chatter/wiki/Changelog)
Code:
v1.2
* Add new characters: sunrider_icari, sunrider_sola, tf2_heavy
* idleChatter=false makes low-priority messages appear as floating text (instead of vanishing completely)
* Antispam for floating messages
* When picking a random ship for floating messages, exclude those not in view
* Allow custom dialog characters in missions
* Fix crash from failing to get variant (use own implementation of size point getter instead of FleetFactoryV2's)
* Fix long form overload messages not displaying properly
* Remove LazyLib requirement


Title: Re: [0.7.1a] Combat Chatter v1.2 (update 2015-12-31)
Post by: Adraius on December 31, 2015, 10:20:02 AM
Thanks! =D


Title: Re: [0.7.1a] Combat Chatter v1.3 (update 2016-02-14)
Post by: Histidine on February 13, 2016, 07:20:52 PM
Since Meso asked me to release this around the same time as new Nexerelin:

Combat Chatter v1.3.1
Download (https://bitbucket.org/Histidine/combat-chatter/downloads/CombatChatter_1.3.1.zip)

Changelog (https://bitbucket.org/Histidine/combat-chatter/wiki/Changelog)
Code:
v1.3.1
* Fix broken freespace_vasudan config

v1.3
* Add characters: ja2_biff, ja2_magic, ja2_miguel, freespace_human1, freespace_human2, freespace_vasudan
* When assigning characters to new player officers, avoid duplication with existing officers if possible (untested)

EDIT: Oops, one of the configs is broken. The 19 of you who already downloaded v1.3 will have to get the mod again or add the missing comma shown here (https://bitbucket.org/Histidine/combat-chatter/commits/99512613cd859295ca27c4dadc4d891ccceab695).
Sorry! :'(


Title: Re: [0.7.1a] Combat Chatter v1.3.1 (update 2016-02-14)
Post by: spartan117pr on February 13, 2016, 11:22:31 PM
Rofl, quick catch though


Title: Re: [0.7.2a] Combat Chatter v1.4 (update 2016-02-28)
Post by: Histidine on February 27, 2016, 06:52:20 PM
Update because why not (actually mostly because I want to fix Rags to Riches as well).

Combat Chatter v1.4
Download (https://bitbucket.org/Histidine/combat-chatter/downloads/CombatChatter_1.4.zip)

Changelog (https://bitbucket.org/Histidine/combat-chatter/wiki/Changelog)
Code:
v1.4
* Add death messages
* Add console commands: PrintChatterChars, SetChatterChar
    * The latter can be used to change your officers' dialog. Syntax: setchatterchar [officer name] [chatter_char]
    * Chatter character is always the last argument
    * Officer name arguments are used as a single string, comparing to officers in fleet by full name first, then last name, then first name
* Add characters: ja2_steroid, ja2_fox
* Player ship can have chatter as well if set in config (default off)
* Save officers by UUID rather than hash (with reverse compatibility)
* Fix some character configs from previous version not being usable
* Fix II's Olympus missiles (TITAN, Apocalypse MIRV) having chatter
* Some line tweaks
* Update credits


Title: Re: [0.7.2a] Combat Chatter v1.4 (update 2016-02-28)
Post by: SierraTangoDelta on February 28, 2016, 09:46:59 AM
Aw man I liked imagining that the missile had a pilot


Title: Re: [0.7.2a] Combat Chatter v1.4 (update 2016-02-28)
Post by: Takion Kasukedo on March 10, 2016, 04:51:58 PM
Well then...

-----------

5335853 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ArrayIndexOutOfBoundsException: 4
java.lang.ArrayIndexOutOfBoundsException: 4
   at com.fs.starfarer.combat.entities.ship.A.G.render(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.render(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.render(Unknown Source)
   at com.fs.starfarer.combat.entities.BaseEntity.render(Unknown Source)
   at com.fs.graphics.LayeredRenderer.render(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.render(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

I'm not too sure myself, but eh, can you take a look into this?


Title: Re: [0.7.2a] Combat Chatter v1.4 (update 2016-02-28)
Post by: SierraTangoDelta on March 12, 2016, 09:02:55 PM
Anyone make custom pilot personalities? Some guys from a certain 4 leaf clover website made a few so far.


Title: Re: [0.7.2a] Combat Chatter v1.4 (update 2016-02-28)
Post by: Surge on March 13, 2016, 09:59:56 AM
I'd be down to give it a shot if I knew how...actually I'll go sift through the mod files real quick and check if I can.

edit: oh wow that's simple.


Title: Re: [0.7.2a] Combat Chatter v1.4 (update 2016-02-28)
Post by: Serenitis on March 13, 2016, 11:12:22 AM
Oh damn.... Just a line of text and I was right back to
 this (https://www.youtube.com/watch?v=ohKLy59aDVw).

I wonder if I could come up with enough lines for a Ferengi module?
We'll make them an offer they can't refuse. Heheheh!

[e]
The answer is yes. Yes I can.

Code:
{
"name":"Ferengi",
"personalities":["cautious","steady"],
"gender":["m","n"],
"chance":0.5,
"talkativeness":1,

"lines":{
"start":[
{"text":"All set!"},
{"text":"We'll make them an offer they can't refuse. Heheheh!"},
{"text":"They won't trade with us, they won't even talk to us. Eh, we'll have to destroy' em."},
{"text":"Twenty bars of Latinum to the Dai-Mon who destroys that flagship!"}
],
"retreat":[
{"text":"Run! Save yourselves!"},
{"text":"This isn't looking very profitable, we shouldn't be here."}
],
"need_help":[
{"text":"This isn't going well, I need some help."},
{"text":"Five bars of Latinum to the Dai-Mon who stops this ship from shooting at me!"},
],
"pursuing":[
{"text":"Ahhahahaha! Run while you can!."},
{"text":"They're running away?"},
{"text":"They're getting away from us!"},
],
"running":[
{"text":"There is no profit here."}
{"text":"This was a bad idea."}
],
"hull_90":[
{"text":"We're under attack!"},
{"text":"I guess it's too late to hail them."},
],
"hull_50":[
{"text":"Uh oh, that sounded expensive."},
{"text":"The hull is damaged, this is gonna cost a fortune to repair."}
],
"hull_30":[
{"text":"AaaaaAAaaa! We're all gonna die!"},
{"text":"Structural failure! Get the Latinum to the life pods!"},
{"text":"This isn't what they promised it would be like..."}

],
"overload":[
{"text":"Systems overloaded! We need to buy better equipment."},
{"text":"Energy spike! Everythings down, we're gonna die!"}
],
"death":[
{"text":"NOOOOOOO!"},
{"text":"WHOAAAAAA!"},
{"text":"AAAAAAAAA!"},

],
"victory":[
{"text":"Victory! Our new strategy is working!"},
{"text":"We showed them!"},
{"text":"They underestimated us!"},
{"text":"All in a days work!"},
],
}
}


Title: Re: [0.7.2a] Combat Chatter v1.4 (update 2016-02-28)
Post by: Dri on March 21, 2016, 03:00:26 PM
Just wanna pop in here and say nice mod. :)


Title: Re: [0.7.2a] Combat Chatter v1.4 (update 2016-02-28)
Post by: HELMUT on March 22, 2016, 05:38:23 PM
I just had an idea, and i think it would be pretty handy to monitor the effectiveness of our allied ships.

Rather than having the usual "Bachi-bouzouk (Hound-class) Disabled" message. Would it be possible  instead to have "Bachi-bouzouk (Hound-class) Disabled by Potato-salad (Wolf-class)"?

This would be cool to see whether our ships are doing their jobs or slacking in battle. Pretty handy to see if a particular loadout is working better than another, etc.



Title: Re: [0.7.2a] Combat Chatter v1.4 (update 2016-02-28)
Post by: Starasp on March 27, 2016, 05:38:18 PM
Anyone make custom pilot personalities? Some guys from a certain 4 leaf clover website made a few so far.

I was going to ask about this too, because I could think of a bunch myself.


Title: Re: [0.7.2a] Combat Chatter v1.4 (update 2016-02-28)
Post by: cjusa on March 27, 2016, 06:39:32 PM
I've developed two. The 'flyboy' is based off of several famous plot quotes. (Lets kick the tires) is Top Gun. :D (Can't hold 'em alone!) is the Viking pilot from Starcraft II.
The 'Cowfolk' is more like the guy in the Century Bomber from C&C Red Alert 3. (Just give us a target and we're on our way!)
Also, Great mod!! I laughed so hard when I saw a Seski with the Heavy's dialogue during a playthrough by Nemonaemo.

[attachment deleted by admin]


Title: Re: [0.7.2a] Combat Chatter v1.4 (update 2016-02-28)
Post by: Rathorn on April 13, 2016, 07:59:57 AM
1) There's a hidden Order of the Stick reference in this mod.. ;D
2) @cjusa, how/where do you put those pilot chatter dialogue thingies?


Title: Re: [0.7.2a] Combat Chatter v1.4 (update 2016-02-28)
Post by: Histidine on April 15, 2016, 08:40:59 PM
I was wondering when someone would mention the OotS reference heh

2) @cjusa, how/where do you put those pilot chatter dialogue thingies?
Download the .txt files to Combat Chatter/data/config/chatter, change file extension to .json (set Windows Explorer to show file extensions if needed), add name (without extension) to characters.csv in the same folder.


Title: Re: [0.7.2a] Combat Chatter v1.5 (update 2016-04-29)
Post by: Histidine on April 29, 2016, 07:20:49 AM
Figure I may as well release a new version:

Combat Chatter v1.5
Download (https://bitbucket.org/Histidine/combat-chatter/downloads/CombatChatter_1.5.zip)

Changelog (https://bitbucket.org/Histidine/combat-chatter/wiki/Changelog)
Code:
v1.5
* Add new characters: cowfolk, flyboy, startrek_ferengi, sunrider_claude
* Faction-specific character support
* Fighter wings don't say death lines
* Remove hull size weighting for battle start/end chatter
* Add safety for a rare crash

For help with the new faction-specific chatter, see this page (https://bitbucket.org/Histidine/combat-chatter/wiki/Faction%20specific%20chatter)


Title: Re: [0.7.2a] Combat Chatter v1.5 (update 2016-04-29)
Post by: Bastion.Systems on April 29, 2016, 08:08:52 AM
Quote
startrek_ferengi

Haha, this sounds fun  ;D


Title: Re: [0.7.2a] Combat Chatter v1.5 (update 2016-04-29)
Post by: Kitfox88 on April 29, 2016, 09:05:47 AM
I'll miss my fighter wings yelling as they're obliterated, but so it goes.


Title: Re: [0.7.2a] Combat Chatter v1.5 (update 2016-04-29)
Post by: tongo on June 10, 2016, 09:27:45 PM
This makes officers so much more charming in battles, I both love and hate when I see the same reckless officer charge in the middle of a shootout and then see a message asking for help seconds later.

I've also added lines to tf2_heavy and added a tf2_demo if you want to put them in.


[attachment deleted by admin]


Title: Re: [0.7.2a] Combat Chatter v1.6 (update 2016-07-03)
Post by: Histidine on July 02, 2016, 08:17:51 PM
This release finishes the last item on the todo list. Credit to MesoTroniK and tongo for most of the new characters.

Combat Chatter v1.6
Download (https://bitbucket.org/Histidine/combat-chatter/downloads/CombatChatter_1.6.zip)

Changelog (https://bitbucket.org/Histidine/combat-chatter/wiki/Changelog)
Code:
v1.6
* Add "out of missiles" messages
* Add new characters: default2, default_aggressive2, default_professional2, default2_timid, tf2_demo, crusader, robotic
* Additional tf2_heavy lines
* Don't say retreat message twice in an escape scenario
* Fix default_aggressive character not being used
* Some line/chance tweaks


Title: Re: [0.7.2a] Combat Chatter v1.6 (update 2016-07-03)
Post by: Serenitis on July 03, 2016, 02:57:05 AM
Code:
{
"name":"klingon",
"personalities":["aggressive"],
"gender":["m","f","n"],
"chance":0.5,
"talkativeness":1,

"lines":{
"start":[
{"text":"We stand ready to attack."},
{"text":"Enemy Sighted!"},
{"text":"Ha! Mere target practice!"},
{"text":"Glorious victory awaits!"}
],
"retreat":[
{"text":"We WILL fight another day."},
{"text":"On our honour."}
],
"need_help":[
{"text":"We are surrounded by enemies! Keep firing!"},
{"text":"Join us in glorious battle!"},
],
"pursuing":[
{"text":"They are running in fear!"},
{"text":"Ha! They are afraid to die in battle!"},
{"text":"COWARDS!"},
{"text":"Let them run. Their cowardice will stalk them."},
],
"running":[
{"text":"The battle has soured!"}
],
"hull_90":[
{"text":"Interesting. Maybe they can fight after all."},
{"text":"Ah... The game is afoot!"},
],
"hull_50":[
{"text":"At last! A worthy adversary."},
{"text":"Impressive!"}
],
"hull_30":[
{"text":"Today is a good day to die!"},
{"text":"Sto'vo'kor awaits!"},
{"text":"There is no dishonour in death."}

],
"overload":[
{"text":"Systems not responding!"},
{"text":"Overload!"}
{"text":"*sounds of console being thumped repeatedly*"}
],
"death":[
{"text":"Qa'pla'!"},
{"text":"Sto'vo'kor!"},
{"text":"Filthy pa'taq!"},

],
"victory":[
{"text":"An easy victory!"},
{"text":"Another victory for the Empire!"},
{"text":"We have honoured our houses."},

],
}
}


Title: Re: [0.7.2a] Combat Chatter v1.6 (update 2016-07-03)
Post by: King Alfonzo on July 03, 2016, 04:46:58 AM
Quote
"*sounds of console being thumped repeatedly*"

I don't know about you, but that made me chortle.


Title: Re: [0.7.2a] Combat Chatter v1.6.1 (update 2016-08-14)
Post by: Histidine on August 13, 2016, 09:34:32 PM
Fixed the Most Important character config being broken

Combat Chatter v1.6.1
Download (https://bitbucket.org/Histidine/combat-chatter/downloads/CombatChatter_1.6.1.zip)

Changelog (https://bitbucket.org/Histidine/combat-chatter/wiki/Changelog)
Code:
v1.6.1
* Add new characters: startrek_klingon, doom_comicguy
* Fix tf2_heavy not working
* Reduce repetition if a character only has 1-2 lines defined for a message type
* When failing to load character, error message says which one


Title: Re: [0.7.2a] Combat Chatter v1.6.1 (update 2016-08-14)
Post by: Cergos on August 30, 2016, 05:07:44 AM
I really need to issue my crew additional paddles.
...I had no idea they played such an integral part in interstellar combat  :D.


Title: Re: [0.7.2a] Combat Chatter v1.6.1 (update 2016-08-14)
Post by: Bastion.Systems on September 11, 2016, 03:26:54 AM
Quote
startrek_klingon

Nice


Title: Re: [0.7.2a] Combat Chatter v1.6.1 (update 2016-08-14)
Post by: TauKinth on November 19, 2016, 07:16:30 PM
Can I request a S.T.A.L.K.E.R. themed character with lines to suit my cheeki breeki needs?
I know I can change the lines in config, but I want the rest of the community to feel the cheeki breeki.


Title: Re: [0.7.2a] Combat Chatter v1.6.1 (update 2016-08-14)
Post by: MesoTroniK on November 19, 2016, 07:40:50 PM
I would advise making the config yourself, and then submitting it to be used within the mod like many others have.


Title: Re: [0.7.2a] Combat Chatter v1.6.1 (update 2016-08-14)
Post by: Eternity on April 09, 2017, 08:59:46 AM
Hi there,

Just few word to say this mod is really immersive one, because it give live and feeling through our fleet ships :-)

Would it be possible to have somehow the voice over !? I think it would be great...


Title: Re: [0.7.2a] Combat Chatter v1.6.1 (update 2016-08-14)
Post by: AxleMC131 on April 09, 2017, 02:52:42 PM
Hi there,

Just few word to say this mod is really immersive one, because it give live and feeling through our fleet ships :-)

Would it be possible to have somehow the voice over !? I think it would be great...

If that happens I volunteer myself as a voice actor. ;)


Title: Re: [0.7.2a] Combat Chatter v1.6.1 (update 2016-08-14)
Post by: cjusa on April 09, 2017, 03:31:33 PM
Hi there,

Just few word to say this mod is really immersive one, because it give live and feeling through our fleet ships :-)

Would it be possible to have somehow the voice over !? I think it would be great...

If that happens I volunteer myself as a voice actor. ;)

Me too. But then again, I don't want to record my own sci-fi death message. I'd probably hear it a lot thanks to factions such as the Templars or Exigency.


Title: Re: [0.7.2a] Combat Chatter v1.6.1 (update 2016-08-14)
Post by: Histidine on April 10, 2017, 06:00:19 AM
Hm, I didn't exactly have plans to go recruiting VAs, and while it'd be easier for the other-IP characters (for whom voice files already exist and are sometimes readily available) I imagine it'd be pretty awkward to suddenly hear e.g. Arnie going "Run! Run! Get to the chopper!"
But if people are sending me sound samples and I decide I like them, well, we'l see!


Title: Re: [0.7.2a] Combat Chatter v1.6.1 (update 2016-08-14)
Post by: cjusa on April 10, 2017, 08:43:23 AM
Hm, I didn't exactly have plans to go recruiting VAs, and while it'd be easier for the other-IP characters (for whom voice files already exist and are sometimes readily available) I imagine it'd be pretty awkward to suddenly hear e.g. Arnie going "Run! Run! Get to the chopper!"
But if people are sending me sound samples and I decide I like them, well, we'l see!
Just imagine a Frigate captain saying "battlecruiser operational" or something.


Title: Re: [0.7.2a] Combat Chatter v1.6.1 (update 2016-08-14)
Post by: Eternity on April 10, 2017, 11:18:55 AM
Ok you may not really need Voice Actors... I wasn't thinking about this before posting my first proposal above... but there is another way that is also used for an epic space game : Elite Dangerous

So for the example if you are familiar with the game you may already know voice attack that is used to add some immersive AI voice recognition AND answers made with synthetic voice... that's the point... and it could be easily use to set a full set of epic voice message ;-)

Here a live example from ASTRA within a lot of other existing ones (not from my own game) :
https://www.youtube.com/watch?v=s4QkltClArw

Forget voice attack but just keep in mind synthetic voice that could be record in short voice file message... to be played in the game ;-)

Here some examples : http://www.acapela-group.com/voices/demo/



Title: Re: [0.8a] Combat Chatter v1.7 (update 2017-04-22)
Post by: Histidine on April 21, 2017, 11:28:33 PM
Because the newfound silence in 0.8 was too depressing:

Combat Chatter v1.7
Download (https://bitbucket.org/Histidine/combat-chatter/downloads/CombatChatter_1.7.zip)

Changelog (https://bitbucket.org/Histidine/combat-chatter/wiki/Changelog)
Code:
v1.7
* Starsector 0.8 compatibility
* Add new characters: darklord, sc2_tychus, mr-t
* Add disabled character (can be enabled in config): foulmouth
* Add tagging system for disabling characters
* Add faction tag for DME
* Implement user-facing names for character
* Tweak some existing lines


Title: Re: [0.7.2a] Combat Chatter v1.7 (update 2017-04-22)
Post by: The Soldier on April 21, 2017, 11:31:16 PM
Huzzah!


Title: Re: [0.8a] Combat Chatter v1.7 (update 2017-04-22)
Post by: Sy on April 23, 2017, 11:09:34 AM
awesome, thank you!


Title: Re: [0.8a] Combat Chatter v1.7 (update 2017-04-22)
Post by: cjusa on April 23, 2017, 11:11:38 AM
Yay! AI captain personality will help the long voyages to find [REDACTED FOR YOUR HEALTH].


Title: Re: [0.8a] Combat Chatter v1.7 (update 2017-04-22)
Post by: facc00 on April 23, 2017, 11:56:04 AM
Thanks for updating this!


Title: Re: [0.8a] Combat Chatter v1.7 (update 2017-04-22)
Post by: Darloth on April 23, 2017, 06:19:50 PM
I'm using Java 8 so this report might be a little suspect until double-checked by someone else, but combat chatter consistently crashes for me whenever I start the Surrounded mission (the one where you start with a station).

At a guess, there's no lines for stations or something?


Title: Re: [0.8a] Combat Chatter v1.7 (update 2017-04-22)
Post by: Midnight Kitsune on April 23, 2017, 06:45:59 PM
I'm using Java 8 so this report might be a little suspect until double-checked by someone else, but combat chatter consistently crashes for me whenever I start the Surrounded mission (the one where you start with a station).

At a guess, there's no lines for stations or something?
I think this is a bug with Chatter and not Java 8


Title: Re: [0.8a] Combat Chatter v1.7.1 (fixes 2017-04-24)
Post by: Histidine on April 23, 2017, 09:51:14 PM
This fixes the crash with the Raccoon Arms Pack mission, among other things.

Combat Chatter v1.7.1
Download (https://bitbucket.org/Histidine/combat-chatter/downloads/CombatChatter_1.7.1.zip)

Changelog (https://bitbucket.org/Histidine/combat-chatter/wiki/Changelog)
Code:
v1.7.1
* Station modules do not have chatter
* Enable reckless personality for some characters
* Fix crash when a ship has no ship system
* Update some faction-related definition stuff


Title: Re: [0.8a] Combat Chatter v1.7.1 (fixes 2017-04-24)
Post by: Kaucukovnik on May 05, 2017, 01:11:15 AM
This is the first mod I'm installing in 0.8. I managed to forget how much difference it makes.


Title: Re: [0.8a] Combat Chatter v1.7.1 (fixes 2017-04-24)
Post by: TartarusMkII on May 09, 2017, 04:18:07 PM
Hi Histadine, this isn't a complaint, but I am curious as I am a bit new to your mod- when one of my ships ran out of rockets, it called out "holy arrows depleted!".

I was curious, is this language inspired by something else in the game? I was sort of surprised by it? Again, not a complaint, I trust your decision, I'm just interested in context.


Title: Re: [0.8a] Combat Chatter v1.7.1 (fixes 2017-04-24)
Post by: Histidine on May 09, 2017, 05:45:02 PM
Hi Histadine, this isn't a complaint, but I am curious as I am a bit new to your mod- when one of my ships ran out of rockets, it called out "holy arrows depleted!".

I was curious, is this language inspired by something else in the game? I was sort of surprised by it? Again, not a complaint, I trust your decision, I'm just interested in context.
That's the "crusader" line set. It's not based on anything in particular beyond what the name implies, I just thew together a bunch of "christianese" and parodies thereof (including a Monty Python reference).


Title: Re: [0.8a] Combat Chatter v1.7.1 (fixes 2017-04-24)
Post by: TartarusMkII on May 09, 2017, 05:49:16 PM
Oh I see, so does each ship get like a particular set? How does that work?


Title: Re: [0.8a] Combat Chatter v1.7.1 (fixes 2017-04-24)
Post by: AxleMC131 on May 09, 2017, 06:13:40 PM
Oh I see, so does each ship get like a particular set? How does that work?

IIRC, each ship gets what is effectively a "personality" and grabs appropriate phrases that match it.


Title: Re: [0.8a] Combat Chatter v1.7.1 (fixes 2017-04-24)
Post by: TartarusMkII on May 09, 2017, 06:19:14 PM
cool! Thanks


Title: Re: [0.8a] Combat Chatter v1.7.1 (fixes 2017-04-24)
Post by: Bastion.Systems on May 28, 2017, 03:13:00 AM
I changed
Code:
"idleChatter":true,
but I still don't get idle chatter in the message field.


Title: Re: [0.8a] Combat Chatter v1.7.1 (fixes 2017-04-24)
Post by: Histidine on May 28, 2017, 05:47:58 AM
Hmm, that variable name is rather misleading and I'll change it. Having it true (which is the default) enables certain chatter types (start, retreat, victory, ship death) to appear in the message area instead of only as floating text above the ship. There's no true idle chatter* in the mod.

*As a rule ships are never really idle in SS anyway in the sense of an RTS unit sitting around, unless the enemy is already wiped out (or the AI is disabled with devmode).


Title: Re: [0.8a] Combat Chatter v1.7.1 (fixes 2017-04-24)
Post by: MCWarhammer on June 03, 2017, 06:58:12 PM
It would be cool if this mod could replace the standard peak-performance notifications. Something like "The ship isn't built for this..."


Title: Re: [0.8a] Combat Chatter v1.7.1 (fixes 2017-04-24)
Post by: Galwail on June 13, 2017, 08:25:41 AM
Hi, is the Combat Chatter compatible with 0.8.1, or does it have to be updated?


Title: Re: [0.8a] Combat Chatter v1.7.1 (fixes 2017-04-24)
Post by: AxleMC131 on June 13, 2017, 04:06:00 PM
Hi, is the Combat Chatter compatible with 0.8.1, or does it have to be updated?

The current version works fine for me in 0.8.1.


Title: Re: [0.8.1a] Combat Chatter v1.7.2 (update 2017-06-18)
Post by: Histidine on June 17, 2017, 09:37:33 PM
Some extra stuff:

Combat Chatter v1.7.2
Download (https://bitbucket.org/Histidine/combat-chatter/downloads/CombatChatter_1.7.2.zip)

Changelog (https://bitbucket.org/Histidine/combat-chatter/wiki/Changelog)
Code:
v1.7.2
* Add lines for mothership/station battles to some characters
* Add new characters: bender, luddfanatic, operative1
* Some other line changes
* Misc. fixes/adjustments


Title: Re: [0.8.1a] Combat Chatter v1.7.2 (update 2017-06-18)
Post by: AudaciousBS on June 18, 2017, 03:51:54 AM
I really enjoy this mod, it helps add flavor to the Sector by making it feel more like there are actual people on every ship.


Title: Re: [0.8.1a] Combat Chatter v1.7.2 (update 2017-06-18)
Post by: jupjupy on June 20, 2017, 09:38:24 PM
Heh, I was wondering why my ships were speaking like Icari and Ava, and then I remembered Histidine has a Sunrider display picture too.


Title: Re: [0.8.1a] Combat Chatter v1.7.2 (update 2017-06-18)
Post by: Arkar1234 on July 25, 2017, 12:02:24 AM
I'm abit confused on the difference between the two options for lowimportancechatter....

Do i... set it to true *if* i want to see more chatter? or should it be false...?

 ???


Title: Re: [0.8.1a] Combat Chatter v1.7.2 (update 2017-06-18)
Post by: Takion Kasukedo on August 07, 2017, 12:09:25 AM
How does one go about creating more characters for Combat Chatter?


Title: Re: [0.8.1a] Combat Chatter v1.7.2 (update 2017-06-18)
Post by: Histidine on August 09, 2017, 05:05:02 AM
I'm abit confused on the difference between the two options for lowimportancechatter....

Do i... set it to true *if* i want to see more chatter? or should it be false...?
Really late response (sorry!), but: true (default) has some stuff (battle start/end messages, death) appearing in the message field. False means it can only appear as text above a ship (like the pursuit/need help messages do).
So leave it as true for "more chatter".

How does one go about creating more characters for Combat Chatter?
  • Make a chatter "character" file in Combat Chatter/data/config/chatter/characters (easiest to copy the default one and edit it)
  • Add to characters.csv, found one folder up
  • Optional: Add entries to character_factions.csv, see this page (https://bitbucket.org/Histidine/combat-chatter/wiki/Faction%20specific%20chatter) for details

    If you think others might want it, feel free to post in this thread and I can add it to the mod.


Title: Re: [0.8.1a] Combat Chatter v1.7.2 (update 2017-06-18)
Post by: Arkar1234 on August 09, 2017, 05:38:58 AM
Thanks mate o7


Title: Re: [0.8.1a] Combat Chatter v1.7.2 (update 2017-06-18)
Post by: Jojo_195 on August 10, 2017, 02:12:00 AM
Suggestion for next characters:

Minsc (Baldur's Gate I/II)
Holly (Red Dwarf)
Rimmer (Red Dwarf)
O'Neill (Stargate SG-1)


Title: Re: [0.8.1a] Combat Chatter v1.7.2 (update 2017-06-18)
Post by: AxleMC131 on August 10, 2017, 02:40:04 AM
...
Holly (Red Dwarf)
Rimmer (Red Dwarf)
...

Oh man yes please.  :D


Title: Re: [0.8.1a] Combat Chatter v1.7.2 (update 2017-06-18)
Post by: MesoTroniK on August 10, 2017, 09:49:06 PM
As much as I enjoy the crossover characters and have submitted some configs for the mod with such personalities that were implemented...

I wish folks would create additional original character configs! I have made a good number of those that got integrated with the mod, and make it a point to make one or two new ones least every few months :)


Title: Re: [0.8.1a] Combat Chatter v1.7.2 (update 2017-06-18)
Post by: Mr. Nobody on August 11, 2017, 04:57:11 AM
What about everyone's favorite greenskins?
40K Orks for those who are wondering


Title: Re: [0.8.1a] Combat Chatter v1.7.2 (update 2017-06-18)
Post by: cjusa on August 11, 2017, 10:00:34 AM
As much as I enjoy the crossover characters and have submitted some configs for the mod with such personalities that were implemented...

I wish folks would create additional original character configs! I have made a good number of those that got integrated with the mod, and make it a point to make one or two new ones least every few months :)
Speaking of which, I've got one or two I've been sitting on. I'll polish them this week.


Title: Re: [0.8.1a] Combat Chatter v1.7.3 (update 2017-11-18)
Post by: Histidine on November 18, 2017, 03:21:11 AM
Small update.

Combat Chatter v1.7.3
Download (https://bitbucket.org/Histidine/combat-chatter/downloads/CombatChatter_1.7.3.zip)

Changelog (https://bitbucket.org/Histidine/combat-chatter/wiki/Changelog)
Code:
v1.7.3
* Add characters: alien1, badass, gentleman, madbastard
* Add boss lines for foulmouth
* Fix Tyrador pod-launched drones having chatter


Title: Re: [0.8.1a] Combat Chatter v1.7.3 (update 2017-11-18)
Post by: AxleMC131 on November 18, 2017, 03:25:00 AM
Quote
* Add characters: alien1, badass, gentleman, madbastard

You glorious person you. <3


Title: Re: [0.8.1a] Combat Chatter v1.7.3 (update 2017-11-18)
Post by: Mr. Nobody on November 18, 2017, 06:04:58 AM
Would it be possible to add a config option to enablre rare special voices on thing that are not supposed to be crewed?
I mean, i'm not the only one that wants the Olympus being accidentally crewed by T.J. "King" Kong?


Title: Re: [0.8.1a] Combat Chatter v1.7.3 (update 2017-11-18)
Post by: A Random Jolteon on November 18, 2017, 07:02:31 AM
Small update.

Combat Chatter v1.7.3
Download (https://bitbucket.org/Histidine/combat-chatter/downloads/CombatChatter_1.7.3.zip)

Changelog (https://bitbucket.org/Histidine/combat-chatter/wiki/Changelog)
Code:
v1.7.3
* Add characters: alien1, badass, gentleman, madbastard
* Add boss lines for foulmouth
* Fix Tyrador pod-launched drones having chatter
Wait...the drones no longer have chatter? NOOOO YOU MONSTER! How could you do this to poor old Nemo!? ;_;


Title: Re: [0.8.1a] Combat Chatter v1.8 (update 2018-01-07)
Post by: Histidine on January 06, 2018, 10:19:23 PM
Some more chatter, and a mildly important bugfix.

Combat Chatter v1.8
Download (https://bitbucket.org/Histidine/combat-chatter/downloads/CombatChatter_1.8.zip)

Changelog (https://bitbucket.org/Histidine/combat-chatter/wiki/Changelog)
Code:
v1.8
* (Mostly) Working 'engage' chatter
* Add character: sunrider_kryska
* Fix boss message incorrectly playing against Arsenal Expansion's Lasher Duelist
* Line, other tweaks

EDIT: Forgot to change the version number in modinfo. Fixed in the new download; if you already downloaded earlier you can just change the version number in Combat Chatter/mod_info.json.


Title: Re: [0.8.1a] Combat Chatter v1.9 (update 2018-09-08)
Post by: Histidine on September 07, 2018, 08:20:53 PM
Combat Chatter v1.9
Download (https://bitbucket.org/Histidine/combat-chatter/downloads/CombatChatter_1.9.zip)

Changelog (https://bitbucket.org/Histidine/combat-chatter/wiki/Changelog)
Code:
v1.9
* Add characters: acvd_bluemagnolia, bountyhunter, dow_davianthule, dow_lukasalexander, dow2_diomedes, kw_flametank, tt_medusa, uaw_founder, uaw_kamalrex, uaw_orlok
    * Thanks to AxleMC131 and [REDACTED] Element for most of these
* Fighters not limited to default-type configs
* PrintChatterChars console command can also list all loaded characters
* dow2_commissar gets more lines
* Some faction compatibility fixes/updates

https://www.youtube.com/watch?v=LNK5-uE5JFg


Title: Re: [0.8.1a] Combat Chatter v1.9 (update 2018-09-08)
Post by: Arkar1234 on September 08, 2018, 09:50:59 AM
Glorious


Title: Re: [0.8.1a] Combat Chatter v1.9 (update 2018-09-08)
Post by: Bastion.Systems on September 08, 2018, 01:18:45 PM
Based Update.
IT IZ TEH BANEBLAADE !

I remember Universe At War, but at the time my old computer could not run it properly. Is it any good nowadays?



Title: Re: [0.8.1a] Combat Chatter v1.9 (update 2018-09-08)
Post by: Takion Kasukedo on September 08, 2018, 01:43:17 PM
Based Update.
IT IZ TEH BANEBLAADE !

I remember Universe At War, but at the time my old computer could not run it properly. Is it any good nowadays?


Haven't played UAW in a long time but was one of my favourite games.

Keeping on topic, I might get this latest Combat Chatter update. Of course, this also means passing on more of the characters made onto that one as well, and further expanding the inventory.


Title: Re: [0.8.1a] Combat Chatter v1.9 (update 2018-09-08)
Post by: Histidine on September 08, 2018, 07:44:19 PM
Note: I forgot to update the link in the new post like a fool (OP link was correct), so if you downloaded a zip that says '1.8', click the link again. (Or Version Checker will now inform you of the outdatedness)


Title: Re: [0.8.1a] Combat Chatter v1.9 (update 2018-09-08)
Post by: DrakonST on September 10, 2018, 05:17:34 PM
Seriously?
Code:
796182 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ExceptionInInitializerError
java.lang.ExceptionInInitializerError
at org.histidine.chatter.scripts.ChatterModPlugin.onGameLoad(ChatterModPlugin.java:15)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.Oo0O.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.J.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.j.super(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.RuntimeException: Error loading [data/config/chatter/characters/dow_davianthule.json] resource, not found in [C:\Starsector\starsector-core\..\mods\DynaSector,C:\Starsector\starsector-core\..\mods\Arsenal Expansion 1.4.12a,C:\Starsector\starsector-core\..\mods\Combat Chatter,C:\Starsector\starsector-core\..\mods\Dassault-Mikoyan Engineering,C:\Starsector\starsector-core\..\mods\DisassembleReassemble_v1.3.1,C:\Starsector\starsector-core\..\mods\GladiatorSociety,C:\Starsector\starsector-core\..\mods\LazyLib,C:\Starsector\starsector-core\..\mods\Mayasuran Navy,C:\Starsector\starsector-core\..\mods\Nexerelin,C:\Starsector\starsector-core\..\mods\Ship and Weapon Pack,C:\Starsector\starsector-core\..\mods\Sylphon,C:\Starsector\starsector-core\..\mods\Templars,C:\Starsector\starsector-core\..\mods\Underworld,C:\Starsector\starsector-core\..\mods\GraphicsLib,../starfarer.res/res,CLASSPATH]
at com.fs.util.Object.?00000(Unknown Source)
at com.fs.util.Object.?00000(Unknown Source)
at com.fs.starfarer.loading.LoadingUtils.return(Unknown Source)
at com.fs.starfarer.loading.LoadingUtils.o00000(Unknown Source)
at com.fs.starfarer.loading.LoadingUtils.?00000(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.loadJSON(Unknown Source)
at org.histidine.chatter.ChatterDataManager.loadCharacters(ChatterDataManager.java:119)
at org.histidine.chatter.ChatterDataManager.<clinit>(ChatterDataManager.java:60)
... 14 more


Title: Re: [0.8.1a] Combat Chatter v1.9.1 (fixes 2018-09-30)
Post by: Histidine on September 29, 2018, 09:22:44 PM
If you've noticed your fighters are all the same person, grab this update.

Combat Chatter v1.9.1
Download (https://bitbucket.org/Histidine/combat-chatter/downloads/CombatChatter_1.9.1.zip)

Changelog (https://bitbucket.org/Histidine/combat-chatter/wiki/Changelog)
Code:
v1.9.1
* Fix handling of fighter characters in campaign
* Fix for boss ship check
* Better error logging for certain load failure cases (e.g. file missing)
* Some line tweaks


Title: Re: [0.8.1a] Combat Chatter v1.9.1 (fixes 2018-09-30)
Post by: Obsidian Actual on November 12, 2018, 10:47:37 PM
Say my flagship (player-controlled) has fighter wings on it. How would I go about changing the "voicepack" / chatterchar for those fighters?

For example, my drones currently sound like reckless Freespace pilots, but I want to change them to Robotic.
Unfortunately, I cannot seem to target fighter wings with the "setchatterchar" console command.


Title: Re: [0.8.1a] Combat Chatter v1.9.1 (fixes 2018-09-30)
Post by: Histidine on November 13, 2018, 04:26:51 AM
Say my flagship (player-controlled) has fighter wings on it. How would I go about changing the "voicepack" / chatterchar for those fighters?

For example, my drones currently sound like reckless Freespace pilots, but I want to change them to Robotic.
Unfortunately, I cannot seem to target fighter wings with the "setchatterchar" console command.

You can't set chars for fighters unfortunately, they always pick a new random character on each battle.

I'd have to implement a way to track fighter wings (or rather, assume that wing X in ship's A slot N is always the same captain, AFAICT the current API won't let me track it if it moves elsewhere), and then figure out how to specify which wing is having its character set within the console command, or else design a new dialog for it. So it's currently not likely to happen. Sorry!

(...Hmm, I could allow setting fighter characters on a per-type basis though, e.g. all Talons have one character)


Title: Re: [0.9a] Combat Chatter v1.9.2 (update 2018-11-17)
Post by: Histidine on November 16, 2018, 10:04:35 PM
Starsector 0.9 compatibility update

Combat Chatter v1.9.2
Download (https://bitbucket.org/Histidine/combat-chatter/downloads/CombatChatter_1.9.2.zip)

Changelog (https://bitbucket.org/Histidine/combat-chatter/wiki/Changelog)
Code:
v1.9.2
* Starsector v0.9 compatibility
* SetChatterChar command works if player name is entered; prints error message when specifying invalid character


Title: Re: [0.9a] Combat Chatter v1.9.2 (update 2018-11-17)
Post by: Vayra on November 17, 2018, 12:17:48 AM
god bless your tiny heart