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Starsector 0.9.1a is out! (05/10/19); Blog post: Personal Contacts (08/13/20)

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Messages - EnderNerdcore

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1
Mods / Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
« on: February 19, 2015, 02:10:40 PM »
I'm encountering an error that is starting to happen pretty consistently (though it's clearly from a random event):
I'm running Starsector+ with Blackrock, Exigency, Templars, Imperium, and over course the shaderlib and lazylib. The time on the game is Day 11, Month 3, Cycle 207.

Anyone know where I might go to fix this in the code? Starsector really needs better error handling than just crashing out all the time...

EDIT: I've been looking around myself and I'm not entirely sure this is a Starsector+ error, it might be a bug in Starsector itself...

Update the Interstellar Imperium to 1.7.1.

Doh, must have missed that version by a few hours.

2
Mods / Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
« on: February 19, 2015, 12:17:35 PM »
I'm encountering an error that is starting to happen pretty consistently (though it's clearly from a random event):

Code
268628 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.util.ConcurrentModificationException
java.util.ConcurrentModificationException
at java.util.ArrayList$Itr.checkForComodification(Unknown Source)
at java.util.ArrayList$Itr.next(Unknown Source)
at data.scripts.campaign.events.II_SiegeEvent$MarketDamage.advance(II_SiegeEvent.java:523)
at com.fs.starfarer.campaign.BaseCampaignEntity.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignPlanet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.ooOO.super(Unknown Source)
at com.fs.starfarer.new.Òôo000(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
I'm running Starsector+ with Blackrock, Exigency, Templars, Imperium, and over course the shaderlib and lazylib. The time on the game is Day 11, Month 3, Cycle 207.

Anyone know where I might go to fix this in the code? Starsector really needs better error handling than just crashing out all the time...

EDIT: I've been looking around myself and I'm not entirely sure this is a Starsector+ error, it might be a bug in Starsector itself...

3
Mods / Re: [0.6.1a] Exigency Incorporated 0.58d
« on: November 22, 2013, 09:39:56 AM »
Your art is absolutely top-notch, on par easily with Blackrock and Vanilla.

Gonna have to try this out.

4
Modding / Re: Repair frigate, repairs hulls with laser, possible?
« on: July 03, 2013, 07:38:55 PM »
I'm not sure it's actually possible, but it might be with some clever onHit scripting. I've already written a self-repair system that works nicely, but I'm not sure how it would best translate to a repair-over-time laser "weapon". (the ship system is repair-over-time but once initiated can't be interrupted)

5
Hows progress going :)
Sorry, I've had a lot of stuff going on in real life. I will likely pick the mod back up and continue adding the Shivans once 0.6 comes out.

6
Wouldnt PD attack the projectile then? That would look wierd havinga giant shockwave getting shot at by PD lasers ;)

Shock waves? Doesn't Uozmoz Corvus have a ship in it that creates a huge shock wave? Causing all ships, ballistic and missiles to bounce away
You're thinking of the gravity system on the capital ship in Blackrock Drive Yards, but it doesn't do that, it just slows ballistics and missiles down (unless there is something else like it)

7
Mods / Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
« on: April 03, 2013, 06:55:49 PM »
This hardy little frigate has a mean left; there's a lot in the air for her right now, but one things for sure: the AI seems unable to pilot a ship who guns can only give a 90 degree broadside.  I think I've somehow hit a bit of an edge case.  Well, honestly its kind of a pain to fly with this limited of a fire arc anyway, so there's a fairly high chance I'll give her guns a rather broader arc than a measly 5 degrees.
I ran into this same problem with one of the capital ships in my FS2 mod. :/

The AI seems determined to try to always face the enemy head-on, so even though it will briefly swing around to fire a broadside, it will usually swing back, mid-broadside, doing very little damage.

8
Announcements / Re: Starsector 0.6a (In Development) Patch Notes
« on: March 13, 2013, 09:12:53 PM »
Fantastic stuff.


This is also going to cause every mod maker to have to redo some of the stats on all of their ships. :)

9
Announcements / Re: Starsector 0.54.1a (Released) Patch Notes
« on: March 13, 2013, 09:53:54 AM »
Gah! Can we lock this thread? I nearly had a heart attack seeing new posts in this forum before I realized it wasn't actually an announcement.

10
I play it with my Freespace 2 mod alongside, and I like being able to add in other mods when I feel like it.

11
Oh god the ship with the music cannon

please let that be a boss

12
Mods / Re: Blackrock Drive Yards - v0.30
« on: March 04, 2013, 07:14:22 AM »
Been pondering adding two more turrets to the Nevermore - one small ballistic turret on each flank, pointing sideways with a 120-160 degree arc. Thoughts?

Not necessary if you ask me. It feels like it's in a solid place now. Wouldn't mind if it had the High Energy Focus subsystem though, it would be a perfect match.
God no, the Nevermore's current ship system is perfect and is the reason I use it.

13
Modding / Re: A modding guide for coding for new coders.
« on: March 01, 2013, 08:09:27 PM »
It's in Java; I would really suggest doing some Java tutorials just to get a feel for the basics. If you haven't done any programming before it's going to be a bit rough.

The best place to start, if you're intent on doing something modding-wise, is to use the stuff in the base game as a reference. I.E. you might look at how a ship system is implemented, copy that, and work from there. There's also documentation in starsector-core/starfarer.api.zip, but that's not going to be helpful unless you're familiar with some basic Java concepts first. It's just a function reference so you know what's there, and light on actual explanations.
This, plus take a look at other people's mods.

Many of us extensively comment all of our code, so as you're starting out you can look through what we've done to see how we've done it.

14
Quote
125 GT (Gigatons of TNT)

explosion power a bit idiotic, 4 mega tonnes able to alter our planet orbit - eg kill entire earth population, 125gt will shatter planet.

how you imagine to use such force against small space ships? press x to win?
You don't, the Shivans use masses of Sathanas juggernauts to push stars into supernova.

15
Once I have the Shivans in my mod and proper turret sprites and all, yes, I'll be seeing if Uomoz wants to work with me to make it a boss fleet.

It will be very difficult to beat.

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