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Starsector 0.9.1a is out! (05/10/19); Blog post: Skills and Story Points (07/08/19)

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Topics - Deathfly

Pages: [1]
1
After toggle Win 10 input language with Win+spacebar in game, the hotkey for campaign fleet skill bar messed up. Numkeys "1" will result to page up the skills, and "2", "3", "4", "5" will result to page down the skills. "Q" and "W" still works, and the numkeys still work fine in docking menu and intel scream.

Toggle the IME off while minimize or unfocus the game windows can fix this. But, yeah, this is a strange thing.

Edit: Tested in RC9, still have this bug.

2
As the title said. While the mouse cursor stay on a campaign fleet skill, as soon as you hit "W" or "Q" to page the skill bar, it will lead to NPE like this.
Code
12510326 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.ui.newui.E$1.run(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.Q.advance(Unknown Source)
at com.fs.starfarer.ui.oO00.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.Q.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(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)

3
When a MIRV(with vanilla AI) targeted to a figher, if the 2nd stage separate after the tageted fighter landed, it will cause a CTD.
http://fractalsoftworks.com/forum/index.php?topic=2345.msg207876#msg207876
java.lang.ClassCastException: com.fs.starfarer.combat.entities.Missile cannot be cast to com.fs.starfarer.combat.entities.Ship
   at com.fs.starfarer.combat.ai.missile.MissileAI.<init>(Unknown Source)
   at com.fs.starfarer.loading.specs.dosuper.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.dosuper.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.missile.MirvAI.checkSplit(Unknown Source)
   at com.fs.starfarer.combat.ai.missile.MirvAI.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(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$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:745)

4
Modding Resources / [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-5)
« on: December 13, 2016, 01:33:14 AM »
sigh, at the beginning I just want to replace that background image.

What's this?

This is an update of Trylobot's ship editor, forked from Trylobot's original works.

Since the ship editor is a great (and the only) tool for StarSector ship modding. Most of us can endure some little glitches and maybe a little incompatibility from the slightly out of date version. But some Mod M***si cann't stand it any more and murmuring for an update. So here it is.

I may occasionally use this page to put out some pre-release alpha version for testing proper.

Now testing:

3.0.0-alpha-5

 3.0.0-alpha-5

 - Hot fix a bug that will remove the weapon slot angle if it equal to 0

 Pre-release alpha version.

 - Compatible with Starsector 0.9.1a .
 - Implemented "zoom to window center" and "zoom to cursor" features. And use zoom to cursor as default.
 - Implemented "Reset view point" features.
 - Rework weapon slot icons to make different weapon slots are more distinguishable.
 - Fix a bug the result a soft lock when try to edit wings in Variant Editing mode.

 KNOWN ISSUES

 - Opening a variant file that contain 0.8-to-0.9-ish STATION_MODULE format (e.g. station_small_Standard.variant) will lead to a crash.
 - Weapon render order do not affected by new weapon render order modifiers (e.g. renderOrderMod) yet. (I am still working on this one.)
 - Skin Editor do not work properly.



README.TXT 
Spoiler
  Start the program (sf-ship-ed.exe)

  Press (I) to load an existing image file to use as a reference

  Optionally, Press (D) to load an existing *.ship file on top of the image

  Press (C) to enter "Set Center" mode
    Then, Click to set a center
    Then, Ctrl + Click to set a collision radius

  Press (B) to enter "Set Bounds" mode
    While holding Shift, Click to add points to the bounds polygon
   While holding Ctrl, Click to insert points to the bounds polygon
    (Note that the default mode is Mirrored, for symmetrical ships)
    Optionally press Spacebar to turn off Mirrored mode
    Optionally Press Backspace if you need to delete a bounds polygon vertex

  Press (C) to enter "Set Shield Center" mode
    Then, Click to set a center
    Then, Ctrl + Click to set a shield radius
    IMPORTANT: The shield area should be entirely within the collision area

  Press (W) to enter "Weapon Slot" mode
    While holding Shift, click to add weapon slots
    Set direction with click and drag
    Move existing weapon slots with Ctrl Click and drag
    Set cone-of-attack arc with Alt Click and drag

  Press (U) to enter "Built-In Weapons" mode
   
  Press (E) to enter "Engine Slot" mode
    While holding Shift, click to add engine slots
    Set direction with click and drag
    Move existing engine slots with Ctrl Click and drag
    Set engine size (length & width) with Alt Click and drag

  Press (L) to enter "Launch Bay" mode
    While holding Shift, click to add ports to the current launch bay
   While holding Ctrl, Click to add new launch bay
    Click and drag to move existing launch bay ports
    Press backspace to delete a port from a launch bay

  Press (T) to edit global string data
    Press (T) while in Engine or Weapon mode (E)/(W) to edit
    string data for particular slot

  Press (V) to save the current ship data

  Press (2) to switch to variant mode

  Press (D) to load an existing variant

  Press (T) to edit variant string-data

  Press (G) to edit weapon groups
    Press A while in weapon groups mode to toggle Autofire

  Press (F) & (C) to increment flux mods. Ctrl+(F) & Ctrl+(C) to decrement.
    They will automatically cap out at the limit for your ship's hull size

  Press (H) to select hull mods
    If you exceed the OP max specified in the ship CSV for the ship's hullID,
    it will be red-coloured but it will not otherwise block you
 
  Press (V) to save the current variant data

  Press (1) to switch back to ship mode if necessary

 
[close]

About language localisation
Spoiler
You can download ENG.ini, the default language definition file from the release site, and the main part of it should read like this.

...
wt_main = "STARSECTOR Ship&Weapon Editor"
wt_load_core = "Please Select Starsector Install Directory"
wt_load_mod = "LOAD Mod Directory"
...

The left side of equal-sign is the internal token and please DON'T change it.
The quoted strings on the right is the strings for display. You can translate it into your desired language.

This program is run in Latin-1 code by default and should support the full Latin-1 characters display.
If you need full Unicode support, you should change "UTF8_support" to 1 in settings, to enable UTF-8 support. Then specify a "custom_FONT" by path to display the non-Latin characters.
[close]


Credits

Trylobot: The original Ship Editor. And yeah the rjson is a great work.
MesoTroniK: Big thanks for the alpha test and features requests. And yeah, perfectionism is infectious and fatal.
Tartiflette: Big thanks for the alpha test and features requests too. And I am always glad to help.
The SS mod m..I mean community: The encouragements, tips, and feedback. And don't shot my head off when I done something wrong.
And all the DATA sacrificed in this work.



5
Bug Reports & Support / Stuck in hulk
« on: January 05, 2016, 04:21:23 AM »
Well, just found that when I transport command to another ship in a bad timing, if the ship I should land on got disabled just at the moment I am landing, I will got stuck in that hulk and cann't transport command out.

6
Well, just as it said, attempt to use phase clock in critical flux level while venting will cause overload.



[attachment deleted by admin]

7
Bug Reports & Support / OfficerManagerEvent cause a NPE
« on: November 26, 2015, 09:03:48 AM »
When testing Neutrino DEV ver for 0.7a, seem like a NPE cause by OfficerManagerEvent will randomly happen.

1023105 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.econ.Market.removePerson(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent.removeAvailable(OfficerManagerEvent.java:130)
   at com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent.advance(OfficerManagerEvent.java:99)
   at com.fs.starfarer.campaign.events.CampaignEventManager.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(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$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

seems like that manager tried to fire an officer did not exist.

8
Bug Reports & Support / Got a negative credits after buying a ship.
« on: November 20, 2015, 10:13:28 PM »
Well, I saw a Shepherd in open maket when I had no enough money. But seem like I can buy it, and I try that then end up like this.

Used to thought it was a new features but I can't repeat it. So it should be a bug, right?



[attachment deleted by admin]

9
Discussions / IT'S OVER 9000! (finally)
« on: July 22, 2015, 08:51:39 PM »
well, this is the 9001 topic of this forum.
Just a little celebrate...

Pages: [1]