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News:

Starsector 0.9.1a is out! (05/10/19); Blog post: Painting the Stars (02/07/20)

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Messages - Amazigh

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1
Just went and re downloaded everything, game and mods, and it looks like graphicslib was the issue?
As when i updated to the new version of it that was literally just released, SWP and shadowyards suddenly started working.

So, my problem is solved now, somehow.

2
With just libraries and SWP enabled, same crash.

The game runs perfectly fine with all the other mods i listed, but SWP (and shadowyards) provide the same crash when enabled with any combination of other mods.

Shadowyards is apparently updated to the latest version, but just crashes for me, and other people have said that SWP works fine in the current version, but it doesn't for me.

3
Bug Reports & Support (modded) / [0.9.1a] CTD crash on game launch
« on: May 17, 2019, 06:44:28 AM »
When attempting to launch the game with Ship and Weapon Pack enabled i get this error:
Pretty sure this is not a mod conflict, as i get the same error with just Ship and Weapon Pack enabled.
(Shadowyards also gives me the same error)

Code
17043 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Failed to find script of class [com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl]
java.lang.RuntimeException: Failed to find script of class [com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl]
at com.fs.starfarer.loading.scripts.ScriptStore.new(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings.OO0000(Unknown Source)
at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(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)

Mods Installed:
Arsenal Expansion
Diable
Skilled Up
Starship Legends
Stop Gap Measure
Tahlan
- Ship and Weapon Pack
GraphicsLib
LayLib
MagicLib

4
Mods / Re: [0.7.2a] Blackrock Drive Yards v0.8.5 (04.04.2016)
« on: May 07, 2016, 05:25:35 PM »
  If you try to use these in a close range situation (I think the description says its a close support missile?)
I think this is your main mistake, "close support" in starsector refers to engaging at say, 1000 distance at minimum, so you'll be out of range of their close range heavy hitting weapons, but can provide support with your longer range weapons.

5
Announcements / Re: Starsector 0.7a (Released) Patch Notes
« on: November 29, 2015, 12:14:41 PM »
Not logged on for ages, but gotta say that this update is really nice.
Also, it's neat to see hybrid mounts are thing now. Guess with all the changes that have happened in the last Three Years Alex changed his mind about them. ;D

6
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: June 25, 2014, 10:19:37 PM »
By the way, i'm a bit bothered by the straight lines on the edge of the bridge section around the bottom. Waaaay too clean

The reason that those edges are there is the Original Sprite He based it on is from a vertical scrolling shooter, and the ship fills the whole width of the screen.
This also explains any perspective issues with the sprites, as the original they were based on was made to be viewed from one angle.

7
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: June 20, 2014, 10:24:29 PM »
Looking at Makinas post history it seems the left version is the new one, as he made an earlier post with lots of ships which included the rightmost versions.

They are nice sprites, but when flipped upside down the shading on parts becomes extremely inconsistent, it's as if the ship is being viewed from a top/front angle, and when it starts facing "upwards" things start looking weird.

the two ships below, for the left one the view is from "below"
While the right one has the view from "below" on the top half, and from "above" on the bottom half
The spriting used style can be adapted to fit in with how ships rotate in SS, the right of the two ships does it better, but still doesn't quite get it right IMO.
Spoiler
[close]

8
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: February 15, 2014, 08:37:46 PM »
Shellster, your ships look amazing, really love the visual style, but one minor issue, they have rather inconsistent(?) outlining.
See: The top right frigate, entirely grey outlines, but the engine pods have a black line running their length.
The fighters: Solid black outlines, makes them really stand out to me compared to the other ships.

IMO: Transitioning straight to pure black from a significantly lighter area should be avoided as it really stands out as a transition.

Suggestion: take all of the black outlines/etc. and replace with a dark grey, it will make the outlines a lot less pronounced, I did this with some sprites I was working on and it made a huge difference.
Other areas of note that I feel could do with this tweak: several of the medium/small mounts on the capships+right destroyer, as the black outlines makes them "pop" more than I feel they should.

9
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: December 03, 2013, 08:28:33 PM »
Every time you draw on paint, god kill a kitten.
There is absolutely nothing wrong with using MS Paint for spriting, I used it for all the spriting that I've done, and only used GIMP for transparency.
the only problem with the images he posted was that he saved them as jpg.

10
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: November 12, 2013, 05:47:29 PM »
*snip*
Ho yus, very nice, the opening missile pods on the Toybox are kinda weird looking, but  there's not much that can be done about that.
Just making a suggestion, but a Mighty Byne and might be cool to do.

11
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: November 07, 2013, 02:23:16 PM »
Crimrose.
I see what you did there, really nice ship too.

12
Modding / Re: Can you use the shields as a weapon?
« on: October 06, 2013, 09:00:20 AM »
From what I remember:
- The AI chooses combat range based on the "radius" of your ship.
- Shields will only collide with things inside the ships "radius"

If you could get around that it would be a really neat weapon though.

13
General Discussion / Re: Newbie questions
« on: September 14, 2013, 01:20:13 AM »
2) Over time larger weapons/ships *should* become available for purchase at stations.

3) I'm pretty sure all ships are available in some way or another.

4) IIRC items "sold" to the abandoned station won't earn you money when sold, and can be bought back for free.

14
Bug Reports & Support / Re: Starsector Fails to start.
« on: September 13, 2013, 08:16:13 PM »
Either changing the -Xms/-Xmx or setting it to using my systems java made it work perfectly.
Decided to go with changing it to use my java, as that seems a better idea than messing with memory allocation.
seems I have to use the .bat to launch though, but that's not really a problem to me.

feels so good finally being able to play in glorious 1920*1080

Thanks for the help Alex.

15
Bug Reports & Support / Re: Starsector Fails to start.
« on: September 13, 2013, 07:38:09 PM »
My desktop has 16GB of RAM, so i doubt that's it, but i'll give it a shot.

Edit: just restarted my desktop, and immediately tried to launch starsector after it finished starting up, the same problem occured.

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