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Topics - Histidine

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121
Solution here

My setup:
Spoiler
I dual boot Windows 7 Home Premium 32-bit and Ubuntu 14.04 LTS (Trusty Tahr) 64-bit.

On Windows, I have a normal Starsector install on an NTFS partition (at D:\Program Files\Fractal Softworks\Starsector)
On Linux, I have an install at home/histidine/Programs/Starsector-linux. I symlink the mods and saves folder to the ones in the Windows install.
Both installations are using their own local copy of the Java 7 JRE (32-bit on Win, 64-bit on Linux).
[close]

My problem:
I've made some code changes to the Nexerelin mod and recompiled the .jar. These changes are reflected when I play on Windows, but not on Linux.
This occurs even after having NetBeans clean and rebuild the .jar in either Windows or Linux (and the .jar is indeed replaced). Unmounting and re-mounting the NTFS partition in Linux didn't help; neither did recreating the symlink. Changing the Linux install's starsector.sh to use the system Java instead of local copy didn't help either.

Java Cache Viewer shows no entries, and telling it to clear it anyway does nothing.

If I delete the .jar outright and try to play the game, it does crash.

Any ideas?

122
Modding / [0.7.2a] Procurement mission NPEs if pirates have no markets
« on: March 30, 2016, 05:12:28 AM »
MarketProcurementMissionEvent.createPirateFleet() calls FleetFactoryV2.createFleet(). It doesn't include a market in the params, so createFleet() calls pickMarket().

Code: java
	public static CampaignFleetAPI createFleet(FleetParams params) {
Global.getSettings().profilerBegin("FleetFactoryV2.createFleet()");
try {

MarketAPI market = pickMarket(params);
if (market == null) return null;

There are no pirate markets, so pickMarket() will return null. Since market is null, createFleet() returns null.

Back to MarketProcurementMissionEvent.createPirateFleet(), line 215:
Code: java
		Misc.setFlagWithReason(fleet.getMemoryWithoutUpdate(), MemFlags.MEMORY_KEY_LOW_REP_IMPACT, "mpm", true, 10000);	// fleet is null; boom

123
Originally posted in Combat Chatter thread:

Spoiler
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)
[close]

(It's likely not Combat Chatter, seeing as its plugin's renderInWorldCoords() and renderInUICoords() methods are empty; it does use CombatEngineAPI.addFloatingText)

124
i.e. if the recipient of the goods is the base commander, quartermaster or such, they disappear from the comm board after the delivery is completed.
(I think they can temporarily come back if a new procurement mission is accepted with the relevant post holder as the recipient, but any personal reputation you had with them is lost)

MarketProcurementMissionEvent has the following if check but it doesn't seem to work for the purpose here:
Code: java
if (!Global.getSector().getImportantPeople().isCheckedOutForAnything(mission.getContact()))

(not that it really matters at present, since permanent base staff don't do anything)

125
Bug Reports & Support / [0.7.1a] Armor damage costs supplies to repair
« on: December 23, 2015, 08:24:27 AM »
It's not supposed to do that isn't it?

Can be tested with Console Commands:
Code
runcode for (FleetMemberAPI fm:Global.getSector().getPlayerFleet().getFleetData().getMembersListCopy()) fm.getStatus().applyDamage(100);

(this has actually been a problem since 0.65.2a at least)

126
Modding / Managing fleet aggression
« on: December 23, 2015, 03:57:12 AM »
So, I want to be able to control the following behaviors for NPC fleets:
  • Don't pursue enemies
  • Pursue enemies if provoked (get too close or are fighting fleets not hostile to us), break off if they're outrunning us
  • Pursue any enemy entering sensor range doggedly until we lose them or they die


And separately controllable:
  • Don't assist ally fleets in battle
  • Assist ally fleets in battle


And separately controllable:
  • Don't attack enemies (particularly player) if they have transponder off and are of unknown identity
  • Do attack such fleets


(#3 can be done with the pirate fleet memory key, but this has potentially unwanted side effects like making the affected fleet turn its transponder off. #2 requires the trade fleet memory flag, which seems even worse.)

Can this be done? If not, could it be implemented for 0.7.2?

Specific use cases where I've encountered issues:
Spoiler
  • The "Follow Me" ability in Nexerelin currently gives nearby fleets an ORBIT_AGGRESSIVE assignment targeted on the player. This makes them basically ignore the order if there's a nearby enemy fleet they can chase all day. This can be solved with the ORBIT_PASSIVE assignment, but now said fleets won't come to the player's aid (ally battle) if player is attacked, which can be a huge noob trap.
  • Templars should opportunistically attack the player fleet if the player is the enemy, even if player's transponder is off, like pirates and Pathers do. (Else it becomes too easy to avoid a fight simply by keeping transponder off) But they should not do so too aggressively, as being constantly hunted down would get annoying very quickly given how powerful and far-seeing Templar fleets are.
[close]

127
Mods / [0.97a] Combat Chatter v1.14.1 (update 2024-02-18)
« on: December 18, 2015, 11:53:45 PM »
Combat Chatter v1.14.1
Download
On Nexus
Git repository

Requires LazyLib, MagicLib

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



Changelog
Spoiler
## v1.14.1 (2024-02-18) ##
* Add some Sins of a Solar Empire and Jagged Alliance 3 characters: soase_tec_bb, soase_tec_carrier, soase_tec_colony, soase_tec_javelin, soase_tec_kodiak,
soase_tec_siege, soase_tec_support, soase_tec_titan, soase_tec_transport, ja3_flay, ja3_kalyna, ja3_livewire
* Expand some JA2 characters with their JA3 lines
* Add support for boss victory messages
* Characters can use $playerHonorific token in their lines

Thanks to Bjarl for the SoaSE characters and the new functionality.

## v1.14.0 (2023-11-18) ##
* Add dragonsdogma_pawn character compiled by atreg
* Implement a system where characters can reply to each other
* Message box draws while command UI is active
* Make hull damage and out-of-missile messages be almost always played
    * Previously they could be blocked if too much talking was going on
* Automated ships with no AI core installed will not talk (warning messages and such will still appear)
* Add SotF Taken, LOST_SECTOR Enigma, and RAT abyssal factions to `noEnemyChatterFactions`
    * Deep abyssal faction also gets intro splash
* Fix a couple of under-the-hood bugs
[close]

Console commands
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)
For configuring fleet intros for your mod, see Fleet intros

Ko-fi

128
Steiner Foundation v1.2.1
Download
Git repository

TL;DR
  • Special store offers good military-grade ships for beginners at a 20% discount. Only accessible at level 15 or below.
  • Insurance covers up to 80% of a ship's base buy value on loss. Starts tapering off at level 10, dropping to zero at level 20.
  • Make a credit donation at a market to raise reputation with that faction.


Features to come (maybe, someday)
  • Loans

What's this about?
People had been bringing up how difficult the early game in Starsector is, so I did some stuff to make it a little easier. Good escort ships are easier to get, and losing ships isn't as much of a setback.

Changelog
Code
v1.2.1
* Proper handling of Nexerelin's random sector
* Foundation store sells fighters again
* Lawson's Point really can't be invaded this time
* Text tweaks/fixes

v1.2
* Updates/compatibility for Starsector 0.8.1
    * Disable tutorial mission
    * Rescale levels for insurance
* Insurance makes a small payout for recovered ships, covers dead/MIA officers (from Nexerelin)
* Nexerelin: Lawson's Point can't be invaded; better placement in non-Corvus mode
* Add a memory key to let mod markets not have Foundation representatives
* Some text/dialog fixes/improvements

Details
Spoiler
When the Administratum dropped its charges of high treason and reinstated him in the navy with full honors, Steiner was ironically left in a new difficult position: that of a successful, still-young man with little to do. His life's mission was fulfilled: the truth of the Battle of the Conflagration had been revealed; his father's name was cleared, and the disgraced Admiral Gedderren had been convicted of cowardice in the face of the enemy and executed. After so many cycles on a life-and-death struggle in the most conflict-sundered parts of the Sector, the prospects of holding flag rank in a rare period of peacetime was a difficult adjustment to make. For a while he took leave to put his family's estate back together, a task which kept him occupied while it lasted, but soon that too was accomplished and he was left again to ponder what to do with his restored life.

Once again it was his old friend Hartford Lawson who helped him out, this time simply by making an idle comment: "Say, why don't you start your own charity like all the other rich families?"
– A.C. Martindale (198)
Hope and Duty: The Life and Times of Mark Steiner
Eventide, Baumgart Academy Press

The Mark Steiner Foundation provides various services to new starfarers setting out for the first time, aiding anyone without fear or favour. Its free insurance service is perhaps the best well-known, protects traders and bounty hunters alike from potentially crippling financial losses.



The Foundation store at the organization's headquarters on Lawson's Point in the Jangala system offers high-quality, military-grade ships at a discount. Available for purchase is a wide range of vessels suitable for first-timers, whether as personal ship, escort or logistical auxiliary.
(More ships are available with Ship/Weapon Pack)

The Foundation's efforts are kept going by contributions from well-established traders and commanders. Veterans are requested to give back to the next generation of adventurers.
(Foundation representatives can be found on Lawson's Point, or on any market of at least size 5 whose faction is not hostile to the independents)


[close]

129
They're the only bit of text on the map that does this; every other label has a constant font size. Very disconcerting.

130
Modding / [0.7a RC10] Planet render NPE
« on: December 04, 2015, 07:04:21 AM »
From Nexerelin thread:

Code
6035225 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.entities.terrain.Planet.render3d(Unknown Source)
at com.fs.starfarer.combat.entities.terrain.Planet.renderSphere(Unknown Source)
at com.fs.starfarer.combat.entities.terrain.Planet.render(Unknown Source)
at com.fs.starfarer.ui.newui.N.renderImpl(Unknown Source)
at com.fs.starfarer.ui.private.render(Unknown Source)
at com.fs.starfarer.campaign.JumpPoint.render(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.render(Unknown Source)
at com.fs.graphics.LayeredRenderer.render(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.render(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)
6035331 [Thread-11] INFO  sound.O  - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
6035331 [Thread-11] INFO  sound.H  - Playing music with id [miscallenous_corvus_campaign_music.ogg]

Nexerelin, Corvus mode game (i.e. vanilla systems), with Shadowyards as the only faction mod

131
Suggestions / Make transponder inspectors less aggressive
« on: November 30, 2015, 03:33:10 AM »
When I'm flying with my transponder off in enemy territory, a relatively weak patrol will often come chasing me and demand that I turn the transponder on. Regardless of whether I comply or not, I'm now faced with a fight that's rather below my level. Currently I turn my transponder on before the patrol reaches me to scare them off.

It would be nice if the patrol recognized its disadvantageous position and didn't pick a fight under the circumstances.

132
Modding / [0.7a] Mod commodities mess up procurement missions
« on: November 28, 2015, 12:10:54 AM »


(For reference, Shard Reactors are only obtainable by killing Spire fleets. A 100 FP fleet gets you 2.5 reactors on average)

Several recommendations:
  • Commodity weighting in picking a random commodity for the mission should be something like sqrt(base price) * (current price/base price), not just base price
  • Base procurement amount should be divided by the commodity's utility in commodities.csv
  • While we're at it, maybe commodities.csv can have a column that says "don't put this in procurement missions" perhaps?

133
Instead of drawing the weapons for every fighter, it seems to assume a single fighter in the middle of the canvas and draws for it accordingly.

Spoiler

[close]

134
Currently, when Starsector reads economy.json and tries to add a market to an invalid (i.e. non-existent) entity, it crashes to desktop with an error message. I'd like for it to just write an error message to log and continue as normal.

Explanation:
Spoiler
Currently, Nexerelin has economy.json defined as a replaced file in its modinfo.json, to avoid the crash when the game tries to add markets to the vanilla planets that aren't there.
It also has a feature named Corvus mode, that uses the vanilla sector (+ any star systems and such added by mods) instead of the randomly generated one. Obviously, economy.json needs to not be replaced for this to work.

To switch between normal and Corvus mode, the player currently has to comment out/uncomment the economy.json replace entry (and edit another config file). If I didn't have to do the replace, the toggle could be done within the new game dialog.
[close]

Please? *puppy eyes*

135
Modding / [0.65.2a] BUG: Neutral entity = free refit
« on: October 24, 2015, 01:21:49 AM »
If an entity's faction is the neutral faction, weapons can be installed in the refit screen for free regardless of the actual submarkets they're on or the market/submarkets' faction. Buying from the trade screen works correctly.

(see this post)

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