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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Ivaylo

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16
Bug Reports & Support / Troubleshooting
« on: April 09, 2012, 03:33:56 AM »
The game doesn't start/something looks odd/etc

Please make sure your graphics drivers are up-to-date and try again. If they are or updating doesn't help, read on for more specific solutions.


The download link in the order confirmation email doesn't work anymore, what do I do?

You can download the game from a link on this page, no password needed. You'll still need your activation key.


I lost my activation key!

Send an email to keys [at] bmtmicro [dot] com, they should be able to help you out.


I bought the game and haven't received my activation key!

In most cases the order is processed instantly, but a few orders get flagged for manual review by the fraud-prevention algorithm and it may take a day or so (or less!) for the email with the key to arrive.


When run in fullscreen on a high-resolution display, the game does not go fullscreen and instead renders in a corner of the display

Please see this thread for a solution.


The game crashes when run with sound on, "Fatal: null", "Error in sound initialization", "org.lqjgl.openal.AL10.nalDistanceModel(I)V"

There can be multiple causes of this issue.

Running the game with sound on but with no sound output device plugged into the computer (i.e. speakers or headphones) can cause this issue. Running with sound turned off from the launcher will get around it.

After that, the first thing to try is to go here and download and run the OpenAL installer, then reboot and see if it helps.

Running the game as administrator (right click icon, "Run as Administrator") may also help.

If these do not help, search for OpenAL32.dll and OpenAL64.dll in your Windows/ folder and all of its subfolders, and (very carefully) delete them. Then restart your computer and try running the game again.

Finally, if this does not help, copy these files from starsector-core/native/windows to Windows/System32, reboot, and try again.


The game does not run, attempting to run it seems to do nothing

This is usually caused by a _JAVA_OPTIONS or JAVA_OPTIONS environment variable being set on your system. Delete these variables (both from user and system environments) and try running the game again.

If that doesn't help or you don't have those variables set, running the game using starsector.bat (found in the starsector-core/ folder) may work. If that doesn't work, yo can run the game from the command line to get a more informative error message:

To do this:
1. Windows key + R, type in "cmd" (without the quotes) and press enter
2. cd "C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core" (this time with the quotes; press enter)
3. starsector.bat and press enter

At this point, it should output an error message which will help us figure out what the issue is.


Game won't start on Mac OS X versions prior to 10.6 (Snow Leopard)

What you actually want to do is replace the JavaApplicationStub executable file in the Starsector.app/Contents/MacOS directory with one under /System/Library/Frameworks/JavaVM.framework/Resources/MacOS/.

The first question is, where did you put Starsector on your system? Assuming it's in the Applications folder, what you want to do is run the following as a single, one-line command from Terminal:
cp /System/Library/Frameworks/JavaVM.framework/Resources/MacOS/JavaApplicationStub /Applications/Starsector.app/Contents/MacOS
It may wrap around in this post because it's too long, but needs to be a single command when you type it in - that is, type/paste the whole command in one line without hitting enter.

Once that's done (and again, assuming Starsector is in the Applications folder), you'd need to run these two separate commands:
cd /Applications/Starsector.app/Contents/MacOS
./JavaApplicationStub
After that's done, you should be able to run the game normally.

Original thread here.


Game won't start, gives "Fatal: Exiting - exception in LWJGL initialization, Cause: Pixel format not accelerated"

Note: if you have the latest NVIDIA drivers (as of January 2017) and are experiencing this problem, see this thread.

There are two possible causes of this error. First, make sure that your display is in 32 bit mode.

Windows XP: Right-click on desktop, "Properties", "Settings" tab, and an "Advanced" button.
Windows 7: Right-click on desktop, "Screen Resolution" hit the "Advanced" link (it is blue), then hit the "Monitor" tab. At the bottom you will see a pulldown, which should be set to "32 bit."

If your display already is in 32 bit mode and you're still getting this error, please update your graphics drivers.

Original thread here.


Sound does not work on Linux

Starsector uses the OpenAL library which is typically bundled with your OS distribution. In rare cases the 32 bit binaries are included for a 64 bit OS. You must grab the correct binary files for the library in order for sound to work.

Ubuntu: If you have the Synaptic Package Manager
Open Synaptic Package Manager (System -> Administration -> Synaptic Package Manager)
Then in the search box type "libopenal" without the quotes.

Then click on the libopenal1 checkbox there, it ought to install the package in your OS. Our bundled .so file ought to have worked, but if this fixes sound we know where the issue is.

Arch Linux: open the command line and run: pacman -S lib32-alsa-lib lib32-openal

Original thread here.


Running with an ATI graphics card on Linux, crash shortly after startup

If you're running Starsector using an ATI graphics card on Linux, you might experience the game crashing shortly after startup. To get around this:

1. Install OpenJDK.
2. Modify starsector.sh to launch the OpenJDK java. In most cases, just change the first line from
./jre_linux/bin/java ...
to:
java ...
Where "..." represents the rest of the line.

This will run the game using your default jvm. You can see which one that is if you type "java -version" in the console. If that's not the OpenJDK jvm, change starsector.sh to point to your OpenJDK java executable.

If the above does not work try the official ATI drivers in addition to running with OpenJDK.

Original thread here.


Installing mods

To install a mod, download it and unzip it into the "mods" directory. On Windows, it's in the installation directory. On a Mac, it's right inside the application package - right-click on the application and select "Show Package Contents" to see it. On Linux, it's in the starsector directory.

Do not unzip the contents of the mod into the mods folder - you have to put the directory the mod is in into the folder instead.

You can select which mod(s) you want to run with in the launcher.

You can find a list of available mods here.

17
Lore, Fan Media & Fiction / Re: A Starfarer story: Son of Assaracus
« on: April 04, 2012, 01:09:20 PM »
Well done, awesome read!

18
So did that work? You have sound now?

If so, I will be quite content  ;D


EDIT: Derp, didn't see edited post title. I AM QUITE CONTENT.

19
Bug Reports & Support / Re: 64bit Arch Linux - no sound in game
« on: April 04, 2012, 04:19:20 AM »
Hi there!

Starfarer uses OpenAL as its sound system. In the past we have run across distros that were not properly bundled with the 64 bit binaries for OpenAL.

This is what worked for me to fix the issue in the past:

Open Synaptic Package Manager (System -> Administration -> Synaptic Package Manager)
Then in the search box type "libopenal" without the quotes.

Then click on the libopenal1 checkbox there, it ought to install the package in your OS. Our bundled .so file ought to have worked, but if this fixes sound we know where the issue is.


Hopefully that helps.

20
General Discussion / Re: Freighters
« on: March 23, 2012, 06:54:14 AM »
That was awesome ;D

The Hound is the best "blockade runner" cargo ship by far -- it can outrun most ships in the game without difficulty.

Hound would be very good as a freighter for dangerous routes. It's fast enough to evade most ships and can defend itself well enough (particularly in groups) to dissuade small time pirates. In fact these very same quality would make it attractive to pirates so you'll expect them to take Hound as prize whenever possible.

That said a blockade running operation would be more complicated than all Hound. You really only need Hound's unique ability for the final leg of the run. For travel between systems it would be better to use a bigger ship, I can see Apogee fulfilling this role. It's fast, can carry plenty of cargo and can fight its way out if a destroyer tries to intercept it.

I could just picture it, Hegemony has placed Corvus III's floating sky cities under embargo. An Apogee, fully laden with contraband jumps in system and makes for the planetary ring, hidden from long range scanners and just outside of the blockade. All the Hounds from the Hidden Base then rendezvous with the Apogee to offload its cargo for the final burn through the blockade down to the atmosphere of the gas giant. Just as the ships are busy transferring cargo a Hegemony Revenue Protection Squadron shows up. Everyone yells "Crap, it's a raid!" and disperse with the Apogee captain having to pull a Han Solo through all the rocks to lose the tail.

All yes, "The Real MacKay", the finest whiskey brewed old fashion style by hard working Luddist farmers. It's so smooth, the Hegemony won't let anyone else have it. Accept no imitations.

21
General Discussion / Re: [Solved] Need help running Starfarer on Linux
« on: March 15, 2012, 06:53:46 AM »
OK, cool, thanks. At least I made "Escort Ship" level of forum support.

22
General Discussion / Re: Need help running Starfarer on Linux
« on: March 15, 2012, 06:39:11 AM »
My job here is done, hehe.  ;D

Many thanks, Dr. Noid.

23
General Discussion / Re: Need help running Starfarer on Linux
« on: March 15, 2012, 04:55:56 AM »
Try this in the command line:

./starfarer.sh

instead. You must navigate to the correct directory first (the one that contains the starfarer.sh file) using the cd command.

24
Suggestions / Re: Research..
« on: March 15, 2012, 03:09:40 AM »
Hi guys.

Regarding building ships, you will be able to do that, given you have the blueprints and automated orbital dock facilities.


Reverse engineering can work for some technologies, but not the type of advanced tech that is present in Starfarer. The level of precision required, the wide use of nanotechnology, advanced physics concepts - these all contribute to make an intuitive understanding of what is being deconstructed impossible.

The very word "research" has lost its meaning in the Sector, and really means "finding out how we can operate Domain gadgets." Tech mining operations gather the dilapidated leftovers from abandoned Domain facilities or space borne, lifeless hulks and deliver them to those that can extract something useful out of them. These efforts yield a blueprint in the best case, a working gadget or nothing.

Even some advanced tools are useless without a blueprint (for example a nano-lattice tool used for ship repairs needs a blueprint for the lattice structure, etc)

25
Bug Reports & Support / Re: Captured ships - 0.51a
« on: March 09, 2012, 05:18:07 AM »
Yes this is not a bug. There is a (very) small chance per weapon that a ship will retain what it had when it was disabled. Most of the time there will not be weapons left when you finish boarding.

"Sabotaged" is a little different, you do not get the ship at all.

26
Lore, Fan Media & Fiction / Re: The Lore Corner
« on: February 29, 2012, 12:57:44 PM »
Tri-Tachyon are pre-Collapse. And they are both about profit and also organizing humanity under the corporate model. They believe those are one and the same.

Decivilized worlds vary, but they are usually in the extremely dangerous and hostile range of the spectrum when it comes to the inhabitants. The only decivilized world that is somewhat safe is one that has been glassed. No medieval kingdoms or any out of touch societies though, the rest of the Sector is just too aggressive.

27
General Discussion / Re: HELP ME PLEASE
« on: February 29, 2012, 07:29:04 AM »
All units disengage. Cleanup and psychological re-education teams have been dispatched. Situation is under control.

28
Announcements / Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
« on: February 25, 2012, 08:05:35 AM »
oh god LOL we dont need a uber my one doom star can kill your fleet of doom stars load outs LOL..

Phasing Cloak
Stellar Converter
Doom Star Construction
Megafluxers
Subspace Teleporter
Time Warp Facilitator

what you get. 100% invisibility for up to 10 turns (if you never fire weapons, takes 1 turn of not shooting to go back into cloak for 10 more turns)
a weapon that can not miss and envelops target
largest ship in the game
25% more space for more stuff
teleport on battle screen up to 18 squares before your ship actually moves
and a free second turn.. ( to move and NOT shoot to go back to 100% cloak.)

your turn you move and fire (preferably all the while staying far far out of the other sides range. with the stellar converters unlimited range) then the second turn from time warp facilitator you move again and not fire. and re cloak rinse repeat until entire other side is obliterated. you can successfully annihilate any computer opponent without ever being shot at like this.. they wont even move because your invisible.

anyway me and my friend used to play this game a heck of a lot... and when we did hot seat play (lan play was just to slow) we always agreed to not use this setup if we fought each other LOL other wise it just turned into a waiting game.


No Hyper-X Capacitors??

29
General Discussion / Re: Hound Love
« on: February 21, 2012, 12:39:00 PM »
Btw I am pretty sure Alex buffed the Hound to have a better arc on the small ballistic slot. Booyah!

30
Bug Reports & Support / Re: Typo in weapon description.
« on: February 21, 2012, 04:27:50 AM »
Thanks, fixed.

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