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Messages - Az the Squishy

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436
Mods / Re: Project Ironclads, version 6.21a (0.6.1a)
« on: October 11, 2013, 03:23:18 PM »
get some ******* sleep!

I agree with this fellow~!!!
Sleep is NEEDED!

437
Mods / Re: Project Ironclads, version 6.21a (0.6.1a)
« on: October 09, 2013, 05:01:54 PM »
quoting OP...

Quote
WARNING! For proper work of this mod you need to set save compression to TRUE in data/configs/settings file. Save file that this mod generates otherwise may become corrupted due to it`s size.

WARNING!You should also change all '512' values to '1024' in vmparams file located in Starsector core folder (use any text editor to open it), otherwise you may still encounter problems with savegames.

Now, WHAT FILEIS THAT?!?!?! What is it on linux?


EDIT: Figured it out, didn't know what it was, so, begun to look around the files, and edited the Starsector.sh script, it worked! So, to anyone who runs Linux it's the Starsector.sh you change this:
Code
 /native/linux -Xms512m -Xmx512m -classpath 
To this!
Code
/native/linux -Xms1024m -Xmx1024m -classpath

438
Mods / Re: Project Ironclads, version 6.21a (0.6.1a)
« on: October 09, 2013, 12:22:35 AM »
I've to say we could be given a shot when starting out, even a simple frigate with three guns would be decent for a starting defense/raider if we find the right prey. AS it is i barely mange to survive- but i've found the trick with teh acilies system!


Anyway love the mod an more tempted to get the board game some-day, but... That's for some day. =3=

My christmas is a retron3~!

439
Mods / Re: Project Ironclads, version 6.21a (0.6.1a)
« on: October 08, 2013, 10:26:35 AM »
... I might just TRY to do that, I'll have to get permission from the athor of the mod though. He's he one that complied it an made it in the first place... hmm.

440
Mods / Re: Project Ironclads, version 6.21a (0.6.1a)
« on: October 08, 2013, 12:18:29 AM »
Okim, I personally, find the music that comes in game a little repeditive, so I added some code from a mod that enables me to introduce music from another mod, with your permission, may I post it here for anyone who cares to change the muisc? If not people can still do it on their own, but, for those that want to do it, they could go the thread here. :P

It wasn't much of anything really, but, I ask out of... nativity, I'm not that bright on fourms sometimes.

edit: Basically, I just took some code settings, put the files in the right spots an bam, was wondering if I could post that or let you post itanywhere, I don't care either which way and i'm shutting up now~!!! @~@ and going to bed.

441
Mods / Re: Project Ironclads, version 6.21a (0.6.1a)
« on: October 07, 2013, 11:43:46 PM »
HEHEHAHA!!! Allright, it WORKS! So, i'll have to remeber that more often then not... @~@;
Anyway! The mod works and I get the crappy music back, bleah, it's monotonous after a while... =3=;
I think i can just as easily move one music mod into this without problem, it's just moving the music.Json files i think... Right?
and by the GODS, this thread is active! O ~o;

442
Mods / Re: Project Ironclads, version 6.21a (0.6.1a)
« on: October 07, 2013, 10:23:07 PM »
I need a little help here, I've allready downloaded the mod, three times! Trying to get it to work, i've uninstalled, reinstalled, removed, Ironclads- a great mod by the way!  xD Very fun -but, i seem to constantly get the following error, similiar to the one at the top of the thread page currently.


Code
texture with id [graphics/ships/pir1-f-harpoon.png]
50604 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 226.62 MB of texture data so far
50605 [Thread-6] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/ships/pir1-f-harpoon.png (using cast)
50714 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Error compiling [data.scripts.world.SectorGen]
java.lang.RuntimeException: Error compiling [data.scripts.world.SectorGen]
at com.fs.starfarer.loading.scripts.ScriptStore$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: Parsing compilation unit "com.fs.starfarer.loading.super$1@53abbb"
at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:180)
at org.codehaus.janino.IClassLoader.loadIClass(IClassLoader.java:158)
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:199)
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:164)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File data/scripts/world/ISA/Grant.java, Line 18, Column 7: Imported class "data.scripts.world.IroncladsAdder" could not be loaded
at org.codehaus.janino.UnitCompiler.compileError(UnitCompiler.java:9403)
at org.codehaus.janino.UnitCompiler.import2(UnitCompiler.java:256)
at org.codehaus.janino.UnitCompiler.access$0(UnitCompiler.java:240)
at org.codehaus.janino.UnitCompiler$1.visitSingleTypeImportDeclaration(UnitCompiler.java:230)
at org.codehaus.janino.Java$CompilationUnit$SingleTypeImportDeclaration.accept(Java.java:170)
at org.codehaus.janino.UnitCompiler.<init>(UnitCompiler.java:228)
at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:154)
at org.codehaus.janino.IClassLoader.loadIClass(IClassLoader.java:158)
at org.codehaus.janino.UnitCompiler.loadFullyQualifiedClass(UnitCompiler.java:9121)
at org.codehaus.janino.UnitCompiler.import2(UnitCompiler.java:254)
at org.codehaus.janino.UnitCompiler.access$0(UnitCompiler.java:240)
at org.codehaus.janino.UnitCompiler$1.visitSingleTypeImportDeclaration(UnitCompiler.java:230)
at org.codehaus.janino.Java$CompilationUnit$SingleTypeImportDeclaration.accept(Java.java:170)
at org.codehaus.janino.UnitCompiler.<init>(UnitCompiler.java:228)
at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:154)
... 7 more

I run linux, so maybe the file isn't named correctly? In the mena time i'll try an fix that if it's the case... But, checking things it doesn't seem to be... > , <;

443
Little help, I've no idea how to work the mod, or if it's even working in the first place~!!!

From what's said in the mod front page, there should be a Station either built/spawned at Corvis 2, but all i see is the hegemony system, there isn;'t the contract either. The mods active, but nothing seems to show up/happen/result from whatever i do/don't.

Either i'm stupid, or somethings up! xD

444
Allright, then i've NOOOO idea how to get the mod to work properly/or how it works! xD
I'll have to re-read an mess around with things is all. :) but it works i've got no errors really, so... I suppose it's more of me trying to get the mod to work, and just not knowing how to work it.

445
Allright, so, i don't know if this is just me, or an issue with others, but I can't seem to get the skills to show up. I don't even have a  'ghost' button to push in the character creation, and stating a new games yields nothing as far as I'm able to tell... This is, intresting, if not annoying, I'll see what i can do to get it to work.

I run Linux Mint 14 64-bit 32-bits libs are installed... It's an issue with the mod. i think... i hope.

heres a screen shot for what i'm talking about.

[attachment deleted by admin]

446
I'll be testing this mod out, I'll post my findings, any bugs (glitchs, etc etc things that need help.) or balancing issues. :)

447
Modding Resources / Re: Trylobot's ship editor (2.6.1)
« on: September 17, 2013, 03:22:45 PM »
This also works under linux as well through wine- if you've no allready been told... Least, as far as i know, hopefully i can make a ship an start my own thread here an get involved with the comunity more.
:)

Albeit slowly... =3=;

448
Mods / Re: (Apr-18) StarSECTOR Plus[I updated finally] 1.12
« on: September 16, 2013, 11:56:14 PM »
You think this'll be updated to .6 along with the rest of the mods who bother to?
I hope so, this mod looks like it'd be fun with the Fleet Controll mod. x3

449
Good point, so, even it wasn't that big of a problem, it was still noteable to bring up, so, that's good.

i've installed the libs an it works natively now, yay!

In either case, i think we're done here for the most part., but i didn't even know there WAS, a read Me, all i got was simply a star-sector folder.

450
... F_AsD gauh!

All that, over not having Libs 32?!?! You'ver got to be kidding me.... Then agian I didn't think of it much... eaih... sorry bout all this guys. = =;

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