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News: Starsector 0.9a is out! (11/16/18); In-dev patch notes for 0.9.1a (01/31/19)
 
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1  Starsector / Modding / Re: [0.9a] Extra System Reloaded v.0.1.1 on: Today at 08:13:46 AM
Sorry I don't know how to fold back
Please edit your post and use "code" (sharp symbol) button and place your trace inside.

Also, these errors are definitely not from this mod, there is no references to any related class, nor do I use any of these sounds. Sorry.

@All - as I see now, both locust8008 and assasinwar9 are using Nexerelin mod and it seems that it overrides some internal recovery-related methods, clearing that what should have being filled. I'll try to reproduce that, stay frosty.
2  Starsector / Modding / Re: Misc modding questions that are too minor to warrant their own thread on: February 18, 2019, 04:37:14 AM
---snip---
The sound id is ui_shutdown_industry, not colony_industry_shutdown. When I change it to ui_shutdown_industry in a test mod, it works fine.
Alrrright, understood the gimmicks,  ui_shutdown_industry is working fine, but \sfx_interface\ui_char_increase_skill_new.ogg is not in core's sounds.json, And therefore it fails. Thus said, why it is not declared? Is it not being used at all in 0.9a?

Also,
Code:
"ui_char_increase_skill_new":[
{"file":"../../starsector-core/sounds/ui/ui_char_increase_skill_new.ogg","pitch":1,"volume":1}
]
does not work. Am I root-bound to only mod's own directory?
3  Starsector / Modding / Re: [0.9a] Extra System Reloaded v.0.1.1 on: February 18, 2019, 12:32:15 AM
Hmm, could, please, share your starsector.log, around 50 last lines (or rather all lines related to error and "stack trace")?
Pastebin or just hide under spoilers. Thank you
4  Starsector / Modding / Re: Misc modding questions that are too minor to warrant their own thread on: February 15, 2019, 01:58:10 AM
Hmm - that doesn't seem right; it's really hard for me to see how that might happen. The game calls Global.getSoundPlayer().playSound() and Global.getSoundPlayer().playUISound() in numerous places, and that works - and functionally, that's equivalent from those getting called from a mod. I suspect something else is probably going wrong here.
Here is a plain test case, mod tries to play sound right after game loaded:
Code:
public class Es_ModPlugin extends BaseModPlugin
{
...
public void onGameLoad(boolean newGame){
Global.getSoundPlayer().playUISound("colony_industry_shutdown", 1f, 1f);
Without explicit description in sounds.json yields:
Code:
89878 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 32
89879 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 33
90491 [Thread-8] INFO  sound.O  - Cleaning up music with id [miscallenous_main_menu.ogg]
90639 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Sound set with id [colony_industry_shutdown]  not found
java.lang.RuntimeException: Sound set with id [colony_industry_shutdown]  not found
at com.fs.starfarer.Object.I.o00000(Unknown Source)
at com.fs.starfarer.combat.CombatMain$3.playUISound(Unknown Source)
at data.scripts.Es_ModPlugin.onGameLoad(Es_ModPlugin.java:30)

That issue aside,
Is there a way to add some (short) text to "onmouseover-ship's-stats-systems-weapons" overlay (like in fleet, market and recovery menus) https://imgur.com/a/tFbWmnl?
5  Starsector / Modding / Re: [0.9a] Extra System Reloaded v.0.1.1 on: February 15, 2019, 12:21:59 AM
I did a test vs pirates and managed to recover their ships successfully without crash.
Can you be more specific how and when does it happen? Did ships you're tagged to recover have some upgrades from ES?
6  Starsector / Modding / Re: [0.9a] Extra System Reloaded v.0.1.1 on: February 14, 2019, 07:03:37 AM
Updated to 0.9a. No new stuff, just up and polish. https://bitbucket.org/Iridescens/extrasystemreloaded/downloads/Extra%20System%20Reloaded%20v.0.1.1.zip
7  Starsector / Modding / Re: Misc modding questions that are too minor to warrant their own thread on: February 13, 2019, 11:26:41 PM
1. Is there any way not to bundle the sound effect(s) in mod (and not to write down sounds.json) if using/referring to only vanilla sounds? 'cause what worked in 0.8.1a doesn't work in 0.9. Specifically:
Code:
Global.getSoundPlayer().playSound("ui_char_increase_skill", 1f, 1f, new Vector2f(), new Vector2f());
or
Code:
Global.getSoundPlayer().playUISound("ui_char_increase_skill_new", 1f, 1f);
now require me to pack vanilla sound in my mod.
2. Also
Code:
for (FactionAPI factionAPI :Global.getSector().getAllFactions()) {
CampaignFleetAPI fleet = FleetFactory.createGenericFleet(factionAPI.getId(), "nothing", 1.5f, 20 ); // (int)((float)Math.random()*500f+500f)
...
fails dramatically with
Code:
ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.Faction.pickShip(Unknown Source)
at com.fs.starfarer.campaign.Faction.pickShip(Unknown Source)
at com.fs.starfarer.campaign.Faction.pickShipAndAddToFleet(Unknown Source)
at com.fs.starfarer.campaign.Faction.pickShipAndAddToFleet(Unknown Source)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactory.createGenericFleet(FleetFactory.java:361)
Moreover, pickShipAndAddToFleet and pickShip are hardcoded and not exposed and can't be debugged futher (at least with my current skills).
That also worked in 0.8.1a.
Any help is highly appreciated, thank you!
8  Starsector / Modding / Re: [0.8.1a] Extra System Reloaded v.0.1.0 on: February 12, 2019, 01:20:22 AM
Hang in there, fellow admirals!

I'm investigating. Currently no progress as it crashes violently in hardcoded functions of SS, namely com.fs.starfarer.campaign.Faction.pickShipAndAddToFleet and com.fs.starfarer.campaign.Faction.pickShip.

As for more verbose menus, this will require substantial additional coding. I'll have a bite on it, however no ETA. Possibly will roll out in pieces for every upgrade category.
Quality ups will be worked on also.
9  Starsector / Mods / Re: [0.7.2a] ApproLight v0.4.6a(f1) -Prime- on: February 08, 2019, 04:18:26 AM
That's absolutely true, but I am overly cautious/shy to ask @Originem to post it on other hosting. He could have done it so much time ago. But if situation has changed, github or bitbucket, or mediafire/dropbox would be SO MUCH better for community. And community could possibly get to collaborate on english translation.
Wishful thinking off
10  Starsector / Mods / Re: [0.9a] ApproLight on: February 08, 2019, 02:00:53 AM
Well, 0.9a version is out - https://pan.baidu.com/s/1i3F1yXv#list/path=%2F%E8%B6%8B%E5%85%89%E8%AE%AE%E4%BC%9A%EF%BC%88ApproLight%EF%BC%89%2F0.9a
But BAIDU is now not allowing bypassers to DL files, requires Baidu passport, which could not be get for non-Chinese as it requires Chinese mobile number. Lovely...
@Nia Tahl, could you DL it and upload to a more friendly hosting. Or, perhaps, enlighten us how do donwload AL from Baidu without this login bullshittery.
11  Starsector / Mods / Re: [0.7.2a] ApproLight v0.4.6a(f1) -Prime- on: June 15, 2018, 08:02:20 AM
Hi there, ppl!

Just wanted to share some news on AL current state, so behold: https://tieba.baidu.com/p/5738223808
And direct DL page for SS 0.8.1a: https://pan.baidu.com/s/1i3F1yXv#list/path=%2F%E8%B6%8B%E5%85%89%E8%AE%AE%E4%BC%9A%EF%BC%88ApproLight%EF%BC%89%2F0.8.1a

And NO, I do not have english translation files (at least yet). Check previous page(s) for info on translation.
12  Starsector / Modding / Re: Misc modding questions that are too minor to warrant their own thread on: November 08, 2017, 03:34:57 PM
Ok, the setup is "-Xms8192m -Xmx8192m" (overzealous I might be), 2.5GB taken by Win10+apps/services, 1.5GB free no matter what, 2GB swap on SSD (just a cherry on top for old apps compat), 2GB Nvidia GTX670 at 1920*1200.

Mods:
Active-Gates
ApproLight
Audio Plus
Autosave
Blackrock Drive Yards
Combat Chatter
Common Radar
Console Commands
Dassault-Mikoyan Engineering
DIABLEAVIONICS
DisassembleReassemble_v0.8
DynaSector
Extra System Reloaded
Galatia Complete
GraphicsLib
Interstellar Imperium
LazyLib
Leading Pip
Lightshow_with_SWP
Metelson
Neutrino corp
New Galactic Order 1.06b
Nexerelin
Omnifactory
ORA
Portrait pack
Save Transfer
SCY
Shadowyards
Ship and Weapon Pack
Simulator Overhaul
Steiner Foundation
TARGETS
Templars
Tyrador Safeguard Coalition
Underworld
UnknownSkies
UpgradedRotaryWeapons
Version Checker

When GraphicsLib is "just for compatibility" SS runs fine for hours and I haven't ever ran into a crash. But when GraphicsLib is ON, SS drops at a) the end of galaxy creation right when it tries to save the game, b) it creates galaxy fine, but next save (even right after the exact start) will crash it.
After a second thought, may be I should LOWER the 8192 to 6144 (or even 4096) in java mem-alloc options?
13  Starsector / Modding / Re: Misc modding questions that are too minor to warrant their own thread on: November 08, 2017, 06:30:57 AM
@Alex,

There was a thread about game crash while saving. It also have wonderous link to RAM/VRAM req's.
A couple of days ago I've got my rig to 12GB RAM, 2GB VRAM 'cause I use a lot of mods. But I feel indignant to experience a crash because of VRAM (I triple-checked this with useShaders option of GraphicsLib) not while actually playing the game, but rather saving the game. I simply can't comprehend, how the hell that can even happen?!
If it is possible (read: won't take too much time/effort), could you explain WHY (what leads to this event) can SS crash out of VRAM while being "suspended" for saving. And is it possible to fix?
Thanks in advance!
14  Starsector / Modding / Re: [0.8.1a] Extra System Reloaded v.0.1.0 on: November 04, 2017, 06:53:52 AM
Actually, no, it doesn't require a new game, by the way code looks like.
It does add buffs, but doesn't change the vanilla things.
The mod is, however, is NOT SAFE to remove mid-game. But can toggle AI-upgrade off and refrain from using upgrades yourself.
15  Starsector / Mods / Re: [0.7.2a] ApproLight v0.4.6a(f1) -Prime- on: October 31, 2017, 03:51:27 AM
Yesterday I tried the new version of ApproLight for 0.8.1a. It is almost unplayable as it is 'cause the chinese is everywhere (dialogs, shipnames, weapons, hullmods) and chars are rendered as "?". And "strings_en" from 0.7.2a doesn't work somewhy, even partially.
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