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Messages - Innominandum

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31
... got sidetracked adding some other new stuff, haha..
sneak peak?

32
Have you increased the default max fleet size? Due to technical limitations, the difficulty stars aren't displayed on the deployment screen if your fleet has more than 30 ships in reserve.
Thx i was wondering about that one, i noticed it while helping out AI Stations.
Off topic:
Seeing as you are one of the old guard, do you have any knowledge about a probable rel date for 0.92?

33
That's pretty much the behavior windows would show if your page file was reaching its limit, your CPU was being maximized by some rando process, your GFX throwing a tantrum due to temps while emergency shutdown wasn't addressing it or simply your disk having existential issues that surface under heavy loads, like having a peaking page file. The page file issue usually gets compounded by an inter dynamic relationship between virtual memory, Intel integrated graphics and JVM memory management.     

34
Sorry to bump and I hope you're still around too see this, I think I might be able to help you.

I also had a Dell laptop with integrated and the same problem a few years ago since 0.54.1a. The issue was fixed simply by reducing your hardware acceleration level in the Graphics Options.
You should be able to access this by right clicking on your desktop, there should be an option for something like "Graphics Options" or something along the lines of an Intel graphics control panel.
if the above suggestion doesn't help one could try to install Royal BNA Driver's. Found them mentioned in a thread that was in regards to an opengl game called door kickers and the Mobile Intel(r) 4 Series Express Chipset. They seem to have fixed OPs issue of not being able to launch the game 

35
Mods / Re: [0.9.1a] Outer Rim Alliance v0.86 (2019/07/01)
« on: September 23, 2019, 05:46:32 AM »
everything is latest
Clean reinstall it is then. Of both the game and all mods.
I just did that, dled from official repository (non amazon and amazon), re-grabbed mods, yet the "Error figuring out MIRV spec details" for a Null still persists. Its not a critical error, I'm just wondering what its implications are. 

36
Mods / Re: [0.9.1a] ED Shipyard 1.2.5 (updated 15/09/2019)
« on: September 22, 2019, 06:37:00 PM »
it's something i way how EDS and ORA use MIRC defined in the .proj files

anyway it was just looking thru logs at stranger errors and those SHINE there :)
Yeah probably, you can look at this post its pretty old so i don't know if the same issue does apply to version 0.91a but ORA's dev wrote smthing about MIRV and Missle AI Profiles http://fractalsoftworks.com/forum/index.php?topic=11430.msg194474#msg194474
If this was posted in the wrong place, I apologize.

A while back in the general modding questions thread, I tried to make a missile weapon that would be able to target and track enemy missiles, fly near them and release a bunch of flares.  However if I used both the MIRV scripting and Point Defense rules, the mirv missile will not fire nor track incoming enemy missiles.  I was told that I would need to build a custom script to do this, but PD missiles works and MIRV missiles work, but when combined, PD MIRV missiles do not work.

Here is the line in the csv:
Ember Missile Rack,ember_rack,1,300,1000,,200,,10,5,6,30,0.2,,ENERGY,0,,0,2,1,,0,0,0,0,,900,100,6,35,"PD,DO_NOT_AIM",9

Here is the weapon I was using:
Spoiler
{
   "id":"ember_rack",
   "specClass":"projectile",
   "type":"MISSILE",
   "size":"SMALL",
   "turretUnderSprite":"graphics/weapons/cmc_s_emberrack_turret_base.png",
   "turretSprite":"graphics/weapons/cmc_s_emberrack_turret.png",
   "hardpointSprite":"graphics/weapons/cmc_s_emberrack_hardpoint.png",   
   "hardpointOffsets":[12, 0, 12, 2, 12, -2, 12, 0],
   "turretOffsets":[2, 0, 0, 2, -2, 0, 0, -2],
   "hardpointAngleOffsets":[0, 0, 0, 0],
   "turretAngleOffsets":[0, 0, 0, 0],
   "barrelMode":"ALTERNATING",
   "animationType":"SMOKE",
   #"renderHints":[RENDER_LOADED_MISSILES],
   "interruptibleBurst":false,
   "displayArcRadius":300,
   "smokeSpec":{"particleSizeMin":10.0,
             "particleSizeRange":16.0,
             "cloudParticleCount":3,
             "cloudDuration":0.9,
             "cloudRadius":8.0,
             "blowbackParticleCount":4,
             "blowbackDuration":1.1,
             "blowbackLength":20.0,
             "blowbackSpread":10.0,
             "particleColor":[170,160,150,130]},
   "projectileSpecId":"ember_shot",
   "fireSoundTwo":"harpoon_fire",
}
[close]

Here is the initial projectile:
Spoiler
{
   "id":"ember_shot",
   "specClass":"missile",   
   "missileType":"MIRV",
   "sprite":"graphics/missiles/cmc_ember.png",
   "size":[5,11],   
   "center":[3,6],
   "collisionRadius":10,
   "collisionClass":"MISSILE_NO_FF",
   "explosionColor":[255,100,10,255],  # purely visual, will get a white additively blended core on top of this color
   "explosionRadius":0, # purely visual
   "engineSpec":{"turnAcc":180,
              "turnRate":90,
              "acc":1500,
              "dec":1000},
   "engineSlots":[{"id":"ES1",
               "loc":[-13, 0],
                #"style":"MISSILE_HIGH_TECH",
                "style":"CUSTOM",
               "styleSpec":{
                  "mode":"QUAD_STRIP", # PARTICLES or QUAD_STRIP, determines which params are used
                  "engineColor":[255,150,100,255],
                  "contrailDuration":2,
                  "contrailWidthMult":1,
                  "contrailWidthAddedFractionAtEnd":2.5,  # can be negative. makes trail spread out/narrow at the end
                  "contrailMinSeg":5, # min segment length, in pixels
                  "contrailMaxSpeedMult":0.5f,
                  "contrailAngularVelocityMult":0.5f,
                  "contrailColor":[255,150,100,100],
                  "type":"GLOW" # GLOW or SMOKE; additive or regular blend mode
               },
                "width":5.0,
                "length":15.0,
                "angle":180.0}],
   "behaviorSpec":{"behavior":"MIRV",
               "splitRange":100,
               "minTimeToSplit":1,
               "numShots":4,
               "damage":10,
               "emp":100,
               "damageType":ENERGY,
               "hitpoints":1,
               "arc":270,
               "spreadSpeed":325,
               "projectileSpec":"flare_standard",
               #"emptySpec":"type_1_mirv_empty",
               "smokeSpec":{"particleSizeMin":20.0,
                         "particleSizeRange":20.0,
                         "cloudParticleCount":11,
                         "cloudDuration":1.0,
                         "cloudRadius":20.0,
                         "blowbackParticleCount":0,
                         "blowbackDuration":0,
                         "blowbackLength":0,
                         "blowbackSpread":0,
                         "particleColor":[175,100,50,200]}
               }
               
}
[close]
And I just used the flare_standard.proj as the submunition I copied from the vanilla data folder(along with the graphics needed to run it)
which is all kinda super strange

37
Mods / Re: [0.9.1a] ED Shipyard 1.2.5 (updated 15/09/2019)
« on: September 22, 2019, 06:28:31 PM »
it's in the starsector.log, no crash
i get it when the game loads into menu

only your mod and lazylib active
It doesn't crash? Does it cause any problems gameplay-wise?

Also my mod requires all 3 libs, not just lazylib
No it doesn't crash, ORA has the same issue, it's not a critical issue the game works fine else someone would have already mentioned smthing not working as intended i guess. I have been looking into it but honestly comparing weapons_data.csv's ain't no fun at all esp. when you don't rly know what the issue is. ORA's DEV Tartiflette had some posts made in the past in regards to that issue, best to pm him or to wait for him to see the discussion on his ORA thread 

38
Mods / Re: [0.9.1a] Outer Rim Alliance v0.86 (2019/07/01)
« on: September 22, 2019, 04:11:38 PM »
i always doing byte compare of files when updating mods so it doesn't feel like leftovers issues ...

anyway loading only those mods (in this case ORA) separate w/o anything else (ofc the needed lazylib,magiclib)  equals same error
I don't honestly know what the trick to this is but try to just delete the folder of the mod and re-download it, i just tried it myself and the game loads and starts without problems. There is something related to this in regards to weapon id's being changed in weapon_data.csv being able to lead to such errors when the old weapons_data file wasn't deleted first, or better said it was mentioned once in the forum.

39
Mods / Re: [0.9.1a] Outer Rim Alliance v0.86 (2019/07/01)
« on: September 22, 2019, 03:42:26 PM »
narrowed one of two MIRV related java exceptions to "Outer Rim Alliance"
==
Code
30045 [Thread-4] WARN  com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Error figuring out MIRV spec details
java.lang.NullPointerException
at com.fs.starfarer.loading.WeaponSpreadsheetLoader.?00000(Unknown Source)
any ideas / solutions to fix ?

i see mirv used only in .proj files for missile so i guess something wrong in that definition?
Might be related to this http://fractalsoftworks.com/forum/index.php?topic=15634 or someone dragging new mod versions without deleting the old versions mod folder first which i doubt you did. If it really were a mirv issue then the weapons name should be listed after spec details [weapon_name] like in the following errors
Getting this when hover over a fleet not sure if this mod is doing it:
Code
16164 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [MSS_big_rotary] not found in weapon_data.csv
16164 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [ms_instantFlak] not found in weapon_data.csv
16166 [Thread-4] WARN  com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Error figuring out MIRV spec details
java.lang.NullPointerException
Hi, I've just experienced a crash and I think Blackrock might be to blame (my favourite mod btw ;) ):
I do run a ton of other mods though but I see that achilles is from BRDY
Code
1553862 [Thread-4] WARN  com.fs.starfarer.ui.impl.CargoTooltipFactory  - Error figuring out MIRV spec details for [achilles_mrm]
org.json.JSONException: JSONObject["emp"] not found.
at org.json.JSONObject.get(JSONObject.java:406)
but here it isn't. The only other relatable error log is from this topic http://fractalsoftworks.com/forum/index.php?topic=13528 and it pretty much seems to have been an issue of copy pasting updates without deleting the folder first. 

40
Mods / Re: [0.65.2a] Nexerelin v0.6 "Farer of Stars" (update 2015-09-20)
« on: September 20, 2019, 12:47:41 PM »
Please more info. Pleeeease. What is more hard and in what ways?
v0.6
* Add "Starfarer Mode" starting option (hard mode: halved salary and insurance payouts, other factions more aggressive towards player's, enables SS+ bounty hunters)
Quote from: Histidine
v0.9.2d (2019-07-16)
Player colonies' population growth halved, income reduced 25% when in Starfarer mode
Player colonies have size growth even when autonomous
possibly more

41
3) Using an OpenGL to Vulkan translation layer (there are two projects in the works that do that:
     1) Zink (https://www.collabora.com/news-and-blog/blog/2018/10/31/introducing-zink-opengl-implementation-vulkan/ and https://gitlab.freedesktop.org/kusma/mesa/tree/zink)
      2) GLOVE (https://github.com/Think-Silicon/GLOVE)
      The two are not usable yet.
1) While this is a cool project, it doesn't supp OpenGL 1.X and probably won't supp it for the foreseeable future, if ever. Even if it did it wouldn't mean that it would give you any performance advantages.
2) Pretty much the same as above, just that the Glove DEV team never aimed at supporting OpenGL Version 1.X.
2) Making AMD fix their driver
AMD fixing their drivers ... m8 no way in hell ... The best course of action to take on AMD GPU's running Opengl 1.x Apps is to go driver version 16.1 for non legacy and anything below 15.16 for legacy (AMD Forums advice).

If your struggling with an (legacy) AMD Gpu then you could go through a starsector performance benchmark for catalyst driver versions from 15.12 to 12.1 for windows 10 and to 10.x for win 7. I would do it myself, but I'm running leshcat's modded drivers and nothing else will run for me.   

42
Mods / Re: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)
« on: September 20, 2019, 11:09:03 AM »
Obligatory sneak peak:
What does "Starfarer Mode" if I enable it?
Basically, hard mode.

43
@Alex
Not to necro but seeing how this is the latest AMD thread and out of curiosity, LWJGL VBO or Display Lists ?

44
Mods / Re: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)
« on: September 12, 2019, 05:26:17 AM »
Well, abruptly changing a thing from "silently fails and ruins everything" to "will set you on fire and eat you alive" could have been better timed...
(although it needed to be done eventually, given that the issue was stealth-breaking something that affects other mods)

Fix for Prism NoClassDefFoundError bug

It's caused by the Fringe Defence Syndicate mod.

To fix it replace FDS/data/config/prism/prism_ships_blacklist.csv with this. Or open it yourself and change the first row from hull id to just id

Other mods may also have the same issue, but I haven't detected any that do, and I have most of them.
That's what you get for adding throw new RuntimeException(ex); ruining the "IT JUST WORKS" paradigm

45
Mods / Re: [0.9.1a]STEELCLAD v1.0.17 ( 7.09.2019)
« on: September 09, 2019, 10:16:36 AM »
erm, i'm confused now hastur, those edits weren't by me, that's how i discovered it

just doing diffs vs mine
Got that, my last statement was a general statement about your efforts in no way did i insinuate that you are responsible for those edits, whats your main lingua ?   

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