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

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Author Topic: Starsector 0.8a (Released) Patch Notes  (Read 639257 times)

Midnight Kitsune

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Re: Starsector 0.8a (Released) Patch Notes
« Reply #750 on: April 20, 2017, 12:41:33 PM »

Any changes to carriers or hullmods that need to be done?
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LazyWizard

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Re: Starsector 0.8a (Released) Patch Notes
« Reply #751 on: April 20, 2017, 12:44:35 PM »

0.8a is out? Welp, there goes my productivity for the next few days/weeks/months.


<goes back to waiting for bug reports to come in>

I mean, if the past is any indication, then a hotfix for something or other will be in order. It'd be nice to buck the trend, though.

I've only encountered one minor bug, that being that mods don't seem to work in 0.8a due to the new jar filename case checker.
Spoiler
Quote
35185 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Filenames are case-sensitive, [C:\Users\Rob\Programs\Starfarer\starsector-core\..\mods\LazyLib\jars\LazyLib.jar] vs [C:\Users\Rob\Programs\Starfarer\mods\LazyLib\jars\LazyLib.jar]
java.lang.RuntimeException: Filenames are case-sensitive, [C:\Users\Rob\Programs\Starfarer\starsector-core\..\mods\LazyLib\jars\LazyLib.jar] vs [C:\Users\Rob\Programs\Starfarer\mods\LazyLib\jars\LazyLib.jar]
        at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
        at java.lang.Thread.run(Unknown Source)
[close]

I suppose I'll actually have to play the game for now instead of updating my mods. How horrible! :)
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Alex

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Re: Starsector 0.8a (Released) Patch Notes
« Reply #752 on: April 20, 2017, 12:46:17 PM »

Wait, wait - mods don't work *at all*? Or is it more of a "need to be adjusted to work" situation?
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Nick XR

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Re: Starsector 0.8a (Released) Patch Notes
« Reply #753 on: April 20, 2017, 12:46:45 PM »

Great work Alex!  

LazyWizard

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Re: Starsector 0.8a (Released) Patch Notes
« Reply #754 on: April 20, 2017, 12:51:30 PM »

I'd assume any mod that uses a jar. From the error log it looks like it's comparing the path relative to starsector-core to the absolute path of the jar.

So
C:\Users\Rob\Programs\Starfarer\starsector-core\..\mods\LazyLib\jars\LazyLib.jar
vs
C:\Users\Rob\Programs\Starfarer\mods\LazyLib\jars\LazyLib.jar

And since these aren't identical strings it considers it a case-sensitivity difference and throws an exception.
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Alex

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Re: Starsector 0.8a (Released) Patch Notes
« Reply #755 on: April 20, 2017, 12:55:09 PM »

Aaaah, this is due to a difference in how it's run from my IDE vs from the install. Going to have to get that sorted out in the near future - hotfix material for sure, but will wait for some other stuff to come in.
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WKOB

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Re: Starsector 0.8a (Released) Patch Notes
« Reply #756 on: April 20, 2017, 12:59:08 PM »

Aha, I found a problem already, you hack!

Screenshot, I believe that's intended to say ships.

No, really, this is looking to be a great release.
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Alex

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Re: Starsector 0.8a (Released) Patch Notes
« Reply #757 on: April 20, 2017, 01:05:40 PM »

Aha, I found a problem already, you hack!

Screenshot, I believe that's intended to say ships.

No, really, this is looking to be a great release.

Thank you & fixed :)
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ArthropodOfDoom

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Re: Starsector 0.8a (Released) Patch Notes
« Reply #758 on: April 20, 2017, 01:11:35 PM »

Hmm, is the "recover all ships possible" mission notification not supposed to clear unless you do actually recover every ship you can? I have defeated the pirates at the station but it has not disappeared.  :-\

[edit]: Whoops, didn't realize you have to attack people at the jump points. Here we goooo!
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Alex

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Re: Starsector 0.8a (Released) Patch Notes
« Reply #759 on: April 20, 2017, 01:13:40 PM »

I'm not sure what you mean - what are you calling the "mission notification"? Also, defeating the pirates at the station isn't part of the tutorial, so I'm further confused.
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SainnQ

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Re: Starsector 0.8a (Released) Patch Notes
« Reply #760 on: April 20, 2017, 01:15:03 PM »

It would've been really nice if there was a mechanism introduced to "Retrofit" (D) class vessels.

I would also like to add, after defeating the Pirate blockade of the jump point, I was able to recover a Sunder(D) Class Destroyer

I arrived to the nearest planet and stripped it for parts, and it also stripped off all but the Faulty Powergrid D-System of which there were roughly 5 or so.

(I neglected to take a before & after photo) Sorry.  :-\
« Last Edit: April 20, 2017, 01:22:47 PM by SainnQ »
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Cycerin

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Re: Starsector 0.8a (Released) Patch Notes
« Reply #761 on: April 20, 2017, 01:15:40 PM »

Not really a big issue given most first time players are veeery unlikely to run into it, but if you have one-click jump points enabled, the game will freeze at one point in the tutorial.
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SafariJohn

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Re: Starsector 0.8a (Released) Patch Notes
« Reply #762 on: April 20, 2017, 01:17:33 PM »

I also fell into the trap of not seeing the quicksave instruction before heading to the Hegemony planet.

Saw an oddball thing where you could open the market window with Pontus or something. It displayed the default market blurb on the left about sleek attack ships or whatever.

I think in the tutorial when the station commander tells you to go and "activate an Active Sensor Burst" it would make more sense if they said to "use an Active Sensor Burst".

Overall, with many false starts and significant irritation at trying to lay a course and constantly getting sent to the planet screen, it took me about an hour to get through the tutorial. I think most of my trouble was starting on the next step before it told me to. :-X

So excite!
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SeinTa

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Re: Starsector 0.8a (Released) Patch Notes
« Reply #763 on: April 20, 2017, 01:18:49 PM »

I have a question: Is there any way to swap "Show info" and "Lay in course", got used to clicking on a planet to go there and the info option makes things awkward, but other than that it's awesome.

Also HOLY CRAP that sector map!!
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Midnight Kitsune

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Re: Starsector 0.8a (Released) Patch Notes
« Reply #764 on: April 20, 2017, 01:19:51 PM »

Anyone else having to use 64 bit java to run vanilla?
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