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Author Topic: [0.9.1a]STEELCLAD v1.0.25c ( 17.11.2019)  (Read 159709 times)

TBGamer

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Re: [0.9.1a]STEELCLAD v1.0.18 ( 14.09.2019)
« Reply #390 on: September 17, 2019, 08:11:22 PM »

Got the settings all fixed up, however now there's another issue in regards to the illustrations again. For some reason, it says "shipyard5" isn't found under illustrations, despite both the image file being there and the settings saying it is also there. Not quite sure what to do in regards to this.
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Dwarden

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Re: [0.9.1a]STEELCLAD v1.0.18 ( 14.09.2019)
« Reply #391 on: September 18, 2019, 12:14:55 AM »

@TBGamer check your
\StarSector\mods\Steelclad\data\config\settings.json

for line
Code
"Shipyard5":"graphics/illustrations/Shipyard5.jpg",

most likely you got there small not capital letters

as the there code in
\StarSector\mods\Steelclad\data\scripts\world\systems\rsf_Lomonosov.java
Code
denisovkaStation.setInteractionImage("illustrations", "Shipyard5");

which requests that capital S
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TrashMan

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Re: [0.9.1a]STEELCLAD v1.0.18 ( 14.09.2019)
« Reply #392 on: September 18, 2019, 02:04:07 AM »

I'm pretty sure I double-checked the capitalization in the last update.


@morriganj:
if the errors you are getting are complaining about images, try re-downloading the graphics.7z, as I did add some new illustration images
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TBGamer

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Re: [0.9.1a]STEELCLAD v1.0.18 ( 14.09.2019)
« Reply #393 on: September 18, 2019, 05:50:07 AM »

Cheers Dwarden, the image file had a lowercase S. On checking it, I also found that "entering_hyperspace.jpg" was named "entering_hyperspace-.jpg" in the illustrations folder which I also fixed up.

Edit: Still getting the error. "Fatal: Texture [shipyard5] from category [illustrations] not found. Check starsector.log for more info."
« Last Edit: September 18, 2019, 05:54:50 AM by TBGamer »
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Dwarden

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Re: [0.9.1a]STEELCLAD v1.0.18 ( 14.09.2019)
« Reply #394 on: September 18, 2019, 06:09:43 AM »

i was getting the same error, because of the settings.json entry

inside settings.json : filename entry must match the filenames
inside settings.json : name declaration must match the script entry (aka both same capitals)

Question 1, do you have linux or mac ?
i that case the filenames must match ini

Question 2, did you check the settings.json file entry for Shipyard5 ?

good job on finding that entering_hyperspace-.jpg because in settings.json
Code
"entering_hyperspace":"graphics/illustrations/entering_hyperspace.jpg",


« Last Edit: September 18, 2019, 06:12:32 AM by Dwarden »
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TBGamer

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Re: [0.9.1a]STEELCLAD v1.0.18 ( 14.09.2019)
« Reply #395 on: September 18, 2019, 07:37:05 AM »

See, thats the issue. Both the file in the doc and the file in the folder are of the same name, but i still get the error. Not sure what to do in regards to that.

[attachment deleted by admin]
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Dwarden

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Re: [0.9.1a]STEELCLAD v1.0.18 ( 14.09.2019)
« Reply #396 on: September 18, 2019, 06:18:30 PM »

@tbgamer , one more question , the code in
\StarSector\mods\Steelclad\data\scripts\world\systems\rsf_Lomonosov.java
Code
denisovkaStation.setInteractionImage("illustrations", "Shipyard5");

does it have uppercase or lowercase letter "S" at the line ?
« Last Edit: September 19, 2019, 09:35:53 AM by Dwarden »
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TBGamer

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Re: [0.9.1a]STEELCLAD v1.0.18 ( 14.09.2019)
« Reply #397 on: September 19, 2019, 06:01:03 AM »

It was lowercase. I fixed it and tried to start my game up again, only to be met with another error. "Fatal: null Check starsector.log for more info." I'd include the log itself, but It'd go over the limit. I think I messed up somewhere on the installation process? What files did I have to even download and install, since there were far more than just three and the instructions aren't all that helpful in telling which ones are the needed ones.
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TrashMan

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Re: [0.9.1a]STEELCLAD v1.0.18 ( 14.09.2019)
« Reply #398 on: September 19, 2019, 11:47:26 AM »

It was lowercase. I fixed it and tried to start my game up again, only to be met with another error. "Fatal: null Check starsector.log for more info." I'd include the log itself, but It'd go over the limit. I think I messed up somewhere on the installation process? What files did I have to even download and install, since there were far more than just three and the instructions aren't all that helpful in telling which ones are the needed ones.

You don't need the whole log, just the bottom.

Also, did you download the LATEST version of the mod?

EDIT: I tested a new game, works wihout isses.
Just in case, I've put my data folder in the downloads - data_LATEST.7z
« Last Edit: September 19, 2019, 12:16:32 PM by TrashMan »
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TBGamer

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Re: [0.9.1a]STEELCLAD v1.0.18 ( 14.09.2019)
« Reply #399 on: September 20, 2019, 05:51:12 AM »

I downloaded the data_LATEST and basically did a fresh install. Works like a charm!
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Miraisuki

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Re: [0.9.1a]STEELCLAD v1.0.18 ( 14.09.2019)
« Reply #400 on: September 20, 2019, 09:43:31 PM »

Got a bug report for you. The Weapon Boost System hullmod is using the Bullet Accelerators script.
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TrashMan

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Re: [0.9.1a]STEELCLAD v1.0.19 ( 25.09.2019)
« Reply #401 on: September 26, 2019, 02:16:57 AM »

I forgot to fix that. Will hotfix it later.

Also, methinks I'll have to build a jar again, just to speed up loading.

Anyway, new version up

Log for v1.0.19
- Apocalypse torpedo now deals 1000 explosive damage and 500 energy damage. New graphics
- Dedalus Carrier graphics updated
- Lexington graphics updated. Some weapon mounts have been shuffled around, but remain the same.
- a few miner weapon stat tweaks. Still got a long way to go.
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Innominandum

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Re: [0.9.1a]STEELCLAD v1.0.19 ( 25.09.2019)
« Reply #402 on: September 26, 2019, 04:07:01 AM »

I forgot to fix that. Will hotfix it later.
Also, methinks I'll have to build a jar again, just to speed up loading.
Still got a long way to go.
You are doing great, m8.
I don't know about the speeding up part, but please always add the source files with the jar maybe as a separate DL if you are willing to share it. 
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"The early worm catcheth the bird."

TrashMan

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Re: [0.9.1a]STEELCLAD v1.0.19 ( 25.09.2019)
« Reply #403 on: September 28, 2019, 04:43:03 AM »

Hrr.. my .jar used to work before. I re-compiled but I'm getting a null error.

Well, guess no jar far now.

But,. have a hotfix... 10019b uploaded
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Miraisuki

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Re: [0.9.1a]STEELCLAD v1.0.19 ( 25.09.2019)
« Reply #404 on: September 28, 2019, 05:28:22 PM »

Personally I'd prefer not having a jar unless you need it for generics or whatever, at least until the mod is not being updated quite so often (closer to a "finished" state). Makes it easy to modify stuff. It doesn't seem to load slowly for me either.

It's your mod so do whatever you think is right; just giving my preference.

I found a few things to fix. The energy weapon blueprint has a typo: eb instead of en. I dunno if you want them to use the weapon blueprint graphic; if you do they need to be set to bp_rsf_w.png
Code
"rsf_wpackage_bal":"graphics/icons/cargo/bp_rsf.png",
"rsf_wpackage_eb":"graphics/icons/cargo/bp_rsf.png",
"rsf_wpackage_mis":"graphics/icons/cargo/bp_rsf.png",
Same thing on these: typo and not set to weapon blueprint graphic.
Code
"isa_wpackage_eb":"graphics/icons/cargo/bp_isa.png",
"xle_wpackage_eb":"graphics/icons/cargo/bp_xle.png",
"uin_wpackage_eb":"graphics/icons/cargo/bp_uin.png",
In special_items.csv the RSF energy weapons blueprint tag (plugin params column) has incorrect capitalization, so the blueprint package doesn't give any of the weapons.
Code
RSF_en_wbp
Should be
Code
rsf_en_wbp
You're making good progress, keep it up!  :)
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