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Author Topic: [0.9.1a]STEELCLAD v1.0.25c ( 17.11.2019)  (Read 159802 times)

TrashMan

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Re: [0.8a]STEELCLAD v0.2 (Ironclads revival) - 21.5.2017
« Reply #90 on: May 21, 2017, 12:37:56 PM »

Well, still couldn't get the New Game to work, but did update, add and fix many other things.
Version 0.2 on 1st post.


hopefully v0.3 will be working fully.
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Pushover

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Re: [0.8a]STEELCLAD v0.1 (Ironclads revival) - 15.5.2017
« Reply #91 on: May 21, 2017, 02:19:18 PM »

It's all confusing.

derelict_survey_mothership seems to be a combat group defined in hte faction file, and in it is the station_derelict_survey_mothership_Standard.variant, itself defined in the stations folder

But rules csv seems to call other things

Code
# Descriptions of automated defenders,,,,,,
sal_printDefaultDefenders,TriggerAutomatedDefenses,,SalvageDefenderInteraction,"As your $shipOrFleet moves in closer, new energy signatures are detected near the $shortName.",,
sal_printDebrisDefenders,TriggerAutomatedDefenses,$customType == debris_field_shared,SalvageDefenderInteraction,"As your $shipOrFleet moves in closer, new energy signatures are detected near a larger pieces of debris.",,
sal_triggerProbeDefenders,TriggerAutomatedDefenses,$customType == derelict_probe,SalvageDefenderInteraction,"As your $shipOrFleet moves in closer, several energy signatures are detected coming online inside the probe's hold.",,
sal_triggerSurveyShipDefenders,TriggerAutomatedDefenses,$customType == derelict_survey_ship,SalvageDefenderInteraction,"As your $shipOrFleet moves in closer, multiple energy signatures are detected coming online from various points on and within the flayed hull of the survey ship.",,
sal_triggerMothershipDefendersBoth,TriggerAutomatedDefenses,"$customType == derelict_mothership
$hasStation

Can't find derelict_probe or derelict_survey_ship defined anywhere in any shape or form.
I'm looking into the Starfarer.api.zip, but still can't find DerelictThemeGenerator or SalvageDefenderInteraction....
Those are defined in custom_entities.json, they refer to the campaign map objects that you interact with.
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TrashMan

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Re: [0.8a]STEELCLAD v0.2 (Ironclads revival) - 21.5.2017
« Reply #92 on: May 23, 2017, 03:37:41 AM »

My PC just died.
On the upside, I got a MSI GTX 1060.
Downside is I can't test Starsector for a few days (until it gets back from repair). Laptop just doesn't work nicely with SS.
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Johnny Cocas

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Re: [0.8a]STEELCLAD v0.2 (Ironclads revival) - 21.5.2017
« Reply #93 on: May 23, 2017, 05:07:14 AM »

My PC just died.
On the upside, I got a MSI GTX 1060.
Downside is I can't test Starsector for a few days (until it gets back from repair). Laptop just doesn't work nicely with SS.


Just curious, why isn't your laptop handling SS properly?
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TrashMan

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Re: [0.8a]STEELCLAD v0.2 (Ironclads revival) - 21.5.2017
« Reply #94 on: May 23, 2017, 05:48:37 AM »

Beats me.
It's a Pavillions Dv6 with 4BG memory, but trying to Load SS with mods nets me "Out of Memeory" errors. Different java version have no effect.
Editing vparam settings in ANY way prevents the game/launcher for starting.
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Johnny Cocas

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Re: [0.8a]STEELCLAD v0.2 (Ironclads revival) - 21.5.2017
« Reply #95 on: May 23, 2017, 06:46:32 AM »

Well, some quick questions pop up in my head:

- How are the memory settings set in the vmparams file? like "-Xms1024m -Xmx2048m"?
- Have you installed 64 bit java 7?
- If you answered yes to the previous question, have you copied the "jre" folder from the java installation directory to the Starsector root folder?
- Which file are you using to run the game? The ".exe" or the ".bat"?
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TrashMan

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Re: [0.8a]STEELCLAD v0.2 (Ironclads revival) - 21.5.2017
« Reply #96 on: May 24, 2017, 03:31:07 AM »

The laptop has Java 1.79 active (and 1.8.1. turned off) - both 64 bit
edting vparams in any way prevents the exe from starting. Increasing memory was the first thing I tried.
No, I run it with the bundled java (which should be java 7, and should work)
I think I used the exe.
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Johnny Cocas

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Re: [0.8a]STEELCLAD v0.2 (Ironclads revival) - 21.5.2017
« Reply #97 on: May 24, 2017, 12:36:36 PM »

well, there's your problem.
It doesn't matter if you have Java 7 64 bit installed, you still need to copy the jre file from your java installation to the Starsector folder. If you don't do that you can't use the increased memory settings that you may set in the vmparams file because the game will run in 32 bit mode anyways...

Simply rename the "jre" folder in the SS installation directory into something like "backup_jre" and copy the "jre" folder from the java installation in the programs fodler into the game root directory and all your problems should disappear.
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TrashMan

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Re: [0.8a]STEELCLAD v0.2 (Ironclads revival) - 21.5.2017
« Reply #98 on: May 24, 2017, 11:08:22 PM »

It werks now. ;D

Strangely enough, the one mission I tried had inverted background colors for some reason. Trippy.

Core Starsector works normally. No stuttering anymore.
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TrashMan

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Re: [0.8a]STEELCLAD v0.2 (Ironclads revival) - 21.5.2017
« Reply #99 on: May 25, 2017, 01:25:45 AM »

OK, after turning the AI into the remanant (basically, the remnant variants are part of the AI faction) and the derelict into the alines (the survey ship ship class/group in the faction file actually points to the alien mothership and all the ships variants are also alien ships) the game crashes because it cannot find the "warden" variant.

There is no warden ship in any file anywhere I see.  ???
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Johnny Cocas

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Re: [0.8a]STEELCLAD v0.2 (Ironclads revival) - 21.5.2017
« Reply #100 on: May 25, 2017, 01:48:34 AM »

OK, after turning the AI into the remanant (basically, the remnant variants are part of the AI faction) and the derelict into the alines (the survey ship ship class/group in the faction file actually points to the alien mothership and all the ships variants are also alien ships) the game crashes because it cannot find the "warden" variant.

There is no warden ship in any file anywhere I see.  ???

Well, that is how it works... If the variant file does not exist an error is given :P Althugh you should not be looking for a warden ship file but for a warden .variant file in the variants folder. You probably have the "warden" variant being used in the .faction file and since the file does not actually exists the game is warning you.
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TrashMan

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Re: [0.8a]STEELCLAD v0.2 (Ironclads revival) - 21.5.2017
« Reply #101 on: May 25, 2017, 03:23:05 AM »

I mean to say variant. I know the difference between hull and variant.

Thing is I checked the derelict faction and it definitely doesn't have any ships defined that aren't present. Only Alien frigate and alien mothership (as survey ship)
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Pushover

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Re: [0.8a]STEELCLAD v0.2 (Ironclads revival) - 21.5.2017
« Reply #102 on: May 25, 2017, 03:25:08 AM »

OK, after turning the AI into the remanant (basically, the remnant variants are part of the AI faction) and the derelict into the alines (the survey ship ship class/group in the faction file actually points to the alien mothership and all the ships variants are also alien ships) the game crashes because it cannot find the "warden" variant.

There is no warden ship in any file anywhere I see.  ???
The Warden is one of the vanilla Domain drones. See CoreLifecyclePluginImpl, there is a pickShipAI that gives the ship different AI if it is a Domain drone. You can maybe override it, but not exactly sure.
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TrashMan

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Re: [0.8a]STEELCLAD v0.2 (Ironclads revival) - 21.5.2017
« Reply #103 on: June 10, 2017, 04:48:37 AM »

My PC is back and running again! YAY!


Code
3580 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (G:\GAMES\Starsector081\starsector-core\..\mods\Steelclad\data\weapons\vns-lrg-shockwave.wpn)]
3843 [Thread-7] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Compiling script [data.scripts.world.SectorGen]
3964 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IndexOutOfBoundsException: Index: 1, Size: 1
java.lang.IndexOutOfBoundsException: Index: 1, Size: 1
at java.util.ArrayList.rangeCheck(Unknown Source)
at java.util.ArrayList.remove(Unknown Source)
at com.fs.starfarer.loading.specs.S.addTurretAngleOffset(Unknown Source)
at com.fs.starfarer.loading.WeaponSpecLoader.?00000(Unknown Source)
at com.fs.starfarer.loading.WeaponSpecLoader.?00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.OO0000(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

Code
{
"id":"vns-lrg-shockwave",  # this id must match what's in the spreadsheet
"specClass":"projectile",
"type":"ENERGY",
"size":"LARGE",
"displayArcRadius":900,
"turretSprite":"graphics/weapons/animated/vns_shockwave/vns_shockwave_cannon00.png",
"turretGunSprite":"",
"turretGlowSprite":"",
"hardpointSprite":"graphics/weapons/animated/vns_shockwave/vns_shockwave_cannon00.png",
"hardpointGunSprite":"",
"hardpointGlowSprite":"",
"numFrames":9,
"frameRate":20,
"interruptibleBurst":false,
"visualRecoil":0,
"glowColor":[255,75,0,200],
"renderHints":[RENDER_BARREL_BELOW],
"turretOffsets":[31, 0],
"turretAngleOffsets":[0, 0],
"hardpointOffsets":[31, 0],
"hardpointAngleOffsets":[0, 0],
"barrelMode":"ALTERNATING", # or LINKED.  whether barrels fire at the same time or alternate.
"animationType":"GLOW_AND_FLASH",  # NONE, GLOW, MUZZLE_FLASH, SMOKE

"muzzleFlashSpec":{"length":80.0,   # only used if animationType = MUZZLE_FLASH
   "spread":6.0,
   "particleSizeMin":15.0,
   "particleSizeRange":15.0,
   "particleDuration":0.25,
   "particleCount":35,
   "particleColor":[255,75,0,200]},

"projectileSpecId":"vns_bullet_shockwave",  # projectile that will be fired
"fireSoundTwo":"gun_heavy_3",
"autocharge":true,
}

BOOOOOOOOOOO

Wtf.....
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TrashMan

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Re: [0.8a]STEELCLAD v0.2 (Ironclads revival) - 21.5.2017
« Reply #104 on: June 15, 2017, 01:49:53 AM »

Ok, WTF already!


The game keeps complainign abou this:
Code
29935 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull variant [warden_Defense] not found!
java.lang.RuntimeException: Ship hull variant [warden_Defense] not found!
at com.fs.starfarer.loading.O00O.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.thissuper$Oo.<init>(Unknown Source)
at com.fs.starfarer.loading.thissuper.<init>(Unknown Source)
at com.fs.starfarer.loading.SpecStore.new.super(Unknown Source)
at com.fs.starfarer.loading.SpecStore.OO0000(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

But I HAVE a warden_Defense variant fully defined. I copied the graphics and the hull and the variant (but changed the weapons) from the core game
Code
{
    "displayName": "Defense",
    "fluxCapacitors": 0,
    "fluxVents": 10,
    "hullId": "warden",
    "hullMods": [],
    "quality": 0,
    "variantId": "warden_Defense",
    "weaponGroups": [
        {
            "autofire": false,
            "mode": "LINKED",
            "weapons": {"WS 001": "med-en-alien-beam"}
        },
        {
            "autofire": true,
            "mode": "LINKED",
            "weapons": {
                "WS 002": "sm-en-alien-laser"
            }
        }
    ]
}
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