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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: [0.9.1a] 'Junk Pirates' 3.5.3 (including ASP & P.A.C.K.)  (Read 597050 times)

Silver Silence

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.54a
« Reply #330 on: July 08, 2013, 05:45:46 PM »

Kraken Klass. Something about that just tickled me. Ah, I giggled at that for much longer than I should have.
Makes me think something along the lines of "Let's make it orky!"
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arcibalde

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.54a
« Reply #331 on: July 20, 2013, 01:43:12 PM »



Not sure it's done, but I need to get away from this drawing and will post anyway ...
Hahahaha he totally got this face -_-. Look on top of it  ;D

Excellent drawing btw  8)
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Creator of:
Relics MOD - vanilla balanced - Campaign integrated
Vanilla addon MOD - vanilla balanced - Campaign integrated
Project ONI MOD - mission only

Gotcha!

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.54a
« Reply #332 on: July 20, 2013, 01:55:29 PM »

There's a recreational vehicle sitting on top of it. :o <3
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mendonca

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.6a
« Reply #333 on: September 15, 2013, 03:07:53 PM »

https://dl.dropboxusercontent.com/u/66536185/junk_pirates160.zip

Okey dokey, think this is working for an initial 0.6a release.

- New system - Breh'inni, a little bit up from Corvus and Askonia.
Junk Pirates are present in here, but they don't do anything exciting yet. Visit the system AT YOUR PERIL!!!
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Alex

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.6a
« Reply #334 on: September 15, 2013, 03:43:06 PM »

Very cool!

Looks like one of the weapons is using "burst_pd_loop", which isn't found - crashed when I moused over one of the fleets in the new system.

Also, did you do anything special to make the hyperspace entrances near all the gas giant real bright, or did they just turn out that way? Almost looks like they're doubled up - possibly some auto-created by the auto-generate-jump-points code, and some created manually in the same place.

Aha! Yeah, stuff is getting generated twice. Once in onNewGame(), once in onEnabled(). Should probably just do it in onNewGame() for now, until 0.6.1a, where the bug with onEnabled() being called on *every load* is fixed. (Ideally, though, you want to create stuff in onEnabled().)
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Borgoid

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.6a
« Reply #335 on: September 15, 2013, 09:20:45 PM »

Clicking on " The Reaper" in the Codex (From the main menu or in game ) crashes me straight to desktop with the error message " Fatal: Spec of class [com.fs.starfarer.loading.specs.L] with id [high_intensity_laser-intro] not found.  Check starsector.log for more info"


Edit: Also clicking on the " Test " mission gives the same error Alex reported
« Last Edit: September 15, 2013, 09:24:15 PM by Borgoid »
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mendonca

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.6a
« Reply #336 on: September 15, 2013, 11:17:56 PM »

Thanks for the reports guys :)

The perils of copy-pasting without fully understanding what the hell you are doing ...

I did take the sound ids from vanilla .wpn files, so I've obviously missed a trick somewhere with those ...
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Borgoid

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.6a
« Reply #337 on: September 16, 2013, 12:02:44 AM »

I'm not a coder but [com.fs."Starfarer.loading.specs.L" sends up a red flag to me.

With any luck it's an easy fix :D
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mendonca

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.6a
« Reply #338 on: September 16, 2013, 02:11:53 AM »

On the sound ids, that was just lazy lookin'. The vanilla files DO have some unused 'loops' or 'firing' sounds for the two beams I was copying, but it's pretty obvious to the untrained eye that these have been commented out. I didn't do the same. Oops.

Commented out the OnEnabled() part of the ModPlugin, which should stop weirdness for now.

Also done a little tweaking of the variants, made the Standard Kraken a little more viable (although a broadside full of HE is fun ... it's not that scary against something with a shield ...) - also removed the vestigial energy weapon sticking out the front of the Dugong.

As well as a pretty wide-ranging detail pass to the sprites (still got the Turbot, Kraken and Reaper to do), that about sums it up. Hopefully this one does actually work now.

https://dl.dropboxusercontent.com/u/66536185/junk_pirates161.zip

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Wriath

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.6a
« Reply #339 on: September 16, 2013, 05:18:23 AM »

How would one go about setting up one of the junk pirates ships as a starting ship?

mendonca

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.6a
« Reply #340 on: September 16, 2013, 05:34:57 AM »

How would one go about setting up one of the junk pirates ships as a starting ship?

Create a 'plugins' directory in mods/junk_pirates/data/scripts/.

Stick this file in here:

https://dl.dropboxusercontent.com/u/66536185/CharacterCreationPluginImpl.java

And you should get the option of starting with a Standard Sickle instead of the Hound (something else option). You can fiddle with this file to change the options as necessary, or give me a shout and I'll do a custom one at your request?

You will still start in Corvus, and have normal player hostility level to the JP, however.
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Wriath

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.6a
« Reply #341 on: September 16, 2013, 05:40:42 AM »

I've done just enough modding to know what you mean! I could set the JP to Friendly without too much trouble.
EDIT: Thanks man! shoulda said that first.

Jazzrish

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.6a
« Reply #342 on: September 17, 2013, 09:50:26 AM »

conduct error, may u good sir fix it  :-*

14447125 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Ship hull [junk_pirates_dugong] variant [junk_pirates_dugong_Standard]: slot id [WS 015] not found for weapon [gravitonbeam]
java.lang.RuntimeException: Ship hull [junk_pirates_dugong] variant [junk_pirates_dugong_Standard]: slot id [WS 015] not found for weapon [gravitonbeam]
   at com.fs.starfarer.loading.specs.public.super(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.instantiateForCombat(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.super(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.?00000(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.deployAll(Unknown Source)
   at com.fs.starfarer.combat.return.???000(Unknown Source)
   at com.fs.oOOO.super.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
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sorry for my english..

mendonca

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.6a
« Reply #343 on: September 17, 2013, 10:22:43 AM »

Sorry sir, I thought I had made good those variants ... Apparently not!

I've just figured it out. I saved the variant down in the wrong place ... D'oh. Wondered where that came from when I deleted it ...

If you want to fix it yourself, go in to junk_pirates/data/variant/junk_pirates_dugong_Standard.variant, open it in a simple text editor and delete the following bit:


      {
      "autofire": false,
      "mode":"LINKED",
       "weapons":{
                "WS 015":"gravitonbeam",
                },
      }


Alternatively give me a couple of hours and I'll sort it out for you ...
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mendonca

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Re: 'Junk Pirates' - New Ships, Missions, Campaign mod for 0.6a
« Reply #344 on: September 17, 2013, 11:37:38 AM »

Fixed!

Also done the gracious thing and reverted colour to that used in U'sC.

https://dl.dropboxusercontent.com/u/66536185/junk_pirates161b.zip
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