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Starsector 0.9.1a is out! (05/10/19); Blog post: Painting the Stars (02/07/20); Updated the Forum Rules and Guidelines (02/29/20)

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Author Topic: [0.9.1a] ED Shipyard 1.9.9a (updated 20/12/2019, Now in official hiatus)  (Read 75968 times)

Transuni

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Re: [0.9.1a] ED Shipyard 1.2.0 (updated 11/09/2019)
« Reply #15 on: September 14, 2019, 06:00:34 AM »

nice Look!
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Ed

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Re: [0.9.1a] ED Shipyard 1.2.0 (updated 11/09/2019)
« Reply #16 on: September 14, 2019, 10:35:34 AM »

Thanks!
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Ed

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Re: [0.9.1a] ED Shipyard 1.2.0 (updated 11/09/2019)
« Reply #17 on: September 15, 2019, 06:41:50 PM »

Uploading new version

-Fixed fighter bay ports for Groenendael, Corgi and Dachshund
-Expanded Groenendael shield radius
-Improved Leonberger system AI, AI will now use system or vent if close to overload
-Added Shield Bash built-in weapon to the Rottweiler
-Changed the AI of the Rottweiler Fortress Shield so it will vent earlier if the module shield is up (wasted 4 days trying doing this one in a more elegant way until i said *** it and used the same solution i had for the module)

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Ed

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Re: [0.9.1a] ED Shipyard 1.2.5 (updated 15/09/2019)
« Reply #18 on: September 17, 2019, 07:30:20 AM »

I know i should be working on balancing or making the fighters, but i feel.... inspired

« Last Edit: September 17, 2019, 07:31:45 PM by Ed »
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Ed

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Re: [0.9.1a] ED Shipyard 1.2.5 (updated 15/09/2019)
« Reply #19 on: September 21, 2019, 04:36:30 PM »

Finished the main weapon of the Wurgandal, the Tyrant Maw, now i need to make the ship system, the defensive system and a few fighters

https://webmshare.com/play/6VgGE
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Dwarden

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Re: [0.9.1a] ED Shipyard 1.2.5 (updated 15/09/2019)
« Reply #20 on: September 22, 2019, 02:47:16 PM »

narrowed one of two MIRV related java exceptions to  "ED Shipyard"
==
Code
27758 [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)
at com.fs.starfarer.loading.WeaponSpreadsheetLoader.o00000(Unknown Source)
at com.fs.starfarer.loading.WeaponSpreadsheetLoader.?00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.?O0000(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)
   
any ideas / solutions to fix ?   

note: i see mirv used only in .proj files for missile so i guess something wrong in that definition?

loading only those mods (in this case EDS) separate w/o anything else (ofc the needed lazylib)  equals same error
« Last Edit: September 22, 2019, 04:02:31 PM by Dwarden »
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Ed

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Re: [0.9.1a] ED Shipyard 1.2.5 (updated 15/09/2019)
« Reply #21 on: September 22, 2019, 04:52:15 PM »

The only MIRV I use is the Shield Bash (a missile is launched and detonates instantly releasing several little invisible projectiles with the shockwave image on top of it)
When do you get this error? I don't see this on mine.
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Dwarden

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Re: [0.9.1a] ED Shipyard 1.2.5 (updated 15/09/2019)
« Reply #22 on: September 22, 2019, 05:14:10 PM »

it's in the starsector.log, no crash
i get it when the game loads into menu

only your mod and lazylib active
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Ed

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Re: [0.9.1a] ED Shipyard 1.2.5 (updated 15/09/2019)
« Reply #23 on: September 22, 2019, 05:42:39 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
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Innominandum

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Re: [0.9.1a] ED Shipyard 1.2.5 (updated 15/09/2019)
« Reply #24 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 
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Dwarden

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Re: [0.9.1a] ED Shipyard 1.2.5 (updated 15/09/2019)
« Reply #25 on: September 22, 2019, 06:32:51 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 :)
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Innominandum

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Re: [0.9.1a] ED Shipyard 1.2.5 (updated 15/09/2019)
« Reply #26 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
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Ed

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Re: [0.9.1a] ED Shipyard 1.2.5 (updated 15/09/2019)
« Reply #27 on: September 22, 2019, 07:20:14 PM »

Well if you guys find a solution please tell me, i will gladly update the mod.
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Ed

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Re: [0.9.1a] ED Shipyard 1.2.5 (updated 15/09/2019)
« Reply #28 on: September 22, 2019, 08:41:52 PM »

Doing that review on the ship sprites i promised earlier 4 out of 9 converted

Rottweiler (raw sprite, without the shield module)

Saluki

Leonberger with the new modules (the middle module also goes on the Rottweiler)

And here the new big boy, the Wurgandal
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Ed

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Re: [0.9.1a] ED Shipyard 1.2.5 (updated 15/09/2019)
« Reply #29 on: September 23, 2019, 10:43:06 AM »

I had someone give me this crash report, but it runs normally on my computer.
Code
31556 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error compiling [data.scripts.ED_modPlugin]
 java.lang.RuntimeException: Error compiling [data.scripts.ED_modPlugin]
     at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
     at java.lang.Thread.run(Unknown Source)                                                                                                                 
 Caused by: java.lang.ClassNotFoundException: data.scripts.ED_modPlugin                                                                                                         
     at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
     at java.lang.ClassLoader.loadClass(Unknown Source)
     at java.lang.ClassLoader.loadClass(Unknown Source)                                                                                                     
     … 2 more
Anyone else having this?

If anyone get this error use my current dev version instead
https://bitbucket.org/edmods/files/downloads/ED_Shipyard_dev.rar
« Last Edit: September 23, 2019, 11:11:30 AM by Ed »
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