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Author Topic: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*  (Read 1560601 times)

Uomoz

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Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
« Reply #1830 on: March 08, 2013, 01:53:42 AM »

To evoid endless spring of similar errors (especially when you decide to add new factions or remove one), just like i suggested with WR, i will suggest you to write faction prototype class with every possible method embeded into it and extend other factions from this class.

I can help you to do it, or do it self, this will provide "minimash API" with ability to overcome "script override" limitation of vanilla and modular design with ability to disable\enable factions from mod menu.

Also this will allow someone else to develop initially minimash compatable factions by following API instructions, boss plugins and similar stuff.

Fixed that error, it was the same as for the Vanilla Starsector option.

Not interested in a Minimash API, this mod is meant to be played as I code it, as i put a huge amount of effort in balancing everything. If people could add stuff on their own it would completely kill the meaning of this mod. It's not a "simple" minimash, it's a lot more now.

Hmm idk if its a bug but im playing with Supremacy bloc and joined Tri-Tachyon and my personal supplies instead of going to abandoned storage goes to tri-tachyon station -_- playing 17.1 rc1

It's explained both in game with messages and in the changelog.

MEANWHILE IN DEV:

Spoiler
[close]
« Last Edit: March 08, 2013, 02:00:54 AM by Uomoz »
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sc90

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Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
« Reply #1831 on: March 08, 2013, 02:26:07 AM »

Means no point in defending it anymore, you need 1 of each ship/weapon to omni factory anyway
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theSONY

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Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
« Reply #1832 on: March 08, 2013, 02:27:34 AM »

crashes at the loading the game (just before main menu) older ver. deleted before uploading only 1 mod enabled (yours)
Spoiler
186000 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/ships/atlas_af.png] as texture with id [graphics/ships/atlas_af.png]
186047 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 191,49 MB of texture data so far
187250 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Error compiling [data.scripts.plugins.CommandBuffStats]
java.lang.RuntimeException: Error compiling [data.scripts.plugins.CommandBuffStats]
   at com.fs.starfarer.loading.scripts.ScriptStore$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Caused by: java.lang.ClassNotFoundException: Parsing compilation unit "com.fs.starfarer.loading.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO$1@1784427"
   at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:180)
   at org.codehaus.janino.IClassLoader.loadIClass(IClassLoader.java:158)
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:199)
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:164)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:307)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:248)
   ... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File data/scripts/plugins/CommandBuffStats.java, Line 10, Column 7: Imported class "org.lazywizard.lazylib.MathUtils" could not be loaded
   at org.codehaus.janino.UnitCompiler.compileError(UnitCompiler.java:9403)
   at org.codehaus.janino.UnitCompiler.import2(UnitCompiler.java:256)
   at org.codehaus.janino.UnitCompiler.access$0(UnitCompiler.java:240)
   at org.codehaus.janino.UnitCompiler$1.visitSingleTypeImportDeclaration(UnitCompiler.java:230)
   at org.codehaus.janino.Java$CompilationUnit$SingleTypeImportDeclaration.accept(Java.java:170)
   at org.codehaus.janino.UnitCompiler.<init>(UnitCompiler.java:228)
   at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:154)
   ... 7 more
[close]
« Last Edit: March 08, 2013, 02:35:52 AM by theSONY »
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Uomoz

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Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
« Reply #1833 on: March 08, 2013, 02:36:40 AM »

requires lazylib mod. check requirements!
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Sandremo

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Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
« Reply #1834 on: March 08, 2013, 02:56:08 AM »

Quote

It's explained both in game with messages and in the changelog.

MEANWHILE IN DEV:

Spoiler
[close]

Sorry to ask a dumb question but... what are the blueprints for? XD You build ships with them? And why would i buy a blueprint instead of the ship itself? Or can you get certain ships with blueprints only?

-Sandremo
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Uomoz

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Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
« Reply #1835 on: March 08, 2013, 02:59:11 AM »

Blueprints are for ship upgrades :). You'll see in-game.
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theSONY

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Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
« Reply #1836 on: March 08, 2013, 03:12:17 AM »

requires lazylib mod. check requirements!
OK OK My bad (got same problem wits LazyLib as SainnQ has)
don't you "SHIFT+1" on ME mister!  >:(
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sc90

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Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
« Reply #1837 on: March 08, 2013, 03:27:52 AM »

Blueprints are for ship upgrades :). You'll see in-game.

So basically we, lets say have Hound that we can upgrade to diffrent ship with blueprint?
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Uomoz

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Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
« Reply #1838 on: March 08, 2013, 03:35:24 AM »

For now there's just an upgrade for hound and one for vigilance, but yeah, that's the plan!
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sc90

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Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
« Reply #1839 on: March 08, 2013, 03:38:45 AM »

For now there's just an upgrade for hound and one for vigilance, but yeah, that's the plan!

Thats really epic :D how bout upgrade for buffalo>buffalo mk2? doubt it would be usefull but would make sense :P
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RawCode

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Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
« Reply #1840 on: March 08, 2013, 03:48:50 AM »

URGENT NOTICE!!!111

to stop endless flow of lazylib bugreports you shoud add this as first lines of your sector generator class:

Code
		try 
{
Class.forName("org.lazywizard.lazylib.MathUtils");
}
catch (ClassNotFoundException e1)
{
throw new RuntimeException("PLEASE DOWNLOAD,INSTALL AND ENABLE LAZYLIB MOB");
}

If this code is present, SF will crash with user frendly error
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Uomoz

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Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
« Reply #1841 on: March 08, 2013, 04:01:18 AM »

Added to DEV, thanks Raw.

About the buffalo: not implementing it right now, but it's an interesting idea. As for the Condor.
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RawCode

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Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
« Reply #1842 on: March 08, 2013, 04:09:40 AM »

With direct method invocation i managed to create second static sun and it able to create anything as static object.
This can be usefull for something, i will post code soon, last preparations for release.


ps. Sorry, my code wont work with your current build, i checked again, it work well only when mod precompiled, if not, it will fail with unfrendly error anyway, no matter what.

You shoud think about precompilation, it speedup loading and allow you to overcome janito limitations with enums and other stuff.

*precompilation == jar your mod and compile it to classes, also this will provide some protection to your code.

pps. large image
Spoiler
URL=http://imageshack.us/photo/my-images/703/screenshot000bw.png/][/URL]
[close]
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Uomoz

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Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
« Reply #1843 on: March 08, 2013, 04:14:34 AM »

With direct method invocation i managed to create second static sun and it able to create anything as static object.
This can be usefull for something, i will post code soon, last preparations for release.


ps. Sorry, my code wont work with your current build, i checked again, it work well only when mod precompiled, if not, it will fail with unfrendly error anyway, no matter what.

You shoud think about precompilation, it speedup loading and allow you to overcome janito limitations with enums and other stuff.

*precompilation == jar your mod and compile it to classes, also this will provide some protection to your code.

pps. large image
Spoiler
URL=http://imageshack.us/photo/my-images/703/screenshot000bw.png/][/URL]
[close]

Well, I'd love to, but I have no idea about how.
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RawCode

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Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
« Reply #1844 on: March 08, 2013, 04:18:14 AM »

Well, you need Eclipce, JDK6, and some help, i can make tutorial for you and post it on youtube.

If you agree i will precompile your current dev build and log process on video.
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