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Author Topic: Project CAELUS ,the biggest project starsector will ever see. (Alpha 1)  (Read 608217 times)

DarkerThanBlack

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Re: Project CAELUS ,the biggest project starfarer will ever see. (DEMO 3)
« Reply #1170 on: June 21, 2012, 05:49:24 PM »

I don't know how a IDE will help you solve bugs  :P
We need a logging feature ...  :-[
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The Soldier

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Re: Project CAELUS ,the biggest project starfarer will ever see. (DEMO 3)
« Reply #1171 on: June 21, 2012, 05:56:53 PM »

I don't know how a IDE will help you solve bugs  :P
We need a logging feature ...  :-[
http://fractalsoftworks.com/forum/index.php?topic=3173.0
I think that solves it. ;D
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Quote from: Trylobot
I am officially an epoch.
Quote from: Thaago
Note: please sacrifice your goats responsibly, look up the proper pronunciation of Alex's name. We wouldn't want some other project receiving mystic power.

FlashFrozen

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Re: Project CAELUS ,the biggest project starfarer will ever see. (DEMO 3)
« Reply #1172 on: June 21, 2012, 06:00:07 PM »

Just popping in,

You can always try the Codex, it makes for an impromptu debugger for me.

http://fractalsoftworks.com/forum/index.php?topic=2749.0

It's first function is well, a codex, it's second function is a balancer, it's third function is it'll find all your missing commas, brackets, and bad typing :P but note, it won't help you with bugs that are in campaign, such as mistyping a ship  id that's being delivered by a convoy.

I won't lie it gives me better debug messages than starfarer. If it helps in anyway of course :P
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DarkerThanBlack

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Re: Project CAELUS ,the biggest project starfarer will ever see. (DEMO 3)
« Reply #1173 on: June 21, 2012, 06:22:21 PM »

I don't know how a IDE will help you solve bugs  :P
We need a logging feature ...  :-[
http://fractalsoftworks.com/forum/index.php?topic=3173.0
I think that solves it. ;D

That's not gona help you if your code behaves unexpectedly, the only thing you can rely on is starfarer.log and ingame messages.
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The Soldier

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Re: Project CAELUS ,the biggest project starfarer will ever see. (DEMO 3)
« Reply #1174 on: June 21, 2012, 06:24:30 PM »

starfarer.log is crap, it doesn't show any in-depth code problems (like the ones with crazy OOOOOOOs all over the place).
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Quote from: Trylobot
I am officially an epoch.
Quote from: Thaago
Note: please sacrifice your goats responsibly, look up the proper pronunciation of Alex's name. We wouldn't want some other project receiving mystic power.

DarkerThanBlack

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Re: Project CAELUS ,the biggest project starfarer will ever see. (DEMO 3)
« Reply #1175 on: June 21, 2012, 06:29:02 PM »

because the code is obfuscated, still its something ...

speaking of obfuscated code ... dose anyone know what the clear() function on the CargoAPI do?
It seems to clear the stacks ... and that looks like just the items but not the ships in a space station ... ya nvm

How do you clear all the items (weapons, crew, ships, everything) in a station with-ought knowing the nr of items, so you don't have to remove them manually?
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FlashFrozen

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Re: Project CAELUS ,the biggest project starfarer will ever see. (DEMO 3)
« Reply #1176 on: June 21, 2012, 06:34:01 PM »

I'm not sure, but you could try looking in the gun runners mod / trade scavenger mods they have a way of adding every weapon in the game into their station so you can probably reverse that and remove everything in your station this only provides a way to remove weapons though iirc, but it's a start. :P
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DarkerThanBlack

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Re: Project CAELUS ,the biggest project starfarer will ever see. (DEMO 3)
« Reply #1177 on: June 21, 2012, 06:42:34 PM »

I'm not sure, but you could try looking in the gun runners mod / trade scavenger mods they have a way of adding every weapon in the game into their station so you can probably reverse that and remove everything in your station this only provides a way to remove weapons though iirc, but it's a start. :P

there is no way to change the mothballed ships once set to a station.
a workaround would be to remove the station ... and recreate it ... maybe.
I've sent Alex a message if he could expose more features in the CargoApi's interface to allow us to manipulate the ship stock of a station.
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LazyWizard

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Re: Project CAELUS ,the biggest project starfarer will ever see. (DEMO 3)
« Reply #1178 on: June 22, 2012, 04:59:31 AM »

How do you clear all the items (weapons, crew, ships, everything) in a station with-ought knowing the nr of items, so you don't have to remove them manually?
there is no way to change the mothballed ships once set to a station.

Actually, you can clear a station. Just make sure you have the following imports:
Code
import com.fs.starfarer.api.campaign.SectorEntityToken;
import com.fs.starfarer.campaign.fleet.CargoData;

And this method should let you clear the cargo:
Code
    public static void deleteStationCargo(SectorEntityToken station, String factionID)
    {
        CargoData cargo;
        cargo = (CargoData) station.getCargo();

        cargo.clear();
        cargo.setMothballedShips(null);
        cargo.initMothballedShips(factionID);
    }

I haven't played around with it much, but it seems to work just fine.

Edit: You don't need StarSystemAPI. No idea why I included it. Fixed.
« Last Edit: June 22, 2012, 06:45:39 AM by LazyWizard »
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DarkerThanBlack

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Re: Project CAELUS ,the biggest project starfarer will ever see. (DEMO 3)
« Reply #1179 on: June 22, 2012, 08:04:19 AM »

How do you clear all the items (weapons, crew, ships, everything) in a station with-ought knowing the nr of items, so you don't have to remove them manually?
there is no way to change the mothballed ships once set to a station.

Actually, you can clear a station. Just make sure you have the following imports:
Code
import com.fs.starfarer.api.campaign.SectorEntityToken;
import com.fs.starfarer.campaign.fleet.CargoData;

And this method should let you clear the cargo:
Code
    public static void deleteStationCargo(SectorEntityToken station, String factionID)
    {
        CargoData cargo;
        cargo = (CargoData) station.getCargo();

        cargo.clear();
        cargo.setMothballedShips(null);
        cargo.initMothballedShips(factionID);
    }

I haven't played around with it much, but it seems to work just fine.

Edit: You don't need StarSystemAPI. No idea why I included it. Fixed.

How the hell have I've missed that :o
If there was a way to +rep you I'd have done that now :)

Thank you.

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Upgradecap

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Re: Project CAELUS ,the biggest project starfarer will ever see. (DEMO 3)
« Reply #1180 on: June 22, 2012, 08:09:23 AM »

Great! It seems DEV 4 is fixed! Only thing left to do is make the faction relations work (which they don't, currently.)

DarketThanBlack, do you have our dropbox?
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The Soldier

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Re: Project CAELUS ,the biggest project starfarer will ever see. (DEMO 3)
« Reply #1181 on: June 22, 2012, 08:12:47 AM »

folks, DEMO 4 is imminent... ;D
A few minor faction bugs here and there, my tesla destroyer won't fire, and a few others.  Maybe another few hours.
And Happy, your weapons will be in the next release.
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Quote from: Trylobot
I am officially an epoch.
Quote from: Thaago
Note: please sacrifice your goats responsibly, look up the proper pronunciation of Alex's name. We wouldn't want some other project receiving mystic power.

Upgradecap

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Re: Project CAELUS ,the biggest project starfarer will ever see. (DEMO 3)
« Reply #1182 on: June 22, 2012, 09:35:04 AM »

And, ladies and gentelmen, let me present to you what you all have waited for.

Let me present DEMO 4 to you, which brings a lot of new features top the game, mainly being campaign integration.

Factions that partake in the war of the CAELUS system:

-CDF
-Sidus Dim
-WarHawks
-Pirates (Arrrgh matey ;))

And each faction has their respective station, with respective inventory!

Note: faction relationships are not working, which means that the factions won't attack each other. We hope to deliver you an Fix on this soon, but we've got nothing on it yet.

Note2: This is also now a Total Conversion, which means that other mods cannot be activated alongside with it. :)

You can download it here: https://www.dropbox.com/s/s6jsts0d1ryyug9/DEMO%204.7z

Or in the OP (the DOWNLOAD button)

Happy starfaring!

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Muffel

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Re: Project CAELUS ,the biggest project starfarer will ever see. (DEMO 3)
« Reply #1183 on: June 22, 2012, 09:41:28 AM »

Total conversion? Is this a design choice or does it have to do with the coding stuff?
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Upgradecap

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Re: Project CAELUS ,the biggest project starfarer will ever see. (DEMO 3)
« Reply #1184 on: June 22, 2012, 09:44:30 AM »

Total conversion? Is this a design choice or does it have to do with the coding stuff?

Both, pretty much. It's not really related to vanilla no longer. :)
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