Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Pages: 1 ... 39 40 [41] 42 43 ... 107

Author Topic: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)  (Read 1121582 times)

HELMUT

  • Admiral
  • *****
  • Posts: 1363
    • View Profile
Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
« Reply #600 on: August 03, 2014, 09:26:36 AM »

Yeah, two months ago i also had that bug about the ms_potniaBis_hull. Happened after a while just like you.

Technically it should appear as msp_potniaBis instead of ms. Perhaps something you missed in your files MShadowy?
Logged

Uomoz

  • Admiral
  • *****
  • Posts: 2663
  • 'womo'dz
    • View Profile
Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
« Reply #601 on: August 03, 2014, 09:34:19 AM »

I think you need to completely remove the mod and unpack it again, feels like something was left from a previous version.
Logged

MShadowy

  • Admiral
  • *****
  • Posts: 911
    • View Profile
Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
« Reply #602 on: August 03, 2014, 10:25:28 AM »

Yeah, somethings in error for sure.  Give me a bit and I'll repost it, hopefully with the errors fixed.

Edit: Herp derp, somehow I had conflated the solidarity and the potnia-bis in the variant selector script, so the ship that was not supposed to have the "msp" prefix did, and the one that needed the prefix didn't have it.  Durrr.
« Last Edit: August 03, 2014, 11:09:41 AM by MShadowy »
Logged

biotic

  • Ensign
  • *
  • Posts: 29
    • View Profile
Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
« Reply #603 on: August 03, 2014, 11:36:43 AM »

I think you need to completely remove the mod and unpack it again, feels like something was left from a previous version.

I checked before each mod test run just to be safe, and i don't think i missed anything.

 
Logged

MShadowy

  • Admiral
  • *****
  • Posts: 911
    • View Profile
Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
« Reply #604 on: August 03, 2014, 03:32:51 PM »

Alright new release ready.  Rather than just focus on bugfixing, I've added normal maps for all Shadowyards vessels as well.

Shadowyards 0.4.7c Changelog:
  • Fixed a dumb error with the Potnia-bis and probably the Solidarity that was causing CTDs.
  • Added normal maps for all SHI vessels.


Not sure if the normals are really adding much though.
Logged

Dark.Revenant

  • Admiral
  • *****
  • Posts: 2806
    • View Profile
    • Sc2Mafia
Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
« Reply #605 on: August 03, 2014, 05:28:28 PM »

They're not adding anything; you forgot to activate the texture data csv in your modplugin.
Logged

MShadowy

  • Admiral
  • *****
  • Posts: 911
    • View Profile
Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
« Reply #606 on: August 03, 2014, 06:22:48 PM »

Aight, fixed that and reuploaded 0.4.7c; normals should be working now.

Logged

Piemanlives

  • Commander
  • ***
  • Posts: 176
  • I've Got This, I think...
    • View Profile
Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
« Reply #607 on: August 03, 2014, 06:57:32 PM »

You should have totally named it 0.4.7cb

Anyways, thanks for the update as always Shadowy!
Logged
This is called me throwing my missile swarm at you, and by swarm I mean massacre, and by missiles... I actually just mean missiles, there's actually not much to it really.

biotic

  • Ensign
  • *
  • Posts: 29
    • View Profile
Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
« Reply #608 on: August 04, 2014, 04:43:49 AM »

Well the error with the exelerin mod still persists unfortunately.
I checked just now.
Logged

LB

  • Lieutenant
  • **
  • Posts: 54
    • View Profile
Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
« Reply #609 on: August 13, 2014, 08:19:37 PM »

It still crashes because ms_potniaBis_Hull is still referred to in data\scripts\world\anar\SHIConvoySpawnPoint.java. I recompiled it (thanks for including the source, that's pretty cool) and repacked the jar, but you might want to fix that.
Logged

MShadowy

  • Admiral
  • *****
  • Posts: 911
    • View Profile
Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
« Reply #610 on: August 17, 2014, 09:27:03 PM »

Alright, new dev version uploaded; this one has most of the preliminary stuff for Starsector+ compatibility, as well as numerous balance changes, somewhat improved normal maps, and two new weapons, the Polarizer and Heavy Polarizer, which are especially high powered EMP cannons.  This should also, finally, see the end to all the oversights with the the Potnia-bis so we should stop seeing random crashes due to that ship now.

Logged

MShadowy

  • Admiral
  • *****
  • Posts: 911
    • View Profile
Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
« Reply #611 on: August 18, 2014, 07:14:36 PM »

Alright, another dev update, added the preliminary version of the medium "Slowbeam" which is currently tentatively titled the Assault Beamer.  Riveting I'm sure.  Also fixed up a bunch of variants, especially for the Elysium.

Link in the post above this one.
Logged

biotic

  • Ensign
  • *
  • Posts: 29
    • View Profile
Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
« Reply #612 on: August 19, 2014, 12:34:12 AM »

GJ, cant wait to test it out.
Logged

Lopunny Zen

  • Admiral
  • *****
  • Posts: 507
    • View Profile
Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
« Reply #613 on: August 20, 2014, 12:35:19 PM »

no dice it still does it
Logged

MShadowy

  • Admiral
  • *****
  • Posts: 911
    • View Profile
Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
« Reply #614 on: August 20, 2014, 04:17:12 PM »

So, just a quick question, are you running Exerelin?  If so, I can't do anything about that; it's a compatibility problem with Exerelin, because it is currently not being updated and has outdated references in its files.  I should have probably mentioned earlier, and I'm sorry that I forgot to, but Shadowyards is essentially no longer compatible and I'm not going to bother attempting to make it compatible as long as Exerelin remains inactive.

If you're not running Exerelin at least tell me what the error is and what you were doing when it happened, because there's absolutely no way I can do anything about it otherwise.
Logged
Pages: 1 ... 39 40 [41] 42 43 ... 107