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Author Topic: Project Ironclads TC (28 of April, 2017) Source files for the mod  (Read 1441134 times)

taiiat

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Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
« Reply #2280 on: November 15, 2013, 03:22:58 PM »

just going to report a.... bug? i guess.
have been running StarSector 0.6.1A, with Ironclads (6.6.0 6.4).
just updated Ironclads to 6.6.2 today, and now i am resulted with this issue on every launch:
Pastebin

edit:
actually... i thought to delete the Ironclads folder and extract the mod fresh, instead of overwriting the old folder.
and now it doesn't experience that crash on launch. should've thought of that i suppose.
you'd think that from playing so many openly moddable games and using so many mods that i'd've learned by now to always delete when updating, since Windows has crap for file merging / overwriting :p
« Last Edit: November 15, 2013, 04:01:53 PM by taiiat »
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Okim

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Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
« Reply #2281 on: November 15, 2013, 09:47:52 PM »

WARNING! It is highly recomended to read the info provided here before getting into the Ironclads. This is not a pew-pew mod where you start blasting your way to dominance right after clicking 'new game'. This mod puts you into the world of the humanity`s future as a captain of a mere shuttle and with just 2000 credits on your account. The world is full of opportunities and dangers. What you can do in this mod and how you can do that is described in this post.

WARNING! Remove the mod`s folder from your PC before installing a new version. You also should clean up any custom variants in save/missions sub-folders.

WARNING! For proper work this mod automatically enables save compression. This makes all saves impossible to edit.

WARNING!You should also change all '512' values to '1024' in vmparams file located in the Starsector root folder (use any text editor to open it), otherwise you may still encounter problems with savegames. Here is what you need to look for: http://fractalsoftworks.com/forum/index.php?topic=431.msg118864#msg118864

MAC users! In your case this vmparams file is called info.plist and is located in /contents folder.

If you still get your saves corrupted and you are running 64x system - here is a solution: http://fractalsoftworks.com/forum/index.php?topic=431.msg119610#msg119610

...

Gabriel_Braun

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Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
« Reply #2282 on: November 20, 2013, 02:23:19 PM »

Hey Okim and everyone in general too;

Sorry I've been quiet lately, applied maths is killing my gaming time!

-Rich
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zeno0010

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Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
« Reply #2283 on: November 23, 2013, 07:48:24 PM »

Whats up okim, havent seen yall since 6.3. Whad i miss.

Welcome back braun.
« Last Edit: November 23, 2013, 07:50:22 PM by zeno0010 »
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Okim

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Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
« Reply #2284 on: November 24, 2013, 03:02:42 AM »

Hi. There are a couple of reasons of my 'disappearance':

1. X-COM:EW
2. got some rest far away from PC
3. right now have my attention switched to my table-top projects

Piemanlives

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Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
« Reply #2285 on: November 24, 2013, 01:22:02 PM »

EW is great...
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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.

entropy

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Re: Project Ironclads, version 6.4 (0.6.1a)
« Reply #2286 on: December 02, 2013, 02:53:37 PM »

Got a corrupted save... Hell, seems that mod is too large to be played without problems...

Anyone who gets the same problem and runs a Win 64x - here is a solution:

1. get a new version of java6 JRE from here (for your 64 platform): http://www.oracle.com/technetwork/java/javase/downloads/jre6-downloads-1637595.html
2. install it anywhere you wish
3. go to the folder to where you`ve installed jave
4. find there a folder named 'jre6', copy it
5. goto Starsector folder and completely remove its jre folder
6. paste jre6 in it and rename it to 'jre'
7. open vmparams and set the second 512/1024 to 2048

I have 12 gigs of ram. Can I set it to 12336 instead? Also my vmparams did not have a 512/1024 at all, it just had 2 areas like this: "-Xms512m" so I changed the second one to 8224 like: "-Xms8224m" for 8 gigs. Is this correct? Thank you!
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NoImageAvailable

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Re: Project Ironclads, version 6.4 (0.6.1a)
« Reply #2287 on: December 03, 2013, 09:29:47 AM »

I have 12 gigs of ram. Can I set it to 12336 instead? Also my vmparams did not have a 512/1024 at all, it just had 2 areas like this: "-Xms512m" so I changed the second one to 8224 like: "-Xms8224m" for 8 gigs. Is this correct? Thank you!

There's an -xms and -xmx value, the former is the amount of memory reserved at game start the latter the maximum amount of memory that can be used. You can set it to whatever you want so long as you keep in mind the effect it will have on your system. You probably don't want to make all the memory available since the OS and background programs require RAM as well and you honestly don't need anywhere near 12 gigs for this.

Pro-Tip: The last letter denotes the unit of memory so you can just set it to -xmx8g instead of -xmx8224m
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entropy

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Re: Project Ironclads, version 6.4 (0.6.1a)
« Reply #2288 on: December 06, 2013, 02:12:41 PM »

I have 12 gigs of ram. Can I set it to 12336 instead? Also my vmparams did not have a 512/1024 at all, it just had 2 areas like this: "-Xms512m" so I changed the second one to 8224 like: "-Xms8224m" for 8 gigs. Is this correct? Thank you!

There's an -xms and -xmx value, the former is the amount of memory reserved at game start the latter the maximum amount of memory that can be used. You can set it to whatever you want so long as you keep in mind the effect it will have on your system. You probably don't want to make all the memory available since the OS and background programs require RAM as well and you honestly don't need anywhere near 12 gigs for this.

Pro-Tip: The last letter denotes the unit of memory so you can just set it to -xmx8g instead of -xmx8224m

Ah thank you for the reply. That certainly clears things up. I will keep it at 8g.
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Gnock

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Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
« Reply #2289 on: December 13, 2013, 12:22:10 PM »

if i want the mod for 5.2a , where do i can find it ?

tks anyway, LOVE this mod
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code99

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Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
« Reply #2290 on: December 13, 2013, 10:35:13 PM »

5.2.a? What 5.2.a?
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ValkyriaL

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Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
« Reply #2291 on: December 14, 2013, 09:34:24 AM »

an ultra outdated version of this game, and there is no mod version for that, because mods updates as the game progresses, no point having older versions laying around for a game version nobody uses. id suggest updating to 6.1.
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Piemanlives

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Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
« Reply #2292 on: December 14, 2013, 09:49:21 AM »

5.2.a? What 5.2.a?


I love how this is your first post, so welcome to the forum.

As Valk said 5.2.a is an extremely old version of the game released sometime during mid 2012.
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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.

Okim

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Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
« Reply #2293 on: December 14, 2013, 10:11:40 AM »

When people ask about such old versions some paranoidal thought abouts pirated versions and similar stuff begin to amass in my head.

Seriously, why else should someone be interested in such an old game version? I don`t even recall what was in it...

ValkyriaL

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Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
« Reply #2294 on: December 14, 2013, 10:21:04 AM »

0.51 or 0.52 introduced the first campaign layer i believe, so its old as hell, i to, smell piracy.
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