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Author Topic: Misc modding questions that are too minor to warrant their own thread  (Read 1727573 times)

isaacssv552

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #3390 on: May 30, 2017, 01:21:55 AM »

How can I access a ships hullmods through ShipSkillEffect? I want to nullify a specific hullmod via a skill effect,
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Ragni

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #3391 on: May 30, 2017, 07:04:47 PM »

Can confirm this. No rule commands are found no matter where I put them (even if I do the "ruleCommandPackages" in settings.json). I'll see if I can send you copy for testing.

*edit - sent via pm

Alright, fixed it - turns out it was using the wrong classloader.

Thanks- that's awesome! Any chance I could get a copy of the fixed build for modding purposes? (can't do too much on my end until I can make it to the main menu)

I think that I am encountering the same problem.
Being very new to modding SS (and modding at all), this was very confusing.

I described my approach here and what problem i encounter: http://fractalsoftworks.com/forum/index.php?topic=12526.msg212459#msg212459
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c0nr4d1c4l

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #3392 on: May 31, 2017, 07:50:04 AM »

Is it possible to make a modular ship and keep it mobile (yes, it's for the Omega). Looked at the rest of the modular structures and so far I've seen that they're all immobile. Would there be a way to implement thrusters to modular structures? Also, would there be a way to keep said ship in a faction without appearing in the faction's market?
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isaacssv552

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #3393 on: May 31, 2017, 11:54:40 AM »

Is it possible to make a modular ship and keep it mobile (yes, it's for the Omega). Looked at the rest of the modular structures and so far I've seen that they're all immobile. Would there be a way to implement thrusters to modular structures? Also, would there be a way to keep said ship in a faction without appearing in the faction's market?
Yes, but you'll want to wait for 8.1. It adds a lot of functionality to modules.
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Clockwork Owl

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #3394 on: June 02, 2017, 05:52:45 AM »

How do I adjust reputations by custom rules?

Using 0.81 dev version, can't find out how to use AdjustRep with custom best/worst/limits/amount.
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nomadic_leader

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #3395 on: June 07, 2017, 09:06:31 PM »

Is here a way to just turn off damage decal and glow rendering? For performance reasons; and i don't care about individual pockmarks on every ship in a large battle. TMI.

Earlier in the thread (hundreds of pages back/years ago) someone suggested pointing the damagedecal lines in hull_styles to a blank image. I haven't tried that yet but was wondering about just turning it off entirely.

I tried deleted all the damagedecal lines in hullstyles that are there, but there apparently it falls back to some default; since ships still keep getting the damagedecals/glow.
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TrashMan

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #3396 on: June 11, 2017, 01:11:19 AM »

What am I looking at here?


Code
3580 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (G:\GAMES\Starsector081\starsector-core\..\mods\Steelclad\data\weapons\vns-lrg-shockwave.wpn)]
3843 [Thread-7] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Compiling script [data.scripts.world.SectorGen]
3964 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IndexOutOfBoundsException: Index: 1, Size: 1
java.lang.IndexOutOfBoundsException: Index: 1, Size: 1
at java.util.ArrayList.rangeCheck(Unknown Source)
at java.util.ArrayList.remove(Unknown Source)
at com.fs.starfarer.loading.specs.S.addTurretAngleOffset(Unknown Source)
at com.fs.starfarer.loading.WeaponSpecLoader.?00000(Unknown Source)
at com.fs.starfarer.loading.WeaponSpecLoader.?00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.OO0000(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)

weapon in question:
Code
{
"id":"vns-lrg-shockwave",  # this id must match what's in the spreadsheet
"specClass":"projectile",
"type":"ENERGY",
"size":"LARGE",
"displayArcRadius":900,
"turretSprite":"graphics/weapons/animated/vns_shockwave/vns_shockwave_cannon00.png",
"turretGunSprite":"",
"turretGlowSprite":"",
"hardpointSprite":"graphics/weapons/animated/vns_shockwave/vns_shockwave_cannon00.png",
"hardpointGunSprite":"",
"hardpointGlowSprite":"",
"numFrames":9,
"frameRate":20,
"interruptibleBurst":false,
"visualRecoil":0,
"glowColor":[255,75,0,200],
"renderHints":[RENDER_BARREL_BELOW],
"turretOffsets":[31, 0],
"turretAngleOffsets":[0, 0],
"hardpointOffsets":[31, 0],
"hardpointAngleOffsets":[0, 0],
"barrelMode":"ALTERNATING", # or LINKED.  whether barrels fire at the same time or alternate.
"animationType":"GLOW_AND_FLASH",  # NONE, GLOW, MUZZLE_FLASH, SMOKE

"muzzleFlashSpec":{"length":80.0,   # only used if animationType = MUZZLE_FLASH
   "spread":6.0,
   "particleSizeMin":15.0,
   "particleSizeRange":15.0,
   "particleDuration":0.25,
   "particleCount":35,
   "particleColor":[255,75,0,200]},

"projectileSpecId":"vns_bullet_shockwave",  # projectile that will be fired
"fireSoundTwo":"gun_heavy_3",
"autocharge":true,
}
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AxleMC131

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #3397 on: June 11, 2017, 02:54:10 AM »

@TrashMan

I don't know if this would cause that error, but you've got a bunch of situational values that aren't necessary.

You're making a rotary (or at least frame-animated) weapon, no? In which case, you don't actually need either the "...GunSprite" or "...GlowSprite" values. And by that I don't mean you can leave them blank: I mean you should get rid of them entirely. The same with "visualRecoil" and "RENDER_BARREL_BELOW" in renderHints.

All those values apply to different forms of weapon animation, and I have a hunch that if you try to define all of them (even with a null or zero value) for a single weapon, the game doesn't understand what form of animation you're trying to use. I could be completely wrong about that.  :-X



However, what I think almost certainly will cause a crash is your turret/hardpoint offsets and angle offsets. Bear in mind that for each gun, the regular "offset" is a pair of coordinates (x, y) but the "angle offset" is only a single value. In other words, in those arrays there should be two integers for each gun location in "offsets" and only one in "angleOffsets".

Chances are the "index out of bounds" error here is because you're defining a single gun location in the translational offset, but then defining two in the angle offset, hence the error.
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TrashMan

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #3398 on: June 11, 2017, 09:09:34 AM »

Yup, hat did it. Now I get errors for another weapon

Code
9551 [Thread-4] INFO  com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Applying data from weapon_data.csv to [vns-med-flak]
9885 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IllegalArgumentException: No enum constant com.fs.starfarer.api.combat.WeaponAPI.AIHints.pd6
java.lang.IllegalArgumentException: No enum constant com.fs.starfarer.api.combat.WeaponAPI.AIHints.pd6
at java.lang.Enum.valueOf(Unknown Source)
at com.fs.starfarer.loading.K.super(Unknown Source)
at com.fs.starfarer.loading.WeaponSpreadsheetLoader.?00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.OO0000(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)



Code
{
"id":"vns-med-flak",  # this id must match what's in the spreadsheet
"specClass":"projectile",
"type":"BALLISTIC",
"size":"MEDIUM",
"displayArcRadius":600,

"turretSprite":"graphics/weapons/vns_flak_turret_base.png",
"turretGunSprite":"graphics/weapons/vns_flak_turret_recoil.png",
"hardpointSprite":"graphics/weapons/vns_flak_hardpoint_base.png",
"hardpointGunSprite":"graphics/weapons/vns_flak_hardpoint_recoil.png",

"visualRecoil":5.0,  # the gun sprites are only used if this is non-0
"renderHints":[RENDER_BARREL_BELOW],

"turretOffsets":[21, -2, 21, 2],
"turretAngleOffsets":[0],
"hardpointOffsets":[21,-2, 21, 2],
"hardpointAngleOffsets":[0],

"separateRecoilForLinkedBarrels": true,

"barrelMode":"LINKED", # or LINKED.  whether barrels fire at the same time or alternate.
"animationType":"MUZZLE_FLASH",  # NONE, GLOW, MUZZLE_FLASH, SMOKE
"muzzleFlashSpec":{"length":40.0,   # only used if animationType = MUZZLE_FLASH
   "spread":30.0,
   "particleSizeMin":16.0,
   "particleSizeRange":18.0,
   "particleDuration":0.3,
   "particleCount":46,
   "particleColor":[255,155,75,225]},
"projectileSpecId":"shot_52mm_flak",  # projectile that will be fired
"fireSoundTwo":"gun_light_flak",
}
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Alex

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #3399 on: June 11, 2017, 09:19:48 AM »

"pd6" should go in the "tags" column, not "hints".
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Alex

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #3400 on: June 11, 2017, 09:24:39 AM »

Is here a way to just turn off damage decal and glow rendering? For performance reasons; and i don't care about individual pockmarks on every ship in a large battle.

There's no way to turn it off entirely, but for performance, if you go to settings.json and change:

"forceNoVBO":true,

To false, that *may* speed it up, by making the game render damage decals using a more advanced/faster graphics card feature. It's forced off by default because it's not entirely stable - I get random crashes maybe once every 4 hours or so when it's set to false - but it could just be some combination of factors specific to my computer. Still, be warned that that *could* happen for you as well, if you give it a shot. There were also some issues on OS X - waaay back - where this was ungodly slow, as in seconds-per-frame - but I'd hope that particular driver issue has been sorted by now, as it's been years.
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TrashMan

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #3401 on: June 11, 2017, 12:46:38 PM »

"pd6" should go in the "tags" column, not "hints".

Bu it is....

Redeemer Cannon,vns_med_redeemer_1b,2,,2500,700,,200,20,10,12,10,30,0.2,10,HIGH_EXPLOSIVE,10,,,1,1,,2,4,1,3,,700,,,20,,he4,19982
Redeemer Cannon 2B,vns_med_redeemer_2b,3,,4000,700,,200,20,10,12,14,40,0.2,10,HIGH_EXPLOSIVE,10,,,1,1,,2,4,1,3,,750,,,20,,he5,20006
50mm Gauss Cannon,vns_med_bal2b,2,,2000,800,,50,,0,12,8,120,1,40,KINETIC,10,,,0.4,1,0,0,6,1,6,,700,,,30,,kinetic3,19981
60mm Gauss Cannon,vns_med_bal1b,1,,1800,900,,90,,0,12,8,90,1,30,KINETIC,10,,,0.4,1,0,0,6,1,6,,700,,,30,,kinetic4,19980
X-Ray Laser Battery,vns_med_xray,2,,2500,850,,100,,0,20,14,,,,ENERGY,50,,,4,5,0.5,2,5,6,2,,900,,,,"USE_VS_FRIGATES, STRIKE",energy5,19979
Flak Battery,vns-med-flak,2,2200,600,,50,,0,45,12,60,0.5,20,FRAGMENTATION,,,,2,5,0.25,6,18,3,6,,600,,,42,"ANTI_FTR, PD",pd6,200009
Heavy Flak Battery,vns-lrg-flak,3,4600,600,,100,,0,45,16,60,0.25,20,FRAGMENTATION,,,,1,1,0.25,6,18,3,6,,600,,,42,"ANTI_FTR, PD",pd9,200010
Ion-Nova Cannon,vns-lrg-shockwave,3,4000,900,,50,500,0,9,16,,,,ENERGY,1000,,20,2,1,0,1,5,0,0,,1200,,,,STRIKE,"LR, energy9",200011


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MinusUdn

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #3402 on: June 11, 2017, 01:26:12 PM »

with the new sprite rendering order (closest to the spine above) how do I change the order weapons are rendered? can it be done?
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Alex

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #3403 on: June 11, 2017, 04:44:56 PM »

@TrashMan: maybe a missing comma somewhere there or something? Don't know. That error is definitely from the game trying to interpret "pd6" as a hint, though.

with the new sprite rendering order (closest to the spine above) how do I change the order weapons are rendered? can it be done?

Hardpoints are rendered before turrets.

Within that, smaller weapons are rendered below larger ones.

Within that, missile weapons get rendered before non-missile.

After that - if all the preceding criteria are the same - distance-to-center (first on horizontal axis, then on vertical) is used as a tie-breaker.
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Seth

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #3404 on: June 13, 2017, 01:52:27 PM »

Quick question:
Some mods are listed 0.8, and some 0,8.1 is it okay to use 0.8 ver. mod on 0.8.1 game?
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