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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: Mod Format Preview  (Read 73934 times)

Alex

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Re: Mod Format Preview
« Reply #15 on: August 20, 2011, 08:19:56 AM »

Any specific notes on changes in .35a-pre?

See the "modding" section in the patch notes :)
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Avan

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Re: Mod Format Preview
« Reply #16 on: August 20, 2011, 09:02:35 AM »

I was mostly asking in terms of broken compatibility, like the missing JSON objects ("mission", "ID"), etc.

Alex

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Re: Mod Format Preview
« Reply #17 on: August 20, 2011, 09:13:25 AM »

I was mostly asking in terms of broken compatibility, like the missing JSON objects ("mission", "ID"), etc.

All the stuff of that nature that I was aware of would be there. Which apparently isn't all of it.

"ID", also?
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Avan

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Re: Mod Format Preview
« Reply #18 on: August 20, 2011, 09:29:22 AM »

Yeah, I found that when I disabled the missions, leaving only the ships and weapons.

Salient

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Re: Mod Format Preview
« Reply #19 on: August 21, 2011, 01:38:36 PM »

Please update your examples, they dont seem to work with the latest release.
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Salient

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Re: Mod Format Preview
« Reply #20 on: August 21, 2011, 01:45:28 PM »

After reinstalling the latest release, i try to load up example 2, and the new ship doesn't appear in the list of enemy ships, and an error is displayed in the mission description 'Ship Hull Variant not found'
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Alex

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Re: Mod Format Preview
« Reply #21 on: August 21, 2011, 01:49:50 PM »

When did you grab the example? I updated them sometime yesterday, and it's working on my end now.

In either case, my apologies - I kind of forgot about those until just after the release.
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Wyvern

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Re: Mod Format Preview
« Reply #22 on: September 26, 2011, 10:06:17 PM »

I'm playing on a mac, and there are a couple of issues I've been having with the second example mod.

First one worked fine.

Trying to install a second one... I had to move the first out of the way; the game refuses to recognize that a mod is installed unless its files sit at the root level of the mods folder.  I.E. if I have mods/example1/mod_info.json and mods/example1/data/... - the game says I have no mods installed; I have to have mods/mod_info.json and mods/data/...  Which means I get to have one mod available at a time.  This seems like it might not be intended behavior.

And then, when I actually try to play the mission in example2, I just get a black screen when I ought to be deploying ships.  Clicking just makes the game beep at me.  Hitting escape makes the game immediately quit.
After some effort, I tracked it down to the mission's descriptor.json file - apparently "background":"graphics/backgrounds/background4.jpg" was not something the game was at all happy with; changing it to background1.jpg (to match the mission in example one) fixed the problem.
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Wyvern is 100% correct about the math.

Alex

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Re: Mod Format Preview
« Reply #23 on: September 27, 2011, 08:38:14 AM »

Thanks for reporting these! I don't know how you even managed to figure it all out :)

Updated the 2nd example mod to use a valid background. The mods problem is a bug/typo in the app bundle - if you like, you can actually tweak it and make it work in your version. To do that, open up Starfarer.app/Contents/Info.plist and change
-Dcom.fs.starfarer.settings.paths.mods=../../..
to
-Dcom.fs.starfarer.settings.paths.mods=../../../mods
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Wyvern

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Re: Mod Format Preview
« Reply #24 on: September 27, 2011, 12:12:09 PM »

Ooh, nice.  I shall do that, then; thanks.

(I'd discovered the "solution" by just not being sure if I was supposed to put the example1 folder in mods, or the contents of example1 in mods - I've had issues with other things that said "put contents of zip file in XYZ", but came out of being zipped with an extra layer of folder that wasn't supposed to be there.  So that was mostly just dumb luck.  The second, though, was persistence: I had a working mission, and a non-working mission, and just started cutting out differences until I found where the problem was.)

And now, on to trying my hand at making a ship!  Whee!  Well... "ship".  With quotes.  Because obviously the game needs space dragons.  ;-)
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Wyvern is 100% correct about the math.

Alex

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Re: Mod Format Preview
« Reply #25 on: September 27, 2011, 02:05:25 PM »

And now, on to trying my hand at making a ship!  Whee!  Well... "ship".  With quotes.  Because obviously the game needs space dragons.  ;-)

It obviously does :)
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Emeraldelite4

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Re: Mod Format Preview
« Reply #26 on: January 24, 2012, 07:24:16 PM »

I still need some help installing mods, when you say add "gameVersion":"0.35a" to the descriptor do you mean the mission descriptor file? Or am I not finding a another descriptor file?
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Ivaylo

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Re: Mod Format Preview
« Reply #27 on: January 25, 2012, 01:27:07 AM »

And now, on to trying my hand at making a ship!  Whee!  Well... "ship".  With quotes.  Because obviously the game needs space dragons.  ;-)

It obviously does :)

Don't forget space crystals. And amoebas.
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Kilvanya

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Re: Mod Format Preview
« Reply #28 on: January 25, 2012, 06:44:04 AM »

moon butterflies?
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icepick37

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Re: Mod Format Preview
« Reply #29 on: January 31, 2012, 09:22:48 AM »

I'm actually going to try and make ships based on insect profiles, haha. Like the Luna moth. Which is pretty close to a moon butterfly.  :)

Silly Jesse...
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