Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Pages: 1 ... 53 54 [55] 56 57 ... 71

Author Topic: [0.8.1a] The Knights Templar 0.9.8f  (Read 626925 times)

borgrel

  • Captain
  • ****
  • Posts: 348
    • View Profile
Re: [0.7.2a] The Knights Templar 0.9.5h
« Reply #810 on: September 05, 2016, 05:13:50 AM »

BTW: does lattice shield count as shield or armour??
(i.e. does kinetic of HE damage work?)
Logged

Midnight Kitsune

  • Admiral
  • *****
  • Posts: 2846
  • Your Friendly Forum Friend
    • View Profile
Re: [0.7.2a] The Knights Templar 0.9.5h
« Reply #811 on: September 05, 2016, 11:20:12 AM »

BTW: does lattice shield count as shield or armour??
(i.e. does kinetic of HE damage work?)
I think kinetic
Logged
Help out MesoTroniK, a modder in need

2021 is 2020 won
2022 is 2020 too

King Alfonzo

  • Admiral
  • *****
  • Posts: 679
  • -- D O C T O R --
    • View Profile
Re: [0.7.2a] The Knights Templar 0.9.5h
« Reply #812 on: September 05, 2016, 05:47:33 PM »

BTW: does lattice shield count as shield or armour??
(i.e. does kinetic of HE damage work?)

Counts as shield - you can tell because when you whack the ship, the numbers that pop up are grey. At high flux, some of the damage bleeds through, so you start to see yellow for the armour and, eventually, red for hull.

Dark.Revenant

  • Admiral
  • *****
  • Posts: 2806
    • View Profile
    • Sc2Mafia
[0.7.2a] The Knights Templar 0.9.6
« Reply #813 on: September 17, 2016, 07:25:50 PM »

General improvements, including more aggressive Archbishops...

Edit: broken
(Requires LazyLib 2.1)
(Requires GraphicsLib 1.0.2)

- Supported by DynaSector 1.0.4 (Updated!) -
- Supported by Nexerelin 0.7.5c -

We also recommend Version Checker to notify you when an update is ready.

Edit TEMPLAR_OPTIONS.ini to enable or disable Knights Templar features, such as the demanding custom shader effects!

Having problems?  Visit the Mod Troubleshooting Guide!


Change Log
Version 0.9.6
- Fixed legacy crashes
- Archbishop speed increased to 50 from 30
- Archbishop is no longer designated as a carrier, so it will enter battle more readily
- Lattice shield beam damage reduction is now based on a curve; using beams to finish off a ship is much easier now
- Improved custom Priwen Burst UI indicator appearance
« Last Edit: September 20, 2016, 10:52:01 PM by Dark.Revenant »
Logged

Sy

  • Admiral
  • *****
  • Posts: 1225
    • View Profile
Re: [0.7.2a] The Knights Templar 0.9.6
« Reply #814 on: September 18, 2016, 11:04:38 AM »

including more aggressive Archbishops
awesome! looking forward to seeing how this changes big endgame battles. :]
Logged

Asauski

  • Ensign
  • *
  • Posts: 29
  • I'm fluent in google translate
    • View Profile
Re: [0.7.2a] The Knights Templar 0.9.6
« Reply #815 on: September 20, 2016, 11:46:17 AM »

I'm having this error after update to 0.9.6

sometimes I have this error when start a battle or a mission with some templar ship.

Quote
550797 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IllegalArgumentException: Color parameter outside of expected range: Alpha Red Green Blue
java.lang.IllegalArgumentException: Color parameter outside of expected range: Alpha Red Green Blue
   at java.awt.Color.testColorValueRange(Unknown Source)
   at java.awt.Color.<init>(Unknown Source)
   at java.awt.Color.<init>(Unknown Source)
   at data.scripts.util.TEM_Util.interpolateColor(TEM_Util.java:168)
   at data.scripts.util.TEM_Util.drawSystemUI(TEM_Util.java:62)
   at data.scripts.everyframe.TEM_PriwenBurstPlugin.advance(TEM_PriwenBurstPlugin.java:281)
   at com.fs.starfarer.title.C.o0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.A.B.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(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)

help  :'(
Logged

Sy

  • Admiral
  • *****
  • Posts: 1225
    • View Profile
Re: [0.7.2a] The Knights Templar 0.9.6
« Reply #816 on: September 20, 2016, 12:12:49 PM »

help  :'(
i have no idea what any of that means, but the default solutions to most mod related crashes seem to be:

  • make sure you are using the very latest version of both the vanilla game and all your mods, as several of them interact with each other in some way.
  • when updating any mod, always first delete the old one before adding the new one again. just overwriting the old files with the new ones can cause problems.
Logged

Dark.Revenant

  • Admiral
  • *****
  • Posts: 2806
    • View Profile
    • Sc2Mafia
Re: [0.7.2a] The Knights Templar 0.9.6
« Reply #817 on: September 20, 2016, 04:30:27 PM »

I have to go on a limb here but sometimes, exceptions are *** ***.  Crashing out of an entire program because some color value was higher than 255?  Why doesn't it just clamp?  Who wrote that tripe?
Logged

Dark.Revenant

  • Admiral
  • *****
  • Posts: 2806
    • View Profile
    • Sc2Mafia
Re: [0.7.2a] The Knights Templar 0.9.6
« Reply #818 on: September 20, 2016, 10:51:25 PM »

Anyway to answer your question: there is no help.  The mod is broken and you can't use it.  Disable it and start your save over or transfer.  I'll fix it eventually when I'm not busy.

Alternatively, you can go into the Bitbucket page : https://bitbucket.org/DarkRevenant/knights-templar/overview and clone the repository so you can build your own jar and run it yourself.  It's already fixed but releasing anything takes forever.  You know that update batch from a few days ago?  Just releasing that stuff took three solid hours of work, not counting any development time.
« Last Edit: September 20, 2016, 10:59:45 PM by Dark.Revenant »
Logged

Asauski

  • Ensign
  • *
  • Posts: 29
  • I'm fluent in google translate
    • View Profile
Re: [0.7.2a] The Knights Templar 0.9.6
« Reply #819 on: September 21, 2016, 06:35:08 AM »

Well, thank you for your attention, I will try to do something about the jar file but I do n know anything about this stage of the mods.

I think more viable (and safe) continue with 0.9.5h version, perhaps I end up breaking the whole game hehe ;D.
Logged

Asauski

  • Ensign
  • *
  • Posts: 29
  • I'm fluent in google translate
    • View Profile
Re: [0.7.2a] The Knights Templar 0.9.6
« Reply #820 on: September 22, 2016, 09:48:32 AM »

I think more viable (and safe) continue with 0.9.5h version, perhaps I end up breaking the whole game hehe ;D.

Well, I ignored what was said before and following a tutorial I found here in the forum created the jar file, but kept having a similar error, except for the red color.

But I found an efficient way to recreate the bug:

  • Start a mission of the Templars
  • Go to the simulator
  • Use the Priwen / Almace Burst
  • Before the shields raise, get out and go back to the simulator

However if you change a part of the TEM_Util code line ...

Code
    private static Color interpolateColor(Color old, Color dest, float progress) {
        final float antiProgress = Math.max(0f, Math.min(1f, 1f - progress));
        final float[] ccOld = old.getComponents(null), ccNew = dest.getComponents(null);
        //remove it
        //
        //return new Color((ccOld[0] * antiProgress) + (ccNew[0] * progress),
        //        (ccOld[1] * antiProgress) + (ccNew[1] * progress),
        //        (ccOld[2] * antiProgress) + (ccNew[2] * progress),
        //        (ccOld[3] * antiProgress) + (ccNew[3] * progress));
        //
        //and put it
        //
        return new Color(Math.max(0f, Math.min(1f, 1f - ((ccOld[0] * antiProgress) + (ccNew[0] * progress)))),
                Math.max(0f, Math.min(1f, 1f - ((ccOld[0] * antiProgress) + (ccNew[0] * progress)))),
                Math.max(0f, Math.min(1f, 1f - ((ccOld[0] * antiProgress) + (ccNew[0] * progress)))),
                Math.max(0f, Math.min(1f, 1f - ((ccOld[0] * antiProgress) + (ccNew[0] * progress)))));
    }

and repeat this process, the box that marks the cooldown will be completely black for a few seconds (the burst cooldown?) instead of breaking the game.

Maybe "MAYBE" the bug is in some part of the cooldown timer code in TEM_PriwenBurstPlugin because time does not reset...

I do not know if this information can help in something, but for some reason I thought q would be useful to post here :P.
« Last Edit: September 22, 2016, 09:58:00 AM by Asauski »
Logged

michael1

  • Ensign
  • *
  • Posts: 11
    • View Profile
Re: [0.7.2a] The Knights Templar 0.9.5h
« Reply #821 on: September 22, 2016, 06:35:00 PM »

Can you send me the jar too? I'm having the same issues as Kargen.

By now bitbucket has fixed the issues they had, but just in case this is only for my side of the world, I will send you a message with it. Although I am sure this time the link will work for you if you try.

Do you mind sending it to me too? The link on page 52 is dead.
Logged

Dark.Revenant

  • Admiral
  • *****
  • Posts: 2806
    • View Profile
    • Sc2Mafia
Re: [0.7.2a] The Knights Templar 0.9.6
« Reply #822 on: September 22, 2016, 08:34:11 PM »

I think more viable (and safe) continue with 0.9.5h version, perhaps I end up breaking the whole game hehe ;D.

Well, I ignored what was said before and following a tutorial I found here in the forum created the jar file, but kept having a similar error, except for the red color.

But I found an efficient way to recreate the bug:

  • Start a mission of the Templars
  • Go to the simulator
  • Use the Priwen / Almace Burst
  • Before the shields raise, get out and go back to the simulator

However if you change a part of the TEM_Util code line ...

Code
    private static Color interpolateColor(Color old, Color dest, float progress) {
        final float antiProgress = Math.max(0f, Math.min(1f, 1f - progress));
        final float[] ccOld = old.getComponents(null), ccNew = dest.getComponents(null);
        //remove it
        //
        //return new Color((ccOld[0] * antiProgress) + (ccNew[0] * progress),
        //        (ccOld[1] * antiProgress) + (ccNew[1] * progress),
        //        (ccOld[2] * antiProgress) + (ccNew[2] * progress),
        //        (ccOld[3] * antiProgress) + (ccNew[3] * progress));
        //
        //and put it
        //
        return new Color(Math.max(0f, Math.min(1f, 1f - ((ccOld[0] * antiProgress) + (ccNew[0] * progress)))),
                Math.max(0f, Math.min(1f, 1f - ((ccOld[0] * antiProgress) + (ccNew[0] * progress)))),
                Math.max(0f, Math.min(1f, 1f - ((ccOld[0] * antiProgress) + (ccNew[0] * progress)))),
                Math.max(0f, Math.min(1f, 1f - ((ccOld[0] * antiProgress) + (ccNew[0] * progress)))));
    }

and repeat this process, the box that marks the cooldown will be completely black for a few seconds (the burst cooldown?) instead of breaking the game.

Maybe "MAYBE" the bug is in some part of the cooldown timer code in TEM_PriwenBurstPlugin because time does not reset...

I do not know if this information can help in something, but for some reason I thought q would be useful to post here :P.

There is no timer bug.  I didn't bother adding a bunch of initialization logic for it because the only outward effect of it is that the timer would be wrong for one frame when you first start combat.

The crash is because the Color class throws runtime exceptions if any input is out-of-range, which is a *** stupid design.  Most of the AWT libraries are like that.

The reason the "fix" I made was wrong is because I am unfit for modding.  I have been exhausted every day for months, and usually get home like 1 hour before I'm supposed to sleep.
Logged

Orikson

  • Captain
  • ****
  • Posts: 280
  • Always Seen on Discord
    • View Profile
Re: [0.7.2a] The Knights Templar 0.9.6
« Reply #823 on: September 23, 2016, 06:06:30 AM »

Ok, don't be too hard on yourself. Your a great modder with a lot of wonderful mods after all.

So we can't use the Knights Templar for now I guess? I'll patiently wait for it. (We all probably have long patience spans with how Starsector updates come by ;D).
Logged
"A story teller and a trader. Tell me your tales and I'll tell you no lies."

Come join the Starsector Fan Chat! It's decently active.

Link: https://discord.gg/eb5UC

sirboomalot

  • Admiral
  • *****
  • Posts: 596
  • Boom
    • View Profile
Re: [0.7.2a] The Knights Templar 0.9.6
« Reply #824 on: October 08, 2016, 08:11:43 PM »

If a change to the jar isn't actually needed to fix the crash, maybe you could get the next version out without messing with that whole bitbucket thing. Just make the change to the already jar'd 9.6 version and upload that?

Seems like it could save you a bit of time and get people's next Templar fix out sooner...   ;D
Logged
Pages: 1 ... 53 54 [55] 56 57 ... 71