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Author Topic: The TimCORP Mod (Version 1.6,we need a new spriter, works with .52a)  (Read 193802 times)

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Re: The TimCORP Mod (Version 1.6,we need a new spriter, works with .52a)
« Reply #585 on: August 12, 2012, 06:00:21 PM »

im geting fatal: error compiling [data.hullmods.stabhull] Cause: Compiling unit "data/hullmods/stabhull.java"


171745 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Error compiling [data.hullmods.stabhull]
java.lang.RuntimeException: Error compiling [data.hullmods.stabhull]
   at com.fs.starfarer.loading.scripts.ScriptStore$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Caused by: java.lang.ClassNotFoundException: Compiling unit "data/hullmods/stabhull.java"
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:212)
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:164)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:307)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:248)
   ... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File data/hullmods/stabhull.java, Line 8, Column 13: Non-abstract class "data.hullmods.stabhull" must implement method "public abstract void com.fs.starfarer.api.combat.HullModEffect.applyEffectsAfterShipCreationFirstPas s(com.fs.starfarer.api.combat.ShipAPI, java.lang.String)"
   at org.codehaus.janino.UnitCompiler.compileError(UnitCompiler.java:9403)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:447)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:421)
   at org.codehaus.janino.UnitCompiler$3.visitPackageMemberClassDeclaration(UnitCompiler.java:376)
   at org.codehaus.janino.Java$PackageMemberClassDeclaration.accept(Java.java:765)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:383)
   at org.codehaus.janino.UnitCompiler.compileUnit(UnitCompiler.java:352)
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:210)
   ... 5 more
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CrashToDesktop

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Re: The TimCORP Mod (Version 1.6,we need a new spriter, works with .52a)
« Reply #586 on: August 12, 2012, 07:57:35 PM »

Considering this hasn't been updated for .53a, I'm sure you'd get that error.
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Re: The TimCORP Mod (Version 1.6,we need a new spriter, works with .52a)
« Reply #587 on: August 12, 2012, 09:45:33 PM »

there alot of thick black on the ships o.o
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Re: The TimCORP Mod (Version 1.6,we need a new spriter, works with .52a)
« Reply #588 on: August 13, 2012, 02:24:39 AM »

Oh dear god, people actually remember this?

:D

I'll do an short update today for compability with starfarer 0.53 :)
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Re: The TimCORP Mod (Version 1.6,we need a new spriter, works with .52a)
« Reply #589 on: August 22, 2012, 05:18:34 PM »

Oh dear god, people actually remember this?

:D

I'll do an short update today for compability with starfarer 0.53 :)

LIES
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Re: The TimCORP Mod (Version 1.6,we need a new spriter, works with .52a)
« Reply #590 on: August 22, 2012, 11:33:17 PM »

Right.  I need to upload it too, and an another project came in the way (not caelus, though.)
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Re: The TimCORP Mod (Version 1.6,we need a new spriter, works with .52a)
« Reply #591 on: December 07, 2012, 11:20:10 AM »

So is this mod officially dead?
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Re: The TimCORP Mod (Version 1.6,we need a new spriter, works with .52a)
« Reply #592 on: December 07, 2012, 12:09:31 PM »

Yeah, until the newest caelus update is out (by december). Then i'm gonna bother updating it to 0.54 and make some new changes here and there, slight changes, nothing big. :)
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Re: The TimCORP Mod (Version 1.6,we need a new spriter, works with .52a)
« Reply #593 on: December 07, 2012, 03:20:47 PM »

Yeah, until the newest caelus update is out (by december). Then i'm gonna bother updating it to 0.54 and make some new changes here and there, slight changes, nothing big. :)


Is that december going to turn into January?  e.e
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Re: The TimCORP Mod (Version 1.6,we need a new spriter, works with .52a)
« Reply #594 on: December 07, 2012, 04:16:02 PM »

No, don't think so.  I'll get term breaks soon, so more modding time. Unfortunately, they say that the world will end on my school ending >_>
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Re: The TimCORP Mod (Version 1.6,we need a new spriter, works with .52a)
« Reply #595 on: December 07, 2012, 04:39:41 PM »

Bloody swedes, ruining everything for the rest of us :P
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Re: The TimCORP Mod (Version 1.6,we need a new spriter, works with .52a)
« Reply #596 on: December 07, 2012, 05:10:18 PM »

Why yes ofcourse. My job here has been done then.

(this isn't the first time we've ruined stuff for you brits. ;))
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Re: The TimCORP Mod (Version 1.6,we need a new spriter, works with .52a)
« Reply #597 on: December 09, 2012, 12:49:58 PM »

Maybe an update to this mod before the end of the world?  :P
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Re: The TimCORP Mod (Version 1.6,we need a new spriter, works with .52a)
« Reply #598 on: December 09, 2012, 10:46:39 PM »

hmm, yeah. I'll try to, but no promises. ;)

Have a major caelus update out very soon.
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Re: The TimCORP Mod (Version 1.6,we need a new spriter, works with .52a)
« Reply #599 on: January 12, 2013, 04:21:20 PM »

We all survived the end, even we swedes.
Update by any chance?
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