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Starsector 0.9.1a is out! (05/10/19); Blog post: Skills and Story Points (07/08/19)

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Author Topic: [0.9a] Weapon Arcs 1.3.1  (Read 31582 times)

evilphish

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Re: [0.9a] Weapon Arcs 1.2.1
« Reply #15 on: December 17, 2018, 04:24:34 AM »

Small bug report regarding case mixups. Under Linux with a case sensitive filesystem your mod fails to load as it can not find the version file.

In your mod folder:
Code
weaponarcs.version
should be named
Code
WeaponArcs.version

cheers
Phishy

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Archigo

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Re: [0.9a] Weapon Arcs 1.2.1
« Reply #16 on: December 17, 2018, 07:31:52 AM »

1. Automatically turn off/on vanilla weapon arcs, (even if hotkey is changed) and turn on/off modded ones, every battle.
2. Change and/or toggle transparency of modded arcs.
3. Make .cfg file for configuring those functions. Maybe also turning on arcs for each weapon group separately. Maybe make currently used arc less transparent while other stay transparent.
4. (Is it even possible) Show arcs for hostile/friendly ships with a hotkey for each group.

They're all possible, even number 4. I will probably not get around to doing these any time soon, but if you open a pull request on the github, I will happily merge your updates into the mod :)

I agree with you that the features of this mod would make a lot of sense to have as part of the base game.

Also implemented version checker support.

I'm on linux which has case sensitive filenames, and I encountered an error until I changed the filename "weaponarcs.version" to "WeaponArcs.version". Cheers!

Thanks for spotting that! :)
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Thyrork

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Re: [0.9a] Weapon Arcs 1.3.0
« Reply #17 on: February 13, 2019, 08:31:38 AM »

Quote
696681 [Thread-4] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Chatter plugin initialized
696681 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [weapon-arcs-settings.json]
698906 [Thread-4] INFO  data.scripts.WeaponArcsPlugin  - Shipname: RSS Red Dwarf
699365 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.WeaponArcsPlugin.advance(WeaponArcsPlugin.java:96)
   at com.fs.starfarer.title.C.K$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.super.OoOO.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)

Upon entering combat. Let me know if you need the full mod list. Repeatable crash upon entering the same combat. Ill make a backup of the save.
« Last Edit: February 13, 2019, 08:34:01 AM by Thyrork »
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FreedomFighter

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Re: [0.9a] Weapon Arcs 1.3.0
« Reply #18 on: February 13, 2019, 09:12:43 AM »

Having the same problem with 1.3.0. I was using the previous version and everything work fine until I updated it to the current one.
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Archigo

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Re: [0.9a] Weapon Arcs 1.3.0
« Reply #19 on: February 13, 2019, 09:17:32 AM »

I just posted 1.3.1, where it should be fixed. Thanks for reporting.
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Thyrork

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Re: [0.9a] Weapon Arcs 1.3.1
« Reply #20 on: February 13, 2019, 02:29:09 PM »

loaded the save and everything was fine.
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Randall Hynes

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Crash with Diable Avionics Ship System
« Reply #21 on: May 25, 2019, 07:04:45 AM »

Very often, I'll crash when using the Pocket Gust's ship system (Assume Wing Control) from Diable Avionics, and starsector.log shows this at the very bottom.

Spoiler
761917 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
    at data.scripts.WeaponArcsPlugin.advance(WeaponArcsPlugin.java:89)
    at com.fs.starfarer.title.Object.float$Oo.o00000(Unknown Source)
    at com.fs.starfarer.combat.oOOO.B.super(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
[close]

I tested this on a brand new campaign, without displaying any additional weapon groups, and it didn't crash in the simulator, but it did when in a real battle.

I've had it crash inside the simulator before, though, but I don't know if I was displaying weapon groups at the time.
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