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Messages - Commodore Stephans

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1
Lore, Fan Media & Fiction / Project Wingman-style introduction thing
« on: October 31, 2023, 07:13:54 AM »
Only recently realized that this place existed, heh. Anyway - long ago, I made a PW-style intro based on a lark and a few vague thoughts/headcanons about something I might or might not write, set within Starsector.

https://youtu.be/IrQujgiFX4A?si=h8K6HSk-9-Yw5cu_

2
Modding / Re: [0.96][WIP] United Aurora Federation 0.74a
« on: May 23, 2023, 04:28:26 PM »
Had some issues running this on linux - the faction itself doesn't even show up, in fact. Trying to open a couple of the files in a text editor caused my computer to seize up a little, but I saw a long string of '/00/'s over and over on mod_info.json, and I suspect there's similar issues on other files - a  bunch of the images can't load, etc.

I really enjoy this mod, so any solution to render it playable would be welcome.

EDIT: Here's a screenshot I managed to grab from mod_info.json via the command line. I think it's the '^@'s that might be the issue.

Spoiler
[close]

3
please for the love of god make the image names consistent

i have run into errors relating to it time and time again on my little linux laptop

4
Modding / Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b
« on: September 17, 2022, 07:48:57 AM »
tbh imo the only real overpowered part of the mod is the solverina but most likely it's more that my enormous skill issues just automatically balance the mod for me lol

5
Modding / Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b
« on: September 15, 2022, 05:14:08 PM »
...I heard that there's a series of quests that comprise a story for this mod, of sorts. How do I start it?

6
Modding / Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2d1
« on: April 13, 2022, 11:34:53 AM »
Found a bug. "java.lang.RuntimeException: Error loading [graphics/weapons/Claris CN/pd_claris_cn_turret_recoil.PNG] resource".

Looking into it there's only one pd_claris_cn_turret_recoil.PNG, and changing it to a .png triggers a similar error; "java.lang.RuntimeException: Error loading [graphics/weapons/Claris CN/pd_claris_cn_hardpoint_recoil.png] resource"

See my quoted post below.
The easiest way to go about fixing this would be to change all the names on the right-hand side to the left-hand side.
Afterwards you should be able to get past the loading screen.

FYI there's a Linux-specific bug: the mod won't get past the loading screen due to the case-sensitivity with file paths.
Specifically Starsector looks for:
- pd_claris_cn_hardpoint_recoil.png (not found) vs. pd_claris_cn_hardpoint_recoil.PNG (exists).
- sm_tona_rg_hardpoint_recoil.png (not found) vs. pd_claris_cn_hardpoint_recoil.PNG (exists).
- sm_tona_rg_turret_recoil.png (not found) vs. sm_tona_rg_turret_recoil.PNG (exists)
- aria.png (not found) vs. Aria.png (exists).
Once either the file paths or file names (but not both) are modified correctly Starsector can get past the loading screen when UAF is enabled.
Given the existing files the easiest would be to simply use lowercase file extensions.

EDIT: v0.7.2d1 still has these issues.

Ahh, alright, thanks!

7
Modding / Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2d1
« on: April 13, 2022, 07:47:30 AM »
Either way, any chance of a .zip version?

Thanks for trying out the mod, .zip is uploaded.
Found a bug. "java.lang.RuntimeException: Error loading [graphics/weapons/Claris CN/pd_claris_cn_turret_recoil.PNG] resource".

Looking into it there's only one pd_claris_cn_turret_recoil.PNG, and changing it to a .png triggers a similar error; "java.lang.RuntimeException: Error loading [graphics/weapons/Claris CN/pd_claris_cn_hardpoint_recoil.png] resource"

8
Modding / Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2d1
« on: April 13, 2022, 04:23:02 AM »
Either way, any chance of a .zip version?

Thanks for trying out the mod, .zip is uploaded.
Yooo ty
I'll try it out tonight and let you know if there's any issues

9
Modding / Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2d1
« on: April 12, 2022, 11:41:57 PM »
I like the idea of this mod and what it does! The fact that it uses a .rar format makes downloading on linux somewhat convoluted, though; ran into some issues and I'm not sure if it's an issue with me not knowing how to use unrar from command line or if it's an issue with the mod.

Either way, any chance of a .zip version?

10
General Discussion / Re: How to Disable Inspections!
« on: March 26, 2022, 11:35:32 AM »
ok but imagine needing ai cores

11
Mods / Re: [0.95.1a] Iron Shell 1.141
« on: March 22, 2022, 10:54:02 PM »
dont listen to these dumb nerds
add more waifus
i second this

12
Mods / Re: [0.95.1a] Phillip Andrada Gas Station Manager v1.2
« on: March 20, 2022, 10:13:17 PM »
unironically the best mod I've downloaded

Was a pleasure to proofread for this work of art

13
Does anyone know how to disable the mechs in this mod? I like the idea of playing around with fighters but not the idea of mechs.

14
Mods / Re: [0.95.1a] Interstellar Imperium 2.5.2
« on: January 29, 2022, 09:47:55 PM »
...Is it just me or can I not see the custom start? I have the most current version of both II and Nexrelin, even switched back to the last version of Nexrelin offically supported, but no luck. Currently running Starsector 0.95.1a-RC6.

15
Mods / Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
« on: January 29, 2022, 09:11:00 PM »
Feel like unzipping the newest version takes much longer than previous ones. Only difference I can find at a glance is that the latest one is a .rar while older versions are zip files?

edit: lol forgot that linux doesn't handle .rar without additional software my bad

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