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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

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Messages - Midnight Kitsune

Pages: [1] 2 3 ... 190
1
Blog Posts / Re: Anubis-class Cruiser
« on: December 20, 2024, 12:41:43 PM »
I agree with Gothars; this seems like a very convoluted way to get players to use Paladins. So why not make them built in and dial back the nerfs? Also, even though you mentioned that players usually choose missiles or ballistics for universal mounts, you just made that choice for them in this ship, what with the extreme difference between slightly slower missile fire rate and DOUBLE flux generation ... >.>

2
Mods / Re: [0.97a] Diable Avionics-Joestar edition v2.9.2b
« on: August 20, 2024, 01:27:24 AM »
Game crashes when i'm trying to fly Maelstrom
Spoiler
154358 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.combat.ShipSystemAPI.isActive()" because the return value of "com.fs.starfarer.api.combat.ShipAPI.getTravelDrive()" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.combat.ShipSystemAPI.isActive()" because the return value of "com.fs.starfarer.api.combat.ShipAPI.getTravelDrive()" is null
   at data.scripts.weapons.Diableavionics_valiantEffect.advance(Diableavionics_valiantEffect.java:184) ~[?:?]
   at com.fs.starfarer.combat.entities.ship.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.G.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.combat.systems.G.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.combat.systems.G.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
[close]

This is because of AOTD, that's on kay's end, you want to report the bug to him

Sadly kay isn't coming back this month. Is it possible to temporary disable valiants' system so the crash won't occur, until kay fix it on their end of course.
How do you disable it?

3
Mods / Re: [0.97a] Diable Avionics-Joestar edition v2.9.2a
« on: August 18, 2024, 12:50:05 PM »
(Posting here as well for anyone else)
AotD Vaults of Knowledge causes a CTD with the latest Diable Avionics, Joestar edition (version 2.9.2a).
The crash for me involves the Valiant's ship system. You can repo the crash by starting up any SIM fight, even from the menu missions refit screen, and fight the SIM Maelstrom. As soon as the fighters deploy, the game crashes. Removing AotD VoK prevents the crash.

The crash error in question:
Spoiler
391679 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.combat.ShipSystemAPI.isActive()" because the return value of "com.fs.starfarer.api.combat.ShipAPI.getTravelDrive()" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.combat.ShipSystemAPI.isActive()" because the return value of "com.fs.starfarer.api.combat.ShipAPI.getTravelDrive()" is null
    at data.scripts.weapons.Diableavionics_valiantEffect.advance(Diableavionics_valiantEffect.java:184) ~[?:?]
    at com.fs.starfarer.combat.entities.ship.oOOOOO.G.advance(Unknown Source) ~[port_obf.jar:?]
    at com.fs.starfarer.combat.systems.G.super(Unknown Source) ~[port_obf.jar:?]
    at com.fs.starfarer.combat.systems.G.advance(Unknown Source) ~[port_obf.jar:?]
    at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source) ~[port_obf.jar:?]
    at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source) ~[port_obf.jar:?]
    at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source) ~[port_obf.jar:?]
    at com.fs.starfarer.combat.CombatState.traverse(Unknown Source) ~[port_obf.jar:?]
    at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
    at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
    at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
    at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
    at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
[close]

4
Mods / Re: [0.97a] Ashes of The Domain
« on: August 18, 2024, 12:48:45 PM »
AotD Vaults of Knowledge causes a CTD with the latest Diable Avionics, Joestar edition (version 2.9.2a).
The crash for me involves the Valiant's ship system. You can repo the crash by starting up any SIM fight, even from the menu missions refit screen, and fight the SIM Maelstrom. As soon as the fighters deploy, the game crashes. Removing AotD VoK prevents the crash.

The crash error in question:
Spoiler
391679 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.combat.ShipSystemAPI.isActive()" because the return value of "com.fs.starfarer.api.combat.ShipAPI.getTravelDrive()" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.combat.ShipSystemAPI.isActive()" because the return value of "com.fs.starfarer.api.combat.ShipAPI.getTravelDrive()" is null
    at data.scripts.weapons.Diableavionics_valiantEffect.advance(Diableavionics_valiantEffect.java:184) ~[?:?]
    at com.fs.starfarer.combat.entities.ship.oOOOOO.G.advance(Unknown Source) ~[port_obf.jar:?]
    at com.fs.starfarer.combat.systems.G.super(Unknown Source) ~[port_obf.jar:?]
    at com.fs.starfarer.combat.systems.G.advance(Unknown Source) ~[port_obf.jar:?]
    at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source) ~[port_obf.jar:?]
    at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source) ~[port_obf.jar:?]
    at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source) ~[port_obf.jar:?]
    at com.fs.starfarer.combat.CombatState.traverse(Unknown Source) ~[port_obf.jar:?]
    at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
    at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
    at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
    at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
    at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
[close]

5
Nice to see a detailed response back!

(see previous post, my bad)
Yeah, I figured that something went wrong on the 0.1.5 version, so that makes sense

Bleh. Dunno what to say to that, Windows file permission stuff is always wonky. Running it as admin might help. Maybe.
Yeah, tried that and changing permissions on the file it was trying to edit. No dice sadly.

Good idea. You can filter by game version, using the search box.
Good to know. This also "holds in place", unlike the sort option. So it is a good secondary method to use until the UI state saving comes

That's a feature, not a bug - TriOS manages multiple mod versions, so if something doesn't work, you can easily go back, and in the future you can swap between mod loadouts with different versions. That said, adding a "no multiple versions" mode is high on my todo list.
Yeah, I figured as much later on. But that no multiple versions mode would be nice! Maybe even an "X mount of versions to keep" setting?

Exiled Space requires Java 8 or higher.
Wait, I thought .97 updated to java 13 or something? Is that not the case?

Java 23 runs using a separate .exe (actually, a .bat file). If you run `mikohime_silent.bat` in your game folder instead of Starsector.exe, it'll work. That's the same thing TriOS is doing.
Good to know, thanks! Was gonna ask about that!

Double check with v0.1.7 that it's still an issue. If it is, can you send a screenshot of your Mods tab? Or just list the versions of one of the not-working mods that it has. For me, if I have GraphicsLib 1.8, it does let me know that 1.9 is available.
Yup, still the same issue. Here is what I'm seeing: https://imgur.com/a/UI6N5Rk (It is an album)

6
Since TOS asks, the following mods' version checkers work in game but not in TOS:
Blackrock Driveyards: The one that I'm using is the one that is post in the comments, so the mod version is newer than version file expects
Interstellar Imperium, Ship/Weapons Pack, SpeedUp, Underworld, Audio Plus, Graphic Lib: Reports the mod is fully updated.

7
Just updated to SS .97 (finally) and that included my ~80 mods as well, so let me tell you about my experience with TriOS (TOS) step by step since I used TriOS from the start, blow by blow so to speak.
Game is installed on my OS NVME drive, so some issues I have have be because of this.

-For one, I used 0.1.4 as for some reason 0.1.5 is unavailable; it isn't on the github releases tab, the latest download tab, nor will TOS update to it. Don't know if this is a bug or if it is intentional.
+One thing I liked was that I could easily change the JRE version through TOS (after setting the compatibility option to run as admin). Loved this!
+Another thing I loved was the themes! Using THI one as it is the darkest that I could find. Would love to see a black and red one though!
--Sadly many themes don't work well with the VRAM estimator as about a third of the bars blend in with their backgrounds. The default theme works great for that though! (https://i.imgur.com/4Odi5YM.png)
+Speaking of the VRAM estimator, I like this feature as well. Although I couldn't figure out how to make it see my system's VRAM. Maybe add instructions on how to do that?
-One issue though that I ran into was that TOS, and all of its files, had to be in the root folder with the normal game's launcher to be able to change the VMPRAMS file due to file permissions issues. Made things quite messy in there. Before, I had it in its own folder in \SS\TriOS.
+Loved the ability to update the mods from the app right there! That will make things so much better and easier later down the line for the most part!
(+)StarModder support probably would have made things much MUCH faster to update if TOS had support, so I eagerly await the feature!
=The ability to filter via game version or filter and or sort by version checker support would be a nice addition
-I noticed that when I placed the mods' zip folders in TOS to update them, I ended up with both the old and new versions in there. Made things messy looking. Maybe an option to delete the old mods?
-I also ran into the issue that RegentMaxa ran into... Very annoying. It also reverted back to the default anytime anything changed with the mods, making mass mod_info changing a pain.
-One thing I noticed is that the Java 23 CLI window doesn't auto close when the game closes. Would be nice if it did as I do love having a "live log" right there, but I'm too lazy to close it. Just a thought.
-I have noticed that I get a crash now when not using TOS to launch the game. I suspect that this is due to using the Java 23 change but I would like to know if it is possible to allow the old launcher to work. Or at least make TOS close when starting the game. I like to keep things neat and tidy after all. If the error is due to the Java 23, then maybe place a warning about that on TOS Java 23 option.
The error I got when launching via the old launcher:
Spoiler
63493 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.UnsupportedClassVersionError: com/fs/starfarer/api/impl/campaign/rulecmd/ptes_riftGateDialog : Unsupported major.minor version 52.0
java.lang.UnsupportedClassVersionError: com/fs/starfarer/api/impl/campaign/rulecmd/ptes_riftGateDialog : Unsupported major.minor version 52.0
   at java.lang.ClassLoader.defineClass1(Native Method)
   at java.lang.ClassLoader.defineClass(Unknown Source)
   at java.security.SecureClassLoader.defineClass(Unknown Source)
   at java.net.URLClassLoader.defineClass(Unknown Source)
   at java.net.URLClassLoader.access$100(Unknown Source)
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.net.URLClassLoader.findClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.Class.forName0(Native Method)
   at java.lang.Class.forName(Unknown Source)
   at com.fs.starfarer.campaign.rules.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.getCommandClass(Unknown Source)
   at com.fs.starfarer.campaign.rules.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.<init>(Unknown Source)
   at com.fs.starfarer.campaign.rules.Rules.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ÓO0000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

All in all, I'm quite impressed by TOS and I hope to see it succeed and be improved down the line!

8
Mods / Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
« on: June 30, 2024, 04:13:13 PM »
Oh  :'(. Thanks for telling me. I really hope things will get better for him.
"If wishes were horses, then beggars would ride"

Sadly things won't get better for him, especially due to dementia being nothing but an agonizing slow downward spiral. And he is doing alone what ideally takes a team of two or three people. And this is without any government help since apparently the government thinks you can take care of someone with dementia on the pittance they call social security and commission work when he is able to make time... All the while medical and dental expenses keep climbing, along with the cost of living...

9
Mods / Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
« on: June 26, 2024, 04:01:17 PM »
Wohoo.. This mod's ship style is what I've been looking for. Happy to know that it will comeback in the future. Stay strong Meso!
Meso is updating his other faction mod first, both because it is easier and simpler than Exigency, and also because it shares a surprisingly large amount of code.

The problem though is that the work is going extremely slowly due to his life being on fire as he has the hellish task of taking care of his mother, who has severe dementia... And he is, and has been, doing this alone for years... I was a hospice caregiver for my dad for six weeks and that nearly broke me. Meso has been doing this for nearly four years now...

Any donations sent would mean the world to them, especially now with this issue with his roof. Visit https://fractalsoftworks.com/forum/index.php?topic=19739.msg443110#msg443110 for more info on that.
And if you want to help him out over time instead of a single time donation, his Patreon is https://www.patreon.com/mesotronik

10
Blog Posts / Re: Save/Load UI, Autosave, Intel Map Markers, and More
« on: April 10, 2024, 02:50:50 PM »
Do you think that you could rig up the autosave to give a warning/ notification to save if autosave is turned off? I ask because I assume that autosaving still freezes the game like normal and some people, especially when heavily modded, might not want their game to freeze up for the saves "randomly" but still want the reminder to save every once in awhile.

Also, do you think you could add a way, like a keybind, to force an autosave? IE you are running with autosave off but you don't want to go through the hassle of a manual save and or you don't want to overwrite your last quicksave

11
Mods / Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19
« on: February 03, 2024, 06:14:34 PM »
"Life is hard" is kind of an understatement for what he is going through right now and freelance work along and other things that help keep everything afloat are rightly more important that his modding right now. But I do know he does get work done on it time to time. It is just that said time is very VERY limited these days due to him being so busy with caretaking of his elderly mother.

12
General Discussion / Re: Modding help for a newbie
« on: August 08, 2023, 04:22:48 PM »
Your best bet would be to join the Discord server here: https://discord.gg/a8AWVcPCPr
Many of the big modders are there and I know that they should be able to help you out with your modding issues

13
General Discussion / Re: Steam deck eligibility
« on: August 08, 2023, 04:19:02 PM »
Has anyone tried it on a steam deck yet? I'm wondering if it'll be worth a try or how difficult / finicky the key bindings are.

Obviously one advantage of a game released on Steam is you get pretty good community control bindings, but with it being non steam, is it viable?
I think the biggest issue getting it to run well. Controls really shouldn't be too much of an issue. I've used a 360 controller to play SS before via Joy2Key before and that wasn't too bad. And the Deck has several more buttons, plus many ways to use the pads as well

Sadly the GPU and CPU brand of the Deck (AMD) doesn't work all that well SS. Neither does their More Cores = Better stance on CPUs as SS is mostly bound to a single core. And mods would just exasperate all these issues too...

14
General Discussion / Re: Combat in this game is frustrating
« on: June 18, 2023, 04:06:10 PM »
As someone that has played SS and shooters with a trackpad for years, I would highly suggest getting a real mouse for it as the garage "Unified" track pad system that Apple has, and sadly others have adopted as well, is unfit for this kind of game. You NEED dedicated mouse buttons for this game if you want to play it with a trackpad.

Another thing you can do is slow the combat down via the settings file or by the Speed Up mod

15
General Discussion / Re: Expectations for 1.0
« on: June 09, 2023, 04:17:03 PM »
Honestly, just start implementing many of the mods into the base game. Remove the memes, the bloat, and polish the rest. This would get nearly the game to nearly its full functionality. The storylines can all just be expansions.
Maybe the "sprit" of some mods, sure (Like what Alex did with the current update and Smods and the mod Better Deserved S Mods)
But with the content mods like the faction mods? HIGHLY doubt that will happen. I've read about indie devs that do  this and it always ends up not worth it for anyone. The devs have new "foreign" code to worry about and the modders lose creative control over their own mod. Plus all the LEGAL paperwork as well....

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