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

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Messages - singlespace

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1
Mods / Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
« on: October 20, 2013, 10:02:46 PM »
If there are weapons that are not on any Hiigaran variants at all then that may be something to take up with Gotcha (why have weapons if you are not using them?).

Anyway, I will add the extra variants in to the generic fleet definition for Hiigaran :) Actually, if you could post/pm me your list that would save me the time :D Thanks for bringing that up!
There appears to be a similar problem with missing weapons due to missing variants with Blackrock as well. I haven't tried to compile a complete list, but the Desdinova Close Support variant (desdinova_cs) uses a weapon that's found on no other variants and that variant is not spawned in Exerelin.

2
Mods / Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
« on: October 19, 2013, 08:55:42 PM »
Yeah a reward for <something> might be the go.
It could be pretty cool if it was a reward based off of some kind of performance in game. :)

3
Mods / Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
« on: October 19, 2013, 10:37:11 AM »
Sorry you won't see a Paragon for sale; it is currently classed as an elite ship and elite ships are not for sale (but can still appear in the game from time to time). You can edit the tritachyon.faction file in data/world/factions and add the line under exerelinEliteFleet to exerelinGenericFleet to see a paragon be available in Tritachyon stations (and in TriTachyon fleets, including Tritachyon rebels).

Perhaps I should move this as now with CR it is not quite so much of an elite ship...
It would be nice if there was someway to obtain elite ships while part of that faction. Also, I noticed that the Nevermore Beta is not listed in the factions file at all for Blackrock, is this an oversight?

4
Mods / Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
« on: October 18, 2013, 11:23:18 PM »
You're save loaded fine for me (MacOSX, Java 64bit, 1024-2048 for memory allocations). Are you sure you have upped the memory? You need to edit info.plist inside the StarSector app (right click, show contents) when using OSX.
Ah, I thought that it was executing starsector.command instead of JavaApplicationStub so I ignored the plist. Works now, sorry for the confusion.

5
Mods / Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
« on: October 18, 2013, 07:56:26 PM »
Well if you upgraded the embedded JRE to Java 7 there is always java.util.zip's ZipInputStream/ZipOutputStream:

http://docs.oracle.com/javase/7/docs/api/java/util/zip/package-summary.html

Edit: singlespace beat me to it. Also, it is available with Java 6.
It has been in Java for a lot longer than Java 6. I have vague recollections of using it more than a decade ago, so it's entirely possible it was in 1.0.

6
Mods / Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
« on: October 18, 2013, 06:19:57 PM »
Just a quick note - it's actually using java's built-in compression (InflaterInputStream/DeflaterOutputStream). My using .zip for the extension is unfortunate, I should probably change that; used that when I was (briefly) under the mistaken impression that it was an actual zip. There's also some game-specific logic to optimize stuff, but that takes place before the xml file is fed into the compression stream. I actually wouldn't mind if it was using the zip format (would prefer it, really) but there doesn't seem to be a simple way to go about doing this.
It's in the standard library just like Inflater/Deflater:
http://docs.oracle.com/javase/7/docs/api/java/util/zip/ZipInputStream.html
http://docs.oracle.com/javase/7/docs/api/java/util/zip/ZipOutputStream.html

7
Mods / Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
« on: October 18, 2013, 06:08:11 PM »
Well I have tried quite a few ways to open that zip but all either give an error or unzip into a cpgz (?) file. Also, the zip of your save folder should be larger than 270KB :)

Perhaps try re-zipping the folder and upload it again, or just upload the save folders XML and ZIP files (don't worry about the BAK ones) seperately.
Not sure what's going on there, but I'll just send you links to the raw files then.

8
Mods / Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
« on: October 18, 2013, 05:46:31 PM »
Guys, the zip files the game creates are not corrupt. There's no issue with saving. It's compressed. You can't open it with a zip file editor; you can't open it at all. They are not editable. The format is proprietary, and it's specific to this game, and it's optimized for space with knowledge specific to this game. Alex explained this part. If you change your settings to use save compression, or if a mod changes that setting on your behalf, you can't reasonably expect to edit it, ever. Only the game can understand it, and possibly only the version of the game it was saved with, with the specific combination of mods and the specific versions of those mods as well.

It's the nature of the beast, guys.
I didn't assume it was corrupt because I couldn't open it with a decompressor -- in fact I never tried. I assume it's corrupt because loading the save game fails horribly.

9
Mods / Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
« on: October 18, 2013, 06:31:52 AM »
The ZIP I sent you was just of the save folder which already contained campaign.zip (i.e. I didn't create it). I assume it is corrupt, but when it saved there was no error at all.

10
Mods / Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
« on: October 18, 2013, 03:59:54 AM »
Also, are you playing with any other mods than Exerelin+LazyLib? If so, can you please post them? In fact, maybe PM me your save file if possible :)
Did you get my PM?

11
Mods / Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
« on: October 17, 2013, 09:28:45 AM »
Could you please post the error from the log?

Also, have you tried upping the memory limits/using 64bit Java (details in the OP)?
I can't actually, I think that logging is broken under OSX either because the default paths don't work or the actual logging is broken. I'm using 64bit Java with increased limits.

12
Mods / Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
« on: October 17, 2013, 12:44:07 AM »
Anyone else having a problem with save games? I'm using Blackrock and Neutrino but after some point I'm never able to load a savegame (i.e. it just fails with a corrupt save game message).

13
Mods / Re: Neutrino Corp. (v. 1.7)
« on: September 17, 2013, 02:01:03 AM »
Question: Are the super bombers supposed to deliver one shot then retreat from the battlefield via the landing on the carrier? The standard bombers and fighters will resupply then re-enter the fray, but it seems like the super bombers will just take a single shot and call it a day. Is this the correct behaviour?

14
Mods / Re: Neutrino Corp. (v. 1.7)
« on: September 17, 2013, 01:17:18 AM »
Fixed for me

15
Mods / Re: Blackrock Drive Yards - v0.30
« on: September 16, 2013, 06:52:34 PM »
Me too. Blackrock is my go to mod.

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