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Starsector 0.95a is out! (03/26/21); Blog post: Skill Changes, Part 2 (07/15/21)

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Messages - Callabaddie

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Mods / Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
« on: November 02, 2017, 05:20:21 PM »
Or update this mod.

After a lot of trial and error, I finally managed to get it to work with 2g/4g settings. The issue was a corrupted/improper j7/64bit install, who would have thought.

Thanks for the help, folks.

I did, yes. But I can always try updating it again.

Immediately after changing the vmparams file to 2g/4g, it stopped working. I changed it to 2048m and 4096m, and it still does not work. The launcher refuses to launch in any case other than it being exactly 1024m on both. Any other information inputted causes it to fail to launch.

Having the information stock default causes it to work perfectly, even after being edited. Entering any other settings for memory will cause the .exe to simply not launch the launcher. This is the current vmparams file I have.

It will not launch with this file.

I do not have any malware.

I run MSE up to date, have malware bytes, spybot search and destroy, and run them all every month or more often.

I will download notepad++ and drag and drop/open it in notepad++, and see if that fixes the .txt conversion issue.

When attempting to do that I have got this error since a certain version of the game.

Since vmparams isn't a file type, it's impossible to make an association.

I would really just like an edited vmparams file. :^)

Opening it and altering it in notepad causes an identical issue. The instant the original vmparams file is replaced, the .exe works perfectly.

But any file that has been changed to .txt and opened in notepad or any text editor will cause the .exe to simply not do anything. I'm stumped.

I am incapable of opening the file with any other program. I simply change the extension to .txt, open it, change the memory allocation ends to 2g and 4g respectively, then save and close. After that, I remove the .txt extension as vmparams does not have an actual file type.

This is the way I have done it for countless versions in the past. I don't know why the .exe is refusing to do anything whatsoever after editing the vmparams file now.

Is there anything that I can do to edit the file without changing the extension?

Or is there an altered vmparams file I can download?

EDIT; Something that occurs to me is that the file used to be opened in notepad, but is now opened in a rich text file. Your mention of return lines got me thinking. I'm going to take a look and see if opening it in notepad will rectify the issue.

I converted VMPARAMS to text, in order to change the memory settings to 2 and 4 gigs respectively. Upon changing it back to the original format, the game refuses to launch under any circumstances. No "Cannot Read VMPARAMS" error. No start then crash. Cutting out the file then putting it back in does nothing. I am unable to use any mods as a result of this.

As you can imagine, this is mind bendingly frustrating. The only thing that fixes this is a reinstall.

Forever Hound, hands down the best by far.

Blog Posts / Re: Hyperspace Terrain
« on: September 21, 2015, 02:09:22 PM »

Ideas for Alex;

  • 1) The warp as a mess of varying solidities. Near stars, you have big, incongruous blobs of "thick" warp, think of these like land masses. These extend a fair distance out into the "open" warp, resulting in rivers and lakes.
  • 2) Warp Lakes have a higher chance of creating large and powerful warp storms, but can be avoided by hiding in warp "estuaries" or the thicker warp. Warp lakes have light circular currents.
  • 3) Warp streams or "rivers" have naturally occurring wavefronts. These wavefronts can be taken advantage of or avoided as necessary, and have to do with storm "backwash," and as such, can negate the streams' natural current, or enhance it. Avoiding these is as simple as setting up on the riverbank while it passes.
  • 4) Warp rivers flow from warp lakes out to warp seas.
  • 5) Warp seas allow for very fast and expedient travel, but the dangers of gigantic warp storms and hurricanes (which the treacle-like thick space protects star systems and lakes from) is very real. It's the open sea, and it's a cruel mistress.

Announcements / Re: Starsector 0.65.2a (In Development) Patch Notes
« on: December 24, 2014, 05:52:17 AM »



Alex, even on spaceboats, they're still magazines, goddamn.

Naval guns load ammunition into the firing chamber from a magazine into the turret itself.

They don't have "clips."

Announcements / Re: Starsector 0.65.2a (In Development) Patch Notes
« on: December 17, 2014, 02:55:08 AM »
I don't really like the idea of any of these changes. It's certainly nothing that will make me want to pick up the game and try the next release.

Modding Resources / Re: TWIG™ Tech (WIP)
« on: October 06, 2014, 01:19:40 AM »
Bloody brilliant!

Announcements / Re: Starsector 0.65a (In Development) Patch Notes
« on: October 06, 2014, 01:15:25 AM »
Alex been busy. :^)

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