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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 - Peace_Destroyer

Pages: [1] 2
1
Heads up, this rar file appears to be corrupt and can't be extracted

2
Mods / Re: [0.8.1a] Scy V1.31b (05/06/2017)
« on: June 07, 2017, 09:12:02 PM »
I don't know if this is a spoiler or not, but I have a question:
Spoiler
Whenever I go into Acheron for the first time, I get XP for discovering the "wreck of the Yggdrasil" which is nowhere to be found on my map. What should I be looking for?
[close]

3
Yup, using current version got rid of the crash. Thanks again.

4
This is a bug than I have fixed, if you read changelogs just yesterday. (For me, but for you, I have fixed this error there are 9 hours, version checker !)
The crash have be reported:
http://fractalsoftworks.com/forum/index.php?topic=12560

Sorry for all.  I need to play with these best mod(dynasector, nexerelin, ...) for some test.

Well I feel stupid now for not checking the OP for a new file.

5
Dynasector doesn't care about mods it doesn't integrate, thus will have no effect on them.
Yeah, that's what I'd figured. Just because it's not integrated doesn't mean it's causing a crash, just that it's being ignored.

6
I'm getting a null pointer crash and I think Looters is involved:

Code
179855 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at src.lt.data.scripts.campaign.Lt_CampaignSpawnSpecialFleet.advance(Lt_CampaignSpawnSpecialFleet.java:60)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.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)

It appears to be some kind of problem with the file mentioned there. I have a lot of other mods installed, could there be a possible conflict?


It is not helping modder unless you list the mods you are using.  So please list the mods you activated in Starsector.  By the way, are you, any of chance, running DynaSector and / or Nexerelin?  Both of mods are not compatible with Neutrino Corp mod.

I am running dynasector, but haven't had a problem with Neutrino. The file causing the crash is definitely from Looters though. 
Total modlist:
arsenal expansion
console commands
Dassault-mikoyan
Diable
dynasector
extra portraits (portraits pack I made for myself)
graphicslib
Imperium
Lazylib
looters
neutrino
RED
ORA
Portrait Pack
SCY
Shadowyards
Ship/weapon pack
nomads
templars
underworld
unkown skies
upgraded rotary weapons

7
I'm getting a null pointer crash and I think Looters is involved:

Code
179855 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at src.lt.data.scripts.campaign.Lt_CampaignSpawnSpecialFleet.advance(Lt_CampaignSpawnSpecialFleet.java:60)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.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)

It appears to be some kind of problem with the file mentioned there. I have a lot of other mods installed, could there be a possible conflict?

8
Thanks, I'll set it to six gigs and see what happens then. I've got 16gb of RAM here, and I'm still getting those "JVM Heap at ~80%" messages even at -Xms2048m -Xmx4092 .

9
Quick question: Will allocating too much memory to Starsector cause it to have problems? I know certain other Java based games [minecraft] have problems if you give them more than 4 gigs.

10
Would you rather me hold off the update for "some amount" of additional time to add new ships etc? Or push it out a bit sooner, with nothing new but 1 or maybe 2 things and save other new content for later?



A compatibility update for now would be great, with the cool new stuff coming later.

11
Looking forward to it, This and BRDY are my last two "must have" mods before I really get into .8

12
fireSoundOne refers to a sound id defined in data/config/sounds.json.

Thanks a lot, I would have never figured that out on my own.

13
I keep getting an error and a crash that it can't find my custom weapon sound
Quote
46052 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.float] with id [sounds/gr/fx/grweapons/g3bosslaser1.ogg] not found
java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.float] with id [sounds/gr/fx/grweapons/g3bosslaser1.ogg] not found

That's the directory and the file, I've saved it as a mono .ogg in Audacity. Is something wrong with my file structure or my .wpn file? Or something else?

Here's the wpn file, it was generated via the ship editor:

 
Spoiler
{
  "animationType": "GLOW",
  "barrelMode": "ALTERNATING",
  "glowColor": [0,100,153,75],
  "hardpointAngleOffsets":
  • ,

  "hardpointOffsets": [9.5,0],
  "hardpointSprite": "graphics/gr/weapons/bigcore_blaster.png",
  "id": "bc_blaster",
  "projectileSpecId": "bcblaster_shot",
  "size": "SMALL",
  "specClass": "projectile",
  "textureType": ROUGH,
  "turretAngleOffsets":
  • ,

  "turretGunSprite": "graphics/gr/weapons/bigcore_blaster.png",
  "turretOffsets": [6,0],
  "turretSprite": "graphics/gr/weapons/bigcore_blaster.png",
  "fireSoundOne":"sounds/gr/fx/grweapons/g3bosslaser1.ogg",
  "type": "ENERGY"
}
[close]

14
Modding Resources / Re: STARSECTOR Ship&Weapon Editor (v2.7.1)
« on: March 02, 2017, 07:32:59 PM »
Is there a breakdown or tutorial on making a weapon somewhere? The ship stuff is pretty well explained on the wiki and in the program but I'm having trouble finding out anything about making weapons.

15
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: April 22, 2016, 05:52:07 PM »
On the portraits, other than a few areas where I think your blacklining might be improved, it's quite good and it's not too far off of David's loose, brushy style.

On the ship, there are a lot of things to say, but first, a complement:  it's nice to see a solidly old-skool feel like that executed cleanly.

That said, critique:
...

Thanks a lot for the feedback, for the ship sprite I am literally just copying a Big Core sprite from the arcade version of Gradius, changing everything to single flat colors, then re-drawing everything using that as a guide. I'll likely be sticking to portraits for the time being, adding in a ship seems really overwhelming.

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