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Starsector 0.95.1a is out! (12/10/21); Blog post: Hyperspace Topography (10/12/22)

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Messages - Wispborne

Pages: [1] 2 3 ... 16
1
General Discussion / Re: Hyperspace Storms QOL Mod
« on: October 20, 2022, 11:45:02 AM »
Check out Hyperdrive: https://fractalsoftworks.com/forum/index.php?topic=17157.0

It lets you do long-range jumps from point to point, greatly reducing the amount of time you spend navigating storms.

2
Bug Reports & Support (modded) / Re: Crash on killing a Tempest
« on: October 20, 2022, 11:34:24 AM »
This is the same stacktrace as seen in vanilla here: https://fractalsoftworks.com/forum/index.php?topic=24937.0.

A user also reported it in a modded game on Discord and I'll attach the log (actually I'll hotlink it, didn't realize the upload limits are tiny lol). There are a few other reports of the same bug on Discord, which you can find by searching "at com.fs.starfarer.combat.ai.movement.maneuvers.Oo0O.<init>(Unknown Source)". Some of those will have logfiles attached.

Log: https://cdn.discordapp.com/attachments/619635013201428481/1032723251912257566/starsector_58.zip

3
Mods / Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« on: October 19, 2022, 11:50:23 AM »
You apparently missed the message from the guy who's supposed to take care of said update, saying that he's not doing it anymore.

They're talking about the Nostalgia edition, which already has a downloadable and playable release.

4
Is there any particular reason this utility requires w10? Seems kinda odd for a mod organizer's requirements to supersede those of the game it's modding. Especially considering that starsector can run on literal potatoes from decades prior.

It's written using Kotlin Compose, which requires Win10.
https://www.jetbrains.com/lp/compose-desktop/

5
Hello first time i download the mod but it doesn't work, i tried the know issues of using admin or moving the folder but it still doesn't work, i open it and i see windows console for a fraction of a second and i can't read what it's saying before it closes

There might be a logfile called SMOL.log that'll help.

Also
- Make sure you're on Win10 or 11
- actually that's all I can think of, will have to see if the log says something

6
I'm pleased to say that Beta 10 is up.

- Improved tooltips
  - They now appear further from the cursor and will disappear when you touch them.
  - In short, they should no longer block your cursor.

SMOL will prompt you to update when it's launched. I'm far too lazy to update the download link (it's an annoying amount of work to package it up properly).

7
Doesnt seem to work anymore, or is broken. Nothing happens on start of app.

Please read the Known Issues section and report back if they don't solve it.

8
I hear the feedback on the tooltips and really wish there was a way to have them move to follow the cursor, but this UI framework is too complex for me :)

I'll see about simply moving them further away from the cursor, and if there's a way to make them not block clicking.

> JRE8 link broke
Weird, I'll take a look.

> web browser can break
Yeah, unfortunately it's incredibly unreliable. Not sure how much I can do about that.
This is not as convenient, since it doesn't auto-install the mod, but it's more reliable: https://starmodder.pages.dev/mods/home/.

9
why do you need his listener though? why can't you use Global.getSettings().getModManager() (i forget what the actual method is) to check if the Detailed Combat Results mod is enabled before putting messages into the custom data?

Because adding a check for Detailed Combat Results to Realistic Combat would introduce a hard dependency.

As SafariJohn said, calling methods in or simply checking for the existence of another mod does not create a dependency on the mod, except for you when compiling.

I made some of this code up to illustrate the idea:
Code
if (Global.getSettings().getModManager().isModEnabled("nexerelin") { // Checks if Nex is enabled, no dependency on Nex, doesn't run the below code if Nex not enabled.
  if (Nexerelin.isCorvusEnabled()) { // If this line of code is run and Nex is not enabled, this will crash. However, because of the above line, this line won't run if it isn't enabled.
    // do something
  }
}

10
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
« on: August 05, 2022, 05:05:48 PM »
I considered doing a similar thing in Persean Chronicles, but logging errors instead of mods. The main reason I didn't is that it's not reality that governs reception - you and I know it's harmless, most people don't, and the risk of pitchforks wasn't worth being able to fix bugs proactively.

The other major reason I didn't is that I didn't want to be part of normalizing this, because I don't trust that it won't be abused eventually if having mods phone home becomes standard. And there's a lot of slippery slope.

Just my thoughts.

11
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
« on: August 05, 2022, 02:25:03 PM »
Do you store IP addresses, or just extract the geolocation from them, save those, and toss the IP?

I save the IP addresses. I need them to help ensure the same player isn't represented in the database more than once.

Do you think there's any harm in maintaining the IP addresses?

Personally I think a mod has absolutely no business sending data online at all, at least not without very obviously notifying the user (and not even then, really). I consider it a breach of trust - it's just not something that mods do. I know that it's mentioned on the mod page, but am also pretty sure that if we took a poll, most users would not know.

That aside, logging IPs isn't worrying, if you did get hacked and all that exposed, there's nothing special that could be done with it as far as I'm aware. Might wanna have a privacy policy though so people know what specifically you are logging.

12
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
« on: August 04, 2022, 04:30:12 PM »
Do you store IP addresses, or just extract the geolocation from them, save those, and toss the IP?

13
Yeah, that's not going to work - those values are just used to initialize the zoom tracker. Let me add some stuff to CampaignUIAPI:

float getMinZoomFactor();
float getMaxZoomFactor();
void setMinZoomFactor(float min);
void setMaxZoomFactor(float max);

My goal is to be able to allow the player to zoom out to see most of a system for some set period, then change the limit back to their normal one.

Just as a heads up, that seems likely to cause an FPS dive in some star systems, especially if there is a lot of nebula. (Also, stuff isn't designed to look good at that level, but, I mean, that's kind of whatever.)

Epic, thank you!

I might have already handled the performance/visual problem through other means (mod story spoiler stuff), but I'll make sure to check when possible.


Actually - another thing I wanted to change was the `easySensorBonus`, which is "hardcoded" at runtime.
I did successfully change it at runtime, but, uh, in such a way that will probably break next patch (by calling `settings.setFloat("easySensorBonus", bonus)` and then calling a method in `StarfarerSettings` to make it stick, which is bad).

Any chance of getting that one moddable as well? Not a biggie to me if not, having that zoom adjustment will be far more impactful what what I'm doing.

14
Is there a way to arbitrarily set the min/max campaign zoom at runtime?

I've gotten as far as `game.settings.setFloat("maxCampaignZoom", zoomMult)` but it doesn't stick and it doesn't look like I have access to any code needed to make it stick, but maybe I'm wrong?

My goal is to be able to allow the player to zoom out to see most of a system for some set period, then change the limit back to their normal one.

15
The user followed up - it was caused by their antivirus, something called SAScanner.

Quote
it was my antivirus, had to load the game in not fullscreen, load the mods one at a time and allow them through the antivirus.
all i know is that i clicked allow on the antivirus pop up and the mods started working

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