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Messages - manictiger

Pages: [1] 2
1
No problem, let's see if I can help properly then.

Here's a standard Decorative I use:
Spoiler
{
   "specClass":"beam",
   "id":"thruster_fighter_sm",
   "type":"DECORATIVE",
   "size":"SMALL",
   
   "showDamageWhenDecorative":true,

   "turretSprite":"graphics/FX/nothing.png",
   "hardpointSprite":"graphics/FX/nothing.png",

   "turretOffsets":[0,0],
   "turretAngleOffsets":[0],
   "hardpointOffsets":[0,0],
   "hardpointAngleOffsets":[0],

   "fringeColor":[255,255,255,0],
   "coreColor":[255,255,255,0],
   "glowColor":[255,255,255,0],

   "width":1.0,
   "textureType":ROUGH,
   "textureScrollSpeed":1.0,
   "pixelsPerTexel":1.0,
}
[close]

I would think that if these lines were added, you should be good?

   "numFrames":8,
   "frameRate":4,
   "alwaysAnimate":"true",

If not, let me know. You're sure that you've loaded the mod in question in the ship editor, I presume?

Thank you!!!  That did it!

2
If the spectype's PROJECTILE, you need a named reference to, you guessed it, a .proj file.

Switched it back to "beam" and it's still not working.  I just want it to animate the shield as a decorative.  There's no tutorial anywhere, so I'm just blindly stumbling through the dark trying to figure this out.

3
It's supposed to be an 8 frame animation.  Ship editor won't let me add it at all.



Spoiler
{
   "id":"shield_anim",  # this id must match what's in the spreadsheet
   "specClass":"projectile",
   "type":"DECORATIVE",
   "size":"MEDIUM",
   #"everyFrameEffect":"com.fs.starfarer.api.impl.combat.BlinkerEffect",
   #"showDamageWhenDecorative":false,
   #"renderBelowAllWeapons":true,
   #"renderHints":["RENDER_ADDITIVE"],
   "turretSprite":"graphics/weapons/decorative/shield_anim_00.png",
   "hardpointSprite":"graphics/weapons/decorative/shield_anim_00.png",   
   "numFrames":8,
   "frameRate":4,
   "alwaysAnimate":"true",
   "turretOffsets":[0, 0],
   "turretAngleOffsets":[0],
   "hardpointOffsets":[0, 0],
   "hardpointAngleOffsets":[0],   
   "fringeColor":[255,255,255,255],
   "coreColor":[255,255,255,255],
   "glowColor":[255,255,255,255],
   "width":1.0,
   "textureType":ROUGH,
   "textureScrollSpeed":1.0,
   "pixelsPerTexel":1.0,   
}
[close]

4
Announcements / Re: Starsector 0.9.1a (Released) Patch Notes
« on: June 24, 2020, 09:35:38 AM »
"When it's ready", I'm afraid - apologies :) Working on content as we speak, it's just a combination of a lot of work and not much I can easily talk about without spoiling it, hence the relative lack of new info.

Glad to hear this.  I was worried this was becoming abandonware.  Starsector and Mount and Blade are my absolute favorite games.

5
General Discussion / Re: Sseth Tide
« on: August 16, 2019, 08:46:20 PM »
You used to be limited to just the Corvus system.

(And before that, it was just missions from the main menu, and with no refitting.)


I found this game from Steam on the X4 forums actually, but then I read about this guys review and watched it and it sold me on buying it just now :D. I wanted to wait for a Steam release, and I can't remember the last game I bought that was not on Steam(probably WoW). I rarely buy things not on Steam PC related, but I caved in here and glad I did. You know your making a great game to get me to buy it lol. Hopefully we can get a key when it comes out on Steam eventually(if it does).

Hah! Thank you :) (Yeah, if/when/etc; things have to line up, so I can't make any real promises on that account.)

That is so far back, I forgot the game used to look like that.  Had to look up the "WTF is Starfarer" video to remember what it used to look like.  Man the game's come so far.

6
Is there any way to force a specific blueprint to spawn on a planet or derelict?

7
Is there a way to get a specific blueprint to spawn on a specific planet?  I'm trying to make an "extinct faction" that has left behind its blueprints on its former capital planet.

8
General Discussion / Re: New and Improved Escort!
« on: February 22, 2019, 09:00:08 AM »
This is really cool.  Good thinking.  Never thought I'd actually consider putting frigates in my fleet before.

9
Announcements / Re: Starsector 0.9.1a (In-Dev) Patch Notes
« on: February 22, 2019, 08:20:47 AM »
The addition of custom music to mods is going to be so fun to tinker with.

I wanted to put some hardcore industrial rave music in one of my faction's starbases for a laugh.  I imagine this relaxed feeling you get cruising around space and then you land at the base and it's just the hardest bassline ever.

The lore behind that would be that the entire station is basically a giant night-club littered with gun merchants, drug dealers, mercenaries, veterans and hackers.  If primal savagery could be a starbase, this would be it.

10
"coreColor":[0,255,255],

Probably needs a 4th element there for the alpha.

Thanks.  That solved it.

11
I'm at my wits end with this thing.  I'm trying to add a third weapon to my mod.  The first two were relatively straightforward, but this one-- I've tried everything, from reordering the names in alphabetical, to disabling the textured beam, etc.  Currently, this thing's almost a direct clone of the tactical laser and it still won't work.

Error:
Spoiler
6942 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - org.json.JSONException: JSONArray[3] not found.
org.json.JSONException: JSONArray[3] not found.
   at org.json.JSONArray.get(JSONArray.java:204)
   at org.json.JSONArray.getInt(JSONArray.java:265)
   at com.fs.starfarer.loading.D.Ö00000(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpecLoader.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpecLoader.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.while(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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Suspected file:
Spoiler
{
   "specClass":"beam",
   "id":"altca_electroplas",
   "type":"ENERGY",
   "size":"SMALL",
   #"collisionClass":"RAY",
   #"collisionClassByFighter":"RAY_FIGHTER",
   "turretSprite":"graphics/weapons/altca_electroplas_turret_base.png",
   "turretGlowSprite":"graphics/weapons/altca_electroplas_turret_glow.png",
   "hardpointSprite":"graphics/weapons/altca_electroplas_hardpoint_base.png",
   "hardpointGlowSprite":"graphics/weapons/altca_electroplas_hardpoint_glow.png",
   "turretOffsets":[15,0],
   "turretAngleOffsets":[0],
   "hardpointOffsets":[15,0],
   "hardpointAngleOffsets":[0],
   "fringeColor":[0,255,191,105],
   "coreColor":[0,255,255],
   "glowColor":[0,255,191,105],
   #"fringeColor":[128,0,255,105],
   #"coreColor":[191,0,25,155],
   #"glowColor":[191,0,255,105],
   #"darkCore":false,
   "width":13.0,
   "textureType":ROUGH,
   #"textureType":["graphics/fx/altca_electroplas_shell.png","graphics/fx/altca_electroplas_shell_fringe.png"],
   "textureScrollSpeed":72.0,
   "pixelsPerTexel":5.0,
   #"animationType":"GLOW_AND_FLASH",  # NONE, GLOW, MUZZLE_FLASH, SMOKE
   #"muzzleFlashSpec":{"length":54.0,   # only used if animationType = MUZZLE_FLASH
   #               "spread":20.0,
   #               "particleSizeMin":18.0,
   #               "particleSizeRange":24.0,
   #               "particleDuration":0.12,
   #               "particleCount":32,
   #               "particleColor":[64, 0, 255,215]},
   "pierceSet":[PROJECTILE_FF,PROJECTILE_NO_FF,PROJECTILE_FIGHTER,MISSILE_FF,MISSILE_NO_FF],
   "fireSoundOne":"altca_electroplas_fire",
   "fireSoundTwo":"altca_laser_loop",
}
[close]

12
Modding / Re: JSONArray[1] not found.
« on: January 17, 2019, 02:33:13 PM »
Well, this line in the main weapon file also looks suspicious (graphics/weapons is in there twice):

Fixed that, too.  Finally got the JSON error to go away.  It still won't render the textured beam, but I got it to stop crashing with this:
   "textureType":["graphics/fx/altca_helicalph_shell.png","graphics/fx/altca_helicalph_shell.png"],

So now the problem is, the texture doesn't show up, in-game.  :/

Edit:
Well, slap me silly!  I needed the texture to be turned 90 degrees!  FIXED!

13
Modding / Re: JSONArray[1] not found.
« on: January 17, 2019, 10:32:51 AM »
It looks like there's a typo in sounds.json (aaltca_helicalph_fire.ogg instead of altca_helicalph_fire.ogg):

Code
      {"file":"sounds/sfx_wpn_energy/aaltca_helicalph_fire.ogg","pitch":1,"volume":0.7},


Alright, fixed it and it's still broken.  Same error about JSONArray[1].

14
Modding / JSONArray[1] not found.
« on: January 16, 2019, 11:53:35 PM »
My mod seems to have broken something I don't understand.  I wanted to make a weapon with a textured beam like so:
Spoiler
{
   "specClass":"beam",
   "id":"altca_helicalph",
   "type":"ENERGY",
   "size":"MEDIUM",
   "collisionClass":"RAY",
   "collisionClassByFighter":"RAY_FIGHTER",
   "turretSprite":"graphics/weapons/altca_helicalph_turret_base.png",
   "turretGlowSprite":"graphics/weapons/graphics/weapons/altca_helicalph_turret_glow.png",
   "hardpointSprite":"graphics/weapons/altca_helicalph_hardpoint_base.png",
   "hardpointGlowSprite":"graphics/weapons/altca_helicalph_hardpoint_glow.png",
   "turretOffsets":[30, 0],
   "turretAngleOffsets":[0],
   "hardpointOffsets":[30, 0],
   "hardpointAngleOffsets":[0],
   "fringeColor":[0,0,155,1],
   "coreColor":[255,255,255,1],
   "glowColor":[100,100,255,1],
   #"fringeColor":[0,155,0,255],
   #"coreColor":[255,255,255,255],
   #"glowColor":[100,255,100,255],
   "width":30.0,
   "textureType":["graphics/missiles/altca_helicalph_shell.png"],
   "textureScrollSpeed":50.0,
   "pixelsPerTexel":5.0,
   "pierceSet":[PROJECTILE_FF,PROJECTILE_NO_FF,PROJECTILE_FIGHTER],
   "fireSoundOne":"altca_helicalph_fire",
}
[close]

sounds.json looks like this:
Spoiler
{
    # CDM Cannon
    "altca_dualcdm_fire":[
      {"file":"sounds/sfx_wpn_energy/altca_dualcdm_fire_01_loud.ogg","pitch":1,"volume":0.7},
      {"file":"sounds/sfx_wpn_energy/altca_dualcdm_fire_01_loud.ogg","pitch":1.05,"volume":0.7},
      {"file":"sounds/sfx_wpn_energy/altca_dualcdm_fire_02_loud.ogg","pitch":0.95,"volume":0.7},
   ],

    # Helical Phase CIWS
    "altca_helicalph_fire":[
      {"file":"sounds/sfx_wpn_energy/aaltca_helicalph_fire.ogg","pitch":1,"volume":0.7},
      {"file":"sounds/sfx_wpn_energy/altca_helicalph_fire.ogg","pitch":1.03,"volume":0.7},
      {"file":"sounds/sfx_wpn_energy/altca_helicalph_fire.ogg","pitch":0.97,"volume":0.7},
   ],
}
[close]

Something is causing this:
Spoiler
6809 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - org.json.JSONException: JSONArray[1] not found.
org.json.JSONException: JSONArray[1] not found.
   at org.json.JSONArray.get(JSONArray.java:204)
   at org.json.JSONArray.getString(JSONArray.java:327)
   at com.fs.starfarer.loading.WeaponSpecLoader.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpecLoader.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.while(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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

It could be something else, but I think it's something related to altca_helicalph.

15
Modding / Re: Game won't load a ship I made.
« on: January 13, 2019, 03:27:22 PM »
java.lang.RuntimeException: Error loading [graphics/ships/altaica_dreadnought1b] resource

Sounds like you might've forgot a .png file extension for the sprite in your .ship file?

Thanks.  I was looking in the .csv file for the problem when it was the .ship file.  That solved it.

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