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Starsector 0.97a is out! (02/02/24); New blog post: Codex Overhaul (05/11/24)

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Topics - Ghoti

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steps to reproduce:

Go to Jungala

Trade in the black market like crazy.

Go to the comm directory and get a mission (might be a factor?)

Leave and immediately transverse jump.

Hegemony fleet should track you for smuggling. (might be a factor?)

Game might freeze after a second. Happens ~15%

if it doesn't, reload the save and try again with the same steps.

I really haven't being able to pin down what the heck is happening here. This one seems like misery to fix.

I've got the game frozen on my machine and I'll leave it running for 20 minutes to see if it will pop a stacktrace to the logs :\

here's the results of jstack of the game while it's frozen:

edit: left it for 30 minutes, never dumped a stack trace. But I managed to get it to freeze again after 4 more attempts, here's the jstack for that one:

might have something to do with the lionsguard?


I should have just shot him. >:(

ungrateful bloody prospectors.

Suggestions / Interrupting hostile fleets who are in combat
« on: August 14, 2016, 04:05:41 PM »
In this situation I'm hostile to both factions, and I have more than enough firepower to beat both factions...

but I can't attack them because they are attacking each other.

I know Alex has said he's not going to be implementing 3 way combat, so I have a (somewhat complicated, but i think reasonable) solution to this. Give the player the option to interrupt the enemy fleets in combat, then the both fleets get to make a choice:

... or you can be a little more nuanced and give the player the option to interrupt both, or go after just either one, which looks like this:

This feature is also important because of bounty hunting. If I am after a bounty and another fleets gets to my target first, this allows me to chase them off. It also creates a situation where disputes between neutral or hostile factions crop up over a target. ("That's MY bounty!!!")

Personally I think it would be better to let 3 way or even 4 way fights happen, but if the game isn't amiable to it, or if you figure it would be too much of a mess, then, meh. Here's an alternative.

Needs to be in unix format.

I fixed it with vim, if you want to do so as well.

on the command line in starsector do this:

:set ff=unix

doneski, you can now run it.

Modding / Working with getWeapons() from CargoAPI
« on: September 17, 2012, 06:02:58 PM »
I've being try to get the list of weapons in Cargo, the problem is that Janino doesn't play well with generics for some odd reason, and I can't define a proper return value for the list
List<CargoItemQuantity<String>> container = cargo.getWeapons();
I have to define it like this
List container = cargo.getWeapons();
The problem with that is now I've got a list of objects.

I can't cast like this
(CargoItemQuantity<String>) container
presumably for the same reason above. Which is OK I guess cause I can do this....
CargoItemQuantity ciq = (CargoItemQuantity) container.get(x);

but... and I don't know why. When I get to this long annoying rabbit hole and have to cast the String. I get this
Caused by: org.codehaus.commons.compiler.CompileException: Array initializer not allowed for non-array type "java.lang.String"

grrrrr.... Does anyone have any working examples using this method?

Modding / Is it possible for mods to read .json files?
« on: September 10, 2012, 12:56:06 PM »
I'm planning to make a station that breaks down weapons and ships to make new weapons and ships. I will need to make a list of items and what those items break down into. I don't like putting that data inside the script. I'd rather have it in a JSON file. Is that possible?

Modding / API reference
« on: September 07, 2012, 12:51:10 AM »
It would be nice to at least be able to see what functions we do or don't have access to. I mean there's this:
looks auto generated. Can we get more? This was really handy when developing missions.

A list of function signatures, and definitions for enumerated constants, would be more than enough.

I mean sure, we have the starfarer-core scripts, but do those in aggregate use every aspect of the API's?

Suggestions / Missiles track targets of turret
« on: September 06, 2012, 09:15:04 PM »
So I'm not 100% sure what the behavior currently is. I've got a point defense missile launcher, believe it or not, it works pretty well. However when you set a target, the launcher will point towards a fighter or incoming missile, fire, and the fired missile will go towards MY target, not the PDML's target. Weird thing though, because that doesn't happen 100% of the time.

Try it for yourself. when you're not targeting anything, or you're shooting it manually, everything works great.
Things only go sour when you set it on automatic, then set a target.

Pretty edge casey bug, but if you have a large stack with a large name on the right hand side of the item grid, you can't shift click to select just one item, because the bar overlaps with where the mouse cursor is and slides to some point down the line.

See picture.

If you could move the bar up a bit, that would fix the problem.

[attachment deleted by admin]

Modding / Coaxing starfarer to reload weapon stats
« on: September 03, 2012, 06:16:30 AM »
I'd like to do tweaks and tests to get ships balanced right without having a 50 minute restart procedure. Does the developer mode have a button or hotkey, or some sort of threshold that I have to jump in and out of to get starfarer to reload the .csv's an .wpn, .proj, .ship, ect ect ect.?

I know you're sketchy on how far you should be able to zoom out, but if you're at a low resolution your view is seriously cut down.

General Discussion / The Last Hurrah and Predator or Prey?
« on: February 20, 2012, 08:38:03 PM »
Any tips? Cause these missions are I-Wanna-Be-The-Guy no deaths hard.

[attachment deleted by admin]

Bug Reports & Support / Unexpectedly large enemy encounter.
« on: February 19, 2012, 01:01:53 PM »
There were no survivors.  :-[

[attachment deleted by admin]

Suggestions / No base costs for anything.
« on: February 17, 2012, 05:48:54 PM »
Given where you plan to take starfarer
Trade goods, run mining operations, build industries — and defend your interests
Having a base cost for any good is a bad idea. If you use logic like that, you can't simulate all kinds of interesting economic phenomena like monopolies,  or depressions.

Egosoft does this with x3, they're really very proud of their "economic" simulation, the problem was if you actually run it, the whole thing blows up. even buying at 150% and being sold at 50% of the base cost, a fundamental resource just was never worth hauling, so nothing ever got made. (this was in X3, in X3:TC and X3:AP they fudged it into working)

The price of a unit should be dictated by:
                  Supply                    Demand
Current   how much entities have it in supply?       VS     how much entities need it right now?
Future   how much of it, and its prerequisites,
are being manufactured?
how much manufacturing is being
done with it as a prerequisite?

No clever AI needed, this is just number crunching. Those rules basically guarantee a stable economy. Automatic pricing.

error crops up when attempting to launch Starfarer from configuration screen.

Here is Starfarer's logs:

366  [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1600x900, 50Hz, 24bpp
2235 [Thread-6] INFO  com.fs.starfarer.StarfarerLauncher  - Running vanilla game with no mods.
2235 [Thread-6] INFO  com.fs.starfarer.settings.StarfarerSettings  - Loading settings
2296 [Thread-6] ERROR  - Exiting - exception in LWJGL initialization
org.lwjgl.LWJGLException: Could not choose GLX13 config
   at org.lwjgl.opengl.LinuxDisplayPeerInfo.initDefaultPeerInfo(Native Method)
   at org.lwjgl.opengl.LinuxDisplayPeerInfo.<init>(
   at org.lwjgl.opengl.LinuxDisplay.createPeerInfo(
   at org.lwjgl.opengl.Display.create(
   at org.lwjgl.opengl.Display.create(
   atô00000(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$ Source)
   at Source)
2297 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Exiting - exception in LWJGL initialization
java.lang.RuntimeException: Exiting - exception in LWJGL initialization
   atô00000(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$ Source)
   at Source)
Caused by: org.lwjgl.LWJGLException: Could not choose GLX13 config
   at org.lwjgl.opengl.LinuxDisplayPeerInfo.initDefaultPeerInfo(Native Method)
   at org.lwjgl.opengl.LinuxDisplayPeerInfo.<init>(
   at org.lwjgl.opengl.LinuxDisplay.createPeerInfo(
   at org.lwjgl.opengl.Display.create(
   at org.lwjgl.opengl.Display.create(
   ... 4 more
3360 [Thread-6] INFO  com.fs.profiler.Profiler  - ID     Calls   Duration    Percent
3361 [Thread-6] INFO  com.fs.profiler.Profiler  - --------------------------------

This is likely relating to being the wrong architecture of java, or some library I don't have that I don't know Starfarer needs because it's on every system by default except for x86_64 and it's not reporting that it needs it.

This is after I downloaded a heap of i686 libraries, I'm thinking maybe I missed a few?

I don't suppose I could convince you to make a 64bit build? It would make me happy!

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