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Messages - Tarkets

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1
Announcements / Re: Starsector 0.96a (Released) Patch Notes
« on: May 17, 2023, 01:50:48 PM »
Little more detail: Basically the duel ends in a victory (the defeats have not prompted this but I've only lost it twice) and once the dialogue ends with Rao and we are back on the planet screen, the freeze happens when clicking any of the options (have not tested them all). It's actually a freeze not a crash, so I do have to close it out manually.

I just ran through it 5 times; 3 successes and 2 freezes. S point option is taken each time. Based off that sample it seems like if I start the game fresh the event completes without issue, but when I reload the save to run it again it will freeze after event completion. I'll try and send the save

Ugh! I've seen reports of this before, but have not been able to reproduce it. Do you happen to have a save handy where I can take a look? It seems not to happen on my PC, but maybe we'll get lucky.

Also, I'd appreciate any details you have about what exactly you did, and what you mean freeze/crash. Also: is there an hs_err_pidXXXX.log file somewhere in the game folder (or in starsector-core/), with the timestamp corresponding to the crashes? If so, seeing the contents would be useful. If it's a hang (requiring you to manually kill the app) rather than a crash, though, that wouldn't be present.

Also, if you're comfortable enough with computer stuff to use jvisualvm to try to get a thread dump when it hangs - assuming it's a hang rather than a crash - that could be very helpful, too.

(fractalsoftworks [at] gmail [dot] com for the save, if you don't mind, of course!)

2
Announcements / Re: Starsector 0.96a (Released) Patch Notes
« on: May 17, 2023, 11:39:34 AM »
Has anyone done prince of persea recently? I get a consistent java freeze/crash if I win the duel, right after the event ends and I'm back on the planet screen. I'm on RC9, its the same save I've been using since .96 released so maybe some weirdness from dragging that save across versions

3
Announcements / Re: Starsector 0.96a (Released) Patch Notes
« on: May 08, 2023, 08:24:37 AM »
Ran into a bug on the Knight Errant quest, hitting the same option a couple times seems to have fixed it (mild spoilers so I just linked it):

https://i.imgur.com/jnRCkqM.png

4
Bug Reports & Support (modded) / Re: Crash to desktop
« on: February 05, 2018, 03:44:51 PM »
Greetings! I am a big dumb dumb. I ended up getting the same crash about a week ago (much further along without dynasector than with, but still the same crash) so today I decided to re-install SS on a whim; It looks like I was playing on 8.1 RC5 the whole time. I don't know if this would effect my specific error, but, using the most current version is like troubleshooting 101 and I didn't do it so I apologize for wasting anyones time

5
Bug Reports & Support (modded) / Re: Crash to desktop
« on: January 13, 2018, 07:22:19 PM »
1.4.1 was the most current version when I made the post, haven't bothered to try the newest one

6
Bug Reports & Support (modded) / Re: Crash to desktop
« on: January 11, 2018, 03:44:39 PM »
It looks like the issue is with Dynasector, disabled that and so far I am not having the crash issue.

7
Bug Reports & Support (modded) / Crash to desktop
« on: January 01, 2018, 05:54:25 PM »
I get a fatal error crash, maybe a minute or so after loading a save. I've put a couple hours into the save. My previous game actually started doing the same thing after a couple hours, but I assumed it was too many mods so I disabled a couple. Maybe need to trim out some more?
I've got
Dynasector 1.4.1
Console Commands 3.0
BYRD 0.9.0
Diable 1.87
LazyLib 2.2
Ship/Weapon Pack 1.5.0
Underworld 1.2.0
ZZ Graphicslib 1.2.1


269732 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.util.A.o00000(Unknown Source)
   at com.fs.starfarer.campaign.ActionIndicator.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(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)

8
Blog Posts / Re: Building Better Worlds
« on: February 25, 2017, 12:13:29 PM »
In-game story missions are something I'd absolutely love, but sadly don't see happening. You need quite a bit of variety and depth, otherwise it just doesn't work.

I think it can be done, but with certain things being up in the air it's hard to say what implementation is going to be used until stuff gets nailed down. Sunless Sea has a lot of story content and missions in a (superficially!) similar game to SS but it uses a boatload of special stats and one-off variables, and had the locations of things randomized but not actually randomly generated. Space Rangers also had a ton of story content but outside the endgame goals the story content was largely in planet-only text adventures

And then there's the question of how the story content interacts with the procedural or emergent content. A randomly generated bounty mission getting scrubbed because the target fleet is in a system already swarming with pirates, or because the target gets blown away by other hunters/defense fleet/something else is probably fine for most people. But you'd probably get upset if in the penultimate mission of the 'Rescue the admiral's daughter' quest chain the admirals personal shuttle got waxed by random Luddics or the planet got taken by Tri Tachyon before you could do anything and now the whole things failed.

That was a lot of incoherent words to say "We'll have to wait and see" but anyway

9
Suggestions / Scenario Campaigns
« on: November 29, 2015, 04:12:50 PM »
So I was thinking, we have a number of scenario battles, but would anyone be interested in a sort of mini-campaign type scenarios? So a set character and fleet (maybe with some mild alterations possible) and a set sector with some clear objectives to complete, and possibly some scripted events and a time limit, with a scoring system. An Anabasis type scenario where after a large defeat you've got to get as much of your still sizable but damaged fleet back to friendly space. A Race for Berlin-style scenario where you and rival Hegemony admirals compete to be the first to pacify your enemies core world. Going off of the existing missions, one where you defend Mayasura and escort as many evacuation fleets as possible before escaping yourself 

I think this would also soothe some of the pain for newbies since they'd get to experience different types of fleets and get familiar with campaign mechanics in a 'safe' environment (safe in this case meaning if they fail miserably it won't be their own ships destroyed and their own character in the poorhouse).

If there's been previous discussion of something like this please let me know and link it if you can

10
Blog Posts / Re: Expanded Battles
« on: October 02, 2015, 03:55:47 PM »
Sorry if this was asked/answered and I glazed over it in excitement, presumably the relations of the player and the factions have a part in who the player can join, I assume this will also positively effect the relations of the faction we team up with?

If both fleets are hostile to the player, will the player be prevented from engaging until the fight is broken up?

11
Suggestions / Re: Fighters and their viabiltiy vs. big ships and guns
« on: January 18, 2015, 12:54:07 PM »
To me, it seems like another way to balance out weapons. Like the old tachyon lance, instead of nerfing it make it impossible to hit anything that's smaller than a destroyer, unless you've targeted that unit (maybe not even then). Avoids the old "swipe left, wipe them all out" thing.

I guess that'd be my idea; cruisers and higher can't hit fighters with non-flak, non-pd weapons in non-small mounts. Unless they target the fighter, or have some expensive hullmod/character ability that allows it. 


Obviously though, we're still pretty early and there's no need for huge changes to fix something that'll probably be smoothed out over time anyway. That said I'd have no problems whatsoever if big guns on big ships could literally never hit a fighter again

12
Suggestions / Re: Fighters and their viabiltiy vs. big ships and guns
« on: January 16, 2015, 04:39:29 PM »
Is it possible to have certain weapons be only able to score hits on ships they've specifically targeted and/or are of a specific size?

13
Mods / Re: Blackrock Drive Yards - v0.30
« on: August 05, 2013, 11:49:38 AM »
Makin pew shweee shweee PAKOOM noises with my mouth irl

14
Mods / Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
« on: February 13, 2013, 10:53:42 AM »
He's teasing us, we'll find out later

15
Mods / Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
« on: January 27, 2013, 08:56:18 PM »
sometimes a man labors for years for the right avatar sometimes fate smiles upon you

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