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Messages - Dabclipers

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Mods / Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« on: April 25, 2021, 05:39:09 PM »
I will be taking over development with permission. This will involve making a new mod thread upon release. I will be completely overhauling the mod, which will take a long time, so no update is imminent. Please don’t distribute any hastily updated versions of the current mod for 0.95. Thanks

Awesome! Glad to hear it and good luck!

Mods / Re: [0.9.1a] 'Junk Pirates' 3.5.3 (including ASP & P.A.C.K.)
« on: April 14, 2021, 11:29:19 AM »
Hello Mendonca, I was wondering if you were working on updating the Junk Pirates update for .95a.  Big fan of the mod and having more pirate factions in the world.  Thanks!

Mods / Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« on: April 13, 2021, 11:26:52 AM »
I know nothing about coding, how difficult would yall say it would be to get it up and working fully for this version of the game?

Looking forward to this mod updating, it's one of the high quality mods that I can't even imagine playing without these days especially after having it in all of my games for closing in on 9ish years lmao.

Mods / Re: [0.8.1a] Blackrock Drive Yards v0.9.1 (23.03.2018)
« on: March 07, 2019, 11:49:16 AM »
Can't wait to see what you got in store for us man, the stuff so far has been absolutely fantastic.  It was nice to come back so many years later and see my favorite mod still around, keep up the great work.

Thanks for the help guys, I was pretty glad to check it out so many years later and see allot of my old favorites are still around being updated and that a number of new high quality mods have been added.  Kudos to all of the modders out there sticking with Starsector!

So, I backed Starsector way back when and played off and on for a few years using Uomoz's Sector mod.  I got reminded of the game a few days ago and noticed when reinstalling that he has ceased to update his mod.  Is there a mod out there that is similar to his (Including multiple modded factions that interact with one another)? I've been looking at the Nexerelin mod as I see it's up to date, so perhaps that one?

Additionally, is it possible to add out of date mods to the game or will they simply not work?  So many talented modders have created excellent faction mods but many of these haven't been updated in a while, can I still use them?

Thanks for any help that can be provided.

When I initially started getting this problem I tried converting from 4g to 4000m but that didn't do anything heh, just tried again to make sure and same result.  The 32 bit java thing is possible, I've downloaded about 4 different java versions from different links given in the op and in this thread, so I can't imagine that I manged to get it wrong every time but who knows, trying Weltall's most recent link, will let you guys know the results in a few minutes.  Hopefully I am just incompetent and have been running 32 bit all along ;P

Alright....  So it is now working with the version from Weltall X)  I know it may be hard to believe, but I promise I have been actually using 64 bit!  When I installed this newest version it even said | Uninstalling (insert name of the java version) (64bit) | but oh well.  Thank you guys for helping me out with this one, maybe I'm being to premature by celebrating when all I've confirmed is that the game will launch but, eh, that's something.  If I manage to find another issue I'll try and deal with it tomorrow. You guys have a good night (or day depending on location)!

Yeah, frankly with my past experience with these sorts of things it is almost certainly a mistake I made, without doubt.  Even if it's embarrassingly obvious I'd like to get it figured out as soon as possible.  As for the mods, the game literally won't launch.  If I alter the vmparams folder when I double click the .exe file or the shortcut to launch it I get the loading windows circle for about a half second and then nothing.  I guess I could try moving all my mods out of the folder but honestly I doubt that is it.

Might as well try though:

Just tried, that was not the problem sadly.

I am running Windows 7 64 bit I promise you haha.  I'll be running Windows 10 soon but regardless, still 64 bit.

You were correct Alex!  It does give me and error message, for around a quarter of a second but i was able to read it by using my phone's slow mo recording option lol, anyways:

The error message is as follows:

Invalid maximum heap size:  -Xmx4g
The specified size exceeds the maximum representable size
Error:  Could not create the Java Virtual Machine
Error: A fatal exception has occurred  Program will exit

It sounds like I have been putting the wrong numbers in my vmparams folder, judging from the error message?  I thought got it right.  Could be something else, this sort of thing isn't what I'm good at.  I'm posting this then I am going to double check.

Unfortunately, I am performing that step.  I've done it both the first and most recent time.  I re-downloaded the game along with a fresh version of the Java link that was supplied.  Deleted the first jre folder and replaced it with the renamed folder from the download.  Game runs fine, but once I change the vmparams xms portion to what is stated in the OP my game will no longer start.  I'm going to try with Java 7 now, see if that makes a difference.

I appreciate your responses, to the earlier post as well: as far as this issue is concerned however:

Unfortunately it seems I do have the 64 bit version as the download you linked gave me the exact same file I had earlier.  Next step is to re-download Starsector huh?  I'll give it a go and see how that works.  If no joy then I will try Java 7.

Will respond soon with the results!

Well, this is the second post I've made today regarding an inability to get the game working.  Hopefully this one will be as easy a fix as the last one:  Anyways, while saving my game crashed and I got a memory related error, so I figured it had to be that I hadn't done the increase to my memory allocation.  I followed the instructions and downloaded the jre folder (Looks like this: jre1.8.0_77 ), restarted my computer and then edited my vmparams file to look like this:

-server -XX:CompilerThreadPriority=1 -XX:+CompilerThreadHintNoPreempt -Djava.library.path=native\\windows -Xms2g -Xmx4g -Xss1024k -classpath janino.jar;commons-compiler.jar;commons-compiler-jdk.jar;starfarer.api.jar;starfarer_obf.jar;jogg-0.0.7.jar;jorbis-0.0.15.jar;json.jar;lwjgl.jar;jinput.jar;log4j-1.2.9.jar;lwjgl_util.jar;fs.sound_obf.jar;fs.common_obf.jar;xstream-1.4.2.jar -Dcom.fs.starfarer.settings.paths.saves=..\\saves -Dcom.fs.starfarer.settings.paths.screenshots=..\\screenshots -Dcom.fs.starfarer.settings.paths.mods=..\\mods -Dcom.fs.starfarer.settings.paths.logs=. com.fs.starfarer.StarfarerLauncher

For those uninterested in reading that^, all I did was modify the -Xms portions to be like they are set in the example.  Now that I have done that my game will no longer launch from the Starsector shortcut or the application launcher from the folder.  I can only launch it from the Windows Batch File in the Starsector-Core file.  This doesn't exactly fix the issue, because none of my saves work anymore.  I saw that someone earlier had something slightly similar happen, in that they could no longer launch the game regularly and had to launch from the starsector-core file but it turned out that they had 32 bit installed.  I downloaded it from the link that and Kevin Flemming posted which is an area you get directed to if you want to download the 64 bit and am reasonably certain I have the correct version installed (could be wrong, I don't know how to check).  If anyone has any ideas, I'd appreciate it, thank you.

Upon further testing, I can get the game to run again if I change the Xms portion of the vmparams file back to how it originally is.  I can also change the second number a small amount and it will still run.  Once I change it to: -Xms1024m -Xmx1500m it no longer works.  Don't know if that is useful, but figured I might as well mention it.

Bug Reports & Support (modded) / Fatal: Index: 0, Size: 0
« on: March 28, 2016, 12:19:04 PM »
Hello everyone, A few days ago I decided to try out Starsector as it had been years since the last time I had checked it out.  I always run it with mods, so after checking that the game install worked I went to work downloading a few.  Because Uomoz is no longer supporting his mod pack, I decided to run Starsector+ along with Nexerelin.  So, downloaded the two mods along with their pre-requisites and checked to make sure it ran, which it did, then went on to download individual faction mods to run along with the game, they are as follows:

Blackrock Drive Yards
Diabel Avionics
Interstellar Imperium
Junk Pirates
The Mayorate

Here is where the problem lies, after installing the massive amount of faction mods (let's be honest, I probably should have checked to make sure each one works as I downloaded) I now get the error: | Fatal: Index: 0, Size: 0 Check starsector.log for more info | every time the game finishes the initial loading bar.  I tried to find the starsector.log file to post the contents here, but frankly after searching through the Starsector folder for a while I couldn't find it.

I'm hoping that the issues is just that one or more of the mods aren't compatible with the newest version of Starsector that I have, or something along those lines, but it could be something else.  All of the mods and Starsector itself were downloaded yesterday, so that's the version of all of them running.

Thanks for the help!

*Edit*  I checked every mod individually and then combined them in an attempt to see which mod was causing the error.  In the end I found that it is unfortunately The Mayorate, which is a shame because I really like the look of those ships.  When that mod is active I get the error message, whereas I can run all the other mods at once with no issues.

I guess consider this issue resolved?  Probably should have done that before posting this thread but oh well.

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