Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Krelian

Pages: [1] 2 3 ... 5
1
Mods / Re: [0.96] Arma Armatura v3.0.2 BETA [1/23/24]
« on: January 28, 2024, 06:22:35 PM »
Thanks :), and no worries! I was wondering because I can't reproduce, but I have a minimal mod list. But then, it sounds like it can just happens under certain conditions. Anyways, I pushed a small update that should fix the crash if you redownload.

It worked! Thanks for the quick fix :)
Ironically, that unit dies in the first 10 seconds of the fight xD

2
Mods / Re: [0.96] Arma Armatura v3.0.2 BETA [1/23/24]
« on: January 28, 2024, 04:58:12 PM »
Had the crash again.
This time I was looking for it, and I saw the Gunhazard Class trying to launch fighters. It made the sound, there was an effect, but no wing came out. A couple second later the fighter start, a volley of a gun, and CTD.

1694343 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.util.armaa_pilotTracker.advance(armaa_pilotTracker.java:110)
   at com.fs.starfarer.title.Object.for$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.super.new.super(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)



I saved before the fight. So I realoaded, began the same battle without fielding the Gunhazard, and no crash.
By the way, the wing on the Gunhazard is a fixed vanilla Sarissa.

I also tried the mech in simulation, and it doesnt crash. The fighters came from the bottom part of the screen tho, like they were reinforcement, instead of leaving from the mech. Not sure is that is how it is supposed to be.

Attempted another (real) battle. This time I noticed the fighters were indeed comming from the lower part of the screen. It crashed anyways.

Hope this helps.

3
Mods / Re: [0.96] Arma Armatura v3.0.2 BETA [1/23/24]
« on: January 28, 2024, 04:36:21 PM »
Oh boy, you will really hate me for this, and am so sorry, but I just finished a vanilla campaign, installed 50 mods, boot the game up, and had this crash :(
It was also almost at game start, I just had the 3 starting cataphracts given by nexelerin as I picked Arma Armatura as my starting faction. Fiddled a bit with the loadouts, then exited the system, encountered a small Ludic path fleet, and had the crash.

This is the only mecha with fighter wing I have.

https://pasteboard.co/S51l6NP2FnbW.png

Also, that very same cataphract had an empty weapon. Maybe it is related.

https://pasteboard.co/HMGQBZ96IrSd.png

Now I will try to replicate the issue.

{"enabledMods": [
  "$$$_trailermoments",
  "pantera_ANewLevel20",
  "apex_design",
  "armaa",
  "AttunedDriveField",
  "Celestial Mount Circle",
  "combatactivators",
  "diableavionics",
  "Diktat Enhancement",
  "edshipyard",
  "exoticatechnologies",
  "fleethistory",
  "sun_fuel_siphoning",
  "FantasyM",
  "gflportraitpack",
  "Goat_Aviation_Bureau",
  "hte",
  "illustrated_entities",
  "IndEvo",
  "interestingportraitspack",
  "Imperium",
  "timid_xiv",
  "lw_lazylib",
  "ArkLeg",
  "logisticsNotifications",
  "lunalib",
  "exshippack",
  "exshippack_armaacompat",
  "MagicLib",
  "Marvelous-Personas",
  "Mayasuran Navy",
  "ness_saw",
  "nexerelin",
  "ORA",
  "pn",
  "planet_search",
  "portrait",
  "sikr",
  "scalartech",
  "SCY",
  "swp",
  "sun_starship_legends",
  "stelnet",
  "tahlan",
  "TTSC",
  "vic",
  "whichmod",
  "XhanEmpire",
  "audio_plus",
  "shaderLib"
]}

4
Mods / Re: [0.96] Arma Armatura v3.0.2 BETA [1/23/24]
« on: January 28, 2024, 03:29:59 PM »
Im not sure if this mod was responsable for the crash, but was using these mechs when it happened (5 seconds into my first battle).

1406440 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.util.armaa_pilotTracker.advance(armaa_pilotTracker.java:110)
   at com.fs.starfarer.title.Object.for$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.super.new.super(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

5
Mods / Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
« on: November 18, 2020, 02:44:08 PM »
Will the AI faction use them? In nexerelin?

6
Mods / Re: [0.9.1a] Diable Avionics 2.53 RC1 (2020/07/31)
« on: November 16, 2020, 09:30:39 PM »
Hello, just a heads up

The combat variant of the Daze-class has one of its thunderbolts missiles on the wrong group

    "weaponGroups": [
        {
            "autofire": false,
            "mode": "ALTERNATING",
            "weapons": {
                "WS0001": "diableavionics_thunderboltsmall",
                "WS0002": "diableavionics_thunderboltsmall",
                "WS0003": "diableavionics_thunderboltsmall"
            }
        },
        {
            "autofire": true,
            "mode": "ALTERNATING",
            "weapons": {
                "WS0004": "diableavionics_thunderboltsmall",
                "WS0005": "diableavionics_microcluster2",
                "WS0006": "diableavionics_microcluster2"



regards!

7
I see the point, thanks for the thoughtful answers

8
Hello. Just curious, are non-orignal mods (as in from popular culture) frowned upon on this comunity? I ask because there is a TON of awesome mods, but most impressive of all is that almost all of them are original ideas, besides the unavoidable starwars one, one from gundam iron brooded, and one from homeworld (that comes from the top of my mind). The "original" mod ratio is extremelly high; and with a game that is a perfect fit for a ton of popular culture sci-fy, I just cant but wonder why is that.

More to the point, I had been toying with the idea of implementing certain sci-fy I would like a lot to play with, but now I fear it could be rejected by the comunity because of my previous point.

Regards

9
Bug Reports & Support (modded) / Re: CTD in a bounty battle.
« on: June 25, 2017, 08:43:28 PM »
That did the trick. Silly me, I had missed the last update of SCY.
Thanks a lot pal :)

10
Bug Reports & Support (modded) / CTD in a bounty battle.
« on: June 25, 2017, 01:30:01 PM »
Just got a random CTD... playing campaign.

274748 [Thread-10] INFO  sound.oo0O  - Creating streaming player for music with id [battle_ambience_01.ogg]
274748 [Thread-10] INFO  sound.OooO  - Playing music with id [battle_ambience_01.ogg]
299633 [Thread-4] INFO  sound.oo0O  - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
299633 [Thread-4] INFO  sound.oo0O  - Cleaning up music with id [Stellar_Rust.ogg]
299645 [Thread-8] INFO  sound.oo0O  - Cleaning up music with id [battle_ambience_01.ogg]
299785 [Thread-10] INFO  sound.oo0O  - Creating streaming player for music with id [battle_ambience_01.ogg]
299785 [Thread-10] INFO  sound.OooO  - Playing music with id [battle_ambience_01.ogg]
299905 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: data.scripts.util.CustomMissileTargetingTool.assignTarget(Lcom/fs/starfarer/api/combat/MissileAPI;Ldata/scripts/util/CustomMissileTargetingTool$targetSeeking;Ljava/lang/Integer;Ljava/lang/Integer;Ljava/lang/Integer;Ljava/lang/Integer;Ljava/lang/Integer;Ljava/lang/Integer;Ljava/lang/Integer;)Lcom/fs/starfarer/api/combat/CombatEntityAPI;
java.lang.NoSuchMethodError: data.scripts.util.CustomMissileTargetingTool.assignTarget(Lcom/fs/starfarer/api/combat/MissileAPI;Ldata/scripts/util/CustomMissileTargetingTool$targetSeeking;Ljava/lang/Integer;Ljava/lang/Integer;Ljava/lang/Integer;Ljava/lang/Integer;Ljava/lang/Integer;Ljava/lang/Integer;Ljava/lang/Integer;)Lcom/fs/starfarer/api/combat/CombatEntityAPI;
   at data.scripts.ai.SCY_laserTorpedoAI.advance(SCY_laserTorpedoAI.java:118)
   at com.fs.starfarer.combat.entities.Missile$GuidedMissileAIWrapper.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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)




mod list:
(is there a place where I can copy paste my mod list?)




11
Mods / Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1.2
« on: June 20, 2017, 03:04:37 PM »
still no news? I really miss my CAS beams :(

12
Bug Reports & Support / Re: JVM Heap
« on: June 18, 2017, 08:46:36 AM »
whoa, im so ashamed, i totally missed that there is a "Child Board"

Thanks a lot :D

13
Bug Reports & Support / JVM Heap
« on: June 18, 2017, 02:49:47 AM »
I got this weird warning while playing. Have no idea what it means, and have no idea how to allocate more memory.



Im running these mods.



I have quite the gaming PC, so requirements should not be an issue, also, im using a 64 bit OS.
Any help is appreciated. :)

14
Mods / Re: [0.8.1a] Blackrock Drive Yards v0.9.0 (07.06.2017)
« on: June 11, 2017, 09:08:22 PM »
First time playing with this mod... and decided to begin in this faction (in nexerelin). I must say, the art is awesome. The pics were not representative of the beautiful sprites this ships have. really enjoying this.

15
Mods / Re: [0.8.1a] Interstellar Imperium 1.17.1
« on: June 10, 2017, 08:47:31 PM »
thanks for the update  ;D

Pages: [1] 2 3 ... 5