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Messages - Anexgohan

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1
Mods / Re: [0.96] QoL Pack 1.2.0
« on: April 15, 2024, 12:10:02 AM »
if anyone knows a fix for this that works for java 23 please let us know.
thanks

2
A piece of feedback: some of these weapons make a lot of noise, and it becomes tiring pretty quickly.
I'd really tone down the sound to make the experience more enjoyable.
Thanks for the feedback,
is there any weapon in particular that is causing the issue?
Also, are you using the latest version of the mod "v0.2.9k", I have fixed and reworked some sounds recently, if you are not on  the latest version, I would advise you to update to that.

3
- v0.2.9k Release
- 0.97a.RC11 compatible

- Anything below game version 0.97a will not work.


Commits:

Made by Anex.

check out the source code repo at :
https://github.com/Anexgohan/AnexWeapons

 ---------------------------------------------------------------------------------
Contributors:
Anexgohan - Mod Author.
BCBC - Thanks to BCBC on Starsector discord, all weapons now have awesome lore related flavor text, feast your eyes at some professional writing.
 ---------------------------------------------------------------------------------

**Full Changelog**: https://github.com/Anexgohan/AnexWeapons/compare/v0.2.9j...v0.2.9k
---------------------------------------------------------------------------------

Download Link:
Latest from Github

4
hot damn, this is so good,
time to update my mod for this, btw any thing special i need to do for my mod to fully support this? I already have version checker support.

5
Mods / Re: SMOL: The big mod manager & utility
« on: April 08, 2024, 12:13:46 AM »
I don't use SMOL but I've had a user mention because my mod .zip has two separate folders containing two related but standalone mods, it will merge both into one folder with one mod_info.json, which doesn't load the second folder's modPlugin. Is there a workaround for this besides using two separate zip files?
I also have the same issue, some mod authors have two folders, then SMOL will merge them both in a single folder and result would be a mod that you can enable at launch but will result in corrupted saves down the line.

6
Mods / Re: [0.96] QoL Pack 1.2.0
« on: April 08, 2024, 12:06:37 AM »
running a game right now with java 23 version, 30+ mods no issues, as soon as i add this and launch it, boom, pc freeze without recovery, have to restart pc always.

7
- v0.2.9j Release
- 0.97a.RC11 compatible

- Anything below game version 0.97a will not work.

Warning: Must delete OLD mod folder completely
Always delete old mod files before Updating

Commits:
  • Balance Changes to turrets
  • crash fix for null exception
  • fixes for projectiles.
  • hotfix : for bug reports provided by users on discord

Made by Anex.

check out the source code repo at :
https://github.com/Anexgohan/AnexWeapons

 ---------------------------------------------------------------------------------
Contributors:
Anexgohan - Mod Author.
BCBC - Thanks to BCBC on Starsector discord, all weapons now have awesome lore related flavor text, feast your eyes at some professional writing.
 ---------------------------------------------------------------------------------

**Full Changelog**: https://github.com/Anexgohan/AnexWeapons/compare/v0.2.9i...v0.2.9j

Download Link:
Latest from Github

8
there seems to be a crash related to anex weapons. This crash happens when I tried to enter into combat with a pirate convoy raider. Appreciate if this could be fixed.

16350337 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.graphics.SpriteAPI.setColor(java.awt.Color)" because the return value of "com.fs.starfarer.api.combat.WeaponAPI.getBarrelSpriteAPI()" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.graphics.SpriteAPI.setColor(java.awt.Color)" because the return value of "com.fs.starfarer.api.combat.WeaponAPI.getBarrelSpriteAPI()" is null
   at data.scripts.weapons.utility.anexweapons_hide_on_lowAmmo.advance(anexweapons_hide_on_lowAmmo.java:31) ~[?:?]
   at com.fs.starfarer.combat.entities.ship.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.if.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.combat.systems.G.Ò00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.combat.systems.G.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.combat.CombatFleetManager.Ò00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.combat.ai.admiral.oOoO.if.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.combat.ai.admiral.oOoO.Òo0000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.combat.ai.admiral.oOoO.Õo0000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.combat.ai.admiral.BaseBattleStrategy.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.combat.ai.admiral.AdmiralAI.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.combat.CombatFleetManager.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
A fix is in the works

9
Any know of a spreadsheet / google doc that I can use to calculate weapon damage for balancing.
I remember there was such a google doc i used 2 years ago, where i could enter the damage, burst, reload, etc and it would show how much dps it did and per shot.
Anyone member?

10
Mods / Re: [0.96] QoL Pack 1.2.0
« on: March 29, 2024, 10:54:38 AM »
Caution:
If you use java 23 https://fractalsoftworks.com/forum/index.php?topic=29320.0
This will lock you pc, only solution will be to manually reboot it.
tried multiple times with 0.97a.RC11

hoping for a fix.

11
Much obliged! Looking forward to trying out the new (audibly-dampened) Pinaka PDs...

I hope the sound issue was fixed, if not let me know, I tried to convert to mono but the quality loss was too much that it changed the feel i wanted for this weapon, for now the sound is still stereo but greatly reduced.

12
Modding Resources / Re: VSCode setup for Starsector modding (2024)
« on: March 28, 2024, 02:01:27 AM »
reserved.

13
Modding Resources / VSCode setup for Starsector modding (2024)
« on: March 28, 2024, 02:01:02 AM »
This guide will help you set up Visual Studio Code for Starsector modding.
It will cover setting up the IDE, installing the required extensions, and configuring the build tasks.

Steps:

(A).
Setting up Java 1.7 (you can skip this step if you already have Java 1.7 installed) =>
Note: you can use any java version from 1.7, 1.8, till java 17, but 1.7 is recommended for Starsector modding.

1. Install Java 1.7 from [Java 1.7]

Link Provided by the [Starsector Wiki]


2. Extract the downloaded JDK7.zip to a folder.
        For example the default java directory,
       
Code
C:\Program Files\Java\JDK7
.

(B).
Installing Visual Studio Code =>

1. Install Visual Studio Code from [VSCODE]


2. Open Visual Studio Code. Go to the Extensions tab on the left sidebar and install the following extensions:
    - Extension Pack for Java by Microsoft (Java Extension Pack) - This extension pack includes the following extensions:
        * Language Support for Java(TM) by Red Hat
        * Debugger for Java
        * Test Runner for Java
        * Maven for Java
        * Project Manager for Java
        * Visual Studio IntelliCode (optional/not required/safe to uninstall)


3. Press `Ctrl + Shift + P` to open the command palette and type `Java: Create Java Project`.
        Select `Create Java Project` from the list.


4. Select `No build tools` and press Enter.

5. Select the mods folder inside the Starscetor installation folder as the project folder.
        The path should look like this:
       
Code
Starsector\mods

6. Enter the project name. The project name should be the name of the mod you are creating.
        For example, if you are creating a mod called `MyMod`,  enter `MyMod` as the project name.
        The folder structure should end up looking like this:
       
Code
Starsector\mods\MyMod
7. This will create the following files and folders inside the `MyMod` folder. This will start you up with a basic mod structure.
        - .vscode
            - settings.json
        - lib
        - src
        - README.md
Note:
settings.json - This contains the configuration related to VSCode within the project
src - You will be writing your code in this folder, this is where the mod's source code goes,
        anyone with this folder and the files contained inside it should be able to compile the mod


8. Open the `MyMod` folder in Visual Studio Code. File -> Open Folder -> Select the `MyMod` folder. This should load the project in VSCode.

9. In VSCode click on 'settings.json' in the .vscode folder.
        Delete everything inside settings.json, Copy and Paste the following configuration to the settings.json file:
Code
{
    "java.project.sourcePaths": ["src"],
    "java.project.outputPath": "out\\vscode\\bin",
    "java.project.referencedLibraries": [
        "lib/**/*.jar",
        "d:\\Starsector\\starsector-core\\starfarer.api.jar",
        "d:\\Starsector\\starsector-core\\lwjgl.jar",
        "d:\\Starsector\\starsector-core\\lwjgl_util.jar",
        "d:\\Starsector\\starsector-core\\xstream-1.4.10.jar",
        "d:\\Starsector\\mods\\LazyLib\\jars\\LazyLib.jar",
        "d:\\Starsector\\mods\\MagicLib\\jars\\MagicLib.jar",
        "d:\\Starsector\\mods\\zz GraphicsLib\\jars\\Graphics.jar"
    ],
    "java.configuration.runtimes": [
        {
            "name":"JavaSE-1.7",
            "path":"C:\\Program Files\\Java\\JDK7",
            "default": true
        }
    ]
}
Note: this assumes that you have installed Starsector in the `D:\Starsector` directory.
        If you have installed Starsector in a different directory,
        you will need to update the paths in the `java.project.referencedLibraries` section.


You can add more libraries by also clicking on the `Add` button next to "Refrenced Libraries" tab


10. Save the settings.json file and restart VSCode and load the 'MyMod' project again.

(C).
work on the mod =>


1. Start coding your mod in the `src` folder. Once you click any .java file in the `src` folder,
        A new drop-down will appear at the left panel of the VSCode window called
        ```Java Projects```.
        Click on the `MyMod` project to see the project structure.
      

2. Change the output folder of the compiled .jar file
        - Goto File -> Preferences -> Settings
        - Search for `Export Jar: Target Path`
        Change:
       
Code
${workspaceFolder}/${workspaceFolderBasename}.jar
        to
       
Code
${workspaceFolder}/jars/${workspaceFolderBasename}.jar
        in either 'User' or 'Workspace' settings
        you can also change the '${workspaceFolderBasename}' to anything you want. e.g.
       
Code
${workspaceFolder}/jars/mymod.jar
      
      
To Build the MyMod.jar file =>
3. click the `Run Build Task` button '->' at the bottom of the window, next to `Java Projects`

Congratulations you have successfully set up Visual Studio Code for Starsector modding.

14
- v0.2.9e Release
- 0.97a.RC11 compatible

- Anything below game version 0.97a will not work.

Warning: Must delete OLD mod folder completely
Always delete old mod files before Updating


Commits:
  • Balance Changes
  • Overhaul to sound effects and fixes reverb and echo
  • fixes for projectiles, turrets and missiles

Made by Anex.

check out the source code repo at :
https://github.com/Anexgohan/AnexWeapons

 ---------------------------------------------------------------------------------
# Contributors:
* Anexgohan - Mod Author.
* BCBC - Thanks to BCBC on Starsector discord, all weapons now have awesome lore related flavor text, feast your eyes at some professional writing.
 ---------------------------------------------------------------------------------
**Full Changelog**: https://github.com/Anexgohan/AnexWeapons/compare/v0.2.9d...v0.2.9e

Download Link:
Latest from Github


15
Welcome back!

Say, did you ever get around to converting all of your sounds to mono?

Very cool weapon pack, altough, one thing that bothers me after couple of days of testing it is one, I feel like the weapons are too common for how good they are and two, the sounds seem to have no volume fall-off - which is really unpleasant if you've got let's say, a couple of ships with Pinakas anywhere on the battlefield and the entire soundscape becomes Pinakas.

I have updated the sound files, please take a look at release v0.2.9e.

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