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Starsector 0.97a is out! (02/02/24); New blog post: New music for Galatia Academy (06/12/24)

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Messages - rogerbacon

Pages: [1] 2 3 ... 11
1
Here is another one from a new game.

I had just captured a station from Forces of Chaos, then they retook it (eliminating my faction) then I invaded it again. When I capture the station, it crashes. (I don't actually get the capture message, it crashes first but I know that I've captured it because the crash happens right on a new day when I have overwhelming ground forces).

This game, and all the mods, have been really stable for years. I don't know why all of a sudden its crashing.


323230 [Thread-3] INFO  exerelin.campaign.intel.groundbattle.GBUtils  - Setting garrison damage for Gluttony: 0.750
323230 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Sending rep change of 0.0 with the Forces of Chaos due to trade/smuggling
323820 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at exerelin.campaign.SectorManager.transferMarket(SectorManager.java:1137)
   at exerelin.campaign.SectorManager.transferMarket(SectorManager.java:1012)
   at exerelin.campaign.InvasionRound.conquerMarket(InvasionRound.java:442)
   at exerelin.campaign.intel.groundbattle.GroundBattleIntel.handleTransfer(GroundBattleIntel.java:961)
   at exerelin.campaign.intel.groundbattle.GroundBattleIntel.endBattle(GroundBattleIntel.java:1056)
   at exerelin.campaign.intel.groundbattle.GroundBattleIntel.checkForVictory(GroundBattleIntel.java:1152)
   at exerelin.campaign.intel.groundbattle.GroundBattleIntel.advanceTurn(GroundBattleIntel.java:1183)
   at exerelin.campaign.intel.groundbattle.GroundBattleIntel.advanceImpl(GroundBattleIntel.java:1424)
   at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
   at exerelin.campaign.intel.groundbattle.GroundBattleIntel.advance(GroundBattleIntel.java:1389)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

[Edit]
I should point out that this is not the latest StarSector release. It is 0.96a-rc10, which makes it all the weirder since I haven't changed anything in months.

2
Can this work for missions as well as campaign?

3
Crash in campaign (heavily modded game but seems to be a missing music file from core game)

Log
782795 [Thread-8] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Cleaning up music with id [campaign_noncore_part1.ogg]
783282 [Thread-10] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Creating streaming player for music with id [campaign_noncore_part1.ogg]
783283 [Thread-10] INFO  sound.H  - Playing music with id [campaign_noncore_part1.ogg]
783413 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation.matchStationAndComm anderToCurrentIndustry(OrbitalStation.java:422)
   at com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation.notifyDisrupted(OrbitalStation.java:602)
   at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.setDisrupted(BaseIndustry.java:1793)
   at com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation.disrupt(OrbitalStation.java:619)
   at exerelin.campaign.intel.invasion.InvActionStage.autoresolve(InvActionStage.java:357)
   at exerelin.campaign.intel.invasion.InvActionStage.updateStatus(InvActionStage.java:180)
   at com.fs.starfarer.api.impl.campaign.intel.raid.BaseRaidStage.advance(BaseRaidStage.java:106)
   at com.fs.starfarer.api.impl.campaign.intel.raid.ActionStage.advance(ActionStage.java:25)
   at exerelin.campaign.intel.invasion.InvActionStage.advance(InvActionStage.java:81)
   at com.fs.starfarer.api.impl.campaign.intel.raid.RaidIntel.advanceImpl(RaidIntel.java:219)
   at exerelin.campaign.intel.fleets.OffensiveFleetIntel.advanceImpl(OffensiveFleetIntel.java:579)
   at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

4
Modding / Re: [0.97a] Combat Background Enhanced v0.1
« on: April 12, 2024, 05:30:56 AM »
So, let me see if I understand correctly. It draws hulks and other objects on a lower level so they are visually there but no interaction with ships in combat. If that is correct I think it would be great if you could include a console command to move hulks in the combat layer down into your new layer over time. Sometimes the battlefield gets too cluttered and I think it's kinda silly in 3d space to have a wall of debris cutting me off from the enemy.

5
Modding / Re: [0.97a] Ship Mastery System (4/4/24)
« on: April 11, 2024, 11:21:03 AM »
I'm quite happy with Progressive S mods but I'd love to haev the ship recovery system from this mod. Many times I've known a battle is lost but don't want to retreat because I know I won't be able to recover lost ships. How hard would it be to have just this feature of this mod?

6

That'll be [0.96a] Order from the Boss by A-111164.

Thanks. I was going crazy trying to find it.

7
Is there a way to set a ship as untargetable? I see there is ship.isTargetable() but I didn't see a setter. Right now I have a workaround of setting it to the neutral team but that has some unintended consequences so I was hoping there was something obvious I'd missed.

8
Which mod was it that allowed you to issue some commands to another ship in combat? Specifically, you could hold down a key and get a 4-way popup menu that allowed you to order the ship to use it's shipSystem as one example.

9
How do I find a missile's target? I want to get a list of all missiles targeting a specific ship.

10
Modding / Re: [0.96.a-RC10] Alkemia Armoury
« on: February 08, 2024, 09:13:43 AM »
Does the Welder weapon on the Fixer Repair Drone actually repair armor? In the wpn file the beamEffect entry is just the ionBeam so I'm not sure where the logic is to make it repair stuff.

[Edit]

Never mind. I found it in the RepairDroneAi class.

11
Mods / Re: [0.96a] Space Truckin' v1.4a
« on: February 04, 2024, 07:03:46 AM »
Is there anyway to haev the USL representative available at factions that spawn later in the game? I know we can set where they appear at the beginning but when a new faction spawns mid-game the USL is not on those faction's planets.

12
Mods / Re: [0.96a] Hiver Swarm - V1.10 - 11/01/23
« on: January 23, 2024, 11:20:36 AM »
I found the conflict. In Starship Legends I had included the decompiled java files and sometimes that causes issues as it differs slightly from the compiled version. After removing them, it loads fine now.

I'm on episode 6 of your video series. I watch them at lunchtime. It's what motivated me to install the mod.

13
Mods / Re: [0.96a] Hiver Swarm - V1.10 - 11/01/23
« on: January 22, 2024, 03:48:02 PM »


I appreciate you reaching out but I am sorry I could not be more help more. I am an ameture mod maker and not as knowledgeable as other mod authors, maybe Sundog would have a better answer if you ask on their mod thread.

OK, thanks anyway. I'll dig into it and see waht I can learn. I'll let you know if I find the cause and solution.

Roger Bacon, as in the famous DW2 modder?


Distant World Universe, yep. That's me. Maybe DW2 in a few years after they're done adding stuff to it.

14
Mods / Re: [0.96a] Hiver Swarm - V1.10 - 11/01/23
« on: January 21, 2024, 12:59:36 PM »
I just odwnloaded the mod to try it out and it gives this error:
java.lang.RuntimeException: Error loading [data.scripts.HIVERmodPlugin]
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:750)
Caused by: java.lang.ClassNotFoundException: File 'data/scripts/util.java', Line 445, Column 0: Non-abstract class "starship_legends.Util$1" must implement method "public abstract int java.util.Comparator.compare(java.lang.Object, java.lang.Object)"

Is there a known conflict with starship legends? It seems to be complaining about non-implemented method.

15
Modding / Help with Fatal: MISSILE weapons must fire missiles
« on: January 04, 2024, 07:30:59 PM »
I created a weapon and it works fine when I fire it. However, if I set my ship to AI control the game crashes with the message in the title.

proj file
Code
{
"id":"sfb_mine_caster_shot",
"specClass":"projectile",
"spawnType":"BALLISTIC",
"collisionClass":"PROJECTILE_FF",
"collisionClassByFighter":"PROJECTILE_FF",
"onFireEffect":"data.scripts.weapons.SFB_Mine_Caster_OnFireEffect",
"length":75,
"width":75,
"fadeTime":1,
"fringeColor":[68,250,150,255],
"coreColor":[112,165,192,255],
"explosionColor":[68,250,50,255],  # purely visual
"explosionRadius":30, # purely visual
"textureType":["graphics/fx/emp_arcs.png","graphics/fx/emp_arcs.png"],
"hitGlowRadius":100,
"textureScrollSpeed":0.0,
"pixelsPerTexel":5.0,
"bulletSprite":"graphics/missiles/sfb_Mine_Caster_shot.png"

weapon
Code
{
"id":"SFB_Mine_Caster",  # this id must match what's in the spreadsheet
"specClass":"projectile",
        "type":"MISSILE",
"size":"MEDIUM",
"displayArcRadius":550,
"turretSprite":"graphics/weapons/sfb_Mine_Caster_turret.png",
"turretGlowSprite":"graphics/weapons/sfb_Mine_Caster_turret.png",
"hardpointSprite":"graphics/weapons/sfb_Mine_Caster_turret.png",
"hardpointGlowSprite":"graphics/weapons/sfb_Mine_Caster_turret.png",

"glowColor":[68,150,150,255],

"turretOffsets":[28, 0],
"turretAngleOffsets":[0],
"hardpointOffsets":[28, 0],
"hardpointAngleOffsets":[0],

"barrelMode":"LINKED", # or ALTERNATING.  whether barrels fire at the same time or alternate.
"animationType":"MUZZLE_FLASH",

"muzzleFlashSpec":{"length":50.0,   # only used if animationType = MUZZLE_FLASH
   "spread":90.0,
   "particleSizeMin":5.0,
   "particleSizeRange":20.0,
   "particleDuration":0.25,
   "particleCount":25,
   "particleColor":[68,250,50,255]},

"autocharge":true,  # whether the weapon will continue charging and fire if the LMB is tapped instead of held
"projectileSpecId":"sfb_mine_caster_shot",  # projectile that will be fired
"fireSoundTwo":"mine_caster_fire",
}

I also tried copying an existing missile proj file and replacing stuff specific to my proj but this crashes the game on load with the useless message "Fatal: null" and nothing in the log file
Code
{
"id":"sfb_Mine_Caster_shot",
"specClass":"missile",
"missileType":"MISSILE",
"sprite":"graphics/missiles/sfb_Mine_Caster_shot.png",
"onFireEffect":"data.scripts.weapons.SFB_Mine_Caster_OnFireEffect",
"size":[6,8],
"center":[3,5],
"collisionRadius":5,
"collisionClass":"MISSILE_NO_FF",
"explosionColor":[255,255,100,255],  # purely visual, will get a white additively blended core on top of this color
"explosionRadius":90, # purely visual
"flameoutTime":0.5,
"noEngineGlowTime":0.5,
"fadeTime":0.5,
"engineSpec":{"turnAcc":360,
  "turnRate":360,
  "acc":2000,
  "dec":2000},
"engineSlots":[{"id":"ES1",
"loc":[-6, 0],
    "style":"CUSTOM",
"styleSpec":{
"mode":"QUAD_STRIP", # PARTICLES or QUAD_STRIP, determines which params are used
"engineColor":[240,163,32,255],
"glowSizeMult":1.5,
"contrailDuration":1,
"contrailWidthMult":0.75,
"contrailWidthAddedFractionAtEnd":1,  # can be negative. makes trail spread out/narrow at the end
"contrailMinSeg":5, # min segment length, in pixels
"contrailMaxSpeedMult":0.5f,
"contrailAngularVelocityMult":0.5f,
#"contrailSpawnDistMult":0f, # how far away from engine it starts
"contrailColor":[240,163,32,150],
"type":"SMOKE" # GLOW or SMOKE; additive or regular blend mode
},
    "width":4.0,
    "length":25.0,
    "angle":180.0},
    ]
}
Any help would be appreciated.

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