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Messages - IceFire

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1
Mods / Re: [0.96a-RC10] Missing ships mod 1.0.3 9/12/23
« on: April 06, 2024, 05:42:10 AM »
Just a quick update to what i have been up to.

This is a redesign of the Nagato class. 20% of the ship are made up of kitbashes or the bits and pieces of the old design that could still be used to have been made by me. Its a multi part ship all in all it took two months to get to that point.
Spoiler
[close]
All other supercapitals have been made into multi part ships as well which took to weeks. (no sprite work)
That was the state at the end of february.
I burned my self out over this and the balancing still needs to be done. The ships themself are finished exept for the nagato. It needs some finishing touches and the bulid in custom missile launchers need to be sprited setup and balanced.

2
Mods / Re: [0.96a-RC10] Missing ships mod 1.0.3 9/12/23
« on: January 03, 2024, 01:04:20 PM »
Is it just me or are the Siege Coil Guns on the Nagato completely silent? They don't seem to make any noise when firing. Maybe a mod conflict? Doubtful though.
After checking the _01 is missing from the picked firing sound file name. Will be part of a hotfix or update.

Correction: The file name is different but that wasent the problem.

Fix: What fixes it is copying the sound file gauss_cannon_fire_01.ogg from Starsector/starsector-core/sounds/sfx_wpn_guns to Starsector/mods/Missing supers and than into a folder you have to create first and than call sounds. I dont know why it worked for the Heavy Mjolnir befor but it works and did not break anything i tested that solution with.

It might yet again just be breaking it so much that it works again but i dont have the time to really look into it.
Looking into the .weapon with Notepad++ it tells me there's some extra symbols in front of the "gauss_cannon_fire" that appear to be whitespaces, while for the Mjolnir it's just "hellbore_fire".

That may well be what's confounding things.
Internaly the problem is already fixed i dont have access to the releases drive account. The fix will be pushed out with the next update.

3
Mods / Re: [0.95.1a] Space Truckin' [v0.2a] - under development
« on: January 03, 2024, 12:12:13 PM »
If we're going to be Space Truckers can we get some square pigs in here?


I cant belive nobody picked up on that one. Loved the movie. They would actually fit as an special faction item.

On an unrelated note isnt this more of a utility mod as no ships get added.

4
Mods / Re: [0.96a-RC10] Missing ships mod 1.0.3 9/12/23
« on: December 19, 2023, 07:43:46 AM »
Is it just me or are the Siege Coil Guns on the Nagato completely silent? They don't seem to make any noise when firing. Maybe a mod conflict? Doubtful though.
After checking the _01 is missing from the picked firing sound file name. Will be part of a hotfix or update.

Correction: The file name is different but that wasent the problem.

Fix: What fixes it is copying the sound file gauss_cannon_fire_01.ogg from Starsector/starsector-core/sounds/sfx_wpn_guns to Starsector/mods/Missing supers and than into a folder you have to create first and than call sounds. I dont know why it worked for the Heavy Mjolnir befor but it works and did not break anything i tested that solution with.

It might yet again just be breaking it so much that it works again but i dont have the time to really look into it.

5
Mods / Re: [0.96a-RC10] Missing ships mod 1.0.3 9/12/23
« on: December 13, 2023, 07:41:10 AM »
I think you forgot something there.
Or he did.
The mega pack crashes because the civie exp cap is missing its sprite.
Fixed by ripping the sprite out of the nexus mod upload.

16616 [Thread-8] ERROR com.fs.graphics.for  - Error loading [graphics/ships/expedition/expedition.png] resource, not found in [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Missing Ships,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/ships/expedition/expedition.png] resource, not found in [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Missing Ships,../starfarer.res/res,CLASSPATH]
   at com.fs.util.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Object(Unknown Source)
   at com.fs.util.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO. 00000(Unknown Source)
   at com.fs.graphics.for.class(Unknown Source)
   at com.fs.graphics.for. 00000(Unknown Source)
   at com.fs.graphics.for$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:750)
16721 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [graphics/ships/expedition/expedition.png] resource, not found in [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Missing Ships,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/ships/expedition/expedition.png] resource, not found in [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Missing Ships,../starfarer.res/res,CLASSPATH]
   at com.fs.util.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Object(Unknown Source)
   at com.fs.util.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO. 00000(Unknown Source)
   at com.fs.graphics.TextureLoader. 00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.void.super(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(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(Thread.java:750)
Yup, that frak-up is definitely on me; was operating under far less sleep than required that morning.

As recompense for that un-seemly oversight? Here's a link to the properly-updated .rar archive:

https://drive.google.com/file/d/1staezMQyzlrfgwBHh_CQ-UqEN0ez_ExY/view?usp=sharing

Will likely delete this link after 24 hours, since @scarface expressed their desire to take over maintaining this merged version.

mhm the main mod seems to have a similar issue btw.
the split one i mean.

im not sure thou i tried around at like 2-3 am in the morning being first hyped the only ship mod i like is back and updated and frustrated wtf my thing isnt loading lol.
i first chcuked it up to 64 java8
I thought this would have been fixed by now. In short (maybe this should be mentioned in the download page) the expedition does not exist anymore, it was as reported added by mistake and all versions after 0.0.1 are save incompatible for 2 reasons. Specifically the absence of the expedition and the full renaming of the albatross to pelican. The expedition error might be fixable by renaming the expetition to something else and setting it up or deleting it depending on save inventory and current loaded objects. Alternativly readding it manually for every update of this mod will fix the problem on your end. The fix for the pelican has already been discussed.

6
Mods / Re: [0.96a-RC10] Missing ships mod 1.0.3 9/12/23
« on: December 12, 2023, 07:20:14 AM »
Spoiler
[close]
Comparison between what it was to what it is. The version on the right will only be released unofficialy though.
Took me a bit to notice the difference between middle and right. I think i like the middle one better, the way the mediums intersect the straight line is a bit odd.

7
Mods / Re: [0.96a-RC10] Missing ships mod 1.0.3 9/12/23
« on: December 11, 2023, 10:54:12 AM »
Spoiler
[close]
Comparison between what it was to what it is. The version on the right will only be released unofficialy though.

Edit: Gave it a last try and that version made the cut. So no need for this i guess.



Subject to permission from @scarface, I've combined all six separate mods back into a single mod, and also fixed some horrific errors in the various 'description.csv' files among which, there are hundreds of un-necessary columns, and some lines didn't carry over to a new line properly.

I won't post the link just yet, but am leaving the option open for those who don't want to deal with six separate mini-mods.

Addendum: For maintaining previous save compatibility on my end, I've edited the Pelican's ID value (in the mod files) from 'missp_pelican' back to 'missp_albatross', while keeping its in-game name as 'Pelican', even though this admittedly does invite confusion.
If you do it, send me the link and i will add it on the forum page as an alternative. Thanks
Sent Google Drive link to you via PM.
I saw the ungodly amount of commas, but after the last debacle i left my fingers away. So thanks, it would have taken some time, until tiding that up would be on the plan.

8
Mods / Re: [0.96a-RC10] Missing ships mod 1.0.1 27/11/23
« on: December 08, 2023, 11:35:50 AM »
This is due to the files
Code
missp_albatross_standard.variant
and
Code
missp_albatross.ship
(along with references to said ship in ship_data.csv) being missing from the Missing Ships Midline pack
the "albatross" has been renamed to pelican everywhere. If you have notepad++ use replace all to replace missp_albatross with missp_pelican in the campaign file of your safe. Make a backup. And please report back if it did the trick. It should but the rest of the classroom might also want the thumbs up.

9
Mods / Re: [0.96a-RC10] Missing ships mod 1.0.1 27/11/23
« on: December 08, 2023, 04:09:43 AM »
Well, time to do some missions.

The new headlines in the OP don't mesh well with the default forum colours, though...
They will get tri pad like frames like the banner.

10
Mods / Re: [0.96a-RC10] Missing ships mod 1.0.1 27/11/23
« on: December 06, 2023, 06:38:37 PM »
Banner (compressed)

11
Mods / Re: [0.96a-RC10] Missing ships mod 1.0.1 27/11/23
« on: December 06, 2023, 06:50:07 AM »
Will there be multiple variant of Nagato, like Lunar cruiser from Imperial Navy(Warhammer 40k)?

For example:

Nagato Type-2
Remove it's rear launch bay to house more engine, for more speed and acceleration.

Ise Type-1
a Battlecarrier Dreadnought that replace 2/3 of Large Ballistic Broadside with a launch bays. Which give the ship +8 squadron/wings to deploy, as opposed to 2 squadrons/wings of Nagato.

Ise Type-2
Remove it's rear launch bay to house more engine, for more speed and acceleration.

https://en.m.wikipedia.org/wiki/Japanese_battleship_Ise
Sounds interesting however battlecarriers do not really fit into midline but that is a lore issue that would be easy to fix by writing the flavour text accordingly. The bigger issue is that the nagato needs to be reworked first. Having three designs to rework would be a big hassle.

The dominion is technically a battlecarrier.

12
Mods / Re: [0.96a-RC10] Missing ships mod 1.0.1 27/11/23
« on: December 03, 2023, 03:43:47 PM »
A new update is in the works. It will include the removal and reworking of upscaled parts, like on the attached staple; among other things.

13
Mods / Re: [0.96a-RC10] Missing ships mod 1.0.1 27/11/23
« on: November 27, 2023, 05:29:20 AM »
Thanks for the update

Does the new update have the patch in it?
Yes its in there. My link will only provide the alternate engine effects now.

14
Mods / Re: [0.96a-RC10] Missing ships mod 5.0 5/10/23
« on: November 23, 2023, 02:00:32 PM »
All patches will be part of the next update. From now on the patch will only comprise the Scarface and Conquest style engine effects as Variant/Alternative has been chosen as the new engine look.

15
Mods / Re: [0.96a-RC10] Missing ships mod 5.0 5/10/23
« on: November 23, 2023, 02:21:35 AM »
Quote
Spoiler

I put all previous patches and some tiny new adjustments, that apply to 5.1.0, in this zip file.

These include:
Redesigns
Sprite Fixes
Weapon Redesigns
Strike Craft Launch Position Fixes
Bounds Improvments

Implementation should be self explanatory but there is a readme. Backup your files if you dont want to redownload.

It would be best that anyone that uses a preview patch reapply this one as i have also made mistakes (for example the old nagato fix still uses the low tech engine flames which is fixed in the zip)

If there are other things that need some fixing (fighter launch positions etcetera) mention them.

https://drive.google.com/file/d/1hrX7tPF2R1u72J6hlEeEe68W_C2bkfEi/view?usp=drive_link

Can I just put all the patch folders into the originam Missing ships folder and clikc ok to replace? Because I noticed the data file on the patch is bare with only ships folder not the other sprite folders.
The Sprites are in graphics. You can just put them in there.

I made a completly different mistake though, the csv file dosent apply to this version and was added by mistake.

What?
So I just need to delete the original graphics subfolder then put the patched graphics folder in? What about the patch data folder?
In fact, why no make a completely patched version of Missing ships? No need to manually go in and replace the folders.
[close]
I never said delete. I dont want to upload it in full and i cant as there are now three versions with the effect. I updated the instructions.

Vanillafied the path eagle and falcon with burn drive only engines. Still wip, may change size.

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