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 - InfinitySquared

Pages: 1 2 [3] 4 5 ... 8
31
Mods / Re: The Confederacy of Free Stars
« on: February 11, 2014, 09:33:56 AM »
like i said they are very good and fun...sadly they are very broken...but once they are balanced I would be happy to see them again

What's so broken about them? Some specificity would help guide me in making the mod y'know. Or you could jump in and help me fix the issues.

32
Modding / Re: The Radioactive Code Dump
« on: February 10, 2014, 03:47:16 AM »
Dumb question: how do I make a mod use these scripts again?

Edit: This happens when I try to implement the AOE explosion code:

Same thing also happens with the smart PD AI and Lightning Storm scripts.

If you're going for AOE weapons, just use the PROXIMITY_CHARGE weapon behaviour (you can have a MIRV missile fire proximity charges for AOE missiles).

This does it on impact which then releases a damage burst to nearby objects. I've managed to implement it now though. It's just the CriticalHit script that's being iffy now.

33
Modding / Re: The Radioactive Code Dump
« on: February 09, 2014, 09:52:37 PM »
Oh, thanks! It works now.  :D

On another note: this part of the CriticalHit script had been giving me problems.
Code: java
        // Scan all shots on the map for armor piercing projectiles  
        for (Iterator itproj = engine.getProjectiles().iterator(); itproj.hasNext()<img src="http://fractalsoftworks.com/forum/Smileys/default/wink.gif" alt="Wink" border="0">  
        {  

I changed it to this:
Code: Java
 
        // Scan all shots on the map for armor piercing projectiles  
        for (Iterator itproj = engine.getProjectiles().iterator(); itproj.hasNext(); ) //without the space
// <img src="http://fractalsoftworks.com/forum/Smileys/default/wink.gif" alt="Wink" border="0">  
        {  

And the wink turns up again in Line 128:
Code: java
                for (Iterator iter2 = toCheck.iterator(); iter2.hasNext()<img src="http://fractalsoftworks.com/forum/Smileys/default/wink.gif" alt="Wink" border="0">  

It turns out that the forum software parses ; ) -- without the space -- as a wink, and inserted it into the code.

Edit: It also gives me a null error.

Code: java
106266 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.plugins.CriticalHit.critSucessfull(CriticalHit.java:198)
at data.scripts.plugins.CriticalHit.advance(CriticalHit.java:178)
at com.fs.starfarer.title.ooOO.K$Oo.o00000(Unknown Source)
at com.fs.starfarer.combat.oOOO.new.super(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.G.??00(Unknown Source)
at com.fs.oOOO.A.?0000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncherjava.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)


34
Modding / Re: The Radioactive Code Dump
« on: February 09, 2014, 07:46:58 PM »
Source file "data/scripts/plugins/ExplosiveOnHitEffect.java" does not declare class "data.scripts.plugins.ExplosiveOnHitEffect"

That pretty much is the start of your problem

If you note the class itself is in fact called.

public class ExplosiveOnHitEffectWithAOE implements OnHitEffectPlugin {

So, either rename the java file, or refactor the code with the changed class name.

Oh! So the filename and the class have to be the same?

35
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: February 09, 2014, 07:45:37 AM »
Ever have a hard time killing those pesky superships that seem to be flying around? Why not a super cannon?

36
Mods / Re: The Confederacy of Free Stars
« on: February 09, 2014, 03:15:19 AM »
Now with basic compatibility!
Bugs:
Throws up a Null error at random. I don't know what causes it.
Issues:
Most of the scripts don't work so I disabled them for now.
I need a coder.

37
Modding / Re: The Radioactive Code Dump
« on: February 08, 2014, 10:17:06 PM »
Dumb question: how do I make a mod use these scripts again?

Edit: This happens when I try to implement the AOE explosion code:

Code: java
Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.RuntimeException: Error compiling [data.scripts.plugins.ExplosiveOnHitEffect]
java.lang.RuntimeException: Error compiling [data.scripts.plugins.ExplosiveOnHitEffect]
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: Parsing compilation unit "com.fs.starfarer.loading.superThread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.RuntimeException: Error compiling [data.scripts.plugins.ExplosiveOnHitEffect]
java.lang.RuntimeException: Error compiling [data.scripts.plugins.ExplosiveOnHitEffect]
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: Parsing compilation unit "com.fs.starfarer.loading.super$1@112bba0"
at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:180)
at org.codehaus.janino.IClassLoader.loadIClass(IClassLoader.java:158)
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:199)
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:164)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: Source file "data/scripts/plugins/ExplosiveOnHitEffect.java" does not declare class "data.scripts.plugins.ExplosiveOnHitEffect"
at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:165)
... 7 more
@112bba0"
at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:180)
at org.codehaus.janino.IClassLoader.loadIClass(IClassLoader.java:158)
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:199)
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:164)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: Source file "data/scripts/plugins/ExplosiveOnHitEffect.java" does not declare class "data.scripts.plugins.ExplosiveOnHitEffect"
at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:165)
... 7 more

Same thing also happens with the smart PD AI and Lightning Storm scripts.

38
Mods / Re: The Confederacy of Free Stars
« on: February 08, 2014, 08:51:44 PM »
I've managed to get a laptop that can somehow, despite its age, can run Starsector. Development will probably resume around the end or middle of March but I would require a coder, as all the new features and changes have left me at a loss. With that said, I've developed a few sprites and removed all of the things that conflict with 0.62a.







As they say in the Confederacy: The Phoenix Rises.

39
@InfinitySquared: If there's a setting for this I don't know about it, and I don't remember ever seeing a missile with an engine delay. I think you'd need to write a MissileAIPlugin to accomplish that.

That's just it. I remember there being such a setting, but the specifics of it are lost to me. It was used some of the older mods, as I recall.

40
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: February 08, 2014, 12:30:58 PM »
--snip--
Both are really nice. I do love the Neutrino design, always reminds me of Deus Ex or the Mecha design of Metal Gear Revengance.
That ship is getting really nice, Infinity Squared!
Also: are you German? (Stripe colour like German flag)
--snip--

Nope! I just like the way red and gold go with dark gray.

Also, the ship I used to develop my spriting technique with:


And a cannon:

I'm thinking of adding something that slides back when it fires.

41
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: February 08, 2014, 12:11:01 PM »
Heavy frigate? *shrug*





Awesome! Mind if I borrowed some design elements from it?

Also:

42
What do I do again to make the missile drift or wait for a few seconds before engaging its engines?

43
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: February 07, 2014, 01:37:42 PM »
Are you going to shrink that ship or do you keep the size?
I guess it's gonna be shrinked.
lighting stuff depends a lot on the program you use, I use gimp2 which can do that stuff pretty easily via filters.
If you want to do it via decorative weapons have a look at the demo of my mod, I think there are some good examples on how animations work.
I do love those animations ...
Otherwise that's a very nice sprite, I like it a lot. Halo?

Nah, something of my own design. Thanks!

http://fractalsoftworks.com/forum/index.php?topic=643.msg122954#msg122954

Edit:
Time for window lights.

44
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: February 07, 2014, 01:08:01 PM »
I mean, like regular lights also engine glows baked into the sprites. I've been away for a while.  :-\

45
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: February 07, 2014, 12:49:39 PM »

How do I make lights and glows again?

Pages: 1 2 [3] 4 5 ... 8