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Messages - mendonca

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2
Mods / Re: [0.9.1a] 'Junk Pirates' 3.5.3 (including ASP & P.A.C.K.)
« on: April 22, 2021, 06:49:53 AM »
Hello Mendonca, I was wondering if you were working on updating the Junk Pirates update for .95a.  Big fan of the mod and having more pirate factions in the world.  Thanks!

Hey! Sorry for delay in response, what with the release dropping and subsequent high levels of forum activity I missed this message.

In practice, right now I am not doing a huge amount on it, what with real life type issues and everything (nothing to be dramatic about, just busy times at work etc.)

My main hurdle at the minute to overcome is playing through 0.95 for long enough so I can get a grip on the new game as it is, and then shift things about appropriately.

The mod is definitely alive though! It's difficult to say exactly when the update will drop though, not sure it needs a huge amount of work but it does need some focused time on it; particularly understanding the overall vibe of the . I suppose it should be by the 7th June which will be the 10 year anniversary of the thread ...  ???

Thanks for the message though, it's appreciated.

3
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: March 26, 2021, 11:51:39 PM »
Nice work, congrats!

Can't wait to get stuck into this one!

4
Hi, that might be an issue with your ships bounds (searching up 'Tesselator' on the forums shows a similar looking error here: LINK)

Does that sound likely? Do you know if you have set up the bounds for your ship files?

5
Mods / Re: [0.9.1a] 'Junk Pirates' 3.5.3 (including ASP & P.A.C.K.)
« on: February 13, 2021, 02:32:34 PM »
Slight update; reliably generating the crash my end. Which is good, looks like indeed what is happening is I am losing data in the (at least the ASP) intel objects when leaving game / coming back in - which causes a null crash.

So it's going to need some rewriting, maybe simple maybe not, but I've got a good chance of having a proper go at it now.


In the meantime I've pushed a hotfix which externalises whether intel comes on or not. Defaults off, and keep it off, unless you like nasty surprises.

https://bitbucket.org/mendoncka/my-files/downloads/Junk_Pirates_353.zip


If you want, you can also grab the JAR:

https://bitbucket.org/mendoncka/my-files/downloads/JunkPirates.jar

But if you do that you'll need the updated mendoncaModSettings.ini to pick up the extra debugging bits I've put in (can leave as default; which turns off intel bits).

https://bitbucket.org/mendoncka/my-files/downloads/mendoncaModSettings.ini

(Save in mod directory over the existing)


Or alternatively, just play other mods until this gets sorted. Thanks for your patience!

6
Mods / Re: [0.9.1a] 'Junk Pirates' 3.5.3 (including ASP & P.A.C.K.)
« on: February 12, 2021, 11:22:04 AM »
Thanks for the kind words!

Unfortunately it is highly likely to break things; I did a fairly heavy balance / tidy pass from 3.5.1 to 3.5.2 which adds lots of non-save-compatible things.

If you fancy risking it; disabling junk explorers and asp couriers 'should' protect you from the current errant code; but yeah might be a little safer running 3.5.1 until I've really drilled down to whats happening; and can verify any fixes etc.

7
Mods / Re: [0.9.1a] 'Junk Pirates' 3.5.3 (including ASP & P.A.C.K.)
« on: February 12, 2021, 08:42:38 AM »
Posted another hot ... update? (from original links) It's a candidate fix but hasn't been tested against received savegames (thank you!) ... will run some proper tests against savegames, with modlists / logging etc. over course of weekend, hopefully stop guessing about how to fix things.

But did get potential route to clarity via Histidine on Discord, which might explain what is going on ...

8
Mods / Re: [0.9.1a] 'Junk Pirates' 3.5.3 (including ASP & P.A.C.K.)
« on: February 12, 2021, 04:27:07 AM »
Thanks again, did wonder whether that would work ... sent you a pm - would you mind sending a savegame?

9
Mods / Re: [0.9.1a] 'Junk Pirates' 3.5.3 (including ASP & P.A.C.K.)
« on: February 12, 2021, 03:03:42 AM »
Hey thanks; I'm going to blame Vayra for this one ... seems convenient!

It's trying to look at a market that exists itself (because it's stepped past that null check), but doesn't have a 'primary location'?

Slammed a few more null checks in ... and hotfixed the main download ...

https://bitbucket.org/mendoncka/my-files/downloads/JunkPirates.jar

10
Mods / Re: [0.9.1a] 'Junk Pirates' 3.5.3 (including ASP & P.A.C.K.)
« on: February 11, 2021, 03:11:05 PM »
Update: Been playing for over 2 hours with the new JAR and no crashing. Seemed to do the trick, thanks for the quick reply!

Awesome. Thanks for letting me know, that makes me feel more comfortable!

Cleared a couple of 1 years - 2 year games my side last night and tonight (various mods including HMI, Nex, Vayra), so that's looking positive at least.

Pushed out the 3.5.3 to version checker and main package updated; fingers / toes etc. crossed!

11
Mods / Re: [0.9.1a] 'Junk Pirates' 3.5.2 (including ASP & P.A.C.K.)
« on: February 11, 2021, 06:31:00 AM »
Thank you.

I think I got this one; potential null return from something; I posted an update on discord late last night (lots of extra null checking in new code) but I was tired and wanted to run some more extended tests / have another pass through the code prior to 'officially' releasing / publicising it widely.

(grab the Jar from previous link if you fancy it ... should link to a later version which can be slotted in)

Also worth noting these unexpected null returns are in new code which can be turned off by disabling Junk Explorers and ASP Couriers in mendoncaModSettings.ini, but other than general tiredness / crosseyed reviewing of code I'm hopeful the new JAR is more robust and should stop this.

12
Mods / Re: [0.9.1a] 'Junk Pirates' 3.5.2 (including ASP & P.A.C.K.)
« on: February 09, 2021, 03:55:51 AM »
Thank you for the report!

This is a fun* one! I don't think this will be a mod incompatibility thing, just some strange things happening that shouldn't ... I have this one already protected (or so I thought) by several null checks, but obviously not close enough to the bit that counts ... I'll have a little poke around for similar implementations and see if there is more I can do to cut this kind of thing off.

Thanks again, appreciate it - sorry you have to be my testers and it's a shame these things don't happen to me before I release! but what can you do ...

*not fun

13
Mods / Re: [0.9.1a] 'Junk Pirates' 3.5.2 (including ASP & P.A.C.K.)
« on: February 08, 2021, 12:21:59 PM »
https://bitbucket.org/mendoncka/my-files/downloads/JunkPirates.jar

Slight bump; hotfix; more nullchecks. Had a little pass through and tried to pick up potential pitfalls ... Any more issues just let me know and I'll sort it.

EDIT: if it's not clear; this JAR has been rolled into the main download - so only grab JAR file if you downloaded prior to about 8pm GMT February 8th ...

14
Mods / Re: [0.9.1a] 'Junk Pirates' 3.5.2 (including ASP & P.A.C.K.)
« on: February 08, 2021, 09:31:35 AM »
Thanks again!

I can sort of see why this might happen; ultimately it seems a fleet which doesn't exist is trying to queue a message up about what it's intentions are.

But not sure exactly why it got to that point, but I guess it did so there is no point in worrying about it!

I'm going to try and stick a null check in again to circumvent what I think is the issue.

15
Mods / Re: [0.9.1a] 'Junk Pirates' 3.5.2 (including ASP & P.A.C.K.)
« on: February 08, 2021, 07:26:32 AM »
I've played for over an hour with no crash with the hotfix installed. Haven't come across any explorers but I'm not sure if being neutral/friendly to your factions while playing as HMI effects that.

That's great, thanks for letting me know.

Your relation will not specifically affect that; basically you get more intel if you are friendly with JP - but no fundamental impact to what the behaviours are.

I'll have to double check when I can that I haven't completely switched them off accidentally, but on balance you'll probably be expecting to run with maybe 3-4 troublemakers mucking around - probably in the core worlds; and 4-5 explorers in the wilds - and the explorers are likely to be anywhere in the sector ... so I guess that's not necessarily unexpected.

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