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Messages - Lakis

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16
Blarg still alive!

Just doing concepts and that's just about it, Concept Weapon, ship, and sprite design as well as thinking about lore and possible missions to go with it.

17
Mods / Re: [0.7.1a] Tiandong Heavy Industries v1.0.5 - Updated 12/6/15
« on: December 11, 2015, 04:42:19 PM »
Also, that boss ship... That is amazing dude...

18
Mods / Re: Metelson industries (0.65.2a): On Hiatus, see front.
« on: October 09, 2015, 09:25:08 AM »
Just say, Things are still alive and kicking. I've not been sitting on me behind doing nothing for the mod. I've got a good lot of ideas that I'm sorting through at the moment that I'll be handing off to azmond after I've given them a quick sctech. Mostly for weapons and their effects. Some are just idle thoughts or wishes, that's just me though. ^^

19
Hey hey, just wanted you to be aware fo some UNIX issues.

torpedo_Sunfury.png > This asset needs to have the 't' capitalized.

P09_$Gun_muzzle_flash.wav > I honestly don't remembder what was wrong with this one, but copy and past the name to what you're refering to as this guys name in the sounds assets and you'd be fine I think.

valk_interceptor_drone.png > same with this guy, can't remember what I changed. xD I thnk it was the V in Valk.

Anyway, these three assets hung me up on Linux. ^^

20
You moved when I got back and decided to say hi, still on military leave, but I'll be taking a more lore focused look at the faction in my spare time @ AIT for you and I'll pass things along to you for your approval and stuff. Still on military leave, but will return someday... time to be determined, just checking in for now.

21
Mods / Re: [0.65.2a] Nexerelin v0.3.3 (update 2015-03-24)
« on: March 27, 2015, 12:48:29 AM »
Did you increase vram?

Why Vram? Why not Ram in general?

Assuming he's not tried that fix, what mods have you installed?

22
Mods / Re: [0.65.2a] Nexerelin v0.3.3 (update 2015-03-24)
« on: March 26, 2015, 07:33:04 PM »
Spoiler
Hey guys, just noticed something weird, not sure if it's intended or a bug, but when being stopped by other fleets for 'inspections' and having a full cargo of illegal goods and a plethora of other items I don't seem to get anything in the way of fines.  I've noticed this with the Luddic Church as well as a few other factions so I was thinking that it was a problem with Nexerelin or SS+. Possibly the mosd as well.

Running with the following mods:

Nexelerin v3.3
ss+  v2.7.2
Common Radar v1.1f
BRDY v0.7.3
II v1.8
PACK, Junk Pirates, and ASP v2.3.6
Lazy Lib v2.0b
Shaderlib v1.0.6
Shadowyards v5.2.3
The Knights templar v0.94
Version Checker v1.4b

Nothing should be having an issue... Least, to my knowledge. I'll be chcking SS+ for any reports of a similar or the same issue as well.
[close]

Okay, so I figured out that it may just be in relation to the modded faction supporting fees, Tariffs, importation taxes, and stuff like that... ><;

23
Best fricking way to start my weekend, right HERE!

Though now I've got to think, how in the hell will I make the mod that I had working (if barely) in .62, working with .65!?


O.O

Lot's more WORK, tha's how!

24
Mods / Re: Diable Avionics (v. 0.5f)
« on: October 04, 2014, 02:03:53 PM »
These guys are really scarey to face and very fun to play as. Can't wait for more!

25
Send what you have to me real quick and I'll take a look

Edit: via PM

Spoiler
I fixed it, but I can't remember how, I just know I fixed it.  I'm posting this as an improptu 0.0.2 release since it fixed that issue as well as added the newer images for the Spade and the Aenet.


edit:Also, ORMtnMan, Thanks for the help dude, both you and Toxicity. I didn't know that about the wing id bit and with that I started to get on the right track of figuring things out.  I don't think I'll quite know what I did to fix it, but I'll have to record some of my sessions one day to review what I did... =\
[close]

edit2: Okay, so while I fixed one problem, the mod was still not quite playable... ><;

26
Problem solved... I don't know how I did it, but I did it!

Spoiler
Nope, I get a nice error reporting that the fighter wing ID is invalid.

Spoiler
Code
23002 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.RuntimeException: [msinc_nail_int] is not a valid fighter wing id
java.lang.RuntimeException: [msinc_nail_int] is not a valid fighter wing id
at com.fs.starfarer.campaign.fleet.FleetMember.õÖÖ000(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.B.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.float.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.oooO.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.null.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.privatesuper.super(Unknown Source)
at com.fs.starfarer.ui.F.processInput(Unknown Source)
at com.fs.starfarer.ui.T.o00000(Unknown Source)
at com.fs.starfarer.B.super.float$super(Unknown Source)
at com.fs.A.oOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:745)
[close]

The code in both the .ship and the .variant are as follows.

.ship
Spoiler
Code
{
  "bounds": [],
  "builtInMods": [
    "magazines"
  ],
  "builtInWeapons": {
    "WS0001": "lightdualmg",
    "WS0002": "lightdualmg",
    "WS0003": "lightmg"
  },
  "center": [
    15,
    25
  ],
  "collisionRadius": 12,
  "engineSlots": [
    {
      "angle": 180,
      "contrailSize": 10,
      "length": 34.5,
      "location": [
        -21.5,
        -0
      ],
      "style": "LOW_TECH",
      "width": 10
    }
  ],
  "height": 50,
  "hullId": "msinc_nail",
  "hullName": "Nail",
  "hullSize": "FIGHTER",
  "shieldCenter": [
    0,
    0
  ],
  "shieldRadius": 0,
  "spriteName": "graphics/mi/nail.png",
  "style": "LOW_TECH",
  "viewOffset": 0,
  "weaponSlots": [
    {
      "angle": 0,
      "arc": 0,
      "id": "WS0001",
      "locations": [
        14.5,
        -0.5
      ],
      "mount": "HIDDEN",
      "size": "SMALL",
      "type": "BUILT_IN"
    },
    {
      "angle": -0,
      "arc": 0,
      "id": "WS0002",
      "locations": [
        14.5,
        0.5
      ],
      "mount": "HIDDEN",
      "size": "SMALL",
      "type": "BUILT_IN"
    },
    {
      "angle": 0,
      "arc": 0,
      "id": "WS0003",
      "locations": [
        14.5,
        -0
      ],
      "mount": "HIDDEN",
      "size": "SMALL",
      "type": "BUILT_IN"
    }
  ],
  "width": 30
}
[close]
.variant (did a name change earlier from nail_fi_int to just nail_int)
Spoiler
Code
{
  "displayName": "Nail Interceptor",
  "fluxCapacitors": 0,
  "fluxVents": 0,
  "hullId": "msinc_nail",
  "hullMods": [],
  "variantId": "msinc_nail_int",
  "weaponGroups": [
    {
      
      "autofire": true,
      "mode": "LINKED",
      "weapons": {
    "WS0001": "lightdualmg",
    "WS0002": "lightdualmg",
    "WS0003": "lightmg"
      }
    }
  ]
}
[close]

They should all be correct, I don't notice anything wrong or out of place...

I brose through the ASP syndicate as well as the Gedune mods and they both have similar fields filled in... so I'm not quite sure what I've done wrong...
[close]

27
hrm...

so it should look like this?

Code
id	                 variant	      fleet pts	 hyperdrive	formation	num 	role	         refit 	base value
msinc_nail_wing   msinc_nail_int      5                      CLAW      4 INTERCEPTOR 10      5000


28
Variant, I don't think that the wing_id would work because the game wouldn't have a variant to load...

29
Announcements / Re: Starsector 0.65a (In Development) Patch Notes
« on: October 04, 2014, 02:11:44 AM »
Popping in to say this.

It's going to be scarey learning how to make the faction compatible with the 0.65a release...

Reading through the API documentation would probably help with that now that I think about it... though just waiting for others to update their mods and then looking at what they did is another way to do it.

Meh, we'll cross that bridge when it happens! So eager, can't wait!

30
Missions are going to be part of a more major update, ver. 0.0.3 - 0.0.5  is when they'll likely appear. They seem to be the two things that'll take a lot more time and effort on my part to complete and I'm still trying to figure out why my fighters won't spawn properly in the games campaign simulator...  =\

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