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Messages - TimeDiver

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136
Quote
- This mod is not save-compatible, as it adds a new star system to the sector. However, future updates to the mod should be fully save compatible.
At the risk of coming off as needlessly greedy (have made quite a bit of progress in my most recent modded campaign(s))...

Why not implement some of the code from Apex Design Collective, which can be added to an in-progress save (new star systems are generated upon loading said save, mere in-game days later)?

It's easily the most notable StarSector mod that I can immediately recall that makes use of this method, although I could swear that there is at least one other mod that implements this approach...

137
Mods / Re: [0.95.1a] Exotica Technologies v1.1.6 - UI Update
« on: October 31, 2022, 03:00:28 PM »
Very nice, but as a tiny request, if you change it, can you make it that we dont have to scroll through it? Would be like two steps forward and one step back.

Love your mod, cheers!
I'd argue that removing menu scrolling discriminates against those users with displays that can't go above 1280x1024 (which I would consider the absolute minimum for Starsector), though my current LCD IS 1080p-capable.

138
Mods / Re: [0.95.1a] ScalarTech Solutions 0.8.5
« on: October 20, 2022, 10:37:10 AM »
What about a scaled down version of a Skirt as a fighter? So we can have miniskirts!
Are you sure you didn't mean to type out tiny miniskirts? ;D

139
Mods / Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« on: October 18, 2022, 10:47:30 AM »
Which version is this one compatible with?
v0.95.1a RC6 (i.e. the newest release of Starsector), but I would not bet on this being compatible with its immediate predecessor, v0.95a RC15.

EDIT: Considering the duration between release dates (roughly nine months from 0.95a to 0.95.1a), 'immediate' was not the proper adjective.

140
Mods / Re: [0.95.1a] Too Much Information 0.92 BETA
« on: October 14, 2022, 05:35:11 PM »
As of v0.92, neither F2 nor F3 will cycle to the next (or previous) weapon equipped on a ship, nor equipped fighter wings.

It did work briefly (for weapons) in v0.91, but would stop working shortly afterwards... couldn't isolate any causes of that.

EDIT: Could having Arma Armatura enabled be a possible culprit? It's the only other mod that I have that has 'Hold down F1' as a function for one of its own hullmods.

141

This is not something most mod authors are aware of, but since StarSector is java based and innately multi-platform, this should enter into mod authors consciousness more often. Remember modders, case sensitivity is a thing and it matters! Proof is right here!

I don't get it, we've been renaming the damn .pngs every patch and they just kept coming. Why?
If you're developing this mod on Windows (from good ol' XP, all the way to 10), there's Attribute Changer from https://petges.lu/download/ (specifically, Release 8.70, not the newer 10.10a or 11.0; the interface changed rather significantly)...

Among other capabilities? It has the handy capability to alter not only 'Folder(s)/File(s) Created/Modified/Accessed' values and apply/remove attributes such as 'Read-Only/Hidden/System/Compress/Archive/Index', but also to rename all files (and or their extensions) to all uppercase or lowercase, individually or combined.

What's more? You can set it to apply said changes to all sub-folders/files within a given folder... say, the 'UAF' folder and everything within can be modified (the previously-mentioned attributes, but most pertinent to this tangent? Change all file extensions to lowercase with a single click).

Having said all that, it IS rather easy to *** things up (e.g., you might not be able to easily determine which files you've most recently changed at-a-glance by sorting by 'Date modifed'), so exercise due caution in using this tool.

142
3.1.c
  • Research Projects
  • Fixed - New Projects intel is no longer perma-important (does not fix currently stuck intel entries, sorry!)
If I were willing to poke around in my saved games' campaign.xml file(s) to manually remove the already-present entries, what would I look for?

I ask because I've made quite a bit of progress between 3.1.b and this 3.1.c release, and am willing to take the risk (as I make plenty of .rar backups).


EDIT: Nevermind... maybe my saves are a unique situation, but the fix seems to be retroactive for me; was just able to load up Starsector after returning from being away from home, no more omni-present New Research Projects notifications.

143
new update is not save compatible. caused mine to crash when loading. i reverted back to the 3.0 version, save still works (even though i deleted the mod, rather than copying my whole mod list, like i should have).
Didn't crash on my end, when I loaded a pre-3.1.b save with 3.1.b enabled.

You haven't also updated Tahlan Shipworks from 0.8.5 to 0.8.666, have you?

Because that one is definitely not compatible with previous saves. Both updated today.

144
@SirHartley, are the 'New Research Projects Available' messages (I have two such notifications under the 'Important' category, can't remove them) supposed to expire after a certain amount of in-game time? Because I recall that those used to appear under a different category, thus more easily ignored.

145
@TimeDiver

Hmm, manually log (with Global.getLogger(class)) whether each of the params in the addMessage call is null or otherwise invalid input?

Also the addMessage javadoc says you can feed it a ShipAPI directly instead of getting a FleetMemberAPI first, so might be worth trying that (even if it doesn't fix the crash the code is cleaner).
Thanks for the feedback, but I went with a kludge-y workaround; I changed the mission's flagship from the super-capital to another ship w/o modules (and applied the skill changes to that ship's captain instead) and just transfer over to the super-capital once the mission starts.

146
Your ship != null check needs to be before the other two checks (since those already expect a non-null ship)

Made that change and still got the CTD:
Code
if (ship != null && ship.getFleetMember() != null && ship.getHullSize() != HullSize.FIGHTER) {
Global.getCombatEngine().getCombatUI().addMessage(1, ship.getFleetMember(), Misc.getPositiveHighlightColor(), ship.getName(), Misc.getTextColor(), "", Global.getSettings().getColor("standardTextColor"), "is skilled in "+text);
}
Attached starsector.log file snippet:
Quote
103061 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.E.D.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.E.D.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.<init>(Unknown Source)
   at com.fs.starfarer.E.C.super(Unknown Source)
   at com.fs.starfarer.combat.CombatState.addMessage(Unknown Source)
   at data.missions.ed_showcasewurg.MissionDefinition$1.advance(MissionDefinition.java:174)
   at com.fs.starfarer.title.Object.L$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.A.new.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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(Thread.java:748)
At a glance, the error message is identical, just pointing to a different line # (since I deleted some un-necessary / duplicate lines closer to the top), still points to the same line generating the CTD if not commented out).

147
Just do (ship != null) as well. Modules don't need captain pop-up (because they should be the same as their main ship).
Made that change as follows:
Code
							if (ship.getFleetMember() != null && ship.getHullSize() != HullSize.FIGHTER && ship != null) {
Global.getCombatEngine().getCombatUI().addMessage(1, ship.getFleetMember(), Misc.getPositiveHighlightColor(), ship.getName(), Misc.getTextColor(), "", Global.getSettings().getColor("standardTextColor"), "is skilled in "+text);
}

Still got a CTD, with the following starsector.log segment:
Quote
115346 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.E.D.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.E.D.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.<init>(Unknown Source)
   at com.fs.starfarer.E.C.super(Unknown Source)
   at com.fs.starfarer.combat.CombatState.addMessage(Unknown Source)
   at data.missions.ed_showcasewurg.MissionDefinition$1.advance(MissionDefinition.java:184)
   at com.fs.starfarer.title.Object.L$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.A.new.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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(Thread.java:748)
So what did I do wrong? Added the 'ship != null' conditional check in the wrong location?

148
Testing out some code I modified from Content Unlocking Missions (added to a simulator mission's MissionDefinition.json) for reporting skills added to ship captains in those missions, and setting Combat Readiness (up to a fixed limit of 100) if a hullmod or skill raises a ship's max CR above the default of 70:
Quote
      api.addPlugin(new BaseEveryFrameCombatPlugin() {
         public void init(CombatEngineAPI engine) {}
         public void advance(float amount, List events) {
            if (Global.getCombatEngine().isPaused()) {
               return;
            }
            for (ShipAPI ship : Global.getCombatEngine().getShips()) {
               if (ship.getCustomData().get("poopystinky") == null) {
                  if (ship.getCaptain() != null && ship.getOwner() == 0 && ship.getCaptain().getStats().getSkillsCopy().size() > 4) {
                     String text = "";
                     for (int u = 4; u < ship.getCaptain().getStats().getSkillsCopy().size(); u++) {
                        if (u < ship.getCaptain().getStats().getSkillsCopy().size()-1) {text = text+(((MutableCharacterStatsAPI.SkillLevelAPI) ship.getCaptain().getStats().getSkillsCopy().get(u)).getLevel() > 1 ?  ((MutableCharacterStatsAPI.SkillLevelAPI) ship.getCaptain().getStats().getSkillsCopy().get(u)).getSkill().getName()+"+, " :  ((MutableCharacterStatsAPI.SkillLevelAPI) ship.getCaptain().getStats().getSkillsCopy().get(u)).getSkill().getName()+", ");} else {text = text+(((MutableCharacterStatsAPI.SkillLevelAPI) ship.getCaptain().getStats().getSkillsCopy().get(u)).getLevel() > 1 ? ((MutableCharacterStatsAPI.SkillLevelAPI) ship.getCaptain().getStats().getSkillsCopy().get(u)).getSkill().getName()+"+." :  ((MutableCharacterStatsAPI.SkillLevelAPI) ship.getCaptain().getStats().getSkillsCopy().get(u)).getSkill().getName()+".");}
                     }
                     if (ship.getFleetMember() != null && ship.getHullSize() != HullSize.FIGHTER) {
                        Global.getCombatEngine().getCombatUI().addMessage(1, ship.getFleetMember(), Misc.getPositiveHighlightColor(), ship.getName(), Misc.getTextColor(), "", Global.getSettings().getColor("standardTextColor"), "is skilled in "+text);
                     }
                  }
                  ship.setCurrentCR(ship.getCurrentCR()+ship.getMutableStats().getMaxCombatReadiness().getModifiedValue()); //Properly adds the max CR, for some reason it cannot be caught as FleetMemberAPI or this would have been easier...
                  ship.setCRAtDeployment(ship.getCRAtDeployment()+ship.getMutableStats().getMaxCombatReadiness().getModifiedValue()); //This only affects the "score" result of said mission, but the algorithm is mostly 100% since you have to basically LOSE ships to lose score. I don't think this needs setting, but eh couldn't help but tried.
                  if (ship.getCurrentCR() > 1.0f)
                     ship.setCRAtDeployment(1.0f);
                  ship.setCustomData("poopystinky", true); //Fires once per ship.
               }
            }
         }
      });
I managed to modify the code so that it doesn't CTD if fighter wings had skills of their own (test situation; some other mods' own hullmods which do that), but couldn't get it to not CTD if skills were added to the captain of a super-capital (as in, ship entry in ship_data.csv has the 'SHIP_WITH_MODULES' tag, and its .variant file has a 'modules' field).

Commenting out the following line prevents the CTD, but also won't show any added skills as the trade-off:

Global.getCombatEngine().getCombatUI().addMessage(1, ship.getFleetMember(), Misc.getPositiveHighlightColor(), ship.getName(), Misc.getTextColor(), "", Global.getSettings().getColor("standardTextColor"), "is skilled in "+text);

And clues on how to avert that, other than just commenting out said line?

EDIT: Added relevant crash data from starsector.log:
Quote
87564 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.E.D.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.E.D.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.<init>(Unknown Source)
   at com.fs.starfarer.E.C.super(Unknown Source)
   at com.fs.starfarer.combat.CombatState.addMessage(Unknown Source)
   at data.missions.ed_showcasewurg.MissionDefinition$1.advance(MissionDefinition.java:174)
   at com.fs.starfarer.title.Object.L$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.A.new.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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(Thread.java:748)

149
Mods / Re: [0.95.1a] Realistic Combat 1.22.1
« on: October 02, 2022, 12:47:44 PM »
I have realized that you weren't having issues, I assume I nabbed the new hotfix too soon. After a fresh install of the mod, the crash issue stopped showing up at all when playing vanilla with Realistic combat on. So I went on to test it with all mods on for the gameplay, played few mission did not cause the same crash so I continued on the campaign to destroy the cabal that has been bothering me before with consistent crashes.

I'm sorry to make you worry, back to the point. I resolved it with just new install of the mod. Or that I took the hotfixed mod soon before you did any last minute fixes. But I will let you know if that issue will pop up again.

Whew!  Maybe just redownload, luddites and lobsters. :D
That makes two of us; re-downloaded 1.22.1, saw the .jar file had a modified date several hours newer than the one I had, replaced it with newer one... no more CTDs, even with my somewhat-heavy mods folder (>70 folders, but many are QoL and/or utility-type mods).

150
Mods / Re: [0.95.1a] Realistic Combat 1.22.1
« on: October 02, 2022, 10:10:21 AM »
Got a CTD in the Simulator mission "Hornet's Nest" (albeit the modfied one from Timid's Content Unlocking Missions, v1.12), that does not occur when Realistic Combat is disabled:

Bummer!  I have followed your steps but can't reproduce this bug.   :(  Can you?
Pared down my mod list to just Realistic Combat 1.22.1, GraphicsLib 1.6.1, MagicLib 0.42.1, LazyLib 2.7b, Content Unlocking Missions 1.12 and SpeedUp 0.7.2...

Also deleted the entire \saves\missions folder and sub-folders (where all saved mission .variant(s) are stored, so stock loadouts; same changes to Radar.json and Toggles.json.

Still got the exact same CTD, though at different points throughout the battle (the CTD won't happen right away); disabling Realistic Combat allows Hornet's Nest to be completed.

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