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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - c plus one

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151
Mods / Re: ICE (Upcoming Faction) Teasers
« on: February 03, 2014, 11:30:53 AM »
New teasers for another ship!

The Sacrifice - Conquest vs. Athame frigates (0:24)

Knife Fight - Athame vs. Two Athames (1:32)

Ramming speeeeeeeeed!!! ;D Sundog, this is seriously impressive. I can't wait to play this (and to desperately avoid being speared by this).

152
Modding / Re: Custom Ship Turret Layout issues
« on: February 02, 2014, 03:53:17 PM »
Hello, Vandermeer (nice avatar!)

If you want to move turrets around, add/delete them, change their firing arc angles, and etc., you really need to download this and get to know how it works. there's tons (maybe even kilotons) of help listed in that thread. An indispensable tool for modding.....enjoy!

153
I had quickly located that script prior to starting this thread, but it's a real mystery - when I click on that, the script displays its contents in a text editor, but does not boot-up the game. I'm at a loss to understand why.

You want to run it from the command line, from Terminal.

Would you coach me on how to do that correctly, please? I'm rather new to the Terminal and definitely don't want to screw that up.

Spoiler
I had no mods enabled. The sole change I had made to the game was to try activating Dev Mode.

Did it run before that change? If it did, then it's most likely a typo somewhere in settings.json - based on your description of the error message, it sounds like it could be complaining about something like that.

yes, the game did run prior to my attempt to set Dev Mode to "true". It was just fine. :)

i'm beginning to wonder if, as you speculated, my copy of settings.json came with a typo in it, or if the document is partially or wholly somehow not saved in a text format that the game can deal with. Here's why Im leaning that way:

1) I had first opened it, set Dev mode to "true", and saved the file with OSX's TextEdit program.

2) after the game subsequently crashed, I reopened the file with SublimeEdit 2.0.2 ( very solid program; not crapware ) but saw that in some instances, strings within settings.json looked like the leading quotation marks were the normal, straight kind ( " ), but the closing quotes were slanted quote marks ( “ - Alt+Open Bracket on Mac ). Would that be a problem?

3) I tried replacing the mismatched quote characters that i saw and re-saving the file, but I wonder if that was either ineffective, of if it damaged my faulty settings.json further. ??? (i'm no expert)
[close]

Thanks for the details. Right - I'd suggest just re-downloading the game, trying to fix it up may not be practical. TextEdit *should* be ok for editing settings.json, from what I know, but if you're seeing slanted quote marks, that's definitely a big problem that would cause the game to not load.

You're welcome. roger that; i'll re-download, re-install and see how it goes. Will report back with any further problems in SS on Mavericks. thanks again for your help!

154
Thanks for the fast reply sir. Appreciated!

Hi - you should be able to run the game from Terminal using the starsector_mac.sh script, inside Starsector.app/Contents/MacOS. That'll get you the console log, and hopefully more info about what's going on.

I had quickly located that script prior to starting this thread, but it's a real mystery - when I click on that, the script displays its contents in a text editor, but does not boot-up the game. I'm at a loss to understand why.

I had no mods enabled. The sole change I had made to the game was to try activating Dev Mode.

Did it run before that change? If it did, then it's most likely a typo somewhere in settings.json - based on your description of the error message, it sounds like it could be complaining about something like that.

yes, the game did run prior to my attempt to set Dev Mode to "true". It was just fine. :)

i'm beginning to wonder if, as you speculated, my copy of settings.json came with a typo in it, or if the document is partially or wholly somehow not saved in a text format that the game can deal with. Here's why Im leaning that way:

1) I had first opened it, set Dev mode to "true", and saved the file with OSX's TextEdit program.

2) after the game subsequently crashed, I reopened the file with SublimeEdit 2.0.2 ( very solid program; not crapware ) but saw that in some instances, strings within settings.json looked like the leading quotation marks were the normal, straight kind ( " ), but the closing quotes were slanted quote marks ( “ - Alt+Open Bracket on Mac ). Would that be a problem?

3) I tried replacing the mismatched quote characters that i saw and re-saving the file, but I wonder if that was either ineffective, of if it damaged my faulty settings.json further. ??? (i'm no expert)


155
Hello

I am encountering a persistent error within the Mac version of the latest Starsector: 0.6.2a-RC3. It causes a crash to desktop within 5 seconds or less of booting-up the game.

I'm trying to run a fresh copy of the game on an equally fresh, fully-updated install of Mac OSX 10.9.1 Mavericks. It's my first brush with the cool new 64-bit version of the game on Mac. My hardware is a MacBookPro8,2 that's good for Mavericks.

But when it comes to the location and the exact nature of the current problem ( a text character is missing someplace that it won't tell me ), the game's error popup is unhelpful. It does not tell me enough about what really broke, why it broke, and how I can fix it. :(

I had no mods enabled. The sole change I had made to the game was to try activating Dev Mode.

If there is a way to activate verbose error logs for the Mac version of 0.6.2a-RC3, I'd have some chance to figure out why Starsector keeps blowing-up on the launch pad. I can get terminal logging to run in realtime ( very useful! ) on the 32-bit version of Mac SS, but I have no clue how to do it on the new 64-bit game. How would I go about accessing that feature??? T.I.A.

156
General Discussion / Re: Fighters
« on: January 28, 2014, 08:43:28 AM »
I have had up to 200 Fighters in a battle at once at playable framerates, after the last few things I've done.  I test routinely with 60 fighters and a few other ships without any major hickups.

I would be mighty happy to have a stand-alone mod which does that for the vanilla game. I am intrigued by your statements and would like to subscribe to your newsletter. ;D

157
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: January 26, 2014, 09:41:18 AM »
the drive exhausts on Dark.Revenant's Phase DD appear obvious to my eye. perhaps they could be slightly (like, +15 to 20% max) larger, but i hadn't had any trouble in confusing them with some other misc. hull greebling. high-tech for the win? ;)

158
Mods / Re: DSTech Corp Fleet v0.5.2a - New Ships and Weapons -
« on: January 26, 2014, 09:19:48 AM »
this team is being shunned until things are fixed

O noes! I guess nobody's willing to be seen sitting with them at lunch-time, either? Being shunned is Serious Business. I hope this "team" survives the brutal loss of social status. 8)

159
Mods / Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.1
« on: January 26, 2014, 09:10:44 AM »
Starsector+ (Starsector Plus) adds ships and weapons that fill missing roles in Starsector, makes minor tweaks to gameplay and metagame mechanics to solve common complaints about Starsector, and is purposed to look and feel like vanilla Starsector, enhancing your experience with the game.

The above is something i've been thinking about for a while. i dont have the leisure time or the l33t skillz for this sort of thing, so i'm quite relieved that you're going ahead with this project. if your new Phase DD (so useful! ;D ) plus the changes to cargo haulage are any clue, this is going to be a very helpful mod.

160
Discovered a few new things today while trawling through the files for the 0.62 release. Going to post them here for those who haven't found these little gems yet (along with some older stuff that's been in there for ages).
Some illustrations that haven't been used (as far as I can tell so far):
Spoiler
[close]
desert moon ruins


David's "space moai" are mysterious and beautiful.

161
Suggestions / Re: Alex - you could be rich if you did this
« on: January 20, 2014, 08:27:11 AM »
I find it ...confusing that he'd post it on the forum in the first place and makes me wonder how much experience he's had with these business dealings..
I also find those actions to be confusing (to put it mildly). Based upon nothing but the very "out from left field" tone in his original post, I'm guessing that his quantity of relevant experience is, ahhh, not substantial. Of course his entire post could be just trolling, as more than one reply here has speculated, in which case we could simply now say " /thread".

162
Modding / Re: Vertical launch missiles in Starsector?
« on: January 19, 2014, 07:20:55 AM »
Aside from how Starsector only has a polar-projection view, the concept of "vertical" in space is, ah, an extremely loose one and I dont see how VLS there can be said to "make a lot of sense".

(switches hats)

That being said, any friend of a Macross Missile Massacre is a friend of mine. Five-star fun ;D

/dakka

163
Mods / Re: ICE (Upcoming Faction) Teasers
« on: January 19, 2014, 07:11:30 AM »
Wow. :o Sundog, those teasers were like a shot of espresso! i cant wait to see your new faction become ready for public use. Such interesting and unusual hulls + capabilities = me likey

164
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: January 19, 2014, 06:42:40 AM »
Thx for the endorsement, Erick  ;D  I value perceiving your intent with the ship more than i value my ego in any nomenclature contradiction

165
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: January 19, 2014, 06:39:36 AM »
At times, nomenclature can be an overlapping and imprecise business. ;)

While i can clearly see your POV, i do disagree in part. Regardless of the current # and size of guns, I maintain that the presumably (we'd have to ask Erick Doe) still sub-DD quantity of hitpoints on the new ship merits designation of nothing higher than "Heavy FF". I say so because it may have enough weaps to "talk the talk", but not enough survivability to "walk the walk".

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