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 - DinoZavarski

Pages: 1 ... 3 4 [5] 6
61
There is a file name case related bug in the latest release that prevents the game from loading on case sensitive OS.

The file graphics/pn/weapons/pndsilaser/v1/pn_dsi_turretbase59.PNG should be renamed to pn_dsi_turretbase59.png (small letters in the extension) so the automatic animation sequence loading can work.

BTW, if renaming in Windows please watch as some programs have the habit to capitalize first letter of file names on their own when you rename.

62
Mods / Re: [0.7.1a] Looters factions v1.0
« on: December 13, 2015, 03:26:35 AM »
There is a file name case related typo in your last release that prevents game for loading on case sensitive OS.

In data/campaign/channels.json "crest_Looters.png" has to be "Crest_Looters.png"

63
Mods / Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
« on: December 13, 2015, 03:19:36 AM »
There are some filename character case related typos in the latest release (prevent game from loading on case sensitive OS):

data/missions/cocktailparty/descriptor.json
cocktails.png > cocktails.PNG

data/missions/matterofhonor/descriptor.json
personal.png > personal.PNG

data/missions/fox_testbattle/descriptor.json
biggy.png > biggy.PNG

data/missions/fox_testbattle2/descriptor.json
biggy2.png > biggy2.PNG

data/world/factions/citadeldefenders.faction
cit_port_1.PNG > cit_port_1.png (2 lines)
cit_port_2.PNG > cit_port_2.png

64
Mods / Re: [0.65.2a] AI War v0.2.2 (update 2015-08-25)
« on: October 02, 2015, 01:38:23 PM »

There is a typo in data/config/sounds.json that prevents the game from starting on Linux - o line 60 "VotM_TitleTheme.ogg" must be changed to "VoTM_TitleTheme.ogg".

Nice mod btw, do you plan to port other ships? Roaming Nexus enclaves for example can be implemented in SS.

65
There are two ship upgrades i want to implement in a mod:

Spoiler

High-tech Systems
Thanks to the newest achievements in miniaturization and automation this ship gains small boost to all stats, has more space for other upgrades and lower maintenance cost, but in case of damage it's systems are easier to replace than to repair. Latest smart management and optimization subroutines decrease skeleton crew requirements and allow the ship to be operated effectively by staff with only basic training. The designed lack of flexibility however, combined with numerous documentation and DRM related issues results in serious performance decrease with experienced crew. Also safety protocol enforcement policies, while successful in protecting lives, prevent various dangerous overrides, that generally increase ship survivability in combat.

Stats:
-5/-10/-15/-20 space
+3% to all main specs
-5% maintenance cost
+10% Repair time
-10% minimum crew
10% less fatalities
+10/+10/-10/-30 to crew CR bonus
5% more damage taken
-10% Chance to recover if disabled

[close]

Spoiler

Lo-tech Systems
Using only well known designs, that proved their effectiveness with ages of fateful service this ship's systems are somehow bulky, slightly less effective and harder to maintain. Inexperienced crew is often clueless facing them and tends to greatly underestimate their usability. In hands of a pro however such systems are easily tuned, achieving performance that goes above and beyond the boundaries of their specs. There are various popular safety overrides, known to improve survivability of ships with such systems in combat, trough if things turn bad some of them may be deadly for crew members that implement them. Lo-tech systems are also easy to repair and there are quite a few cases where seemingly destroyed ships had their basic functionality field-restored 'with just copper wire and plastic band' as techs love to say.

Stats:
5/10/15/20 space
-3% to all main specs
+10% maintenance cost
-10% Repair time
+5% minimum crew
5% more fatalities
-20/-10/+10/+10 to crew CR bonus
5% less damage taken
+10% Chance to recover if disabled

[close]

Stats are not final and may change for balance purposes trough they look to me quite realistic (from today's point of view at least).

My question:

Is it possible to manipulate crew type CR bonuses and disabled ship post-combat recovery chance with a subsystem, on per ship basis. If there it is - how?

Without at least CR manipulation both systems are meaningless.

Be aware, i have no Java programming experience. In many cases i can figure the logic in existing code and make modifications in it, but am far from being able to write one on my own.

66
Blog Posts / Re: Terrain
« on: May 24, 2015, 04:22:13 AM »
I think you have to add also the ability to hide in a gas giant upper atmosphere layers and wait there while it orbits the star (maybe as "hide for NN days landing meny option). Aside from being realistic this can also add some interesting possibilities for sneak, contraband and piracy even in heavily guarded core systems.

67
Mods / Re: [0.65.1a] ORI faction v0.2.1 Exerelin compatible
« on: March 22, 2015, 11:27:43 AM »
According to my experience 99.(9)% of of the problems that appear only in Linux come from incorrect character case in filenames. This is to be expected, as most mod developers use Windows, an OS that not only is case insensitive, but also has file name case randomization "functionality" in many of it's API's.

In this case the "(Unknown Source)" lines show that the problem is quite likely to be related to case mishmash between function name, as written in one of the sources and it's actual name on disk (at least i managed to trace it to such problem few times). Unfortunately i am no Java programmer and and failed to find the exact error in this case.

68
Mods / Re: The Crystanite (Version 1.2) UPDATE! [0.65.2 compatible]
« on: March 08, 2015, 12:05:05 PM »
Wierd. When i open the package it gives me only one, functioning folder. Dropbox compiles the files into an .zip on its own, so i am not sure if that is what is causing it. I am sending a link to a new .zip made with WinRar, can you verify that this one works for you?
https://www.dropbox.com/sh/v03djlw8307r917/AAAQBFwRBizqJvoBMiSslGy0a?dl=1
anks for telling me. I have not been working with anything else than windows.

----

| unholy@steamroller [2]% unzip -l mod_test.zip                                                                                          150308-2049.21-7 :)

Archive:  mod_test.zip
  Length      Date    Time    Name
---------  ---------- -----   ----
        0  2015-03-08 16:55   /
 14252187  2015-03-08 16:50   Crystanite.zip
---------                     -------
 14252187                     2 files

-----

This one is ok. Both mod_test.zip and the Crystanite.zip found in it unpacked with the stock unzip tool. It seems to use some extensions to the format, but unlike the previous one is made to be backwards compatible.

69
Mods / Re: The Crystanite (Version 1.2) UPDATE! [0.65.2 compatible]
« on: March 08, 2015, 03:47:04 AM »
Hello,

It seems the 1.2 archive was packed with a tool that uses .zip extension, but fails to create actual standard-complaint ZIP archive. Such tools sometimes appear for Windows and some of them may even be compatible with each other, but they are generally not guaranteed to produce archive, that is expected to be expandable everywhere.

Can you please repack with standard-complaint tool.

For now i was able to expand your archive with 7zip. It resulted in 3 folders : Crystanite , crystanite and empty Crystanite.mod (Maybe non-standard .zip format extension that packs previous file version NTFS streams?). Moving all files from crystanite to Crystanite resulted in a mod dir that is playable.

You also have to fix the following file name case related typos, that break game loading (case-insensitive OS not affected):

In data/missions/crys_escape/descriptor.json :
"icon.jpg" to be replaced with "Icon.jpg"

In data/missions/crys_test/descriptor.json :
"icon.jpg" to be replaced with "Icon.jpg"


70
Mods / Re: [0.65.1a] ORI faction v0.2.1 Exerelin compatible
« on: March 08, 2015, 01:46:02 AM »
Hello,

Until today i was never able to start new game when your mod is enabled.

This is how it crashes after all questions answered (0.2.1 with SS 0.65.2a):

----------------------
561622 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException java.lang.NullPointerException
        at data.scripts.world.ORIGen.initFactionRelationships(ORIGen.java:34)
        at data.scripts.world.ORIGen.generate(ORIGen.java:14)
        at data.scripts.world.ORIModPlugin.initORI(ORIModPlugin.java:23)
        at data.scripts.world.ORIModPlugin.onNewGame(ORIModPlugin.java:32)
        at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
        at com.fs.starfarer.title.B.dialogDismissed(Unknown Source)
        at com.fs.starfarer.ui.oO0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dismiss(Unknown Source)
        at com.fs.starfarer.ui.impl.O0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dismiss(Unknown Source)
        at com.fs.starfarer.campaign.save.J.actionPerformed(Unknown Source)
        at com.fs.starfarer.ui.OOO0.o00000(Unknown Source)
        at com.fs.starfarer.ui.null.processInput(Unknown Source)
        at com.fs.starfarer.ui.V.super(Unknown Source)
        at com.fs.starfarer.B.null.class$super(Unknown Source)
        at com.fs.super.oOOO.Ò00000(Unknown Source)
        at com.fs.starfarer.combat.D.o00000(Unknown Source)
        at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
        at java.lang.Thread.run(Thread.java:745)
----------------------

It is similar with 0.1.5 and SS 0.6.2 :

----------------------
56981 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerExceptionjava.lang.NullPointerException
        at com.fs.starfarer.campaign.CampaignOrbitalStation.readResolve(Unknown Source)
        at com.fs.starfarer.campaign.CampaignOrbitalStation.<init>(Unknown Source)
        at com.fs.starfarer.campaign.BaseLocation.addOrbitalStation(Unknown Source)
        at data.scripts.world.ORISectorGen.generate(ORISectorGen.java:25)
        at data.scripts.world.ORIModPlugin.initORI(ORIModPlugin.java:20)
        at data.scripts.world.ORIModPlugin.onNewGame(ORIModPlugin.java:29)
        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.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
        at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
        at java.lang.Thread.run(Thread.java:745)
----------------------

Tested with both SS provided Java and with the 64bit openjdk7 in Debian wheezy.

I play on Linux, sot his may be file name case related problem.

71
Helo

There is a problem that prevented the game from loading with your mod enabled. The error is:

-----------
393362 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Error co
mpiling [data.hullmods.pat_heavybarrels]
java.lang.RuntimeException: Error compiling [data.hullmods.pat_heavybarrels]
        at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
        at java.lang.Thread.run(Thread.java:745)
Caused by: java.lang.ClassNotFoundException: data.hullmods.pat_heavybarrels
        at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java
:179)
        at java.lang.ClassLoader.loadClass(ClassLoader.java:425)
        at java.lang.ClassLoader.loadClass(ClassLoader.java:358)
        ... 2 more
------------

It was fixed after i did the following:

- deleted data/hullmods/Copy of pat_HeavyBarrels.java
- renamed data/hullmods/pat_HeavyBarrels.java to data/hullmods/pat_heavybarrels.java

My guess is file name case typo that will not affect case-insensitive OS. Not 100% sure however (takes ~10 min for SS to load with all mods so i did not check with Copy of pat_HeavyBarrels.java present).

72
There are some filename case related typos in the mod that break game loading (Linux, maybe Mac to):

in data/weapons/proj/sunfury_torpedo.proj :
graphics/missiles/Torpedo_Sunfury.png
has to become:
graphics/missiles/torpedo_Sunfury.png

in data/config/sounds.json :
sounds/fx/guns/SH5_guns/P09_$Gun_muzzle_flash.wav
has to become:
sounds/fx/guns/SH5_Guns/P02_$Gun_muzzle_flash.wav

in data/hulls/pd_valk.ship :
graphics/ships/drones/valk_interceptor_drone.png
has to become:
graphics/ships/drones/Valk_interceptor_drone.png


73
Mods / Re: [0.6.2a] The Gedune - v1.7.2 - Get Up! - Working DEV
« on: March 07, 2015, 10:04:21 PM »
There is a filename case typo that breaks game loading in data/config/settings.json :

graphics/gedune/shaders/material/ships/gedune_bakoros_map.png

has to become:

graphics/gedune/shaders/material/ships/gedune_Bakoros_map.png

74
Announcements / Re: Starsector 0.65.2a (Released) Patch Notes
« on: February 18, 2015, 05:02:54 PM »
Strange, is there something wrong with my game playing style, given the fact that i actually have to consider ammo count all the time, run out of it on regular basis and have to use extended ammo upgrades quite often (i play 6.2.1 with a lot of mods). Seeing it removed with the statement that it never runs out anyway looks as mockery for me. Infinite ammo has dire impact on game enjoyability, turning it in some kind of arcade and nearly made me not want to switch to 0.6.52 anytime soon (just like providing the patch instead of the full game on purchase made me me not play 0.6.51).

Fortunately it is done via the CSV and is easy to fix. Still think however that while "Infinite ammo" setting may fit quite well besides the "Take half damage" setting in preferences, it must not require patching game data to disable.

At least hope dev's won't remove ammo support mechanics in the next version with the statement that nobody uses it anyway :/

75
Case sensitive Linux problem then? I can fix this and re-upload. For now, you could change the extension yourself manually to lower case.

NP, it's the most common thing i do even since first mod download. It's just that your mod is active and the version i play is latest, so you were the first to be nagged by me.

As for your quiz question - i think lowering the OP requirements for installing TUP specific upgrades on TUP ships may be much better in terms of overall game balance than increasing OP.

Edit: My proposal is to Just tune OP so one will prefer scrap armor/hull upgrade on scrapper ship instead of stock ones (or install both your and stock, effectively becoming target cube replacement). I think Project Batavia mod is good example of this approach.

Pages: 1 ... 3 4 [5] 6