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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Messages - Tufted Titmouse

Pages: 1 [2] 3 4 5
16
Mods / Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
« on: September 22, 2017, 03:09:19 PM »
When will dong expand? for there is a severe lack of it

17
@Tufted Titmouse: Just to quickly check, do you have the corresponding sounds.json entries set up?

There's supposed to be a sounds.json? Where does it go?
Nevermind, i found it, Will fix


-edit Nope, That didn't fix it
@Histidine

18
Modding / Re: Mod Request - Mining
« on: September 05, 2017, 06:04:47 PM »
Already exists in Nexelerin

19
Getting this
Code
java.lang.NullPointerException
at com.fs.starfarer.combat.entities.ship.A.if.startedChargeup(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.OoOO.super(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.D.super(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.D.super(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.OoOO.String(Unknown Source)
at com.fs.starfarer.combat.entities.ship.A.if.advance(Unknown Source)
at com.fs.starfarer.combat.systems.oOoO.advanceLinked(Unknown Source)
at com.fs.starfarer.combat.systems.oOoO.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.fire(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

each time i try to test fire a weapon i'm making for a private mod
.wpn file looks like
Code
{
"id":"ADF_PC",  # this id must match what's in the spreadsheet
"specClass":"projectile",
"type":"BALLISTIC",
"size":"LARGE",
"turretSprite":"graphics/weapons/ADF_PC.png",
"hardpointSprite":"graphics/weapons/ADF_PC.png",
"turretOffsets":[8.5, 0.5],
"turretAngleOffsets":[0],
"hardpointOffsets":[8.5, 0.5],
"hardpointAngleOffsets":[0],
"barrelMode":"ALTERNATING", # or LINKED.  whether barrels fire at the same time or alternate.
"animationType":"MUZZLE_FLASH",
"muzzleFlashSpec":{
"length": 75,
    "particleColor": [100,150,255,255],
    "particleCount": 30,
    "particleDuration": 2,
    "particleSizeMin": 3,
    "particleSizeRange": 4,
    "spread": 20
  },
"autocharge":true,  # whether the weapon will continue charging and fire if the LMB is tapped instead of held
"projectileSpecId":"ADF_PC_shot",  # projectile that will be fired
"fireSoundOne":"ADF_PC_CHARGE",
"firesoundTwo":"ADF_PC_FIRE",
}
.proj file looks like
Code
{
"id":"ADF_PC_shot",
"specClass":"projectile",
"spawnType":"BALLISTIC",
"collisionClass":"PROJECTILE_FF",
"collisionClassByFighter":"PROJECTILE_FIGHTER",
"length":53.0,
"hitGlowRadius":400,
"width":21.0,
"fadeTime":0.20,
"fringeColor":[96,208,240,200],
"coreColor":[96,208,240,200],
"textureScrollSpeed":64.0,
"pixelsPerTexel":5.0,
"bulletSprite":"graphics/missiles/ADF_PC_SHOT.png",

}
and the .csv entry looks like
Code
Godbreaker	ADF_PC	3			2000		60000	65000	1000	0		1			ENERGY	10000		4.8	60			0	0	0	0		12000			400	SYSTEM, SHOW_IN_CODEX		
Yes, it's supposed to be that ridiculously powerful, it's made for crushing battlestations.
Any way to fix it?
-Edit: It works if i comment out the first sound effect, but neither one plays.

20
Working on making a private mod Nexerelin compatible, keeps giving me this
Code
Caused by: java.lang.ClassNotFoundException: File 'data/scripts/AleuramPlugin.java', Line 10, Column 39: Unknown variable or type "Global"
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:226)
at org.codehaus.janino.CachingJavaSourceClassLoader.generateBytecodes(CachingJavaSourceClassLoader.java:163)
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:178)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 2 more
plugin file looks like
Code
package data.scripts;

import com.fs.starfarer.api.BaseModPlugin;
import exerelin.campaign.SectorManager;

public class AleuramPlugin extends BaseModPlugin {

    @Override
    public void onNewGame() {
        boolean haveNexerelin = Global.getSettings().getModManager().isModEnabled("nexerelin");
        if (!haveNexerelin || SectorManager.getCorvusMode()){
            new ADFSectorgen().generate(Global.getSector());
        }
}
}

Any way to fix it?

Edit: Good god am i stupid
I forgot to add
Code
import com.fs.starfarer.api.Global;
import com.fs.starfarer.api.PluginPick;
import com.fs.starfarer.api.campaign.CampaignPlugin;
import com.fs.starfarer.api.combat.MissileAIPlugin;
import com.fs.starfarer.api.combat.MissileAPI;
import com.fs.starfarer.api.combat.ShipAPI;


Edit: Another error.
Code
Caused by: java.lang.ClassNotFoundException: File 'data/scripts/AleuramPlugin.java', Line 18, Column 29: Cannot determine simple type name "AdfSysGen"
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:226)
at org.codehaus.janino.CachingJavaSourceClassLoader.generateBytecodes(CachingJavaSourceClassLoader.java:163)
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:178)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 2 more

plugin looks like
Code
package data.scripts;

import com.fs.starfarer.api.BaseModPlugin;
import com.fs.starfarer.api.Global;
import com.fs.starfarer.api.PluginPick;
import com.fs.starfarer.api.campaign.CampaignPlugin;
import com.fs.starfarer.api.combat.MissileAIPlugin;
import com.fs.starfarer.api.combat.MissileAPI;
import com.fs.starfarer.api.combat.ShipAPI;
import exerelin.campaign.SectorManager;

public class AleuramPlugin extends BaseModPlugin {

    @Override
    public void onNewGame() {
        boolean haveNexerelin = Global.getSettings().getModManager().isModEnabled("nexerelin");
        if (!haveNexerelin || SectorManager.getCorvusMode()){
            new AdfSysGen().generate(Global.getSector());
        }
}
}
Edit: Fixed it again

21
Modding / Re: WH40k - Imperium of Man [0.8.1a] [0.0.1]Alpha
« on: August 04, 2017, 07:42:37 AM »
You have my interest.
I can't wait to see where this goes

22
Modding / Re: [WIP] Auroran Shipyard
« on: June 23, 2017, 03:44:47 AM »
 :o
You have my interest.

23
Mods / Re: [0.8.1a] Console Commands v3.0 WIP 2 (released 2017-05-05)
« on: June 04, 2017, 06:17:38 AM »
Great to hear

24
Mods / Re: [0.8.1a] Console Commands v3.0 WIP 2 (released 2017-05-05)
« on: June 04, 2017, 06:14:29 AM »
Does this work in 8.1? or are we SOL?

25
Mods / Re: [0.7.2a] BDS Bismarck - Battlespace Dominator Ship
« on: June 02, 2017, 01:46:16 AM »
sweet jesus, are those the recommended ordinance points allotted to all of those mounts or are those the sheer number of mounts  :o

26
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: May 08, 2017, 06:04:41 AM »
When have Space mecha ever been a problem? I say Moar!

27
Modding / Re: Radomes?
« on: May 04, 2017, 03:53:54 AM »
What? Nooooo. You don't do that with an animation sequence! You make a single deco weapon and you make it spin with a simple script. There even is a deprecated one in the game that was used to the Atlas' radar.

Is the script in the game workable? If so, where can i find it?

28
Modding / Re: Radomes?
« on: May 04, 2017, 01:44:45 AM »
Oh, I see. "Radome" not "Randome". I was confused for a moment there.

So in reality, what you're trying to make is "a decorative weapon".

You'll need the following:
- A set of sprites, each one representing a single frame of the animation.
- A "___.wpn" file to handle the weapon's operation.
- A "weapon_data.csv" file with an entry to handle the weapon's stats
I figured that much, though my attempt has rendered me with a permanently broken mod, Even switching to archived versions still gives me the error, Even with a clean install.
Edit: Updated an older version to current, made a backup of it.

29
Modding / Re: Radomes?
« on: May 04, 2017, 01:28:44 AM »
Oh. XD What exactly is a "randome"?

That's what i was trying to do

30
Modding / Re: Radomes?
« on: May 04, 2017, 01:20:49 AM »
Were you trying to make a custom hullmod?
no actually, i was trying to make a spinning radome out of a decorative weapon ala old scy's missile cruiser

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