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Starsector 0.95.1a is out! (12/10/21); Blog post: Hyperspace Topography (10/12/22)

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1
Modding / Re: Could I update a Mod for Private use to current release?
« on: February 20, 2022, 04:08:20 PM »
Technically, you can try to make it work on the current release by just changing the version in the mod_info file to the current realease, but there is never a guarantee that it will work. If it only adds ships, then it should, but otherwise, not likely.

2
Material, normal, and surface maps are used by the GraphicsLib mod's shader engine. Normal maps let a flat surface pretend to be 3D when calculating lighting.

So it's not something that has to be done, it's just if you want things to look better?

3
Modding / Re: [0.95.1a] Invisible, Inc. Portrait Pack
« on: February 18, 2022, 11:52:26 AM »
I half expected all of these to be blank boxes based on the name, as I've never heard of Invisible Inc.

4
I was looking through mod files to see how different mods are organized and function so I can get an idea of how I want mine to be set up, and I have a few questions.
First, why do some mods have a "shaders" folder with a material, normal, and surface folder which have different looking images? The "normal" ones look very odd. Is there a function reason for this, or is it preference?
Second, How would I go about making my own engine style? I know other mods have their own engine flare colors/styles, but I can't seem to find where any of them are in mod files so I would be able to infer what to do or what to name the image. Then after the new engine style is created, what would I have to do in the ship editor to actually apply it to my ships?

5
Mods / Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
« on: February 17, 2022, 08:26:33 PM »
On a different note though, I am going to throw out a disclaimer that I am not calling for the weapon to be nerfed or changed in any way because my case is extremely rare and takes a considerable amount of time to replicate without the use of console commands. Anyway, I find that if you take a Conquest and load it down with 6 NovaX cannons with maximum flux dissipation and fire rate hullmods(like from More Hullmods), you can spew so much ordnance at everything in general, even outside your weapon range, nothing can kill you. Frigates never even get close. Even Paragons fall with enough spam. I even took out the Zigg untouched. It simply could not approach. Especially seeing as the shots are also extremely efficient at wiping fighters and missiles. So maybe the only viable Conquest is the one with all NovaX?
In theory, you can make many deadly Superweapon builds with almost each and every one of them, the difficult part is acquiring the needed weapons for the build, this is the limiting factor here as getting 6 NovaX's is unlikely to happen in any playthrough.
That's why I said what I did in the disclaimer. As far as unlikely to happen, I find it just takes time since they can now be tech-mined. I set up 4-5 colonies with vast ruins and stalled my campaign out until I had that many NovaX just so I could see what would happen. The main reason I wanted to use that one in particular is because the homing capabilities made it so all 6 could be firing on the target regardless of the ship orientation, unlike normal.

6
Mods / Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
« on: February 17, 2022, 11:54:58 AM »
Going to throw this out there just because: I know that Seeker has an interesting thing with some weapons that cause disruptions and reduce flux dissipation when multiple are in use, so maybe you could do something similar to that if you wanted medium superweapons. Although in my opinion, medium "superweapons" wouldn't really be "super". They would just be strong and, well... Medium. Not big like a "super" weapon seems like it should be, especially considering the type of things that have to be done in vanilla to get weapons to work the way they do based on lore and whatnot. An example would be all the omega weapons. Those large mounts are rather large and that's still cutting edge omega core work, so medium weapons wouldn't make much sense that even compare to those even slightly. (granted even large weapons don't make much sense using the same logic, but it's fine if you just squint a little and mutter "domain tech" a few times...)

On a different note though, I am going to throw out a disclaimer that I am not calling for the weapon to be nerfed or changed in any way because my case is extremely rare and takes a considerable amount of time to replicate without the use of console commands. Anyway, I find that if you take a Conquest and load it down with 6 NovaX cannons with maximum flux dissipation and fire rate hullmods(like from More Hullmods), you can spew so much ordnance at everything in general, even outside your weapon range, nothing can kill you. Frigates never even get close. Even Paragons fall with enough spam. I even took out the Zigg untouched. It simply could not approach. Especially seeing as the shots are also extremely efficient at wiping fighters and missiles. So maybe the only viable Conquest is the one with all NovaX?

7
... I might just make it so you can only build in one hull mod at a time...

Wouldn't this still allow for the first example to occur, or would you make it so it has to be installed first? Seems like the main issue is being able to build in hullmods that are not currently installed with OP.

8
This mod makes hullmod interactions kind of funky. I have 2 examples.

First one is when a mod adds a custom built in hullmod that has incompatibilities, such as Monobolic Construction from DME. It is not compatible with Heavy Armor. However, if you simply "show all" in the build-in menu, it can still be selected and built in. This causes the hullmod conflict to always be there and always play the error noise, but it will still work and do what it's supposed to despite it not normally being possible.

Second one is with more modded hullmods, but still worth noting. "Minimal preparations" added by SCY is incompatible with Efficiency Overhaul, and when you build in one or the other and exit the menu, the other can not be built in. If you select both to be built in at the same time though, you can. Again, the "show all" button needs to be pressed, and the hullmod conflict won't go away, but you still can.
Edit: It seems you have to select Minimal Preparations first in order for it to work.

9
Modding / Re: [0.95a] Additional Search Commands
« on: February 04, 2022, 12:25:27 PM »
Finally, some commands for searching, so I will finally know if I missed anything in a dust belt somewhere way off in the fringe. Why did I not see this sooner?

10
I tried moving Starsector to my desktop and running the debug, then again as admin, to no avail. Though the error log did look slightly different. Also by run configuration I assume you mean the config I have on IDEA for running the bat file? I'm still very new to all this. Regardless, I will post a screenshot of that. If anything else is needed, let me know. It helps to be specific.

Your debug-starsector.bat is not specifying java.library.path. It should look like this (since you are on Windows, you can just copy/paste the entire thing):

Code
start ..\jre\bin\java.exe -agentlib:jdwp=transport=dt_socket,server=y,suspend=y,address=5005 -Djava.library.path=native\windows -Xms1536m -Xmx1536m -Xss2048k -Dcom.fs.starfarer.settings.paths.logs=. -Dcom.fs.starfarer.settings.paths.saves=../saves -Dcom.fs.starfarer.settings.paths.screenshots=../screenshots -Dcom.fs.starfarer.settings.paths.mods=../mods -classpath janino.jar;commons-compiler.jar;commons-compiler-jdk.jar;starfarer.res.jar;starfarer.api.jar;starfarer_obf.jar;jogg-0.0.7.jar;jorbis-0.0.15.jar;json.jar;lwjgl.jar;lwjgl_util_applet.jar;jinput.jar;lwjgl_test.jar;log4j-1.2.9.jar;lwjgl_util.jar;fs.sound_obf.jar;fs.common_obf.jar;xstream-1.4.10.jar com.fs.starfarer.StarfarerLauncher

The following option is of particular relevance:
Code
-Djava.library.path=native\windows

You should also set up a run configuration for attaching a debugger to Starsector. To do this, click + on the top-left of "Run/Debug Configurations" and select "Remote JVM Debug". Use the following settings:

Debugger mode: Attach to remote JVM
Transport: Socket
Host: localhost
Port: 5005
Command line arguments for remote JVM: -agentlib:jdwp=transport=dt_socket,server=y,suspend=n,address=5005
Use module classpath: <your mod>
Before launch: Run another configuration -> run the debug-starsector batch script.

Oooohh, okay. This worked. I was getting confused on the wording in the tutorial. It says "Replace the beginning of the one line in the file as follows:" Key word is replace. I replaced this: "-Djava.library.path=native\windows" with this: "-agentlib:jdwp=transport=dt_socket,server=y,suspend=y,address=5005" because I thought something needed to be replaced. Due to the wording of it, but now it makes sense.

Thanks for being patient with my lack of experience with any bat files at all, and also the tip for attaching a debugger.

11
When I just run the bat file as admin, it just brings up the command prompt like bat files do, and it closes out after anything is pressed. I ran IDEA as admin and went to debug it again, and it did clear up the first error, which is awesome. However, the second error still shows up.

Edit: I realize it would likely be more helpful to post the entire output I got when running the debugger on IDEA as it does say Error in there even though it was not highlighted in red...
Spoiler
cmd.exe /c "C:/Program Files (x86)/Fractal Softworks/Starsector/starsector-core/debug-starsector.bat"

C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core>..\jre\bin\java.exe -agentlib:jdwp=transport=dt_socket,server=y,suspend=y,address=5005 -Xms1536m -Xmx1536m -Xss2048k -Dcom.fs.starfarer.settings.paths.logs=. -Dcom.fs.starfarer.settings.paths.saves=../saves -Dcom.fs.starfarer.settings.paths.screenshots=../screenshots -Dcom.fs.starfarer.settings.paths.mods=../mods -classpath janino.jar;commons-compiler.jar;commons-compiler-jdk.jar;starfarer.res.jar;starfarer.api.jar;starfarer_obf.jar;jogg-0.0.7.jar;jorbis-0.0.15.jar;json.jar;lwjgl.jar;lwjgl_util_applet.jar;jinput.jar;lwjgl_test.jar;log4j-1.2.9.jar;lwjgl_util.jar;fs.sound_obf.jar;fs.common_obf.jar;xstream-1.4.10.jar com.fs.starfarer.StarfarerLauncher
Listening for transport dt_socket at address: 5005
0    [main] INFO  com.fs.starfarer.StarfarerLauncher  - Starting Starsector 0.95.1a-RC6 launcher
1    [main] INFO  com.fs.starfarer.StarfarerLauncher  - Running in C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core
1    [main] INFO  com.fs.starfarer.StarfarerLauncher  - OS: Windows 8.1 6.3
1    [main] INFO  com.fs.starfarer.StarfarerLauncher  - Java version: 1.7.0_79 (64-bit)
12   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod:  [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Magellan Protectorate(modified)]
13   [main] INFO  com.fs.starfarer.settings.StarfarerSettings  - Loading settings
13   [main] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (data/config/settings.json)]
53   [main] ERROR com.fs.starfarer.StarfarerLauncher  - java.lang.UnsatisfiedLinkError: no lwjgl64 in java.library.path
java.lang.UnsatisfiedLinkError: no lwjgl64 in java.library.path
   at java.lang.ClassLoader.loadLibrary(Unknown Source)
   at java.lang.Runtime.loadLibrary0(Unknown Source)
   at java.lang.System.loadLibrary(Unknown Source)
   at org.lwjgl.Sys$1.run(Sys.java:72)
   at java.security.AccessController.doPrivileged(Native Method)
   at org.lwjgl.Sys.doLoadLibrary(Sys.java:66)
   at org.lwjgl.Sys.loadLibrary(Sys.java:87)
   at org.lwjgl.Sys.<clinit>(Sys.java:117)
   at org.lwjgl.opengl.Display.<clinit>(Display.java:135)
   at com.fs.graphics.DisplayManager.Ò00000(Unknown Source)
   at com.fs.starfarer.launcher.opengl.GLLauncher.detectResolutions(Unknown Source)
   at com.fs.starfarer.launcher.opengl.GLLauncher.<init>(Unknown Source)
   at com.fs.starfarer.launcher.opengl.GLLauncher.createUI(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.<init>(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.<init>(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.main(Unknown Source)
Exception in thread "main" java.lang.NoClassDefFoundError: Could not initialize class org.lwjgl.Sys
   at com.fs.starfarer.StarfarerLauncher.<init>(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.<init>(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.main(Unknown Source)
Press any key to continue . . .
[close]

Sorry, I was only looking at the first error. The second error does seem like it could be caused by putting Starsector in your program files. Try moving Starsector out of program files and/or running IntelliJ as an admin. If that fails, could you post screenshots of your run configuration?
I tried moving Starsector to my desktop and running the debug, then again as admin, to no avail. Though the error log did look slightly different. Also by run configuration I assume you mean the config I have on IDEA for running the bat file? I'm still very new to all this. Regardless, I will post a screenshot of that. If anything else is needed, let me know. It helps to be specific.

12
It's all good. I'll just try to mess around with it and hopefully figure something out. Or maybe somebody has a solution. Either way, thanks for the reply!

The error code in your original post is an “access denied” error, meaning you don’t have sufficient permissions. When this mind of error pops up on a Windows machine, I can think of two possible causes/solutions:

- Try running the bat file as an administrator (right click, run as administrator or ctrl+shift+enter in the start menu bar).

- Where is your Starsector installation located? If it’s in Program Files or Program Files (x86), try moving it out to, say, Documents. Windows really doesn’t like its users modifying the program files for some reason.

Edit: upon further inspection, this seems like a java issue and not a Starsector issue, so the second suggestion is unlikely to work. If running as administrator fails you may need to go into regedit and create java preferences key yourself.
When I just run the bat file as admin, it just brings up the command prompt like bat files do, and it closes out after anything is pressed. I ran IDEA as admin and went to debug it again, and it did clear up the first error, which is awesome. However, the second error still shows up.

Edit: I realize it would likely be more helpful to post the entire output I got when running the debugger on IDEA as it does say Error in there even though it was not highlighted in red...
Spoiler
cmd.exe /c "C:/Program Files (x86)/Fractal Softworks/Starsector/starsector-core/debug-starsector.bat"

C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core>..\jre\bin\java.exe -agentlib:jdwp=transport=dt_socket,server=y,suspend=y,address=5005 -Xms1536m -Xmx1536m -Xss2048k -Dcom.fs.starfarer.settings.paths.logs=. -Dcom.fs.starfarer.settings.paths.saves=../saves -Dcom.fs.starfarer.settings.paths.screenshots=../screenshots -Dcom.fs.starfarer.settings.paths.mods=../mods -classpath janino.jar;commons-compiler.jar;commons-compiler-jdk.jar;starfarer.res.jar;starfarer.api.jar;starfarer_obf.jar;jogg-0.0.7.jar;jorbis-0.0.15.jar;json.jar;lwjgl.jar;lwjgl_util_applet.jar;jinput.jar;lwjgl_test.jar;log4j-1.2.9.jar;lwjgl_util.jar;fs.sound_obf.jar;fs.common_obf.jar;xstream-1.4.10.jar com.fs.starfarer.StarfarerLauncher
Listening for transport dt_socket at address: 5005
0    [main] INFO  com.fs.starfarer.StarfarerLauncher  - Starting Starsector 0.95.1a-RC6 launcher
1    [main] INFO  com.fs.starfarer.StarfarerLauncher  - Running in C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core
1    [main] INFO  com.fs.starfarer.StarfarerLauncher  - OS: Windows 8.1 6.3
1    [main] INFO  com.fs.starfarer.StarfarerLauncher  - Java version: 1.7.0_79 (64-bit)
12   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod:  [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Magellan Protectorate(modified)]
13   [main] INFO  com.fs.starfarer.settings.StarfarerSettings  - Loading settings
13   [main] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (data/config/settings.json)]
53   [main] ERROR com.fs.starfarer.StarfarerLauncher  - java.lang.UnsatisfiedLinkError: no lwjgl64 in java.library.path
java.lang.UnsatisfiedLinkError: no lwjgl64 in java.library.path
   at java.lang.ClassLoader.loadLibrary(Unknown Source)
   at java.lang.Runtime.loadLibrary0(Unknown Source)
   at java.lang.System.loadLibrary(Unknown Source)
   at org.lwjgl.Sys$1.run(Sys.java:72)
   at java.security.AccessController.doPrivileged(Native Method)
   at org.lwjgl.Sys.doLoadLibrary(Sys.java:66)
   at org.lwjgl.Sys.loadLibrary(Sys.java:87)
   at org.lwjgl.Sys.<clinit>(Sys.java:117)
   at org.lwjgl.opengl.Display.<clinit>(Display.java:135)
   at com.fs.graphics.DisplayManager.Ò00000(Unknown Source)
   at com.fs.starfarer.launcher.opengl.GLLauncher.detectResolutions(Unknown Source)
   at com.fs.starfarer.launcher.opengl.GLLauncher.<init>(Unknown Source)
   at com.fs.starfarer.launcher.opengl.GLLauncher.createUI(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.<init>(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.<init>(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.main(Unknown Source)
Exception in thread "main" java.lang.NoClassDefFoundError: Could not initialize class org.lwjgl.Sys
   at com.fs.starfarer.StarfarerLauncher.<init>(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.<init>(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.main(Unknown Source)
Press any key to continue . . .
[close]

13
I am very new to modding and wanted to get into the coding part of it, but I have come across an issue. When following the guide found here:
...
Did I do something wrong? I don't really know a whole lot of coding, just slowly learning it, so I'm not familiar with too many errors. I apologize if I'm just being a newbie... Help would be appreciated.

Hi! I actually have no idea about this, sorry - I don't use IDEA, and this error message doesn't ring any bells for me. This isn't very helpful, but, didn't want you to think I was responding to others and just ignoring you :)
It's all good. I'll just try to mess around with it and hopefully figure something out. Or maybe somebody has a solution. Either way, thanks for the reply!

14
I am very new to modding and wanted to get into the coding part of it, but I have come across an issue. When following the guide found here: https://starsector.fandom.com/wiki/IntelliJ_IDEA_Setup, I got to the debugging section, modified the bat file, and then tried to run it. It looks like it tried to run, but encountered errors. Did I do something wrong? I don't really know a whole lot of coding, just slowly learning it, so I'm not familiar with too many errors. I apologize if I'm just being a newbie... Help would be appreciated.

Putting errors here to not make the post needlessly long.
Error 1:
Feb 04, 2022 10:53:57 AM java.util.prefs.WindowsPreferences <init>
WARNING: Could not open/create prefs root node Software\JavaSoft\Prefs at root 0x80000002. Windows RegCreateKeyEx(...) returned error code 5.

Error 2:
Exception in thread "main" java.lang.NoClassDefFoundError: Could not initialize class org.lwjgl.Sys
   at com.fs.starfarer.StarfarerLauncher.<init>(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.<init>(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.main(Unknown Source)
[close]

15
Mods / Re: [0.95a] Blue - Extratential Lanestate Union (0.7.5b) Mod
« on: January 21, 2022, 10:25:07 PM »
Is it still possible to get the Lanestate Shipyard (or whatever it was called)? Or the unique looking orbital stations? I seem to recall seeing the blueprints in the market at some point, though maybe that was for something else.
If I'm not mistaken, you have to have a certain amount of reputation with the faction in order to have the ability to build either thing.

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