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Starsector 0.95a is out! (03/26/21); Blog post: Skill Changes, Part 2 (07/15/21)

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Author Topic: [0.95a] MagicLib v0.34rc2 (2021/04/29)  (Read 230722 times)

Drew Dubious

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Re: [0.9.1] MagicLib v0.30 (2021/02/11)
« Reply #75 on: March 09, 2021, 07:57:58 AM »

Hello, I recently started trying out mods and I run into this message when I load up a game.

There is 1 mod that failed its update check

-Magiclib (v0.3.0rc4, failed to load master version file from URL"https://bitbucket.org/CodingTartifette/mag-iclib/downloads/magiclib.version")

Failed to retrieve latest Starsector version (SLLHandshakeException): -Current: Starsector 0.9.1a-RCB


Im hoping someone here can help me out or point me in the right direction. Thanks in advance!

You can ignore that. It's simply saying that it was unable to automatically check to see if there was an update.
Assuming you downloaded the latest version, you're on the latest version and can ignore that message.

Great, thanks for the response.
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mora

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Re: [0.9.1] MagicLib v0.30 (2021/02/11)
« Reply #76 on: March 12, 2021, 10:43:23 PM »

Apparently the current version of MagicLib affects some mod weapons which it shouldn't and makes projectiles curve depending on which direction the ship is moving in. The weapons I found to be affected are the Edict Stormblaster from Arsenal Expansion and the Plasma Flamer from SWP.

All the ships in the picture are strafing to the right.
 The left hammerhead is with MagicLib on and the middle is without. The right is the Edict Stormblaster with MagicLib on, and I cannot get a screenshot without because Arsenal Expansion requires MagicLib. Both weapons are severely impacted and the Edict is pretty much useless because the AI doesn't expect any of that curving.
Ship/Weapon pack doesn't require MagicLib so I am assuming it doesn't use any features, yet is affected.
Arsenal Expansion was last updated on 2020/01/05 while MagicLib 0.30 was updated on 2021/02/11 so it shouldn't be using some feature that wasn't released yet at the time.
Reverting to 0.29 fixes both problems.
So I am pretty sure this is a bug regarding the new jitter feature added, unless it is some kind of intentional sabotage which sadly tends to happen in modding from time to time.
« Last Edit: March 12, 2021, 10:52:07 PM by mora »
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Tartiflette

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Re: [0.9.1] MagicLib v0.30 (2021/02/11)
« Reply #77 on: March 13, 2021, 12:10:30 AM »


Fixed another small mistake related to trails that make projectiles inherit the firing ship's velocity with each new segment.

Download available here

unless it is some kind of intentional sabotage which sadly tends to happen in modding from time to time.
Really? That's where your mind goes when finding a bug???
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mora

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Re: [0.9.1] MagicLib v0.30 (2021/02/11)
« Reply #78 on: March 13, 2021, 01:35:57 AM »

unless it is some kind of intentional sabotage which sadly tends to happen in modding from time to time.
Really? That's where your mind goes when finding a bug???
Sorry I didn't mean to be too serious nor I was trying to make you uncomfortable in any way.
It's just that the "lets you play the game but screws it up in subtle ways" behavior really reminded me of those kind of things.
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ddbb07

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Re: [0.9.1] MagicLib v0.30 (2021/02/11)
« Reply #79 on: March 13, 2021, 08:09:23 AM »

Your forgot to change the version number in the version file
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Tartiflette

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Re: [0.9.1] MagicLib v0.32rc2 (2021/03/27)
« Reply #80 on: March 27, 2021, 07:06:15 AM »


Here is a first update for Starsector 0.95a, hopefully it won't require any hotfixes but at least other mods can keep work on their own updates. MagicUI is probably completely broken due to the UI scaling, but I cannot test it until I update a few other mods.

To modders:

A LOT of methods that received incrementally more complex declarations as more features were added over the part two years have been deprecated. Most methods in MagicRender and MagicTrailPlugin now only have two (three with the OpenGL blending options) declarations possible.

I strongly advise to activate the compilation warnings in your IDE to know which ones you are using and fix those issues before I remove them entirely.

Notable ones:
MagicAutoTrail: the default magicTrail file is now data/config/modFiles/magicTrail_data.csv, if you want to keep the file elsewhere, you can register the path in modSettings.json
MagicRender: all methods now have flicker and jitter controls (add 0,0,0,0,0 where needed)
MagicTrailAdvanced: added Combat layers and proj speed mult
MagicAnim: has a whole new set of methods with more explicit names and improved performances


Please take the time to read and maybe contribute to these wiki and threads about MagicSettings and mod incompatibilities
https://starsector.fandom.com/wiki/Category:Modding
http://fractalsoftworks.com/forum/index.php?topic=19790

The documentation on the Wiki page is mostly up to date if you need it:
https://starsector.fandom.com/wiki/MagicLib#MagicSettings



« Last Edit: March 27, 2021, 10:02:56 AM by Tartiflette »
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starbow

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Re: [0.95a] MagicLib v0.32rc2 (2021/03/27)
« Reply #81 on: April 01, 2021, 02:01:09 PM »

Having an issue with MagicUI.drawInterfaceStatusBar, the bar appears offset from the rest of the bars:



Went into missions and loaded up the Balisong from seeker and it looks fine there. It is always offset the same no matter how many weapons and weapon groups there are.

I guess I should add I am on 95RC12 and have UI scale set to 100% with antialiasing disabled, resolution 2560*1440 and downloaded the latest magiclib to make sure that was not the issue either.
« Last Edit: April 01, 2021, 02:26:49 PM by starbow »
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starbow

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Re: [0.95a] MagicLib v0.32rc2 (2021/03/27)
« Reply #82 on: April 01, 2021, 04:02:00 PM »

Ok actually figured it out. Two of the weapons have different IDs but the same name. The panel was collapsing them together based on their name, but it looks like the Magic bar just cares about unique IDs.
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Tartiflette

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Re: [0.95a] MagicLib v0.32rc2 (2021/03/27)
« Reply #83 on: April 01, 2021, 10:27:47 PM »

As mentioned in might post right above, MagicUI will have issues, and not just this one because UI scaling is messing with it too.
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Joyvankek

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Re: [0.95a] MagicLib v0.32rc2 (2021/03/27)
« Reply #84 on: April 02, 2021, 05:16:56 AM »

The latest version cause error and a crash for me.


Does anyone know how to fix that?
I also disabled other mods to make sure nothing else is possibly causing this error.
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Tartiflette

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Re: [0.95a] MagicLib v0.32rc2 (2021/03/27)
« Reply #85 on: April 02, 2021, 07:19:35 AM »

You are using MagicLib for the 0.95a version of the game on an outdated 0.9.1a installation.
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Joyvankek

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Re: [0.95a] MagicLib v0.32rc2 (2021/03/27)
« Reply #86 on: April 04, 2021, 03:08:21 AM »

Yup, found out there was actually an game update shortly after posting it. Anyway, ty for reply and hi to you and rest of the Starsector community!
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Tartiflette

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Re: [0.95a] MagicLib v0.33rc1 (2021/04/05)
« Reply #87 on: April 05, 2021, 12:13:01 PM »



Fixing up a few mistakes made during the rushed update for Starsector 0.95a.
     
    MagicUI should resize properly with UI scaling,     
    Fixed some mistakes with MagicCampaign fleet officers creation     
    Added support for 0.95a skills to MagicCampaign officers and fleets creation tools.

Please note that this will fix the crash when looting Seeker's bosses but only for new games, not existing ones.

« Last Edit: April 06, 2021, 06:49:09 AM by Tartiflette »
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frozentoes

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Re: [0.95a] MagicLib v0.33rc1 (2021/04/05)
« Reply #88 on: April 05, 2021, 01:07:09 PM »

The download links still appear to point to 0.32 RC2, from March 27th.

Edit: By digging around Tartiflette's Patreon, I was able to find the new post with the new version of MagicLib.
« Last Edit: April 05, 2021, 06:03:25 PM by frozentoes »
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Tartiflette

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Re: [0.95a] MagicLib v0.34rc2 (2021/04/29)
« Reply #89 on: April 29, 2021, 12:35:13 PM »



Big thanks to Originem that went through all of the MagicTrails code and thoroughly bugfixed and optimized it. Here is the changelog:
     
Quote
MagicRender: Singleframe render is now maintained while the game is paused
Magic UI: Should be displayed sharp at 100% UI scaling
MagicTrail:
   - Now properly supports texture scrolling whether the source is moving or not.
   - Now supports one-time random texture offsets.
   - Now supports per-segment texture offsets.
   - MagicTrail.csv updated with a random trail offset boolean.
   - Big thanks to Originem for fixing the scrolling issue as well as doing a massive optimization work, and making these new features possible.
MagicLensFlare: createSmoothFlare() temporarily deprecated due to changes in 0.95 breaking them.

Added some test plugin to add depth to combat nebulae. Disabled by default due to its jankyness, but can be enabled in the settings if you so desire.


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