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Author Topic: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*  (Read 1641242 times)

miro

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Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
« Reply #3630 on: April 28, 2014, 09:09:21 PM »

Sorry if the answer is obvious, but which program should I be using to edit the VMparams file? I tried using notepad, but after finishing the edit, Starsector fails to load.
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Hey brah.

Tschudy

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Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
« Reply #3631 on: April 28, 2014, 09:42:42 PM »

Sorry if the answer is obvious, but which program should I be using to edit the VMparams file? I tried using notepad, but after finishing the edit, Starsector fails to load.
i had the same problem when i tried.  The cause for me was the fact that when i saved, I had to save it via "save as" which changed it into the wrong file type.  move the file out of the folder, change it via notepad using "save" and not "save as" then move the file back into the starsector folder
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dmaiski

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Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
« Reply #3632 on: April 29, 2014, 02:12:52 AM »

Quote
UsS 0.6.2a, also used the jar from page 239. The fleet had fighters but not at 0% CR.
i observed similar when you bought new fighter wings, its just because the data did not update what its showing you
its fixed if you move the wing to a new position in your fleet
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BISO
(WIP) lots of shiny new weapons ( :-[ i have more weapons then sprites :-[ )

i got a cat pad
its like a mouse pad but better!

Aklyon

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Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
« Reply #3633 on: April 29, 2014, 10:06:51 AM »

Sorry if the answer is obvious, but which program should I be using to edit the VMparams file? I tried using notepad, but after finishing the edit, Starsector fails to load.
Notepad++ works great, is free.
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Tschudy

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Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
« Reply #3634 on: April 30, 2014, 01:28:05 AM »

Small suggestion for the next update: an "Are you sure you want to leave this faction?" prompt.  Just lost a couple hours of playtime :(
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Uomoz

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Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
« Reply #3635 on: April 30, 2014, 04:16:59 AM »

Small suggestion for the next update: an "Are you sure you want to leave this faction?" prompt.  Just lost a couple hours of playtime :(

It's already in the dev :)
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miro

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Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
« Reply #3636 on: April 30, 2014, 06:17:39 AM »

Thanks Tschudy, has anyone ever told you how awesome you are?
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Hey brah.

Nanao-kun

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Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
« Reply #3637 on: April 30, 2014, 05:27:29 PM »

I just realized I haven' actually played any of the newest dev builds yet. Where exactly are they?
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pyg

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Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
« Reply #3638 on: May 01, 2014, 10:10:33 AM »

Again, great mod and nice to see active development.  I appreciate the increased rarity in blueprints and modifying ship behavior.  The bounty system also looks like it could get interesting.

In 1.3-RC6 and the 4/20 .jar I get a reproducible NullPointerException at the end of a victorious combat just as/after it fades to black.
Spoiler
1200142 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
        at data.scripts.uss.UsSFleetEncounterContext.applyExtendedCRLossIfNeeded(UsSFleetEncounterContext.java:1482)
        at data.scripts.uss.UsSFleetEncounterContext.applyCREffect(UsSFleetEncounterContext.java:1415)
        at data.scripts.uss.UsSFleetEncounterContext.applyShipLosses(UsSFleetEncounterContext.java:1386)
        at data.scripts.uss.UsSFleetEncounterContext.applyResultToFleets(UsSFleetEncounterContext.java:1302)
        at data.scripts.uss.UsSFleetEncounterContext.processEngagementResults(UsSFleetEncounterContext.java:98)
        at data.scripts.uss.UsSFleetInteractionDialogPluginImpl.backFromEngagement(UsSFleetInteractionDialogPluginImpl.java:123)
        at com.fs.starfarer.campaign.super.ÕÕÒ000(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 OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
        at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
        at java.lang.Thread.run(Thread.java:744)
Exception in thread "Thread-9" java.lang.UnsatisfiedLinkError: org.lwjgl.openal.AL10.nalBufferData(IIJII)V
        at org.lwjgl.openal.AL10.nalBufferData(Native Method)
        at org.lwjgl.openal.AL10.alBufferData(AL10.java:1099)
        at sound.K.o00000(Unknown Source)
        at sound.K.Ø00000(Unknown Source)
        at sound.public.Ô00000(Unknown Source)
        at sound.H$1.run(Unknown Source)
        at java.lang.Thread.run(Thread.java:744)
[close]

Edit: I see this is the same as HELMUT reported on the page before this one.  I have not joined the Voidwalkers yet but everyone I attack now crashes like this.  I have mostly fighters, all at max CR entering battle.  

Also factory created ships (fighters anyway) do not properly display CR or Hull and are unsaleable (although you can drop them in storage).   I can supply a save file and/or screenshot if you need additional information.  I second or third the idea of having development versions more available.  Pointing to them in the first post would be nice.

Edit2: Again, if I'd just read a little more carefully I see that dmaiski reports on this page, that moving them in fleet will cause them to display properly.

Edit3: OK, I think they are related.  I recently acquired some Lashers that in fleet display when I mouse over the ? it displays CR and Hull as 100% but looks like zero (text is absent/garbled) in the overview.  As soon as moved them (just up and down) the CR and Hull are displayed properly.  Until I moved them CR stays at 100%, after it decreases to max.  Didn't factory ships used to come mothballed or some other low CR?  Anyway it doesn't crash now.
« Last Edit: May 02, 2014, 09:25:17 AM by pyg »
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Uomoz

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Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
« Reply #3639 on: May 02, 2014, 01:53:12 PM »

Again, great mod and nice to see active development.  I appreciate the increased rarity in blueprints and modifying ship behavior.  The bounty system also looks like it could get interesting.

In 1.3-RC6 and the 4/20 .jar I get a reproducible NullPointerException at the end of a victorious combat just as/after it fades to black.
Spoiler
1200142 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
        at data.scripts.uss.UsSFleetEncounterContext.applyExtendedCRLossIfNeeded(UsSFleetEncounterContext.java:1482)
        at data.scripts.uss.UsSFleetEncounterContext.applyCREffect(UsSFleetEncounterContext.java:1415)
        at data.scripts.uss.UsSFleetEncounterContext.applyShipLosses(UsSFleetEncounterContext.java:1386)
        at data.scripts.uss.UsSFleetEncounterContext.applyResultToFleets(UsSFleetEncounterContext.java:1302)
        at data.scripts.uss.UsSFleetEncounterContext.processEngagementResults(UsSFleetEncounterContext.java:98)
        at data.scripts.uss.UsSFleetInteractionDialogPluginImpl.backFromEngagement(UsSFleetInteractionDialogPluginImpl.java:123)
        at com.fs.starfarer.campaign.super.ÕÕÒ000(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 OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
        at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
        at java.lang.Thread.run(Thread.java:744)
Exception in thread "Thread-9" java.lang.UnsatisfiedLinkError: org.lwjgl.openal.AL10.nalBufferData(IIJII)V
        at org.lwjgl.openal.AL10.nalBufferData(Native Method)
        at org.lwjgl.openal.AL10.alBufferData(AL10.java:1099)
        at sound.K.o00000(Unknown Source)
        at sound.K.Ø00000(Unknown Source)
        at sound.public.Ô00000(Unknown Source)
        at sound.H$1.run(Unknown Source)
        at java.lang.Thread.run(Thread.java:744)
[close]

Edit: I see this is the same as HELMUT reported on the page before this one.  I have not joined the Voidwalkers yet but everyone I attack now crashes like this.  I have mostly fighters, all at max CR entering battle. 

Also factory created ships (fighters anyway) do not properly display CR or Hull and are unsaleable (although you can drop them in storage).   I can supply a save file and/or screenshot if you need additional information.  I second or third the idea of having development versions more available.  Pointing to them in the first post would be nice.

Edit2: Again, if I'd just read a little more carefully I see that dmaiski reports on this page, that moving them in fleet will cause them to display properly.

Edit3: OK, I think they are related.  I recently acquired some Lashers that in fleet display when I mouse over the ? it displays CR and Hull as 100% but looks like zero (text is absent/garbled) in the overview.  As soon as moved them (just up and down) the CR and Hull are displayed properly.  Until I moved them CR stays at 100%, after it decreases to max.  Didn't factory ships used to come mothballed or some other low CR?  Anyway it doesn't crash now.

Thanks for the bug analysis, this only happens on ships produced from a faction station right? The ones that you pick up from the "Retrieve ships" pop-up?

Also, some updated stuff:

Spoiler
[close]
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pyg

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Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
« Reply #3640 on: May 02, 2014, 01:57:20 PM »

Thanks for the bug analysis, this only happens on ships produced from a faction station right? The ones that you pick up from the "Retrieve ships" pop-up?

Yes, exactly.
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Uomoz

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Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
« Reply #3641 on: May 02, 2014, 01:58:31 PM »

Thanks for the bug analysis, this only happens on ships produced from a faction station right? The ones that you pick up from the "Retrieve ships" pop-up?

Yes, exactly.

And in your version, that might as well be the official one, they come out of the factory not mothballed?
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pyg

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Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
« Reply #3642 on: May 02, 2014, 06:47:43 PM »

Thanks for the bug analysis, this only happens on ships produced from a faction station right? The ones that you pick up from the "Retrieve ships" pop-up?

Yes, exactly.

And in your version, that might as well be the official one, they come out of the factory not mothballed?

All I can say for sure is frigates came out at 100% CR! and didn't drop to normal until moved in fleet view.  I will look at fighters in the near future (I vaguely recall fighter CR was in line with their piloting, upper 70%) and I didn't get a crash until frigates.
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LethalOne

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Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
« Reply #3643 on: May 03, 2014, 02:18:06 PM »

      I've noticed that if you drop a lot of stuff in the Void walker station some items go missing. For example, before activating the station I stocked up on every large and medium weapon system that I could find and various other small arms that i got from engagements, in total i had like 7000+ cargo of weapons supplies and fuel. Dumped it all at the station and then went hunting, when I came back most of my large and some of my medium weapons we're gone, I had like stacks of 20x of large weapons and everything from energy to missile we're gone, all I had left were some Hephaestus assault guns and those we're only 4 left.
     My minion fleets consisted only of Frigates with medium weapons slots, the basic frigates that you get access to when you first activate the station + 1 missile frigate that I gave them access to for long range support.
Now if they had used the medium weapons i had in store to build their ships I'd say fine, they used them up in fleet building, but where did my large guns go?
Only my fleet uses large guns cause I run with 2 cap ships.
    Is there a limit to how much stuff you can stock in the station after which point stuff goes missing? I know that the first time I unloaded my stuff I didn't have enough slots to stash everything the first time and had to close and reopen the station storage screen.
Anyone else having this problem?

Yes, I have the same problem, just registered so I could report it when I saw your post. I bought a stockpile of all weapons I am often using (like heavy blasters, single harpoons + SABOTs etc.) before activating the station. Now I finally got the hyperion and onslaught blueprints and they're all gone, not a single full stack of weapons remains.

I think I read about a change recently that a station regularly drops some equipment so new items can appear in the NPC stations. Maybe that is to blame.
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Uomoz

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Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
« Reply #3644 on: May 05, 2014, 05:25:44 PM »

     I've noticed that if you drop a lot of stuff in the Void walker station some items go missing. For example, before activating the station I stocked up on every large and medium weapon system that I could find and various other small arms that i got from engagements, in total i had like 7000+ cargo of weapons supplies and fuel. Dumped it all at the station and then went hunting, when I came back most of my large and some of my medium weapons we're gone, I had like stacks of 20x of large weapons and everything from energy to missile we're gone, all I had left were some Hephaestus assault guns and those we're only 4 left.
     My minion fleets consisted only of Frigates with medium weapons slots, the basic frigates that you get access to when you first activate the station + 1 missile frigate that I gave them access to for long range support.
Now if they had used the medium weapons i had in store to build their ships I'd say fine, they used them up in fleet building, but where did my large guns go?
Only my fleet uses large guns cause I run with 2 cap ships.
    Is there a limit to how much stuff you can stock in the station after which point stuff goes missing? I know that the first time I unloaded my stuff I didn't have enough slots to stash everything the first time and had to close and reopen the station storage screen.
Anyone else having this problem?

Yes, I have the same problem, just registered so I could report it when I saw your post. I bought a stockpile of all weapons I am often using (like heavy blasters, single harpoons + SABOTs etc.) before activating the station. Now I finally got the hyperion and onslaught blueprints and they're all gone, not a single full stack of weapons remains.

I think I read about a change recently that a station regularly drops some equipment so new items can appear in the NPC stations. Maybe that is to blame.

Ok, after some research: there's a vanilla brick wall of 100 cargo units max in every station, at which point any new stack will override an old one. Kind of sucks and can't do much about it (I think).



Small quality of life update :D.
« Last Edit: May 05, 2014, 06:12:57 PM by Uomoz »
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