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Starsector 0.98a is out! (03/27/25)

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Author Topic: [0.98a] AdvancedGunneryControl 1.19.1 - Updated for 0.98a  (Read 269411 times)

DesperatePeter

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Re: [0.96a] AdvancedGunneryControl 1.10.2 - Automatic tags
« Reply #225 on: May 14, 2023, 07:06:56 AM »

1.10.2 is out!
Changes: improved accuracy for AvoidArmor calculations; allow hotloading tags in simple mode (i.e. if you are in simple mode and there are tags applied that are not usually available in simple mode, those will still get displayed).
Also check out the new video "Advanced Gunnery Control in 60s", accessible from the first post on page 1!

DesperatePeter

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1.11.0 is out!

It adds several prioritization tags, but the main feature is the Merge-tag. When you assign this tag to a weapon group, on a player-controlled ship, pressing the [K] key will merge all groups with this tag into the current group to allow you to temporarily manually control multiple weapon groups at once.

This was actually one of the initially planned features of this mod, but only with the release of RC10 was it finally possible to implement this idea properly.

Note that this update requires RC10, since RC10 fixed a bug for a feature that the Merge-tag requires. Though the bug was kind of hilarious :P

Bug demo video
video
[close]

robocat651

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The game often freeze after a few moments when the advancedgunnerycontrol menu is brought up during combat. On rare occasions it will unfreeze itself but most of the time there's no choice but to force quit the game. I used to have realistic combat mod and it unfreezes more often but it has problems too so I disabled it, and now this mod freezes the game almost all the time.
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DesperatePeter

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The game often freeze after a few moments when the advancedgunnerycontrol menu is brought up during combat. On rare occasions it will unfreeze itself but most of the time there's no choice but to force quit the game. I used to have realistic combat mod and it unfreezes more often but it has problems too so I disabled it, and now this mod freezes the game almost all the time.

Hi!
I did some profiling and for me at least memory usage seems to be "stable" around 300-350MB (afaik that's considered stable in Java :P It occasionally goes up a little, but comes back down again). I found one part in the code that might potentially leak a little bit of memory and fixed that in version 1.11.1. Could you try if that solves the issue?

Other than that, could you maybe provide some additional details on your system/setup?
Such as e.g.:
What Operating System are you running?
What other mods are you running?
Are you on JRE 7 (default) or 8?
How much memory did you allocate in your vmparams? (Note that, generally speaking, to play with mods you will need to increase the amount of memory)
What does your system resource usage look like when this happens?

Thanks in advance!

PS: Feel free to DM me on the unofficial Starsector Discord (@Jannes) for lower latency communication
« Last Edit: May 28, 2023, 06:53:23 AM by DesperatePeter »
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robocat651

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The game often freeze after a few moments when the advancedgunnerycontrol menu is brought up during combat. On rare occasions it will unfreeze itself but most of the time there's no choice but to force quit the game. I used to have realistic combat mod and it unfreezes more often but it has problems too so I disabled it, and now this mod freezes the game almost all the time.

Hi!
I did some profiling and for me at least memory usage seems to be "stable" around 300-350MB (afaik that's considered stable in Java :P It occasionally goes up a little, but comes back down again). I found one part in the code that might potentially leak a little bit of memory and fixed that in version 1.11.1. Could you try if that solves the issue?

Other than that, could you maybe provide some additional details on your system/setup?
Such as e.g.:
What Operating System are you running?
What other mods are you running?
Are you on JRE 7 (default) or 8?
How much memory did you allocate in your vmparams? (Note that, generally speaking, to play with mods you will need to increase the amount of memory)
What does your system resource usage look like when this happens?

Thanks in advance!

PS: Feel free to DM me on the unofficial Starsector Discord (@Jannes) for lower latency communication


I made a new game with only the mods:
AGC 1.11.1
Lazylib 2.8
Lunalib 1.7.5
Magiclib 1.1.1-rc02
Nexerelin 0.11.0
Whichmod 1.2.2
zz Graphicslib 1.7.0

on OSX 13.3.1 Intel i9 32gb
JRE 8
allocated 8gb to vmparams

Fan went nuts as i moved the cursor around the AGC menu during combat and eventually everything froze, had to force quit. But there's no problems when I try to configure the AGC in campaign mode, so I think it might have something to do with the realtime weapon location highlighting on the ship when the cursor goes around the AGC menu during combat.
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DesperatePeter

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The game often freeze after a few moments when the advancedgunnerycontrol menu is brought up during combat. On rare occasions it will unfreeze itself but most of the time there's no choice but to force quit the game. I used to have realistic combat mod and it unfreezes more often but it has problems too so I disabled it, and now this mod freezes the game almost all the time.

Hi!
I did some profiling and for me at least memory usage seems to be "stable" around 300-350MB (afaik that's considered stable in Java :P It occasionally goes up a little, but comes back down again). I found one part in the code that might potentially leak a little bit of memory and fixed that in version 1.11.1. Could you try if that solves the issue?

Other than that, could you maybe provide some additional details on your system/setup?
Such as e.g.:
What Operating System are you running?
What other mods are you running?
Are you on JRE 7 (default) or 8?
How much memory did you allocate in your vmparams? (Note that, generally speaking, to play with mods you will need to increase the amount of memory)
What does your system resource usage look like when this happens?

Thanks in advance!

PS: Feel free to DM me on the unofficial Starsector Discord (@Jannes) for lower latency communication


I made a new game with only the mods:
AGC 1.11.1
Lazylib 2.8
Lunalib 1.7.5
Magiclib 1.1.1-rc02
Nexerelin 0.11.0
Whichmod 1.2.2
zz Graphicslib 1.7.0

on OSX 13.3.1 Intel i9 32gb
JRE 8
allocated 8gb to vmparams

Fan went nuts as i moved the cursor around the AGC menu during combat and eventually everything froze, had to force quit. But there's no problems when I try to configure the AGC in campaign mode, so I think it might have something to do with the realtime weapon location highlighting on the ship when the cursor goes around the AGC menu during combat.

Hi robocat,

thanks for the update, that was very helpful! Unfortunately, I still have no idea what's causing this and can't reproduce it on Windows or Linux and don't have access to a computer running MacOS.
You can try to disable weapon-highlighting in the settings.editme (search for enableWeaponHighlighting) and see if that fixes it. Though to be perfectly honest, I'm afraid that won't fix it, since several things happen when hovering over a button. But it's definitely worth a try and would be extremely convenient if that turned out to be the problem =)

But your info definitely narrows things down, so now I know to look specifically for things that trigger when hovering over a button. Especially OpenGL-stuff, since the main difference between the combat- and campaign-GUI is that in the combat GUI I manually render everything using OpenGL.

I asked for help in the Discord, maybe someone there has an idea.

I'll definitely keep looking into this and will keep you updated on any progress I make.

DesperatePeter

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I made a new game with only the mods:
AGC 1.11.1
Lazylib 2.8
Lunalib 1.7.5
Magiclib 1.1.1-rc02
Nexerelin 0.11.0
Whichmod 1.2.2
zz Graphicslib 1.7.0

on OSX 13.3.1 Intel i9 32gb
JRE 8
allocated 8gb to vmparams

Fan went nuts as i moved the cursor around the AGC menu during combat and eventually everything froze, had to force quit. But there's no problems when I try to configure the AGC in campaign mode, so I think it might have something to do with the realtime weapon location highlighting on the ship when the cursor goes around the AGC menu during combat.

I made a test-version where I added multiple new settings parameters, so you can disable all the different effects that happen on hover one-by-one. I set everything to false by default. enableButtonHoverEffects disables everything, whereas the other settings disable one thing at a time. I also added a setting for the button outlines but left that on true by default.
Could you try that version and play around a bit with the different settings to try to narrow down which one is causing the issue?

Testing Order
I'd recommend the following order for testing the settings:
  • Leave everything as is and see if that fixes the issue.
  • If not, try disabling the button outlines. If that still doesn't work, the issue must be something else and you can stop here.
  • Set enableButtonHoverEffects to true and leave everything else on false and see if it still works
  • Enable the other settings one-by-one until it stops working.
[close]

Also, what kind of GPU are you running? Since my suspicion is that this is caused by OpenGL-code, it might be related. Does your system have a dedicated GPU or an integrated GPU? In the latter case, that might potentially be what's causing the issues.

Please let me know if disabling hover effects fixes the issue! If so, I might just release a new version with these settings, write a FAQ-entry and call it a day. Hover-effects are nice, but not crashing is nicer =)

robocat651

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I made a new game with only the mods:
AGC 1.11.1
Lazylib 2.8
Lunalib 1.7.5
Magiclib 1.1.1-rc02
Nexerelin 0.11.0
Whichmod 1.2.2
zz Graphicslib 1.7.0

on OSX 13.3.1 Intel i9 32gb
JRE 8
allocated 8gb to vmparams

Fan went nuts as i moved the cursor around the AGC menu during combat and eventually everything froze, had to force quit. But there's no problems when I try to configure the AGC in campaign mode, so I think it might have something to do with the realtime weapon location highlighting on the ship when the cursor goes around the AGC menu during combat.

I made a test-version where I added multiple new settings parameters, so you can disable all the different effects that happen on hover one-by-one. I set everything to false by default. enableButtonHoverEffects disables everything, whereas the other settings disable one thing at a time. I also added a setting for the button outlines but left that on true by default.
Could you try that version and play around a bit with the different settings to try to narrow down which one is causing the issue?

Testing Order
I'd recommend the following order for testing the settings:
  • Leave everything as is and see if that fixes the issue.
  • If not, try disabling the button outlines. If that still doesn't work, the issue must be something else and you can stop here.
  • Set enableButtonHoverEffects to true and leave everything else on false and see if it still works
  • Enable the other settings one-by-one until it stops working.
[close]

Also, what kind of GPU are you running? Since my suspicion is that this is caused by OpenGL-code, it might be related. Does your system have a dedicated GPU or an integrated GPU? In the latter case, that might potentially be what's causing the issues.

Please let me know if disabling hover effects fixes the issue! If so, I might just release a new version with these settings, write a FAQ-entry and call it a day. Hover-effects are nice, but not crashing is nicer =)


Thank you! I'll download and test it asap and get back to you!
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robocat651

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I made a new game with only the mods:
AGC 1.11.1
Lazylib 2.8
Lunalib 1.7.5
Magiclib 1.1.1-rc02
Nexerelin 0.11.0
Whichmod 1.2.2
zz Graphicslib 1.7.0

on OSX 13.3.1 Intel i9 32gb
JRE 8
allocated 8gb to vmparams

Fan went nuts as i moved the cursor around the AGC menu during combat and eventually everything froze, had to force quit. But there's no problems when I try to configure the AGC in campaign mode, so I think it might have something to do with the realtime weapon location highlighting on the ship when the cursor goes around the AGC menu during combat.

I made a test-version where I added multiple new settings parameters, so you can disable all the different effects that happen on hover one-by-one. I set everything to false by default. enableButtonHoverEffects disables everything, whereas the other settings disable one thing at a time. I also added a setting for the button outlines but left that on true by default.
Could you try that version and play around a bit with the different settings to try to narrow down which one is causing the issue?

Testing Order
I'd recommend the following order for testing the settings:
  • Leave everything as is and see if that fixes the issue.
  • If not, try disabling the button outlines. If that still doesn't work, the issue must be something else and you can stop here.
  • Set enableButtonHoverEffects to true and leave everything else on false and see if it still works
  • Enable the other settings one-by-one until it stops working.
[close]

Also, what kind of GPU are you running? Since my suspicion is that this is caused by OpenGL-code, it might be related. Does your system have a dedicated GPU or an integrated GPU? In the latter case, that might potentially be what's causing the issues.

Please let me know if disabling hover effects fixes the issue! If so, I might just release a new version with these settings, write a FAQ-entry and call it a day. Hover-effects are nice, but not crashing is nicer =)


Thank you! I'll download and test it asap and get back to you!

Not working, even with everything disabled, it still freezes after some moving the cursor around and turning options on and off during combat. Everything's ok at campaign screen side. Guess I'd just use it without accessing it during combat. No biggie.

Thank you!
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DesperatePeter

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1.11.2 is out.

It's mainly a bugfix release:
fix: no longer requires JRE8, selecting a new tag in the combat GUI no longer deselects invisible tags.
add settings for controlling in-combat-gui hover effects.
Note: Added a new parameter to ButtonGroupAction::execute in combatGuiLib-part.

Genir

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Hi, I have a bug report.

Selecting "Switch to advanced mode" and immediately after that "Switch to simple mode" crashes the game with following message:



Versions:
Game: 0.96a-RC10
AGC: 1.11.2
LazyLib: 2.8
MagicLib: 1.0.0-dev01

[attachment deleted by admin]
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DesperatePeter

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Hi, I have a bug report.

Selecting "Switch to advanced mode" and immediately after that "Switch to simple mode" crashes the game with following message:



Versions:
Game: 0.96a-RC10
AGC: 1.11.2
LazyLib: 2.8
MagicLib: 1.0.0-dev01

Hi Genir, thanks for letting me know!
I wasn't able to reproduce the issue exactly like you described (maybe I don't have the necessary actions per second? xD), but I was able to produce a very similar issue if I was also scrolling at the same time.
This happened in the campaign-GUI, right?
I now simply reset the current tag list view back to default when switching between modes (in both the combat and campaign GUIs), so that should hopefully fix the issue =) I will include this fix in the next release!
Just to make sure: Did the log contain something about TagListView ~line 50? If so, the fix I implemented should solve it!

DesperatePeter

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1.12.0 is out!

Changes:

1.12.0: This update will reset ship modes!
fix: possible crash when switching between advanced and simple mode
Add BlockBeams tag (only relevant for very specific weapons, mainly a weapon from an upcoming mod release)
Add Charge ship mode
Internal refactoring of ship modes. The way they were previously stored was kind of stupid. The main
effect of this is that you can now customize which ship modes will be available in the settings.
Note that, by default, the ForceAF and DEFAULT ship modes got removed, you can re-add them in settings.editme if you want to use them.
For mod authors, it's now also possible to assign ship modes via custom ship data.
« Last Edit: June 13, 2023, 11:12:43 PM by DesperatePeter »
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TimeDiver

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1.12.0 is out!
v1.12.0 is missing the 'DEFAULT' and 'ForceAF' modes.

Also, having weapon groups use the ForceAF tag produces a persistent mild-but-noticeable UI flickering (the weapon groups, while in-combat).

Luckily, 'reset'-ing a ship's loadout and re-doing my settings (after reverting to v1.11.2) for each ship in my fleet fixes the UI flickering issue.
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DesperatePeter

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Hi TimeDiver,
thank you for the feedback!

v1.12.0 is missing the 'DEFAULT' and 'ForceAF' modes.

That change was actually intentional...
Guess I should have clarified that in the changelog. You can always get them back by adding them back in the settings.editme-file.
The issue was that the list of ship-modes was getting a little bit too long and those two modes seemed the least useful to me, since DEFAULT is just a shorthand for deselecting all other modes and the ForceAF-ship-mode can be replecated via the ForceAF-tag.

Also, having weapon groups use the ForceAF tag produces a persistent mild-but-noticeable UI flickering (the weapon groups, while in-combat).

Luckily, 'reset'-ing a ship's loadout and re-doing my settings (after reverting to v1.11.2) for each ship in my fleet fixes the UI flickering issue.
As far as I am aware, this flicker is produced by the Ship-AI trying to select the corresponding weapon-group but being unable to do so. I'd need to check in detail to be 100% sure, but I believe this doesn't happen with the ForceAF-ship-mode, since that mode explicitly tells the Ship-AI to select an empty weapon group.
But I'll definitely have a look to see if I can somehow get rid of the flickering produced by the ForceAF-tag.

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