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Author Topic: [0.96a] Experimental Hull Modifications 0.8.6a  (Read 67658 times)

lyravega

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Re: [0.96a] Experimental Hull Modifications 0.8.1
« Reply #90 on: June 18, 2023, 12:31:01 PM »

Hello
I've come to "ruin" Your day.
When I try to put Experimental hull modifications on Silverlight the game crashes but it happens only after I autofit it with with default variant.
Order of actions doesn't matter both ways end in the same way. If I need to clarify something please let me know.

Yeah, my UI stuff doesn't play nice with the autofit stuff unfortunately. I will check it out but even if I can find the culprit, I'm not sure if I can solve the issue. A similar crash may happen when you use adapters and whatnot and then try to switch the variant through the autofit, and the game doesn't know what to do with the extra slots on a saved variant either.

Anyway, thanks for the report. I'll see what can be done.
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rawkhawklives

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Re: [0.96a] Experimental Hull Modifications 0.8.1
« Reply #91 on: June 21, 2023, 02:42:04 PM »

All these new changes are excellent. I think I might finally mess with adapters and see how potent I can make one ship.
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MikroPik

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Re: [0.96a] Experimental Hull Modifications 0.8.1
« Reply #92 on: June 22, 2023, 09:59:07 AM »

I have returned, with bad news...
I think this one could already be reported but just to be safe I decided to post this. I was assigning weapon groups and when I shift-clicked on a assault chaingun that was in the first group so the other one would also be added and the game got confused. That chaingun I wanted to reasign is on a enlarged port the other two that are already in first group are on vanilla ports.
As per usual if there is something else I should mention let me know. I wish you good luck with this game defying miracle.

CorrectionAny attempt to reasign weapons to first group fail.

Spoiler
1520280 [Thread-3] INFO  EHM  - (Experimental Hull Modifications) - FT: Fleet Tracker initialized
1539485 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.coreui.refit.wgd2.WeaponGroupDialogV2$5.super(Unknown Source)
   at com.fs.starfarer.coreui.refit.wgd2.WeaponGroupDialogV2$5.compare(Unknown Source)
   at java.util.Arrays.mergeSort(Unknown Source)
   at java.util.Arrays.legacyMergeSort(Unknown Source)
   at java.util.Arrays.sort(Unknown Source)
   at java.util.Collections.sort(Unknown Source)
   at com.fs.starfarer.coreui.refit.wgd2.WeaponGroupDialogV2.groupChanged(Unknown Source)
   at com.fs.starfarer.coreui.refit.wgd2.ooOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.?00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.n.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.refit.wgd2.ooOO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.campaign.ui.ooOo.processInput(Unknown Source)
   at com.fs.starfarer.ui.m.o00000(Unknown Source)
   at com.fs.starfarer.ui.n.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.g.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.E.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.refit.wgd2.WeaponGroupDialogV2.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.L.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.classsuper.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
   at com.fs.starfarer.BaseGameState.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
« Last Edit: June 22, 2023, 10:03:42 AM by MikroPik »
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Damexius

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Re: [0.96a] Experimental Hull Modifications 0.8.1
« Reply #93 on: June 22, 2023, 11:56:44 AM »

My eyesssssssssssss
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lyravega

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Re: [0.96a] Experimental Hull Modifications 0.8.1
« Reply #94 on: June 22, 2023, 03:34:12 PM »

CorrectionAny attempt to reasign weapons to first group fail.

Hmm... I clean up weapon groups but I only remove those that shouldn't be there at all (like activators and converters). Which weapon do you mean by the chain gun? I tested a similar case on an Onslaught and I cannot reproduce this issue; added 2 weapons on vanilla slots, put them on first group then enlarged a slot and added a weapon there then moved it to the first group, did it in different order, etc... no idea why that happens. Do you mess around with autofit stuff beforehand? Edit: Messed around with autofit then tried assigning weapon groups, no issues. I'm not sure if I can solve it unless I can reproduce the issue.

By the way, if you can contact me on discord (it's lyravega - the same), it'd be better. If you want, you can even add all of your mods and your savefile, host it somewhere and send me the link - I'll take a look eventually. I have little to no time for proper additions these days, but I'll spare what time I have for any fixes - I need to be able to reproduce the issue first though =)

edit2: I think I'm onto something. I tested with another ship instead of Onslaught (Paragon), and experienced the very same crash. My test ship is Onslaught in most cases, but since it has a built-in weapon I think it was somehow making me avoid the issue. Will be investigating it!

edit3: Nah, I cannot reproduce it reliably. I tried all sorts of things but managed to crash a whooping two times, and I haven't a clue what I did. Do you have any reliable way to reproduce this issue?

edit4: MikroPik was kind enough to upload a save where I could test the issue. I'm not sure if it's my mod causing it or if it's an extremely rare vanilla issue, but such a crash won't occur in the future!
« Last Edit: June 23, 2023, 11:28:44 AM by lyravega »
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ChilledArachnid

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Re: [0.96a] Experimental Hull Modifications 0.8.1
« Reply #95 on: July 02, 2023, 05:14:24 PM »

Hello, this mod looks very cool, thank you for your hard work. I'm getting the following error when I try to launch the game. I think this is the correct mod with the problem, as deactivating it solves the problem. New to modding this game so excuse my ignorance, but any help appreciated!

12118697 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at experimentalHullModifications.abilities.ehm_ability.attachListener(ehm_ability.java:27)
   at lyravega.plugin.lyr_ehm.onGameLoad(lyr_ehm.java:39)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.public.dismiss(Unknown Source)
   at com.fs.starfarer.ui.newui.do.dismiss(Unknown Source)
   at com.fs.starfarer.ui.newui.classsuper.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
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Vaelophisnyx

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Re: [0.96a] Experimental Hull Modifications 0.8.1
« Reply #96 on: July 04, 2023, 12:33:16 AM »

so I tried to put 2 large quad adapters and 2 medium dual adapters on
Spoiler
Ziggy
[close]
and the game kinda...hung?

it was repeating the following error, the second one listed:

Code
9642701 [Thread-3] INFO  EHM  - (Experimental Hull Modifications) - ST-27cb8e: Installed 'ehm_ar_stepdownadapter'
9642724 [Thread-3] ERROR EHM  - (Experimental Hull Modifications) - Failure in 'commitChanges()', possible hull restoration

it made it about 1800 lines deep in this error spam before I force-closed the program

EDIT:

Second attempt just now also froze. Strange
« Last Edit: July 04, 2023, 11:00:21 AM by Vaelophisnyx »
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lyravega

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Re: [0.96a] Experimental Hull Modifications 0.8.1
« Reply #97 on: July 04, 2023, 12:27:44 PM »

Failure in 'commitChanges()', possible hull restoration

Need more info about the ship (and possibly other mods) though the code shouldn't be ending up there at all under normal circumstances

Hello, this mod looks very cool, thank you for your hard work. I'm getting the following error when I try to launch the game. I think this is the correct mod with the problem, as deactivating it solves the problem. New to modding this game so excuse my ignorance, but any help appreciated!

Could you post the full log?

Better yet, if you both contact me on discord (it's Lyravega, the same) I may be able to help better
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Vaelophisnyx

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Re: [0.96a] Experimental Hull Modifications 0.8.1
« Reply #98 on: July 05, 2023, 01:23:26 PM »

Failure in 'commitChanges()', possible hull restoration

Need more info about the ship (and possibly other mods) though the code shouldn't be ending up there at all under normal circumstances

So the ship is the vanilla Ziggurat, armed with at the time, nothing. It has a few hullmods on it from a few mods. I'll attach my mod list (skipping portraits and unrelated mods that do not touch ships/hulls/java in general) below in a spoiler to keep it short here. I'll also get the full log from a crashed session as well.

Spoiler
(+Ko 1.04.42a) Everybody loves KoC
Arulite Starworks v0.2b
Asteroid ship pack 1.4b
A_S-F
All of Yunru's mods from the discord
BSC 0.1.98
Carter's Junk Hull Mods 0.4
Caymon's Ship Pack
Charmingly Wearisome Additions
Combat-Activators-v1.0.5
Diktat Enhancement 1.2.2a
Emergent Threats
Experimental Hull Modifications
EXPSP 0.61 (MVS)
FED (Star Fed.)
Grand.Colonies2.0.b
GraphicsLib
HTE
Kayse Phase Ships
Konturga - BPs and Rebalance
LazyLib
Legacy of Arkgneisis
LTA
LunaLib
MagicLib
Missing ships
More HullMods
Particle Engine
prv Starworks
prv Path
prv Extraworks
QoLPack
Random-Assortment-of-Things
Salvage Ship Expansion
Scrapyard Armories
SEEKER_UC
Ship and Weapon Pack
Special Hullmod Upgrades
Stop Gap Measure 1.2.4
TrulyAutomatedShips
Unthemed Weapons Collection
VariantsLib
XhanEmpire
_HHE
[close]

And the log file is here since it's 12Mb:
https://drive.google.com/file/d/1X6sQ1spyPMmotYhKjiH75jvZg2BrBy2c/view?usp=sharing

Hullmods in question:
https://imgur.com/a/9IfX6pe

edit:
even after stripping everything but the built-in mods off of it, it still hangs when activating, in this case, just two medium-dual adapters

edit2:
even a brand new Ziggurat still causes a freeze when activating any adapters

edit3:
A brand new Onslaught works fine with adapters. The only mod I have that touches the Ziggurat is Konturga - BPs and Rebalance; maybe it's that? it makes changes to the hull's built in mods

edit4: And it turns out it *was* that mod. Removing it solved the issue entirely
« Last Edit: July 05, 2023, 02:06:47 PM by Vaelophisnyx »
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lyravega

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Re: [0.96a] Experimental Hull Modifications 0.8.1
« Reply #99 on: July 05, 2023, 04:09:11 PM »

edit3:
A brand new Onslaught works fine with adapters. The only mod I have that touches the Ziggurat is Konturga - BPs and Rebalance; maybe it's that? it makes changes to the hull's built in mods

edit4: And it turns out it *was* that mod. Removing it solved the issue entirely

I'm glad you solved the issue. I'd like to take a look at that mod if possible, could you post me a link to that mod? Wondering what it does that leads to the issue, and see if it can be avoided if that makes any sense. Thanks in advance, and sorry for the inconvenience!
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Vaelophisnyx

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Re: [0.96a] Experimental Hull Modifications 0.8.1
« Reply #100 on: July 07, 2023, 10:27:28 PM »

edit3:
A brand new Onslaught works fine with adapters. The only mod I have that touches the Ziggurat is Konturga - BPs and Rebalance; maybe it's that? it makes changes to the hull's built in mods

edit4: And it turns out it *was* that mod. Removing it solved the issue entirely

I'm glad you solved the issue. I'd like to take a look at that mod if possible, could you post me a link to that mod? Wondering what it does that leads to the issue, and see if it can be avoided if that makes any sense. Thanks in advance, and sorry for the inconvenience!

Pretty sure I got it from the discord? Can't otherwise find it around here anymore (or have forgotten the topic name)
https://fractalsoftworks.com/forum/index.php?topic=25040.0
found it! It's from this pack of mods
« Last Edit: July 07, 2023, 11:05:30 PM by Vaelophisnyx »
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some guy

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Re: [0.96a] Experimental Hull Modifications 0.8.1
« Reply #101 on: July 12, 2023, 03:44:09 PM »

all i can really say is thank you for this mod. even if its got issues like you hint at in the op its made of pure awesome. wanna make the salvage rig spray phase mines? now you can... this is the kinda fun i envisoned when i read the bulit in hullmod update back in the day and more!
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lyravega

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Re: [0.96a] Experimental Hull Modifications 0.8.2
« Reply #102 on: July 16, 2023, 08:07:47 AM »

edit3:
A brand new Onslaught works fine with adapters. The only mod I have that touches the Ziggurat is Konturga - BPs and Rebalance; maybe it's that? it makes changes to the hull's built in mods

edit4: And it turns out it *was* that mod. Removing it solved the issue entirely

I'm glad you solved the issue. I'd like to take a look at that mod if possible, could you post me a link to that mod? Wondering what it does that leads to the issue, and see if it can be avoided if that makes any sense. Thanks in advance, and sorry for the inconvenience!

Pretty sure I got it from the discord? Can't otherwise find it around here anymore (or have forgotten the topic name)
https://fractalsoftworks.com/forum/index.php?topic=25040.0
found it! It's from this pack of mods

Thank you. It seems it replaces the base hull, I haven't been able to investigate it properly but I'll get to it whenever I can!

all i can really say is thank you for this mod. even if its got issues like you hint at in the op its made of pure awesome. wanna make the salvage rig spray phase mines? now you can... this is the kinda fun i envisoned when i read the bulit in hullmod update back in the day and more!

Heheh, enjoy!

0.8.2

- Added a new setting for slot shunt availability, both options* rely on the ability
- Added a new setting to control deployment point penalty for the hull modifications
- Unused slot points from hull modifications will no longer increase deployment point cost
- Missile Slot Retrofit suppresses built-in HBI if present
- Adjusted some icons and text colours, fixed a few tooltips
- Fixed a vanilla issue with the weapon groups
- Prevented a potential problem with a listener

* "Always" (new, default) option makes slot shunts available whenever refit tab is opened
* "Submarket" (old) option makes slot shunts available only when docked at a port

If anyone is experiencing a crash that says something like this in the log (at the bottom), please use this WIP version. There are no gameplay related changes in this WIP version, just many under-the-hood stuff, and a fix for this issue
Code
com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
    at lyravega.listeners.lyr_tabListener.attach(lyr_tabListener.java:29)
    at lyravega.plugin.lyr_ehm.attachShuntAccessListener(lyr_ehm.java:133)
    at lyravega.plugin.lyr_ehm.onGameLoad(lyr_ehm.java:40)
« Last Edit: July 20, 2023, 08:02:21 AM by lyravega »
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Mora32

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Re: [0.96a] Experimental Hull Modifications 0.8.2
« Reply #103 on: July 19, 2023, 05:16:46 PM »

for the ship systems, how do you keep the old one (say plasma jets) and have a different button for the new one (say fortress shield). would like it to be a feature maybe in conjunction with the combat activators mod
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mkx561

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Re: [0.96a] Experimental Hull Modifications 0.8.2
« Reply #104 on: July 21, 2023, 06:56:23 AM »

can you send the download link for 95,a1-rc6 i keep getting plugin error from the git download is there a patched version for 0.95 a1 rc6
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