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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

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Author Topic: [0.96a/"0.97"] Appro-Light 1.3.3 (Authorized Translation)  (Read 44501 times)

CaptainOrion

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Re: [0.95.1a] Appro-Light 1.1.2 (Authorized Translation)
« Reply #15 on: November 02, 2023, 11:51:50 AM »

0.96 is out :)
Any progress on the update?
Patience is key to a well made mod and its updates
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hawknight

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Re: [0.95.1a] Appro-Light 1.1.2 (Authorized Translation)
« Reply #16 on: February 24, 2024, 05:53:42 AM »

So.

I found this mod from a image search on google and really liked some ship designs, but imagine my disappointment when I saw that it had not been updated for a while?
However, I'm a persistent man. The errors I got came from the .jar file, so I decided to decompile and see if I could fix the issues. Most of the problems were wrong imports, with a few other errors that might be caused by the decompiler.

Good news: it works. (although I do not guarantee balance or that everything works as intended. I just removed the errors. I might also have removed some graphic effects. Who names their package as "org.dark"?!?! but I later found out that it was referencing GraphicsLib and fixed the rest. The deleted ones are still deleted.)

Bad news: I consider this more like a jury-rig update, as I only focused on what caused errors, and only so that I could check out the ships cause they look cool. It has not been properly tested, use at your own peril.
 
https://drive.google.com/file/d/15NuiY9G8502CSmUJJs0yTjtgj5Av4fYt/view?usp=sharing


After a casual post on a reddit meme, I decided that others might like the oportunity to check out the mod, so here it is.
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A_Random_Dude

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Re: [0.95.1a] Appro-Light 1.1.2 (Authorized Translation)
« Reply #17 on: February 24, 2024, 08:41:37 AM »

Not sure if people are allowed to post bootlegs of those mods without first asking the original author for permission.
« Last Edit: February 24, 2024, 08:48:19 AM by A_Random_Dude »
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Wildfemale

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Re: [0.95.1a] Appro-Light 1.1.2 (Authorized Translation)
« Reply #18 on: April 08, 2024, 01:48:13 PM »

At this point I will take anything to get this mod working, sadly its a old mod. Kind want to know tho how do you go about putting in Appro-Light Plus with this or do you just download Appro-Light Plus as its own mod like you would any other mod. and yes I know it is an adds bonus content related to it
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MrMagolor

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Re: [0.96a/"0.97"] Appro-Light 1.3.3 (Authorized Translation)
« Reply #19 on: April 17, 2024, 06:43:17 PM »

Finally got around to updating the post for the "0.97" version that I've had out for around a month...
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IGdood

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Re: [0.95.1a] Appro-Light 1.1.2 (Authorized Translation)
« Reply #20 on: April 17, 2024, 09:10:48 PM »

At this point I will take anything to get this mod working, sadly its a old mod. Kind want to know tho how do you go about putting in Appro-Light Plus with this or do you just download Appro-Light Plus as its own mod like you would any other mod. and yes I know it is an adds bonus content related to it

I think the current version has some Plus content, but not all.   If you try to use Approlight Plus with it it'll crash.  I do miss the Yinglong ship...
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Takion Kasukedo

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Re: [0.96a/"0.97"] Appro-Light 1.3.3 (Authorized Translation)
« Reply #21 on: April 27, 2024, 04:25:29 AM »

I've noted that this crash keeps happening with AL

Spoiler
4993553 [Thread-2] INFO  exerelin.world.ExerelinProcGen  - Processing faction HQ for approlight
4993554 [Thread-2] INFO  exerelin.world.NexMarketBuilder  - Creating market for Saleos (PLANET), faction approlight
4994455 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: data/scripts/campaign/AL_ChaosCrackFleetManager
java.lang.NoClassDefFoundError: data/scripts/campaign/AL_ChaosCrackFleetManager
   at exerelin.world.ExerelinProcGen.addChaosRift(ExerelinProcGen.java:1471) ~[?:?]
   at exerelin.world.ExerelinProcGen.handleHQSpecials(ExerelinProcGen.java:1548) ~[?:?]
   at exerelin.world.ExerelinProcGen.populateSector(ExerelinProcGen.java:1846) ~[?:?]
   at exerelin.world.ExerelinProcGen.generate(ExerelinProcGen.java:1271) ~[?:?]
   at exerelin.world.ExerelinProcGen.generate(ExerelinProcGen.java:1170) ~[?:?]
   at exerelin.plugins.ExerelinModPlugin.onNewGameAfterProcGen(ExerelinModPlugin.java:626) ~[?:?]
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.O.dismiss(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.impl.for.dismiss(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.int.Ò00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.int.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.W.o00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
Caused by: java.lang.ClassNotFoundException: data.scripts.campaign.AL_ChaosCrackFleetManager
   at java.base/java.net.URLClassLoader.findClass(URLClassLoader.java:445) ~[?:?]
   at java.base/java.lang.ClassLoader.loadClass(ClassLoader.java:592) ~[?:?]
   at java.base/java.lang.ClassLoader.loadClass(ClassLoader.java:525) ~[?:?]
   ... 21 more
[close]

This happens on a new game every time. When could the next proper update be expected?
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If it ever seems like I'm not doing something you've asked/I said I'll get around to doing, it's because my time is occupied by other things that interest me in that current moment in time. Kindly be patient, or don't ask at all. Thank you.

MrMagolor

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Re: [0.96a/"0.97"] Appro-Light 1.3.3 (Authorized Translation)
« Reply #22 on: May 07, 2024, 09:25:25 AM »

I've noted that this crash keeps happening with AL

Spoiler
4993553 [Thread-2] INFO  exerelin.world.ExerelinProcGen  - Processing faction HQ for approlight
4993554 [Thread-2] INFO  exerelin.world.NexMarketBuilder  - Creating market for Saleos (PLANET), faction approlight
4994455 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: data/scripts/campaign/AL_ChaosCrackFleetManager
java.lang.NoClassDefFoundError: data/scripts/campaign/AL_ChaosCrackFleetManager
   at exerelin.world.ExerelinProcGen.addChaosRift(ExerelinProcGen.java:1471) ~[?:?]
   at exerelin.world.ExerelinProcGen.handleHQSpecials(ExerelinProcGen.java:1548) ~[?:?]
   at exerelin.world.ExerelinProcGen.populateSector(ExerelinProcGen.java:1846) ~[?:?]
   at exerelin.world.ExerelinProcGen.generate(ExerelinProcGen.java:1271) ~[?:?]
   at exerelin.world.ExerelinProcGen.generate(ExerelinProcGen.java:1170) ~[?:?]
   at exerelin.plugins.ExerelinModPlugin.onNewGameAfterProcGen(ExerelinModPlugin.java:626) ~[?:?]
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.O.dismiss(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.impl.for.dismiss(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.int.Ò00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.int.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.W.o00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
Caused by: java.lang.ClassNotFoundException: data.scripts.campaign.AL_ChaosCrackFleetManager
   at java.base/java.net.URLClassLoader.findClass(URLClassLoader.java:445) ~[?:?]
   at java.base/java.lang.ClassLoader.loadClass(ClassLoader.java:592) ~[?:?]
   at java.base/java.lang.ClassLoader.loadClass(ClassLoader.java:525) ~[?:?]
   ... 21 more
[close]

This happens on a new game every time. When could the next proper update be expected?

Unfortunately current approlight is not compatible with Nexerelin's random core worlds mode.
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Araneide

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Re: [0.96a/"0.97"] Appro-Light 1.3.3 (Authorized Translation)
« Reply #23 on: September 13, 2024, 01:27:13 PM »

Hello,

I've had the mission to get the pandemonium class ship with this mod and diable avionics but when I go to the market with an explanation mark and I talk to the agent absolutely nothing happens and I can't complete the quest. It has been a while from when I received the info that the ship was ready. Is there anything I can do to unstuck it ?
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Osirisseth54

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Re: [0.96a/"0.97"] Appro-Light 1.3.3 (Authorized Translation)
« Reply #24 on: September 14, 2024, 08:15:41 AM »

Hello,

Can someone explain to me what I should do for the mod to work under 0.97? Havent been able to find where to change the version to the current one

Thanks in advance
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lucantis

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Re: [0.96a/"0.97"] Appro-Light 1.3.3 (Authorized Translation)
« Reply #25 on: September 14, 2024, 08:53:11 AM »

Go to where your Starsector is installed. Mine is in the default install location.

C:\Program Files (x86)\Fractal Softworks\Starsector\Mods\ApproLight

-Once there, look for a file named "mod_info.json"  or if your view is not setup to see file extensions, it will be "mod_info"
**Do not touch the Chinese version file mod_info_CN.json**
-Right click edit, it should open up in notepad or it might not. If it doesn't, use the open with and choose notepad.
-Look for   "gameVersion": "0.96a",
-Change the .96 to a .97        Before:  "gameVersion": "0.96a",     Updated:   "gameVersion": "0.97a",
-Click on save

That's it, enjoy.
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Osirisseth54

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Re: [0.96a/"0.97"] Appro-Light 1.3.3 (Authorized Translation)
« Reply #26 on: September 16, 2024, 02:45:54 AM »

THanks a bunch ! Worked
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Spathi

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Re: [0.96a/"0.97"] Appro-Light 1.3.3 (Authorized Translation)
« Reply #27 on: September 19, 2024, 07:51:46 AM »

Hello,

I've had the mission to get the pandemonium class ship with this mod and diable avionics but when I go to the market with an explanation mark and I talk to the agent absolutely nothing happens and I can't complete the quest. It has been a while from when I received the info that the ship was ready. Is there anything I can do to unstuck it ?

Same issue. I'm not sure if the planet is supposed to be Appro, but in my playthrough it was owned by the Independents so I wondered if that was the issue.
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N3N

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Re: [0.96a/"0.97"] Appro-Light 1.3.3 (Authorized Translation)
« Reply #28 on: September 22, 2024, 06:52:54 AM »

Finally got around to updating the post for the "0.97" version that I've had out for around a month...

Hi,
Does this solve all the problems mentioned above and does it now work without any problems for “0.97a-RC11”?
 
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The_White_Falcon

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Re: [0.96a/"0.97"] Appro-Light 1.3.3 (Authorized Translation)
« Reply #29 on: November 16, 2024, 01:16:12 PM »

Hello,

I've had the mission to get the pandemonium class ship with this mod and diable avionics but when I go to the market with an explanation mark and I talk to the agent absolutely nothing happens and I can't complete the quest. It has been a while from when I received the info that the ship was ready. Is there anything I can do to unstuck it ?

Same issue. I'm not sure if the planet is supposed to be Appro, but in my playthrough it was owned by the Independents so I wondered if that was the issue.

The agent being on an independent planet/station has no bearing on the issue.  I too have the same issue on an a default appro-light system/station.  The option to actually acquire the finished ship is simply not being generated.  Obviously there's something wrong in the code where the trigger isn't being fired to have the dialog option to pick up the ship.
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