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News:

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

Poll

How is your Java 23 Experience?

It's great, working just like advertised
- 239 (56%)
It's better than vanilla
- 108 (25.3%)
It's making my game run worse
- 26 (6.1%)
I am still using Java 8 (JRE8)
- 54 (12.6%)

Total Members Voted: 427


Pages: 1 ... 8 9 [10] 11 12 ... 14

Author Topic: [0.97a-RC11/0.96a-RC10] Mikohime Java 24  (Read 117538 times)

Bastion.Systems

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Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 23
« Reply #135 on: August 03, 2024, 07:23:39 AM »

Solved my stuttering completely by forcing triple-buffering and v-sync through nvidia control panel program settings for javaw.exe and running Rivatuner Statistics Server with a 60fps framerate limit.

Also using a custom Miko_R3.txt settings Himemiko gave me, optimized for i5-12400F with DDR4 ram (apparently when detecting 12th gen intel, it by default uses values set for much faster DDR5 timings).

[attachment deleted by admin]
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Antoneeee

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Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 23
« Reply #136 on: August 22, 2024, 12:32:25 AM »

for the instructions that you posted in regards to getting the steam overlay to work, I tried adding "C:\Windows\System32\cmd.exe" /C C:\games\Starsector\Miko_Silent.bat to steam, but it didn't seem to work. After doing some digging, I found out that by adding cmd next to /C, I was able to solve this problem. This is what I did: "C:\Windows\System32\cmd.exe" cmd /C C:\games\Starsector\Miko_Silent.bat

perhaps you could add this to the instructions to save people some time?
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MxCrossbrand

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Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 23
« Reply #137 on: August 22, 2024, 06:55:36 PM »

Hello!

This maybe a noob question, but what am I supposed to do with the open JDK download above the main file?
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Chiefbigfeather

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Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 23
« Reply #138 on: August 28, 2024, 02:11:27 AM »

For some reason, the mod won't start on my linux machine. Works fine on my windows. I double checked if I extracted everything correctly, but I'm good at messing up.
This is what the terminal looks like after trying to execute Kitsunebi.sh:

https://imgur.com/vUOLfD5.png

I'm on the latest debian 12 xfce with a 12th gen CPU/iGPU.

Thanks in advance for help on that matter!

Edit: Never mind. It was a permission error.

The game still runs very poorly on my 1250u though. But I suspect that has more to do with triple buffering and vsync being enabled in the driver then anything else.
« Last Edit: August 28, 2024, 06:10:32 AM by Chiefbigfeather »
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Mycophobia

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Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 23
« Reply #139 on: August 28, 2024, 01:04:21 PM »

Hello!

This maybe a noob question, but what am I supposed to do with the open JDK download above the main file?

You need to put it into your starsector game folder in order for the main file to function properly.
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Xnnea

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Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 23
« Reply #140 on: August 29, 2024, 04:33:33 AM »

I need a bit of help, just made an account for this.

I did everything in the instructions and it runs beautifully, however, for some reason quick saving immediately corrupts the save file, and trying to load it will lead to an error message saying that the system cannot find the file specified.
saving normally doesn't cause this issue so far, I've been tasting for only 5 minutes.

Any idea as to why this happens? I would attach the log file but there is 4 of them, all MB big

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Xnnea

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Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 23
« Reply #141 on: August 30, 2024, 02:59:39 AM »

It's me again.
I've resolved the issue, leaving this here to anybody who might experience the same issue.

The autosave feature was having issues naming files, causing them to simply not be found by the game, the issue was resolved by deleting the vast majority of my save files (around 100)
and it resolved the issue.
A bit weird considering it happened to quick saving only, but now it works perfectly.

Props to the Mikohime, this conversion kit gave me a 2,5x performance uplift, especially good for 24x speed up.
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Malleator

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Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 23
« Reply #142 on: September 04, 2024, 01:12:42 AM »

Perhaps the MOST essential Starsector mod, and it's baffling how it's not absorbed by the game proper
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Phim

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Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 23
« Reply #143 on: September 04, 2024, 06:51:50 AM »

Hello, do i keep the jre file or do i throw it out, or do i just rename the jdk to jre?
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DaddyO

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Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 23
« Reply #144 on: September 05, 2024, 07:35:46 AM »

Perhaps the MOST essential Starsector mod, and it's baffling how it's not absorbed by the game proper
200% agree with you on this. Why in the hell did this not make it into the core of the game which has been great to play but frustrating as all hell in later parts of the game play?

The BIG questions is why is this NOT LISTED ON THE MOD INDEX?????

I looked for the name of author and went line by line and could not find it.  What is going on put this in MOD index for the rest of the community to use as it clearly makes the game playable like it should be.
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Hyperkayak

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Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 23
« Reply #145 on: September 21, 2024, 04:13:11 AM »

Saving stuck... halp?

Excerpt:
Spoiler
[9714.847s][info   ][gc        ] Failed to allocate TLAB, 6032B
[9714.847s][info   ][gc        ] Cancelling GC: Allocation Failure
[9714.857s][info   ][gc        ] Trigger: Handle Allocation Failure
[9717.977s][info   ][gc        ] GC(759) Cancelling GC: Upgrade To Full GC
[9717.977s][info   ][gc        ] GC(759) Degenerated GC upgrading to Full GC
[9723.787s][info   ][gc        ] GC(759) Pause Degenerated GC (Outside of Cycle) 7763M->7763M(8192M) 8930.574ms
[9723.788s][info   ][gc        ] Failed to allocate TLAB, 6008B
[9723.788s][info   ][gc        ] Cancelling GC: Allocation Failure
[9723.798s][info   ][gc        ] Trigger: Handle Allocation Failure
[9726.620s][info   ][gc        ] GC(760) Cancelling GC: Upgrade To Full GC
[9726.620s][info   ][gc        ] GC(760) Degenerated GC upgrading to Full GC
[9732.159s][info   ][gc        ] GC(760) Pause Degenerated GC (Outside of Cycle) 7763M->7763M(8192M) 8360.823ms
[9732.160s][info   ][gc        ] Failed to allocate TLAB, 6008B
[9732.160s][info   ][gc        ] Cancelling GC: Allocation Failure
[9732.170s][info   ][gc        ] Trigger: Handle Allocation Failure
[9735.175s][info   ][gc        ] GC(761) Cancelling GC: Upgrade To Full GC
[9735.175s][info   ][gc        ] GC(761) Degenerated GC upgrading to Full GC
[9739.746s][info   ][gc        ] GC(761) Pause Degenerated GC (Outside of Cycle) 7763M->7763M(8192M) 7575.675ms
[9739.747s][info   ][gc        ] Failed to allocate TLAB, 6008B
[9739.747s][info   ][gc        ] Cancelling GC: Allocation Failure
[9739.756s][info   ][gc        ] Trigger: Handle Allocation Failure
[9742.040s][info   ][gc        ] GC(762) Cancelling GC: Upgrade To Full GC
[9742.040s][info   ][gc        ] GC(762) Degenerated GC upgrading to Full GC
[9746.723s][info   ][gc        ] GC(762) Pause Degenerated GC (Outside of Cycle) 7763M->7763M(8192M) 6967.137ms
[9746.724s][info   ][gc        ] Failed to allocate TLAB, 6008B
[9746.724s][info   ][gc        ] Cancelling GC: Allocation Failure
[9746.734s][info   ][gc        ] Trigger: Handle Allocation Failure
[9749.358s][info   ][gc        ] GC(763) Cancelling GC: Upgrade To Full GC
[9749.358s][info   ][gc        ] GC(763) Degenerated GC upgrading to Full GC
[9753.994s][info   ][gc        ] GC(763) Pause Degenerated GC (Outside of Cycle) 7763M->7763M(8192M) 7259.641ms
[9753.995s][info   ][gc        ] Failed to allocate TLAB, 5928B
[9753.995s][info   ][gc        ] Cancelling GC: Allocation Failure
[9754.005s][info   ][gc        ] Trigger: Handle Allocation Failure
[9756.363s][info   ][gc        ] GC(764) Cancelling GC: Upgrade To Full GC
[9756.363s][info   ][gc        ] GC(764) Degenerated GC upgrading to Full GC
[close]
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Luminiferous

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Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 23
« Reply #146 on: October 01, 2024, 03:32:33 PM »

200% agree with you on this. Why in the hell did this not make it into the core of the game which has been great to play but frustrating as all hell in later parts of the game play?

Well, they are working on bringing java17 to starsector. Actually, they are working on this with the help of Himemiko. This will already help ALOT.

https://fractalsoftworks.com/2024/03/13/simulator-enhancements/    (Its on the very bottom of this blog entry)
« Last Edit: October 01, 2024, 03:34:53 PM by Luminiferous »
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hunterkiller725

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Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 23
« Reply #147 on: October 04, 2024, 01:57:51 PM »

for some reason my battles all drop frames to near unplayable levels and i have no idea why


[480.380s][info   ][gc        ] Trigger: Free (612M) is below minimum threshold (614M)
[480.396s][info   ][gc        ] GC(13) Concurrent reset 15.579ms
[480.396s][info   ][gc        ] GC(13) Pause Init Mark 0.054ms
[480.402s][info   ][gc        ] GC(13) Concurrent marking roots 6.302ms
[480.526s][info   ][gc        ] GC(13) Concurrent marking 123.667ms
[480.527s][info   ][gc        ] GC(13) Pause Final Mark 1.686ms
[480.529s][info   ][gc        ] GC(13) Concurrent thread roots 1.246ms
[480.532s][info   ][gc        ] GC(13) Concurrent weak references 3.358ms
[480.536s][info   ][gc        ] GC(13) Concurrent weak roots 4.141ms
[480.536s][info   ][gc        ] GC(13) Concurrent cleanup 5245M->5239M(6144M) 0.086ms
[480.541s][info   ][gc        ] GC(13) Concurrent strong roots 4.775ms
[480.560s][info   ][gc        ] GC(13) Concurrent evacuation 18.631ms
[480.560s][info   ][gc        ] GC(13) Pause Init Update Refs 0.014ms
[480.615s][info   ][gc        ] GC(13) Concurrent update references 54.630ms
[480.617s][info   ][gc        ] GC(13) Concurrent update thread roots 2.145ms
[480.617s][info   ][gc        ] GC(13) Pause Final Update Refs 0.101ms
[480.617s][info   ][gc        ] GC(13) Concurrent cleanup 5293M->455M(6144M) 0.078ms

this is what it says in combat on the cmd
« Last Edit: October 04, 2024, 04:47:45 PM by hunterkiller725 »
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nullmana

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Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 23
« Reply #148 on: October 04, 2024, 07:50:17 PM »

Kitsunebi fails to initialize:

2 compiler directives added
WARNING: package java.nio.Buffer.UNSAFE not in java.base
WARNING: package java.awt.Rectangle not in java.desktop
Error: Unable to initialize main class com.fs.starfarer.StarfarerLauncher
Caused by: java.lang.NoClassDefFoundError: org/json/JSONException
[0.829s][info][gc] Cancelling GC: Stopping VM

Which "Starsector" folder is this supposed to go into? Starsector has at least 4 different folders, all called starsector, one in /usr/lib/starsector, one in /usr/share/starsector, one in /usr/share/java/starsector, one in .local/share/starsector.
What is the "Starsector" folder supposed to be? The instructions are not helpful here.

SOLVED: It's down to how starsector is installed through arch's aur package, which splits the installation across several directories.
Solved by putting kitsunebi in /usr/share/starsector, then editing `Miko_R3.txt` to point:
`-Djava.library.path=/usr/lib/starsector`
every classpath not under ./mikohime hardcoded to `/usr/share/java/starsector/filename.jar`
`-Dcom.fs.starfarer.setttings` paths to `/home/user/.local/share/starsector` paths.
« Last Edit: October 04, 2024, 08:41:40 PM by nullmana »
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Shoey

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Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 23
« Reply #149 on: October 18, 2024, 10:41:33 AM »

With steam overlay:
In the steam ui:
games -> Add non-steam game -> browse -> "C:\Windows\System32\cmd.exe"
After adding cmd.exe as a game, right click on it and click on properties.
In the properties give it a nice name and give it a picture that you like. You can find the picture that miko uses in: \Starsector\mikohime\ui
Change target to be:
"C:\Windows\System32\cmd.exe" /k DRIVE:\where\starsector\is\installed\Miko_Rouge.bat
for me that would be:
"C:\Windows\System32\cmd.exe" /k C:\games\Starsector\Miko_Rouge.bat
Change start in to be:
DRIVE:\where\starsector\is\installed
for me that would be:
C:\games\Starsector

Tip: there's a slightly easier/more straight forward way to do this;
Spoiler
[close]
cmd.exe automatically changes directory to where ever you tell it to start in, so you can omit the path to the batch file and just put in the file name. 

It's super minor, but it's... neater/very slightly less cumbersome.

Completely unrelated; since the launcher is already being modified is there any chance of letting us save a resolution/scale preset? It'd be dope if I could swap between 1280x800 100% scale, 1920x1080 100% scale, and 3840x2160 200% scale at the press of a button.
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