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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 ... 12 13 [14]

Author Topic: [0.97a-RC11/0.96a-RC10] Mikohime Java 24  (Read 117548 times)

Phalamy

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Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 24
« Reply #195 on: February 22, 2025, 08:21:40 AM »

This mod led me to discover literally all of my PC problems i've had for the past year have been due to one of my RAM sticks being horrifically corrupted (over 3000 errors with a single pass from Memtest86)
10/10
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ShadowRhino

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Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 24
« Reply #196 on: February 23, 2025, 04:35:11 AM »

Quote
Very long story short: Starsector plain does not like AMD's graphics hardware and/or its drivers.

I guess I'm just boned then since I'm already doing that 60fps VSYNC thing. I've discovered I can mitigate the lag entirely if I just zoom my combat camera in all the way - if I can't see anything other than my ship, my fps is perfectly fine when the spikes occur.
Bit unfortunate that AMD is just incapable of handling Starsector...for whatever reason, I guess my next PC will have to be an Intel / NVIDIA one.
Well, if you are looking to squeeze every last FPS (not necessarily a consistent FPS, though) out of Starsector and are using GraphicsLib, there's the option of changing the latter's 'enableShaders' setting from 'true' to 'false' in its GRAPHICS_OPTIONS.ini file; game will be uglier (YMMV, I don't really care about the visuals), but FPS should be improved.

I was having the same issues and was just driving me insane trying to figure out, but found somewhere that downgrading the graphics card to version 24.5.1 i think and the game runs so seamlessly afterwards, and i run about 150+ mods and haven't had any slow down in combat and during campaign it's because there's too many fleets about, which can be resolved with a csmartclear
« Last Edit: February 23, 2025, 04:38:56 AM by ShadowWraith »
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Calvernock

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Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 24
« Reply #197 on: February 23, 2025, 11:26:25 AM »

 I am attempting to get this to work on the linux version of the game through a steam deck. I have succesfully done this before on my windows computer, but it was just an office computer and I have upgraded to this steam deck and am trying to adjust to it. I follow all the steps for the linux download correctly and add it as a non steam game, but it doesn't load in the game, just crashes when I press play in steam.
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Burminsky

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Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 24
« Reply #198 on: March 12, 2025, 02:56:09 PM »

First of all, thank you.
I got a stable 60fps in combat/space with a few mods for the new factions and Adjusted Sector to boot. Yes, with vsync.
I'm surprised this topic is not on the main page and to all doubters - forget about 8 java.
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zunwar

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Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 24
« Reply #199 on: March 13, 2025, 09:45:56 AM »

Been using this for a while now. I would like to express my deepest gratitude for making this java upgrade for starsector! The improvement  to my Starsector performance has allowed me to play heavily modded. Would not play Starsector without this ever again!

 I'm using the Linux version of Starsector and in a Steam Deck no less. There's still some issues here and there but nothing game breaking. One of my issues would probably be the screen bugging out when creating, saving or loading a save. Issue only really appears when running Starsector in Gaming mode. I have asked around in Starsector Discord and Steam Deck Discord for any support for this issue but no luck on that department. My work around is just playing in Desktop mode and issue sometimes still appears when playing for a while. Screen just goes Black before resuming after quick saving. Really this feel like it should part of the game for a long time now with how great it is in improving performance.

Thanks for Greatly Improving Starsector!
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Master Blast

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Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 24
« Reply #200 on: March 15, 2025, 03:07:21 AM »

I get an error message when I try to use Rouge or Silent, I'm not sure if I put the folders in starsector incorrect; will it still work when I load up starsector normally?

<edit> Tested it with a battle running 5 carriers. Seems to work; 20ish fps to 60 or more.
« Last Edit: March 15, 2025, 03:17:51 AM by Master Blast »
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TheDefend

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Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 24
« Reply #201 on: March 17, 2025, 08:52:52 PM »

I get an error message when I try to use Rouge or Silent, I'm not sure if I put the folders in starsector incorrect; will it still work when I load up starsector normally?

<edit> Tested it with a battle running 5 carriers. Seems to work; 20ish fps to 60 or more.
amd gpu?
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DeLacue

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Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 24
« Reply #202 on: March 25, 2025, 05:17:44 AM »

After playing a fair bit with this mod enabled and I have to say; wow the performance improvement is impressive. I was playing with adjusted sector mod and a heavy mod load, so saving times were about a minute and a half each time (down to 15 seconds). Performance used to tank quite severely in hyperspace as the game went on. Saving and then loading a game used to ruin the FPS until I quit and restarted the whole game. So massive very noticeable improvements to performance all round. Also, I used to have a weird issue with starsector not playing nice with my dual-screen setup. The launcher would appear at the top of the screen instead of the center, and the game would crash if I tried to launch it. Disabling my second screen was a workaround, but for some reason your mod completely fixed the issue.

This mod's a permanent addition to my modlist.
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praeda

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Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 24
« Reply #203 on: March 27, 2025, 12:49:47 AM »

Not working as of 27/03/2025 with a fresh install of Linux. - brand new laptop, 8th Gen Core i7, 32GB RAM, and an Nvidia MX150 + UHD Intel.

Game is only capable of launching top the title screen, so at the very least I'll get the main menu. Once the loading bar finishes it crashes stating it can't initialise the sound on BOTH 0.96a-RC10 AND 0.97a-RC11; how can the ONLY two versions respectively BOTH be the WRONG version(s)??

"Upgrading" it following this guide to the letter stops even the launcher from working, resulting in errors like:

Unrecognized VM option 'CompilerThreadHintNoPreempt'
Error: Could not create the Java Virtual Machine.

And then after hours spent on errors involing "liblwjgl64.so" NOT including a symbol file or some nonsense called 'SUNWprivate_1.1". Despite using JDK 8 from Oracle, the link posted ITT, AND the latest JDK (24), AS WELL AS configuring the .sh file(s) to use ANY one of the 3 different versions, it's STILL completely broken.

Pretty grubby to state this program works on Linux when it doesn't; Don't waste an entire afternoon/evening mucking around with this like I did..
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DeLacue

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Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 24
« Reply #204 on: March 27, 2025, 04:00:14 AM »

Not working as of 27/03/2025 with a fresh install of Linux. - brand new laptop, 8th Gen Core i7, 32GB RAM, and an Nvidia MX150 + UHD Intel.

Game is only capable of launching top the title screen, so at the very least I'll get the main menu. Once the loading bar finishes it crashes stating it can't initialise the sound on BOTH 0.96a-RC10 AND 0.97a-RC11; how can the ONLY two versions respectively BOTH be the WRONG version(s)??

"Upgrading" it following this guide to the letter stops even the launcher from working, resulting in errors like:

Unrecognized VM option 'CompilerThreadHintNoPreempt'
Error: Could not create the Java Virtual Machine.

And then after hours spent on errors involing "liblwjgl64.so" NOT including a symbol file or some nonsense called 'SUNWprivate_1.1". Despite using JDK 8 from Oracle, the link posted ITT, AND the latest JDK (24), AS WELL AS configuring the .sh file(s) to use ANY one of the 3 different versions, it's STILL completely broken.

Pretty grubby to state this program works on Linux when it doesn't; Don't waste an entire afternoon/evening mucking around with this like I did..
It works fine for me and I run it on Linux. What version of starsector do you have installed?
« Last Edit: March 27, 2025, 04:03:21 AM by DeLacue »
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Andreewi

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Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 24
« Reply #205 on: March 28, 2025, 11:02:48 AM »

Hi, i've been playing with this... mod? java upgrade thingy a lot, I cannot wait until it's updated, any idea if i can manage to make it work for 0.98 somehow?
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doma

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Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 24
« Reply #206 on: March 29, 2025, 03:26:40 AM »

Unexpected Error ------------------------------------------------------------------------------ SIGSEGV (0xb) at pc=0x00007ecdd265911c, pid=44419, tid=44505 Do you want to debug the problem? To debug, run 'gdb /proc/44419/exe 44419'; then switch to thread 44505 (0x000000000000add9) Enter 'yes' to launch gdb automatically (PATH must include gdb) Otherwise, press RETURN to abort... ============================================================================== # # A fatal error has been detected by the Java Runtime Environment: # # SIGSEGV (0xb) at pc=0x00007ecdd265911c, pid=44419, tid=44505 # # JRE version: OpenJDK Runtime Environment Temurin-24+26-202411282012 (24.0+26) (build 24-beta+26-ea) # Java VM: OpenJDK 64-Bit Server VM Temurin-24+26-202411282012 (24-beta+26-ea, mixed mode, sharing, tiered, compressed oops, compressed class ptrs, shenandoah gc, linux-amd64) # Problematic frame: # C [libnvidia-glcore.so.570.124.04+0xa5911c] # # Core dump will be written.

I keep crashing in Linux with Nvidia.  Anyone got it to work?
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N8

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Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 24
« Reply #207 on: March 31, 2025, 08:50:30 AM »

Hi, i've been playing with this... mod? java upgrade thingy a lot, I cannot wait until it's updated, any idea if i can manage to make it work for 0.98 somehow?

Not likely, they changed a fair bit on the backend when they updated to Java 17, so this mod/patch is most likely 100% incompatible right now without some extensive recoding.
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Starcluster

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Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 24
« Reply #208 on: April 19, 2025, 11:45:21 AM »

Mikohime, when do you think this will be updated for 0.98a? Even though Starsector is using Java 17 now, those performance improvements from Java 23/24 would probably be pretty nice to have. I was just wondering since no one had asked and this mod seems to be incompatible with the current version of Starsector.
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