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Author Topic: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible  (Read 70212 times)

Andy H.K.

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Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
« Reply #30 on: January 28, 2013, 08:10:36 PM »

One campaign error caught! Please take a look

Quote
1493237 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Fleet id [null] not found for faction [gtva]
java.lang.RuntimeException: Fleet id [null] not found for faction [gtva]
   at com.fs.starfarer.loading.G.Object(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.createFleet(Unknown Source)
   at data.scripts.world.GTVAConvoySpawnPoint.spawnFleet(GTVAConvoySpawnPoint.java:33)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.A.???000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

Besides nice work on the mod, Freespace 2 had been "the game of my life" during my teen  ;D
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EnderNerdcore

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Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
« Reply #31 on: January 28, 2013, 08:52:26 PM »

One campaign error caught! Please take a look

Quote
1493237 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Fleet id [null] not found for faction [gtva]
java.lang.RuntimeException: Fleet id [null] not found for faction [gtva]
   at com.fs.starfarer.loading.G.Object(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.createFleet(Unknown Source)
   at data.scripts.world.GTVAConvoySpawnPoint.spawnFleet(GTVAConvoySpawnPoint.java:33)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.A.???000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

Besides nice work on the mod, Freespace 2 had been "the game of my life" during my teen  ;D
Thanks! I believe I've fixed it, it wasn't getting the convoy spawn data correctly.

EDIT: Nope, not yet...
« Last Edit: January 28, 2013, 09:16:49 PM by EnderNerdcore »
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EnderNerdcore

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Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
« Reply #32 on: January 28, 2013, 09:23:33 PM »

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Andy H.K.

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Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
« Reply #33 on: January 28, 2013, 10:36:34 PM »

Strange, this time I got a "GTD Orion not found"

Quote
587950 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Ship hull variant [gtd_orion] not found!
java.lang.RuntimeException: Ship hull variant [gtd_orion] not found!
   at com.fs.starfarer.loading.L.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.void.class$Object(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CargoData.addMothballedShip(Unknown Source)
   at data.scripts.world.GTVAConvoySpawnPoint.addRandomShips$(GTVAConvoySpawnPoint.java:60)
   at data.scripts.world.GTVAConvoySpawnPoint.spawnFleet(GTVAConvoySpawnPoint.java:38)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.A.???000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
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EnderNerdcore

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Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
« Reply #34 on: January 28, 2013, 11:57:54 PM »

Strange, this time I got a "GTD Orion not found"

Quote
587950 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Ship hull variant [gtd_orion] not found!
java.lang.RuntimeException: Ship hull variant [gtd_orion] not found!
   at com.fs.starfarer.loading.L.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.void.class$Object(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CargoData.addMothballedShip(Unknown Source)
   at data.scripts.world.GTVAConvoySpawnPoint.addRandomShips$(GTVAConvoySpawnPoint.java:60)
   at data.scripts.world.GTVAConvoySpawnPoint.spawnFleet(GTVAConvoySpawnPoint.java:38)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.A.???000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
I made another mistake in the convoy spawn code.

Just uploaded a fix. Redownload the file.  :)

http://anbuteam.net/starsector/FS2_1.2.zip
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EnderNerdcore

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Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
« Reply #35 on: February 01, 2013, 05:40:16 PM »

For those interested, I've begun working on the Shivans.

I'll give a bit of my idea on how they will be balanced, then show a bit of a preview.

I'm not going to make the Shivans a "playable faction", at least not in terms of them having a station, or any place to purchase their ships. They will generally be pretty powerful, and have difficult-to-defeat fleets.

That said, because this is Starsector and supposed to be fun, you'll be able to capture the ships... if you're lucky.

Here's a preview of some of the ships:

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Sandremo

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Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
« Reply #36 on: February 03, 2013, 09:36:43 AM »

For those interested, I've begun working on the Shivans.

I'll give a bit of my idea on how they will be balanced, then show a bit of a preview.

I'm not going to make the Shivans a "playable faction", at least not in terms of them having a station, or any place to purchase their ships. They will generally be pretty powerful, and have difficult-to-defeat fleets.

That said, because this is Starsector and supposed to be fun, you'll be able to capture the ships... if you're lucky.


Nnnnnnnnnnnnnnnnnnnnnnnnnoooooooooooooooooooooooooooooooooooooooooooooooooooooo oooooooo!

And the shivans were always my favorite faction / race... Q_Q

Either way an awesome mod i'm loving the beam weapon effects and sounds! :D

Edit1: I sure hupe you actually put the Sathanas and colossus to the game but considering how much armaments those 2 have and their size compared to the other ships in the game it's probably going to be a pain in the ass to balance. Doesnt Sathanas have 4 large beams on those "spikes" at the front? 1 salvo from all 4 of 'em was enough to take down colossus in a few seconds if i remember correctly.

Edit2: bolded the wrong text.... Anyway i think it's fair to make the shivans not have a station or any other way of buying their ships... hence you can keep them a bit overpowered i think? (They were OP anyway. <.<) Within the limits of reason of course.
« Last Edit: February 03, 2013, 10:30:40 AM by Sandremo »
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EnderNerdcore

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Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
« Reply #37 on: February 03, 2013, 09:55:58 AM »

I'm planning on putting both in, but you're correct, those are going to be difficult or impossible to balance.
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Sandremo

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Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
« Reply #38 on: February 03, 2013, 10:22:51 AM »

Testing out the mod currently... I have a tendency of doing an insane amount of damage to my own ships instead of the enemies with the large beams. XD Oops

Edit1: Not sure if it's a known issue but every now and then the sounds for the large beams cut out... or they arent played at all... maybe too many diffirent sounds playing at the same time? :O
« Last Edit: February 03, 2013, 10:46:04 AM by Sandremo »
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EnderNerdcore

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Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
« Reply #39 on: February 03, 2013, 10:49:56 AM »

Known issue, and my guess is it is an engine limitation with max number of actively playing sounds.

The other issue is the AI has trouble with having the beams mounted on the side rather than the front of the ship, tending to swing them away from their target.
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Sandremo

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Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
« Reply #40 on: February 03, 2013, 10:55:59 AM »

Aye but so far from what i'v seen that hasnt been a major problem in battles... they still manage to destroy their targets... although it may take a tad longer. :P Dont know about the bigger fleet engagements though... if the AI would know how to use them properly it might prevent some ship losses.... maybe.
« Last Edit: February 03, 2013, 11:07:01 AM by Sandremo »
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Shield

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Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
« Reply #41 on: February 03, 2013, 12:19:05 PM »

AHMERGAWD, where is my Maxim cannon??? And tornados
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EnderNerdcore

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Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
« Reply #42 on: February 03, 2013, 01:09:31 PM »

AHMERGAWD, where is my Maxim cannon??? And tornados
Neither of those are particularly difficult for me to make, but since Starsector does not allow the player to change loadouts on fighter wings, they would have to appear as different variant wings.

Which isn't a bad idea, but making variant wings with different weapon loadouts is pretty low on my list of priorities at the moment.
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Sandremo

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Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
« Reply #43 on: February 03, 2013, 02:27:39 PM »

AHMERGAWD, where is my Maxim cannon??? And tornados
Neither of those are particularly difficult for me to make, but since Starsector does not allow the player to change loadouts on fighter wings, they would have to appear as different variant wings.

Which isn't a bad idea, but making variant wings with different weapon loadouts is pretty low on my list of priorities at the moment.

Hmmm... Something popped into my mind. It's nothing really major but.. After you're done adding both of the major factions in to mod and done any tweaking.. would you be interested in adding more ship? Namely i'm talking about the Freespace 2 Blue Planet: War in Heaven Earth Faction. Of course you would have to ask the permission from the makers of that mod but... i think they have done a pretty decent job adding 1.... no wait 2 factions to the freespace 2 universe. The earth coalition or what ever and the Vishnans. (If the Shivans are the ones to destroy the universe the Vishnans are the ones to preserve or create it.)

They created pretty cool looking ships... Some new ships for the GTVA as well.

http://www.hard-light.net/wiki/index.php/Blue_Planet is the wiki link for the mod with general description and some pictures of the ships. I know it's going to mean more work for you but.. i was just wondering if it would be possible.

Edit1: UEF = United Earth Federation is 1 of the new factions.

Edit2: When it comes to the Vishnans... there is 1 ship that is a no go no matter what you do... tbh it's like 10 times the size of the colossus. XD

Edit3: Colossus length 6166 m - Vishnan preserver (Which is their biggest ship) 19200 m

This might be alot to consider now but this is just me dreaming of getting the UEF ships into the mod!

Anyway good luck with the shivans!

Cheers!

-Sandremo
« Last Edit: February 03, 2013, 02:34:29 PM by Sandremo »
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EnderNerdcore

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Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
« Reply #44 on: February 03, 2013, 03:26:14 PM »

It's possible, yeah. I looked through the list of mod-added ships on Hard Light. It's quite possible, but would have to be specific ships to fill out missing roles in each fleet, and is going to be after everything else.
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