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Author Topic: Star Control 2 -> UQM (the non-starsector version) : 0.54.1a Compatible  (Read 52013 times)

HeliosRX

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Re: Star Control 2 -> UQM (the non-starsector version) : 0.54a Compatible
« Reply #45 on: January 10, 2013, 03:54:29 PM »

Righto, crash report!
I'm on a Mac, so I have no idea how to get direct log data, but,

"Fatal: Error compiling [data.scripts.world.sc2_kohraninvasionFleetSpawnPoint]"

doesn't sound too hopeful. Any fixes?
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silentstormpt

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Re: Star Control 2 -> UQM (the non-starsector version) : 0.54a Compatible
« Reply #46 on: January 10, 2013, 05:11:21 PM »

Righto, crash report!
I'm on a Mac, so I have no idea how to get direct log data, but,

"Fatal: Error compiling [data.scripts.world.sc2_kohraninvasionFleetSpawnPoint]"

doesn't sound too hopeful. Any fixes?


I also have no idea how the game works on mac, but on windows you have a starfarer.log file in the starsector-core folder, if you have something similar, and hopefully the *.log file has same format, just copy all the lines after the ERROR here so i can actually see whats wrong, one thing tho, the file i got here is called: data.scripts.world.sc2_KohrahInvasionFleetSpawnPoint

could you delete, download a new "fresh" copy and try again?
« Last Edit: January 10, 2013, 05:14:35 PM by silentstormpt »
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Spardok

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Re: Star Control 2 -> UQM (the non-starsector version) : 0.54a Compatible
« Reply #47 on: January 11, 2013, 02:47:51 AM »

Same error running XP SP3

36890 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Error compiling [data.scripts.world.sc2_kohrahInvasionFleetSpawnPoint]
java.lang.RuntimeException: Error compiling [data.scripts.world.sc2_kohrahInvasionFleetSpawnPoint]
   at com.fs.starfarer.loading.scripts.ScriptStore$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Caused by: java.lang.ClassNotFoundException: Parsing compilation unit "com.fs.starfarer.loading.oOOO$1@dfe303"
   at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:180)
   at org.codehaus.janino.IClassLoader.loadIClass(IClassLoader.java:158)
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:199)
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:164)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:307)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:248)
   ... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: Source file "data/scripts/world/sc2_kohrahInvasionFleetSpawnPoint.java" does not declare class "data.scripts.world.sc2_kohrahInvasionFleetSpawnPoint"
   at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:165)
   ... 7 more
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silentstormpt

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Re: Star Control 2 -> UQM (the non-starsector version) : 0.54a Compatible
« Reply #48 on: January 11, 2013, 05:46:36 AM »

Ok im checking out, does it crash on the start of the campaign or only after a while?
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Spardok

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Re: Star Control 2 -> UQM (the non-starsector version) : 0.54a Compatible
« Reply #49 on: January 11, 2013, 10:41:56 AM »

It actually crashes during the initial game load. This is for .54a and not .54.1a correct?
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silentstormpt

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Re: Star Control 2 -> UQM (the non-starsector version) : 0.54a Compatible
« Reply #50 on: January 11, 2013, 03:43:43 PM »

It actually crashes during the initial game load. This is for .54a and not .54.1a correct?

It shouldnt matter since no changes on the actual files that im changing in the mod were altered, ill be testing out.

EDIT: I think i know why you guys having that problem while here on my version it dont happen, seems like i messed up my "released" mod files since i didnt made a "fresh" copy.
EDIT2: Uploading a newer version
« Last Edit: January 11, 2013, 04:58:59 PM by silentstormpt »
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silentstormpt

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Re: Star Control 2 -> UQM (the non-starsector version) : 0.54a Compatible
« Reply #51 on: January 11, 2013, 05:29:18 PM »

Released a new version, added the Jugger but hes not "balanced", expect him clearing fleets with no sweat, hopefully it fixes the null error (im not getting that error here)
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silentstormpt

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Re: Star Control 2 -> UQM (the non-starsector version) : 0.54a Compatible
« Reply #52 on: April 07, 2013, 07:24:45 AM »

I'll be releasing a new update for this mod, the incoming new starsector patch will allow conversations and changing hull on the fly!
Im having a few problems with some specific weapons due to their working nature, meaning ill probably will need help making a few weapon mechanics work...

Also, expect the mod being BIG, due to the amount of sounds that will be added, also your free to use anything from this mod, except for sounds and art (those will require credit its owners).
« Last Edit: April 14, 2013, 05:02:37 AM by silentstormpt »
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silentstormpt

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Re: Star Control 2 -> UQM (the non-starsector version) : 0.54.1a Compatible
« Reply #53 on: April 12, 2013, 11:37:46 AM »

Released 0.4.0.0, Download link is on the topic.
Added all UQM ship hulls, the weapons are still not added so you wont see them in action yet.

Added the Avatar Tractor Beam, it requires a target ship (default key is "R" to target), also you need to "fire" the weapon. This weapon will probably change again if there's a better way to set it up.
Removed Armor on all ships, too tired of trying balancing the ships weapon damage with the "extra" damage needed to the armor, this means, they take ALOT of damage if they get rammed or hit by something.
There's quite a few challenges on the rest of the ships, the Mauler (when it fires it recoils the whole ship back, you can use this to move faster) is an example of me using LazyWizards code of the "Black Hole" on the ship itself.
I in dire need of help for a few mechanics that right now, i cant seem to code it in...
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Trylobot

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Re: Star Control 2 -> UQM (the non-starsector version) : 0.54a Compatible
« Reply #54 on: April 13, 2013, 09:33:42 PM »

the incoming new starsector patch will allow ... changing hull on the fly!

Why do you say this? Are you sure?
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silentstormpt

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Re: Star Control 2 -> UQM (the non-starsector version) : 0.54a Compatible
« Reply #55 on: April 14, 2013, 05:02:08 AM »

the incoming new starsector patch will allow ... changing hull on the fly!

Why do you say this? Are you sure?


I went and checked the 0.6 notes again, seems that i mistaken the new SpriteAPI (utility for rendering in custom UI panels) for ships instead of the UI....
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silentstormpt

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Re: Star Control 2 -> UQM (the non-starsector version) : 0.54.1a Compatible
« Reply #56 on: April 18, 2013, 03:10:19 AM »

Might take a while due to some balancing issues;

Changed few stats, that now need major revamping:
SC2 : SS
1 crew = 1000 hp
1 energy bar = 100 flux

------------
Because of this the flux disp. needs a major overhaul and maths calcs. If i manage to get these up, ill release a new version with ALL ships.
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silentstormpt

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Work done, but incomplete:
Avatar - Chmmr:
ZipSats work but don't fire;
Tractor beam only works when target is selected, might be too strong;
Laser does no sound.

Avenger - Ilwrath:
Cloak is a phased cloak, meaning its immune to damage.

Blade - Supox:
Ship system needs to be done: Slides in any direction.

Broodhome - Chenjesu:
Crystal fragment weapon, it will continue to function while its firing, if it stops, it releases 6 projectiles.
This is done, but not 100%, it needs to stop shooting projectiles after you release the weapon fire.
Breeds pesky doggies, those drones should collide with enemy ships, once they collide it wont do damage but will transfer flux dissipation (100) from the target to the owner.
Not done

Cruiser - Earthling:
fully working and added to the game

Dreadnought - Ur-Quan Kzer-Za:
Launches fighters
Does not release in waves of 2, also doesn't remove hp from the owner (1000 for each drone deployed)
Drones aren't firing...
Script was made but its not working.

Drone - Umgah:
Zips backwards.
Script was made but not working correctly.

Eluder - Spathi:
fully working and added to the game

Fury - Pkunk:
May resurrect.
Script was made but its not working.
Insults enemy.
Script was made but not working correctly.
Its not checking the current flux currently for some reason.~

Guardian - Androsynth:
Bubbles aren't moving like they should.
Changes to flaming comet.
hull cant be changed during a battle for now

Intruder - VUX:
Spawns limpet parasites.
Those cause EMP damage, that's somewhat correct but if flameouts are removed might not work anymore.

Jugger - Utwig:
Absorbent shields.
This right now is a normal Phase Cloak, it doesn't remove/dissipates flux.

Marauder - Ur-Quan Kohr-Ah:
Has long-range spinning metal blades
These are almost working correctly, has the same problem as the bloodhome projectile, and it wont stop when you stop firing.
Ring of fire.
Its using flares but they don't despawn correctly.

Mauler - Druuge:
Need to applydamage when you burn a crew for flux dissipation.

Nemesis - Orz:
Space marines board enemy ships and kill crew.
I've created a script that onHit it forces the chances to do damage or self destroy the drone, currently its not working.

Penetrator - Syreen:
Space vixens who steal enemy's crew.
Have no idea how to replicate this into Star Sector.

Podship - Mycon:
Homing plasma torpedo.
Script was created but the missile wasn't spawning, also needs not to "do AoE damage" once it destroys older missiles when it spawn new ones.
Grows new crew.
It works, but sometimes it surpasses the amount it should heal.

Probe - Slylandro:
Reverses direction instantly.
No idea how to create its unique movement
Absorbs asteroids.
Script was made but it doesn't work...

Scout - Shofixti:
fully working and added to the game
Might need to change how the Glory Device works

Skiff - Arilou Lalee'lay:
No inertia.
No idea how to make this work.
Hyper-jump.
Might jump outside the map, making it automatically retreat...

Stinger - Zoq-Fot-Pik:
fully working and added to the game

Terminator - Yehat:
Shield.
Not working correctly.

Torch - Thraddash:
Powerful afterburner accelerates ship, burns enemy.
Script was made, it gives the speed buff but it doesn't spawn the napalm projectiles.

Trader - Melnorme:
Charge main weapon for more damage.
Script is made, but right now it doesn't pass the variant 1 projectile, also right now its not possible to create a projectile that stays in front of the ship, acting like a shield - once this is made, both Marauder and Bloodhome main weapons should be easily made..
Can scramble enemy controls.
Script is made, but it sometimes causes the enemy engine to flameout.

X-Form - Mmrnmhrm:
Transforms from a slow, heavy to a light, quick ship.
Cant be made right now.

Battle mechanics.
- Ships must not vent flux,
- Ships must not retreat,
- Ships never flameout and never weapons knocked out
- Ships reaching the corner or side of the screen will get teleported to the opposite side of the screen,
- Ships get affected to the planets gravity,
- Asteroids do not have armor and possess 1 hp.
« Last Edit: May 04, 2013, 11:50:51 AM by silentstormpt »
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silentstormpt

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DOWNLOAD (Current version 0.7.0.0).

All ships were added, on the missions, still needs alot of stuff done to them and to the campaign after 0.6 is released.
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Trylobot

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My plan for the Arilou is to give it the maximum possible acceleration; since Starsector uses "Vector2f" for its cartesian maths, it's probably safe to assume it uses floats.
According to this page: http://docs.oracle.com/javase/6/docs/api/java/lang/Float.html
The highest positive finite value a float in Java can represent is Float.MAX_VALUE; (2-2^-23)*2^127, Or 340282346638528859811704183484516925440.
I would suggest using that value for acceleration and deceleration for the ship. Then, you use an appropriate value for max speed; should be able to derive a value from the speed ranking tables or the speed value in pixels per frame given by the UQM stats sheets.

This will effectively simulate the inertialess drive; effectively, having infinite acceleration (zero inertia).

You'll then also have to give it "infinite friction." You can do this, I'm told, by creating a special "captain's skill" and making sure than any Arilou ships spawned have this skill associated with them always. In missions this is easy; not sure if it's possible in campaign.
« Last Edit: May 05, 2013, 12:31:06 PM by Trylobot »
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