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Starsector 0.95.1a is out! (12/10/21); Blog post: Hyperspace Topography (10/12/22)

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Author Topic: [0.95.1a] Console Commands v2021.12.25  (Read 1167272 times)

DeathPhoenyx

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Re: Unofficial Developer's Console (beta ready for download)
« Reply #30 on: September 18, 2012, 05:40:08 PM »

The equivalent key is the "º", here is a picture of the layout



If you have problems I have also seen games where the console key is changed to the "Ñ" key, don't know why they do it beside the fact that spanish' keyboards are the only ones that have that key and therefore there won't be any kind of binding conflict, but I though you might want to know.
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Thaago

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Re: Unofficial Developer's Console (beta ready for download)
« Reply #31 on: September 18, 2012, 06:23:51 PM »

Wow, this looks very impressive! I'm looking forward to trying this and digging into the code to learn!
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LazyWizard

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Re: Unofficial Developer's Console (beta ready for download)
« Reply #32 on: September 18, 2012, 06:43:15 PM »

[...]

Thank you, that was very helpful. I think I'll just allow users to rebind the key in-game. :)

Wow, this looks very impressive! I'm looking forward to trying this and digging into the code to learn!

You might want to check out the repository. The upcoming version won't compile in the current version of Starfarer, but it has some fun code. That version also fixes a few stupid mistakes I made, but haven't put together a full update for.

And if you (or anyone, really) ever decide you want to contribute to the mod, feel free. ;)
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doodlydee

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Re: Unofficial Developer's Console (beta ready for download)
« Reply #33 on: September 19, 2012, 08:41:12 AM »

Im not sure what Im doing wrong still unable to spawn any kind of ship keeps saying cant find varient, I type it in like you say "addship onslaught_elite", I tried other ships and get same error
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LazyWizard

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Re: Unofficial Developer's Console (beta ready for download)
« Reply #34 on: September 19, 2012, 10:32:21 AM »

Variant ids are case-sensitive. You'll want to try onslaught_Elite, not onslaught_elite. :)
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Sproginator

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Re: Unofficial Developer's Console (beta ready for download)
« Reply #35 on: September 19, 2012, 10:34:04 AM »

Alex should implement this I think :)
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A person who's never made a mistake, never tried anything new
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As long as we don't quit, we haven't failed
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doodlydee

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Re: Unofficial Developer's Console (beta ready for download)
« Reply #36 on: September 19, 2012, 12:15:59 PM »

Thanks for the reply again, I thought I had tried that already but I guess not, thanks works great
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LazyWizard

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Re: Unofficial Developer's Console (beta ready for download)
« Reply #37 on: September 19, 2012, 01:31:34 PM »

Glad I could help.

I'm putting the final touches on the next release right now. Here's the changelog so far:
Quote
0.3 beta (September 19, 2012)
===============================
You can now rebind the console key in-game (default key to rebind is )
RunScript's script store is now persistent between reloads
Added the GC command (tells the JVM to run a garbage collection event)
Minor optimization when reloading a saved game
Added Console.setManager() method, should make modding the console easier
Changed how commands are stored internally
Miscellaneous display tweaks
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Sproginator

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Re: Unofficial Developer's Console (beta ready for download)
« Reply #38 on: September 19, 2012, 01:49:17 PM »

Glad I could help.

I'm putting the final touches on the next release right now. Here's the changelog so far:
Quote
0.3 beta (September 19, 2012)
===============================
You can now rebind the console key in-game (default key to rebind is )
RunScript's script store is now persistent between reloads
Added the GC command (tells the JVM to run a garbage collection event)
Minor optimization when reloading a saved game
Added Console.setManager() method, should make modding the console easier
Changed how commands are stored internally
Miscellaneous display tweaks
Great dedication to the mod I must say
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A person who's never made a mistake, never tried anything new
- Albert Einstein

As long as we don't quit, we haven't failed
- Jamie Fristrom (Programmer for Spiderman2 & Lead Developer for Energy Hook)

LazyWizard

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Re: Unofficial Developer's Console (beta ready for download)
« Reply #39 on: September 19, 2012, 03:46:38 PM »

Okay, 0.3 is up, download here. A lot of things were modified in this update, so let me know if you run into any bugs.

Changelog:
Spoiler
Quote
0.3 beta (September 19, 2012)
===============================
You can now rebind the console key in-game (to rebind, press Shift+F1)
RunScript's script store is now persistent between reloads
Added the GC command (tells the JVM to run a garbage collection event)
Minor optimization when reloading a saved game
Added Console.setManager() method, should make modding the console easier
Miscellaneous display tweaks

 0.2 beta (September 18, 2012)
===============================
Added missing AddItem command

 0.1 beta (September 17, 2012)
===============================
Initial release, 16 included commands, several features removed to run in .53.1a
[close]


Great dedication to the mod I must say

Shh, don't say that! I don't want to have to change my username! ;)
« Last Edit: September 19, 2012, 03:48:43 PM by LazyWizard »
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Sproginator

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Re: Unofficial Developer's Console (beta ready for download)
« Reply #40 on: September 19, 2012, 03:57:06 PM »

Okay, 0.3 is up, download here. A lot of things were modified in this update, so let me know if you run into any bugs.

Changelog:
Spoiler
Quote
0.3 beta (September 19, 2012)
===============================
You can now rebind the console key in-game (to rebind, press Shift+F1)
RunScript's script store is now persistent between reloads
Added the GC command (tells the JVM to run a garbage collection event)
Minor optimization when reloading a saved game
Added Console.setManager() method, should make modding the console easier
Miscellaneous display tweaks

 0.2 beta (September 18, 2012)
===============================
Added missing AddItem command

 0.1 beta (September 17, 2012)
===============================
Initial release, 16 included commands, several features removed to run in .53.1a
[close]


Great dedication to the mod I must say

Shh, don't say that! I don't want to have to change my username! ;)
Haha, and I'm afraid I cannot play the game as my pc decided it doesn't like living anymore and will no longer start up
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A person who's never made a mistake, never tried anything new
- Albert Einstein

As long as we don't quit, we haven't failed
- Jamie Fristrom (Programmer for Spiderman2 & Lead Developer for Energy Hook)

xenoargh

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Re: Unofficial Developer's Console (beta 0.3 released!)
« Reply #41 on: September 19, 2012, 04:17:44 PM »

Looking forward to testing this and then maybe writing some custom commands this evening to get the ball rolling on the stuff I need to finish before my next release :)
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Please check out my SS projects :)
Xeno's Mod Pack

LazyWizard

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Re: Unofficial Developer's Console (beta 0.3 released!)
« Reply #42 on: September 19, 2012, 04:50:45 PM »

Looking forward to testing this and then maybe writing some custom commands this evening to get the ball rolling on the stuff I need to finish before my next release :)

In the current version you'll need to hard-code them into the console. It's not complicated, but hardly intuitive. I'll put together a quick tutorial in a bit.

I can't wait until the next Starfarer release. The version with reflection is much simpler, it's just Console.registerCommand(YourCustomCommand.class) and you're done. :)
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LazyWizard

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Re: Unofficial Developer's Console (beta 0.3 released!)
« Reply #43 on: September 19, 2012, 05:51:29 PM »

I posted a very poorly-written tutorial on writing your own commands in the second post of this thread. I'll rewrite it eventually, but hopefully it's enough for now. Good luck! :)
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TJJ

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Re: Unofficial Developer's Console (beta 0.3 released!)
« Reply #44 on: September 19, 2012, 06:21:59 PM »

Looking forward to testing this and then maybe writing some custom commands this evening to get the ball rolling on the stuff I need to finish before my next release :)

In the current version you'll need to hard-code them into the console. It's not complicated, but hardly intuitive. I'll put together a quick tutorial in a bit.

I can't wait until the next Starfarer release. The version with reflection is much simpler, it's just Console.registerCommand(YourCustomCommand.class) and you're done. :)

Alex is allowing reflection in scripts?!
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