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Author Topic: [0.96a] Console Commands v2023.05.05  (Read 1553474 times)

DelicateTask

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Re: Console Commands v1.5 (.54.1a, released 2013-02-07)
« Reply #105 on: March 11, 2013, 08:59:45 PM »

I never saw any other windows. I kept an eye out and used all of the usual methods for browsing windows, but it never showed. I'm running Snow Leopard, just so you know.
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LazyWizard

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Re: Console Commands v1.5 (.54.1a, released 2013-02-07)
« Reply #106 on: March 20, 2013, 04:57:09 PM »

Working on 1.6 right now, this update will focus on usability improvements. Here's the changelog so far:
Quote
1.6 (March xx, 2013)
======================
Improved interface, command history support
Console.showError() shows more detail, accepts Throwables
Improvements to the RunCode command:
 - Added Vector2f to default imports
 - RunCode can now use LazyLib's classes if LazyLib is currently active
 - If an exception occurs, actual exception details are shown rather than the
   InvocationTargetException wrapper thrown by Janino's ScriptEvaluator

If there are any commands you think I should add, let me know. I'm completely out of ideas. :)
« Last Edit: March 20, 2013, 04:59:33 PM by LazyWizard »
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jeffg10

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Re: Console Commands v1.5 (.54.1a, released 2013-02-07)
« Reply #107 on: March 29, 2013, 03:03:17 AM »

Every time i try and use this mod the game does not crash but the commands won't work. mods i use most times: DS tech, Fleet control, OMM (omega's mini mash)
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"Someone else might have wept or screamed in frustration or even given up right there and perished. But I didn't have the right to do any of those things, not while my people were in danger. Like it or not, I would have to explore this harsh world on my own."

LazyWizard

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Re: Console Commands v1.5 (.54.1a, released 2013-02-07)
« Reply #108 on: March 29, 2013, 03:05:51 AM »

Did you have this mod active when you started that save? If not, you'll need to use the command 'addconsole' to activate it in the campaign.
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pablo

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Re: Console Commands v1.5 (.54.1a, released 2013-02-07)
« Reply #109 on: April 02, 2013, 11:17:36 AM »

Can you add command for ordanance points ?? Like add x points to first ship in fleet menu...

Ps: is it even possible ??
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NITROtbomb

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Re: Console Commands v1.5 (.54.1a, released 2013-02-07)
« Reply #110 on: May 11, 2013, 05:42:01 AM »

I started a new game and the console wont work, does it conflict with Lazylib or something?
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LazyWizard

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Re: Console Commands v1.5 (.54.1a, released 2013-02-07)
« Reply #111 on: May 11, 2013, 05:55:54 AM »

Were you running it alongside a total conversion? If the mod you are using overwrites generators.csv (which most non-Corvus mods will), you will need to use the 'addconsole' command to get it working in campaign mode.

If the input box doesn't show up at all, try alt-tabbing. Sometimes focus won't be switched to the input popup correctly.
« Last Edit: May 11, 2013, 06:00:54 AM by LazyWizard »
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chami

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Re: Console Commands v1.5 (.54.1a, released 2013-02-07)
« Reply #112 on: June 01, 2013, 08:22:59 PM »

Has anyone gotten this to work with Exerelin? I'm getting no console and no prompt to rebind the console keybind when i hit shift+F1.
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Zaphide

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Re: Console Commands v1.5 (.54.1a, released 2013-02-07)
« Reply #113 on: June 02, 2013, 12:07:08 AM »

Has anyone gotten this to work with Exerelin? I'm getting no console and no prompt to rebind the console keybind when i hit shift+F1.

Exerelin is a total conversion and replaces the generators.csv file so you'll need to do the following:

Were you running it alongside a total conversion? If the mod you are using overwrites generators.csv (which most non-Corvus mods will), you will need to use the 'addconsole' command to get it working in campaign mode.

If the input box doesn't show up at all, try alt-tabbing. Sometimes focus won't be switched to the input popup correctly.

Note: I haven't actually used this with Exerelin so I don't know for sure :)
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Sproginator

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Re: Console Commands v1.5 (.54.1a, released 2013-02-07)
« Reply #114 on: June 02, 2013, 03:41:11 AM »

It works fine with Excelerin,

But you have to start a new game with both mods active, otherwise it won't generate again :/
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chami

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Re: Console Commands v1.5 (.54.1a, released 2013-02-07)
« Reply #115 on: June 02, 2013, 07:21:51 AM »

It works fine with Excelerin,

But you have to start a new game with both mods active, otherwise it won't generate again :/

That's what I actually did, I'm not getting a console pop up.

[
Were you running it alongside a total conversion? If the mod you are using overwrites generators.csv (which most non-Corvus mods will), you will need to use the 'addconsole' command to get it working in campaign mode.

If the input box doesn't show up at all, try alt-tabbing. Sometimes focus won't be switched to the input popup correctly.

Note: I haven't actually used this with Exerelin so I don't know for sure :)

How do you use the "addconsole" command without the console pop up appearing?
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Sproginator

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Re: Console Commands v1.5 (.54.1a, released 2013-02-07)
« Reply #116 on: June 02, 2013, 03:38:59 PM »

This is most weird, on starting a new game, do you get a green message?
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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
- Jamie Fristrom (Programmer for Spiderman2 & Lead Developer for Energy Hook)

chami

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Re: Console Commands v1.5 (.54.1a, released 2013-02-07)
« Reply #117 on: June 02, 2013, 07:06:05 PM »

This is most weird, on starting a new game, do you get a green message?

Nope. I know the console mod works though - I can exit out of Starfarer, switch to Uomoz's Corvus, and load an Uomoz save and it'll work fine. It just doesn't work at all with Exerelin for me.
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Zaphide

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Re: Console Commands v1.5 (.54.1a, released 2013-02-07)
« Reply #118 on: June 02, 2013, 07:13:42 PM »

This is most weird, on starting a new game, do you get a green message?

Nope. I know the console mod works though - I can exit out of Starfarer, switch to Uomoz's Corvus, and load an Uomoz save and it'll work fine. It just doesn't work at all with Exerelin for me.

Hmmm well Uomoz Corvus isn't a total conversion, maybe try with Ironclads and see if the same issue happens? Sorry but I haven't used console commands so I haven't tested Exerelin with it.
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chami

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Re: Console Commands v1.5 (.54.1a, released 2013-02-07)
« Reply #119 on: June 02, 2013, 07:45:41 PM »

This is most weird, on starting a new game, do you get a green message?

Nope. I know the console mod works though - I can exit out of Starfarer, switch to Uomoz's Corvus, and load an Uomoz save and it'll work fine. It just doesn't work at all with Exerelin for me.

Hmmm well Uomoz Corvus isn't a total conversion, maybe try with Ironclads and see if the same issue happens? Sorry but I haven't used console commands so I haven't tested Exerelin with it.

It works just fine with Ironclads. It really isn't a big deal - I recall reading earlier that LazyWizard added some code that should make it work with total conversions, so I thought it would be something he would like to know. Also having commands to play around with in Exerelin would be rather interesting to say the least.
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