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Author Topic: Project Ironclads TC (28 of April, 2017) Source files for the mod  (Read 1480459 times)

Vind

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Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
« Reply #3615 on: January 29, 2015, 02:51:00 AM »

Running 8.5 version on linux i got crash with wrong filename:
java.lang.RuntimeException: Error loading [graphics/factions/UIN.png] resource, not found in [/home/vindicator/starsector/./mods/ironclads2,../starfarer.res/res,CLASSPATH]
   at com.fs.util.C.Ã?00000(Unknown Source)
   at com.fs.util.C.Ã?00000(Unknown Source)
   at com.fs.graphics.K.String(Unknown Source)
   at com.fs.graphics.K.Ã?00000(Unknown Source)
   at com.fs.graphics.K$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:701)
After renaming ../mods/ironclads2/graphics/factions/uin.png to upper case UIN.png all works fine.
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Okim

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Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
« Reply #3616 on: January 29, 2015, 04:53:49 AM »

I recall this one being reported some long time ago.

The funny part here is that I can`t see any logical reason why that error occurs. The file name in in lower case. The root to it in the file is also in lower case. Other factions all have lower cases, but they don`t crash the game.

Why this happens is a mystery to me.

Gabriel_Braun

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Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
« Reply #3617 on: January 29, 2015, 06:18:00 AM »

Can you add into the mod a way of using ferrets and hounders?  By this I mean a way of having very weak but fast ships that essentially drive the fox to the hounds as the saying goes.  It would have to basically lower the burnspeed of the opposing fleet while having a massive CR for any ships involved as they would tire out rapidly but at least force the enemy fleets into an engagement at the risk of exhaustion.  It's best demonstrated on-screen by one of Jack Ryan's opinions in The hunt for Red October by sending fast attack subs to push the defecting captain into the main surface assets
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Gabriel_Braun

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Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
« Reply #3618 on: January 29, 2015, 08:02:00 AM »

After renaming ../mods/ironclads2/graphics/factions/uin.png to upper case UIN.png all works fine.

Isn't uin a priority filename in UNIX to do with numbering or indexing somesuch?   If you re-do the file convention and name them eu or whatever you like then it shouldn't recur as far as I'm aware but it's been ages since I did IT as I'm aeronautics now
« Last Edit: January 29, 2015, 08:37:54 AM by Gabriel_Braun »
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Vind

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Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
« Reply #3619 on: January 29, 2015, 10:33:05 AM »

After snooping around with help of MC find string feature i found one instance of using "UIN.png" in /mods/ironclads2/data/campaign/channels.json line 100.
       "tritachyon_internal":{
      "name":"Tri-Tachyon Intelligence",
      "logo":"graphics/factions/uin-intel.png",
      "icon":"graphics/factions/uin-intel.png",
      "image":"graphics/factions/UIN.png",
      "sound":"ui_channel_comm_secure",
      "faction":"UIN",
      "type":"Intelligence Report",
      "shortType":"Intel",
   },
« Last Edit: January 29, 2015, 10:38:12 AM by Vind »
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Okim

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Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
« Reply #3620 on: January 29, 2015, 11:37:39 AM »

Thanks.

Didn`t check that one...

Mansta

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Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
« Reply #3621 on: January 29, 2015, 08:44:28 PM »

Hi I have been having a blast playing your mod, thanks for giving us such a refined mod!
In a new game using the newest version today I ran into an exception:

RuntimeException: Ship hull variant [isa3-de-idaho_hull] not found!

It is when I attempt to repair an Idaho carrier ship wreckage.
Apologies if this has been asked before I searched the forums and could not find a way to fix this.
Cheers.
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Okim

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Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
« Reply #3622 on: January 29, 2015, 09:42:25 PM »

Ah, i see.

Fixed the issue for the next version. As a work around you can copy/paste any Idaho variant, strip it from all weapons and name it '_Hull' instead of '_variant' inside the file (as well as the file itself).

BTW, i forgot to mention that Scrapper is not the only repair-cabaple ship. Marauder`s Scavenger can also repair/scrap ships.

BigNose

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Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
« Reply #3623 on: January 31, 2015, 03:27:16 AM »

Great mod, really appreciate all the effort that must have gone into this, having a true blast with it! ;)
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Crystal Fox

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Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
« Reply #3624 on: January 31, 2015, 08:47:55 AM »

Trying not to be a n00b but...where is the download link ???
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Tommy

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Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
« Reply #3625 on: January 31, 2015, 08:58:09 AM »

Quote
INSTALLATION

The latest version is 8.5 (20.01.2015). Here you can get the archive and see the changelog: http://fractalsoftworks.com/forum/index.php?topic=431.msg151879#msg151879

No fancy download image like most mods, but it's there in the original post :)

Direct link: http://www.lordsofthestars.com/other/Sector/ironclads8.5.zip
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harmonica2150

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Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
« Reply #3626 on: February 01, 2015, 09:46:49 AM »

I've been having a lot of trouble getting starsector to run. Its to do with JAVA, and I don't know how to remedy it. The problem is I can't load saved games. Every time I get a java error.

I've gone to your links OKIM, to change the memory, installed the most up to date versions of your mod and starsector. Also tried using Java 7 and 8, changing the 'JRE' file in starsector to the java7 or 8 file.

Is there somewhere I can look to find some information on this? I had this game running before, and I'm sure I'm just missing something simple, but I don't know what it is!

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Okim

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Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
« Reply #3627 on: February 01, 2015, 09:55:10 AM »

If you are using 32 bit system there is no workaround if IIRC other than to wait for the next vanilla update. It is supposed to do something with save game size which i hope will remove these memory issues that large saves have.

harmonica2150

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Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
« Reply #3628 on: February 01, 2015, 11:37:10 AM »

Okim,

Thanks for the quick reply. I'm on a 64bit system with windows 8.

I remember there was a page here somewhere that mentioned deleting the first bit of text in the batch file and replacing it with just 'java'. Do you know where I can find that? I can't find it for the life of me.

If you are using 32 bit system there is no workaround if IIRC other than to wait for the next vanilla update. It is supposed to do something with save game size which i hope will remove these memory issues that large saves have.

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Wyvern

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Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
« Reply #3629 on: February 01, 2015, 11:57:54 AM »

This stickied thread should help - it's over in the "bug reports and support" section of the forum.
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Wyvern is 100% correct about the math.
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