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Author Topic: [0.95a] The Mayorate v1.1.0 (2021-11-25)  (Read 320063 times)

kazi

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Re: [0.7.1a] The Mayorate v0.9.1 (updated 13/12/15)
« Reply #360 on: December 16, 2015, 09:08:05 PM »

Mayorate is hostile with Neutral, (as in, literally the "Neutral" faction), which causes them to attack and destroy such fleets as named bounties.  It's awkward warping into Rasht to see the Mayorate dog-piling a pirate bounty fleet.

I set the faction to be hostile to all factions by default, (this was a catch-all for other random mod factions), but this appears to have been a bad idea. Didn't realize there was a "neutral" faction and didn't manually catch that one.... whoops.

I'll chime in and say that I'm fine with faction "special powers" in Nexerelin, as long as they aren't game-breaking. There's already a limited amount of this, in the form of things such as the Lion's Guards, Luddic Majority and in the future the Tiandong escort fleets.

Hmmmmm... maybe I'll add that one back in for Nexerelin...

Unfortunately, i need to post a bug report. In SS 0.7.1a-rc5 with Mayorate 0.9.1, i seem to have found a fairly repeatable crash bug? Not entirely sure what's causing it, but if i stay in the refitting screen for the Last Hurrah mission for too long (15+ minutes?) it crashes to desktop.

The error message is "Fatal: Error initializing music source - AL error 40965, check log for more info, and the last line of the log is

Code
1260201 [Thread-5] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - Creating streaming player for music with id [miscallenous_main_menu.ogg]
1260332 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error initializing music source - AL error 40965
java.lang.RuntimeException: Error initializing music source - AL error 40965
at sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.<init>(Unknown Source)
at sound.H.o00000(Unknown Source)
at sound.H.o00000(Unknown Source)
(the first line repeats... several thousand times before this)

I removed all mods except mayorate/lazylib/shaderlib and still got it, so i'm mostly sure the problem is here. I play with the music muted (sorry!), usually, so i can't really comment on if things sound funny before they go wrong right now

That appears to be a bug with the way I'm handling music on the title screen. Alex's music APIs are quite incomplete, and do not properly stop the music on screen transitions, so I manually had to code in a script to properly change the music at the correct points in the main menu/missions. I'll see if I can reproduce that bug and fix it on my end.

I also noticed that the standard fits for most of the Mayorate ships have all capacitors instead of a majority of vents or a balance. is there some sort of secret to piloting these ships that i haven't figured out?

That's mostly just the way I seem to play by default. Pretty sure I'm the only person who likes capacitors lol...  :-X
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Ceebees

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Re: [0.7.1a] The Mayorate v0.9.1 (updated 13/12/15)
« Reply #361 on: December 18, 2015, 02:35:12 PM »

I have another crash to report (sorry again!), though i would like to preface this one by saying that i followed your IntelliJ tutorial and have been fiddling with Mayorate to learn how things work. So, this one might be my fault, or the IDE re-assembling the jar wrong - but, i don't see how turning Rasht blue and moving it way off to the left in hyperspace would cause this (i've only been altering rashtGen), and everything else seems to work okay so far.

That out of the way, the game crashed when i was returning to the main menu after exiting a campaign, with the log:

Code
2926875 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: data/scripts/weapons/ai/DisruptorAI
java.lang.NoClassDefFoundError: data/scripts/weapons/ai/DisruptorAI
at data.scripts.MayorateModPlugin.pickWeaponAutofireAI(MayorateModPlugin.java:107)
at com.fs.starfarer.launcher.ModManager$3.o00000(Unknown Source)
at com.fs.starfarer.launcher.ModManager.getPriorityPlugin(Unknown Source)
at com.fs.starfarer.launcher.ModManager.pickWeaponAIPlugin(Unknown Source)
at com.fs.starfarer.combat.systems.oOoO.addWeapon(Unknown Source)
at com.fs.starfarer.loading.specs.forsuper.super(Unknown Source)
at com.fs.starfarer.loading.specs.forsuper.super(Unknown Source)
at com.fs.starfarer.loading.specs.forsuper.super(Unknown Source)
at com.fs.starfarer.title.super.?0000(Unknown Source)
at com.fs.starfarer.title.super.String(Unknown Source)
at com.fs.starfarer.title.super.?0000(Unknown Source)
at com.fs.starfarer.title.super.super(Unknown Source)
at com.fs.starfarer.combat.oOOO.new.super(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: data.scripts.weapons.ai.DisruptorAI
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 20 more

I think it tried to spawn a ship with a Mayorate Disruptor in the background combat diorama and didn't know what to do? Again, this might just be my meddling, but i figured i should mention it.
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kazi

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Re: [0.7.1a] The Mayorate v0.9.1 (updated 13/12/15)
« Reply #362 on: December 18, 2015, 05:50:47 PM »

Huh, I'll check it out. It looks like it's somehow not finding the DisruptorAI plugin in the main menu, but is somehow finding it in the actual game (at least I'm going to assume it did on your end).... very weird.
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Cycerin

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Re: [0.7.1a] The Mayorate v0.9.1 (updated 13/12/15)
« Reply #363 on: December 21, 2015, 02:08:02 PM »

Thing that's bugging me about the Ravana: The maneuvering jets dont have any auxiliary engines, everything's concentrated on the back. I think it'd look a lot better if some diagonal engines along the sides or top activated, so the engine part of the ship doesn't become one gigantic whiteout.
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DinoZavarski

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Re: [0.7.1a] The Mayorate v0.9.1 (updated 13/12/15)
« Reply #364 on: December 22, 2015, 02:56:21 AM »

I have a weird crash on game start (just after data loading is finished) when attempting to launch SS 0.7.1 with this mod enabled on Linux with OpenJDK 7:

Code
72054 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
at java.util.ArrayList.rangeCheck(ArrayList.java:635)
at java.util.ArrayList.get(ArrayList.java:411)
at com.fs.starfarer.loading.scripts.ScriptStore.Ò00000(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings.o00000(Unknown Source)
at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:745)

The game seems to run normally with the embedded JRE, however it is 32 bit and can't assign enough memory to play ss+/nexerlin game.

Do you know if OpenJDK 7 can be tunned to run SS with your mod? I have other java apps constantly running (like i2p for example) and prefer to avoid launching several Java versions simultaneously - wastes a loot of memory and i have only 6G.

edit: Just to add, previous versions of SS/Mayorate worked fine with OpenJDK 7
« Last Edit: December 22, 2015, 03:15:30 AM by DinoZavarski »
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Dark.Revenant

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Re: [0.7.1a] The Mayorate v0.9.1 (updated 13/12/15)
« Reply #365 on: December 22, 2015, 03:23:31 AM »

Mayorate is compiled with JDK 8 binary format.  Vanilla itself uses JDK 6, and most mods use JDK 7.  In the future, the game will be coming with a copy of JRE 7 rather than JRE 8.
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cardgame

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Re: [0.7.1a] The Mayorate v0.9.1 (updated 13/12/15)
« Reply #366 on: December 25, 2015, 05:31:06 PM »

Mayorate is hostile with Neutral, (as in, literally the "Neutral" faction), which causes them to attack and destroy such fleets as named bounties.  It's awkward warping into Rasht to see the Mayorate dog-piling a pirate bounty fleet.

I set the faction to be hostile to all factions by default, (this was a catch-all for other random mod factions), but this appears to have been a bad idea. Didn't realize there was a "neutral" faction and didn't manually catch that one.... whoops.

Yeah, I got a reputation penalty for not acting hostile to the Lion's Guard for some reason, even though the Mayorate and the Sindrian Diktat are on good terms right now. Coupled with "neutral" it dropped me from favorable to neutral and I can't access their military market anymore :(
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StarSchulz

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Re: [0.7.1a] The Mayorate v0.9.1 (updated 13/12/15)
« Reply #367 on: December 25, 2015, 06:57:27 PM »

So, i actually got a chance to pilot a Ravana battlecruiser. when i mentioned how i wanted one, i was confusing it with the cruiser with the grav cannon. I can say that in combat the Ravana is very powerful, but it doesn't actually feel powerful. compared to the Del-Archaezel, the grav cannon on it echos throughout the map and sounds terrifying. but the heavy energy weapons available on the battlecruiser just sound weak. It is more than maneuverable enough though.

Ceebees

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Re: [0.7.1a] The Mayorate v0.9.1 (updated 13/12/15)
« Reply #368 on: December 26, 2015, 10:09:29 PM »

Is the Grav Driver intended to be purchasable from markets? I found a single one on the black market, but it looks rather like it's meant to be a Mayorate ship's spinal mount, and lacks a description.
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Unbroken

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Re: [0.7.1a] The Mayorate v0.9.1 (updated 13/12/15)
« Reply #369 on: December 27, 2015, 10:59:21 AM »

I had just finished fighting the good fight vs a block of Blackrock ships, when this sadly occurred. Not sure if this is a Mayorate issue, or an SS+/Nex one:

Code
2232271 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.SystemBountyEvent  - Paying commission bounty of 2430 from [Mayorate]
2258069 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.coreui.i.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.M.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.int.dismiss(Unknown Source)
at com.fs.starfarer.coreui.oOOO.dismiss(Unknown Source)
at com.fs.starfarer.coreui.oOOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.interfacesuper.o00000(Unknown Source)
at com.fs.starfarer.ui.null.processInput(Unknown Source)
at com.fs.starfarer.ui.U.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

I've also seen the Grav Driver being buyable from the Black Market (and also Prism Freeport's high end seller), and also: is the Ravana supposed to gulp down 20 fuel/ly? It's double the value for other battlecruisers, and still higher than full battleships - an Onslaught eats only 15/ly.
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SnowDrakE

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Re: [0.7.1a] The Mayorate v0.9.1 (updated 13/12/15)
« Reply #370 on: December 29, 2015, 11:27:47 AM »

I have the same problem on startup...

"Starsector 0.7.1a-RC5

Fatal: Index: 0, Size: 0
Check starsector.log for more info."

Code
14315 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
at java.util.ArrayList.rangeCheck(Unknown Source)
at java.util.ArrayList.get(Unknown Source)
at com.fs.starfarer.loading.scripts.ScriptStore.Ò00000(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings.o00000(Unknown Source)
at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

I also replaced the jre folder with what I had installed:
Code
JAVA_VERSION="1.7.0"
OS_NAME="Windows"
OS_VERSION="5.2"
OS_ARCH="amd64"

So unfortunately running Nexerelin with multiple factions, I am unable to get Mayorate to run at all. If anyone has ideas or suggestions, I am open for anything.
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StarSchulz

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Re: [0.7.1a] The Mayorate v0.9.1 (updated 13/12/15)
« Reply #371 on: December 29, 2015, 11:29:53 AM »

Are you running JRE 8? that is the error it gave me when i wasn't running 8.

SnowDrakE

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Re: [0.7.1a] The Mayorate v0.9.1 (updated 13/12/15)
« Reply #372 on: December 29, 2015, 11:45:49 AM »

Are you running JRE 8? that is the error it gave me when i wasn't running 8.
I listed my JRE version above. 1.7.0
So upping to version 8 should do the trick?

Addendum: Indeed, upgrading Java worked. Can play now with Mayorate enabled. Celebratory whiskey will be poured.
« Last Edit: December 29, 2015, 11:56:59 AM by SnowDrakE »
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kazi

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Re: [0.7.1a] The Mayorate v0.9.1 (updated 13/12/15)
« Reply #373 on: December 29, 2015, 01:29:57 PM »

Addendum: Indeed, upgrading Java worked. Can play now with Mayorate enabled. Celebratory whiskey will be poured.

Hah- it would seem we have very similar playstyles...  ;)

I just got back home to Vancouver today after visiting places for the holidays, was going to try releasing a patch for people's major gripes sometime in the next few days. I'm going to be moving for a faraway job soon, might be awhile before my desktop arrives via shipping (so I porbably won't be able to do art/music/actually play non-laggy Starsector until it gets there). Let me know what features/bugs you want addressed, and I'll try to hash out all of the quickly doable ones in the next little bit (gotta do a lot of packing, anything requiring art changes/extensive code additions probably won't get done).

Right now, the bugs/features I was going to address were:
+ Fix Mayorate hostility to "hidden" neutral factions.
+ Add description for Grav Driver. That's actually an extra ballistic weapon that I added last patch and apparently forgot to put in the patch notes - it has different damage/stats/sfx from the Del Azarchel spinal mount.
+ Fix main menu audio bug (unfortunately may be an issue with the underlying music API, might have to do a lot of workarounds).
+ Add Mayorate bonus campaign features to Nexerelin playthroughs.
+ Decrease Ravana fuel usage.
+ Compile against JDK 7.

@Cycerin - Yeah the maneuvering jets thing bugs me too. I originally got rid of the system with a new Mayorate-specific one, didn't get it working and added for the last patch, threw back on the maneuvering jets as a placeholder. Probably wasn't going to spend a bunch of effort fixing it at the moment unfortunately.
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StarSchulz

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Re: [0.7.1a] The Mayorate v0.9.1 (updated 13/12/15)
« Reply #374 on: December 29, 2015, 01:36:05 PM »

Main menu bug? was that the one that crashes the game after having the menu opened for so long?

Anyway, the Lilith is my favorite ship from this mod. was it created from a 3D model like the rest of the ships? if so, do you still have that? i would love to see what the entire ship looks like!
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