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ss-armaa's Issues

[1.6] Random sector NPE on new game

187871 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
	at data.scripts.world.systems.armaa_nekki.generate(armaa_nekki.java:56)
	at data.scripts.world.ARMAAWorldGen.generate(armaaworldgen.java:77)
	at data.scripts.MechaModPlugin.onNewGame(MechaModPlugin.java:68)

[2.03] Einhander causes a CTD upon entering combat when you have no weapon equippied in the drone slot.

385520 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.weapons.armaa_bitWeaponAssignment3.advance(armaa_bitWeaponAssignment3.java:59)
at com.fs.starfarer.combat.entities.ship.A.void.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

[1.5.2] Moonlight issues

I installed a bunch of range extending mods on Aleste (Advanced Optics, Dampened Mounts, ITU), and it seems like Moonlight blades start behaving weirdly once they get past their normal range. The beam of the weapon extends too slowly to reach its full length in the first half of the animation, and this leads to AI being unable to hit its target even though it's technically within weapon range.

Another thing I noticed is that this issue can be sort of mitigated by speeding up the game using the SpeedUp mod. I don't know if this is something specific to Moonlights or just a vanilla quirk, but it's there.

Video with examples of above:
https://youtu.be/d7FFDaqoxsU

[1.95 pre-release] Altagrave (EX) causes a CTD

285341 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.entities.Ship.(Unknown Source)
at com.fs.starfarer.loading.specs..o00000(Unknown Source)
at com.fs.starfarer.loading.specs.
.o00000(Unknown Source)
at com.fs.starfarer.loading.specs._.o00000(Unknown Source)
at com.fs.starfarer.combat.systems.N.?00000(Unknown Source)
at com.fs.starfarer.combat.systems.N.advanceImpl(Unknown Source)
at com.fs.starfarer.combat.systems.F.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

Multiple case-mismatched graphics files

There's multiple misnamed files in the new ships that prevent the game from booting on any install with a case-sensitive filesystem, aka everything outside of the Windows-verse

The files present are:

 * graphics/armaa/ships/leynos/armaa_leynos_hips.png
 * graphics/armaa/ships/leynos/armaa_leynos_hips_glow1.png
 * graphics/armaa/ships/leynos/armaa_leynos_hips_glow2.png
 * graphics/armaa/weapons/armaa_valkencustomGun.png

Meanwhile, the mod checks for the following:

 * graphics/armaa/ships/leynos/armaa_leynos_Hips.png
 * graphics/armaa/ships/leynos/armaa_leynos_Hips_glow1.png
 * graphics/armaa/ships/leynos/armaa_leynos_Hips_glow2.png
 * graphics/armaa/weapons/armaa_valkencustomgun.png

For some cases, the code checks for both variants, so the only user-end solution is to either duplicate or link the files to new names.

Simple solution would be to just "audit" (regex search) for the offending file calls and change them to match the physical files.

Going forward, it'd be a good idea to exclusively use snake_case or camelCase to avoid future problems.

[1.6] Einhander causes a CTD if no weapon is installed in the drone weapon slot.

1200106 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.weapons.armaa_bitWeaponAssignment3.advance(armaa_bitWeaponAssignment3.java:120)
at com.fs.starfarer.combat.entities.ship.A.G.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

[2.083] Docking AI Crash

Hi,

great mod. Thank you very much for it. It's one of my favorites. Unfortunately I come with a bug report. I've been playing a campaign for quite a while when suddenly the battles started crashing. It's well reproducible.

Here is a backtrace from the log file

java.lang.IndexOutOfBoundsException: Index: 1, Size: 1
	at java.util.ArrayList.rangeCheck(Unknown Source)
	at java.util.ArrayList.get(Unknown Source)
	at data.scripts.ai.armaa_combat_docking_AI.init(armaa_combat_docking_ai.java:634)
	at data.hullmods.armaa_strikeCraft.checkRefitStatus(armaa_strikeCraft.java:677)
	at data.hullmods.armaa_strikeCraft.advanceInCombat(armaa_strikeCraft.java:815)
	at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
	at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
	at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
	at com.fs.starfarer.combat.CombatState.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.o00000(Unknown Source)
	at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
	at java.lang.Thread.run(Unknown Source)

I looked up the line in armaa_combat_docking_AI.init. The line info does not seem to be super accurate. Below on line 639 however, I found

						bayNo = i;
						if(bayNo > potentialCarrier.getLaunchBaysCopy().size())
							continue;

Shouln't that be >=?

Anyway, would be great if you could take a look at that.

starsector.log.zip

I can send you the savegame as well.

Best regards

[1.5.2e] Einhander's Pila drones' weapon weirdness.

Seems like the weapon replacer script for Pilas only works if the player is controlling the ship at the beginning of the battle. If an Einhander enters the battle under AI control, its Pila drones' weapons will be synced to:

  • the Einhander currently controlled by the player
  • the Einhander that was most recently controlled by the player
    If the player never controlled an Einhander during the session, all AI Einhanders will have Pilas spawning with taclasers.

Haven't tested this with enemy Einhanders, but I can safely assume it's the same for them, too.

This works across saves, different campaigns and even non-campaign missions but not different game sessions (restarting the game resets everything to the taclaser).

Videos with captured behavior below:
https://youtu.be/p3fh8kmOL0Y
https://youtu.be/DCqvFjC8CiU

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