gomarz / ss-armaa Goto Github PK
View Code? Open in Web Editor NEWstarsector mod. Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International license.
starsector mod. Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International license.
Log below.
starsector.log
(G) and (EX) seem to be fine.
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)
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)
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
Video below.
https://youtu.be/2ts2e2Hzul8
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)
The effect is gone for the rest of the battle.
Video for demonstration below:
https://youtu.be/6KbGNq2x6LU
Currently, they spawn at the edge of the map, even if there is a carrier present at the start of a battle, and it takes a noticeable amount of time for them to catch up to the main forces (especially in smaller skirmishes where you spawn closer to the center of the map).
Tested with a Xyphos (AA) that doesn't have the independent tag and was still able to fly at full burn of the craft.
Tested with Dispersal Grenade, Stake Driver and Heavy Rifle.
Limited ammo weapons installed in universal slots don't affect this.
The button merely clicks. ๐
Log below.
starsector.log
Only happens in missions, works just fine in campaign.
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.
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)
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.
I can send you the savegame as well.
Best regards
Highly subjective and maybe it's just me, however it seems like there are too many colors, especially compared to AASV and Comet skins; you got midline yellow contrasted by a much darker faintly yellow-ish grey on the body and V-azard's classic grey-brown and red legs. My eyes get lost a bit among all these.
This causes front conversion to increase Valkazard's shield arc to 225 [150/2+150] instead of to 150 [(150+150)/2].
Mostly related to vanilla navigation, but minimum range for AI docking switch might be too low
Initially thought it wasn't firing 'cause the AI was having trouble calculating trajectories due to slow projectile speed, but testing it against nimble frigates proved otherwise.
Log below.
starsector.log
Log below.
starsector.log
Other weapons work fine.
Video below.
https://youtu.be/3UOuWIJ4_Iw
Makes the game think you want to link up with your own legs. Saddest times.
Unfortunately, too noticeable to ignore. Probably the biggest reason I don't use this weapon, personally.
Log below.
starsector.log
Non-CH ships work perfectly with the new spawn mechanic.
Video below.
https://youtu.be/rAGrSK3KYts
This doesn't affect the actual strength of ground ops, only the number shown in the tooltip of the hullmod.
Video below.
https://youtu.be/o1ERQYewymw
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:
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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