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RE: [WIP] DW - Starfall - version 0.4

 
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RE: [WIP] DW - Starfall - version 0.4 - 4/12/2015 6:14:49 PM   
fierceking

 

Posts: 235
Joined: 7/24/2010
Status: offline
I will be updating this mod 1 last time. I took the download link because I was disappointed with the latest patch not addressing the bug I reported way back in September 2014. (256+ component bug)

I've been waiting for this to get fixed for so long and still nothing.

But since I put so much work on to this I will upload all the new stuff I've added + the bug fixes pointed out by you guys. It's not complete yet but I might as well upload what I have. This will be the last update for this mod even though it's not complete. I am uploading to mediafire so just wait abit.

(in reply to bavarian kid)
Post #: 121
RE: [WIP] DW - Starfall - version 0.4 - 4/12/2015 6:36:48 PM   
bavarian kid

 

Posts: 19
Joined: 4/8/2015
Status: offline
quote:

I will be updating this mod 1 last time.

Thanks for all of your hard work. Sad to see you go - hope you reconsider, since your mod is one of the most fun to play .

(in reply to fierceking)
Post #: 122
RE: [WIP] DW - Starfall - version 0.4 - 4/12/2015 9:42:59 PM   
ehsumrell1


Posts: 2508
Joined: 8/17/2010
From: The Briar Patch Nebula
Status: offline
quote:

ORIGINAL: fierceking

I will be updating this mod 1 last time. I took the download link because I was disappointed with the latest patch not addressing the bug I reported way back in September 2014. (256+ component bug)

I've been waiting for this to get fixed for so long and still nothing.


Fierceking, just a few comments.

Elliot put a fix in for the 256 component bug in the 1.9.5.9 Universe patch:
"- fixed bug where games would not start when more than 256 components defined"
Not debating whether it works or not for you, just wondering if you did apply that
number patch before the 1.9.5.10 patch
(even though it should cover the previous fixes, but
on rare occasion may not). Also noted no reference to you applying patch 1.9.5.9 here:
http://www.matrixgames.com/forums/tm.asp?m=3689493

I took a look at your YouTube recording (http://youtu.be/hd1-N9ViAr4) concerning your crashes. In that recording screenshot, I noted that the exception error stated that a non-sequential
component ID was detected
. In addition, in both your forum thread post#6 here: http://www.matrixgames.com/forums/tm.asp?m=3755902
and from the screenshot of your 'Component.txt' file, you have a non-sequential component grouping
shown (#s 142,195,169,174) then you go to component #251, 252, and so on in sequence.

Component ID's must start at 0 and be sequential. The crash error explanation states that. Just
hoping that possibly your 'components.txt' file still is out of sequence and you've overlooked
that. Love your mod idea and structure and hate to see it not completed if that is the only issue.

I can see the tremendous effort and time you've put in this (trust me, I know from my work with the
Star Trek Picard Era mods).

{edit:} Just downloaded your mod and looked at the components file, the numbers are all over the place.
Please try reordering the components in the file sequentially (I see and note that you grouped the
components logically, which makes the modding easier) and I'm willing to bet that once done, and making sure you have applied the 1.9.5.9 patch (and 1.9.5.10 afterward) you just might have an error-free mod
with all the components you wanted to add. Just my hopes at least! Trying to assist! Been so busy with
the Star Trek modding and real life, just now discovering and admiring your work.


< Message edited by ehsumrell1 -- 4/12/2015 10:55:56 PM >


_____________________________

Shields are useless in "The Briar Patch"...

(in reply to fierceking)
Post #: 123
RE: [WIP] DW - Starfall - version 0.4 - 4/13/2015 12:13:32 AM   
fierceking

 

Posts: 235
Joined: 7/24/2010
Status: offline

quote:

ORIGINAL: ehsumrell1

quote:

{edit:} Just downloaded your mod and looked at the components file, the numbers are all over the place.
Please try reordering the components in the file sequentially (I see and note that you grouped the
components logically, which makes the modding easier) and I'm willing to bet that once done, and making sure you have applied the 1.9.5.9 patch (and 1.9.5.10 afterward) you just might have an error-free mod
with all the components you wanted to add. Just my hopes at least! Trying to assist! Been so busy with
the Star Trek modding and real life, just now discovering and admiring your work.

The numbers are all over the place but they are grouped according to type like shields or hyperdrive etc which makes modding a lot easier.
When I am done I did plan on rearranging it but not till then.

From experience, after I rearranged sequentially research.txt, modding became a lot more difficult. I should have kept it grouped like the components. I don't want to make that same mistake again. Grouping them is a time saver and it's less of a headache.


Also the sequence of the numbers has no bearing on the error. You can easily test this out by editing the default DW component.txt file or your own mod's components.txt file.

Move component 1 to slot 10 or the end if you wish. You could even shuffle all your components around as long as you don't delete any. Now run the game and it should work fine.

The point is that as long as you have the components in your mod listed on the text file, sequence is not the cause of th problem.




I am usually a lazy guy and I am putting way too much effort into this response. But here is a simple test for you or Elliot...

Backup your original component.txt file
Download the attached component.txt file and replace the original (this file adds components up to 258)
http://www.mediafire.com/view/4wi8t5w818jm0n9/components.txt

Download this file (it's a bunch of bmps images for components 196 to 259) for testing purposes.
http://www.mediafire.com/download/dg5wt014cm12330/components.rar

Extract these bmps to the DW folder Distant Worlds Universe\images\ui\components
Start a vanilla game and it should run fine

Now Edit the component.txt I provided and remove the (') in front of component #256.
start a vanilla game and it should crash.

After the test you can delete the bmps images and revert back to the old component.txt

This will show that even if the numbering system is sequential, anything above 256 causes a crash.

Attachment (1)

(in reply to ehsumrell1)
Post #: 124
RE: [WIP] DW - Starfall - version 0.4 - 4/13/2015 2:18:49 AM   
ehsumrell1


Posts: 2508
Joined: 8/17/2010
From: The Briar Patch Nebula
Status: offline
Hello fierceking;

Since I am in a busy period (last few days of tax season), I won't be able to take
time to apply your suggestion just yet, but I do plan to. Especially seeing that I have
personal mods that work as designed. But as to your statement:
quote:

Original: fierceking
...Also the sequence of the numbers has no bearing on the error...

...I was responding to you due to what the content of the error stated, which is shown
below, and it DOES state (as circled) that the error/crash was due to the components.txt
file contents being in a non-sequential state. I will hope that Elliot does read this thread
and address the matter. It just might be the case where for some reason or another, unbeknown
to him, or myself, that some part of patch 1.9.5.9 may have issues for some.






Attachment (1)

_____________________________

Shields are useless in "The Briar Patch"...

(in reply to fierceking)
Post #: 125
RE: [WIP] DW - Starfall - version 0.4 - 4/13/2015 5:39:36 PM   
Regularity

 

Posts: 15
Joined: 3/28/2013
Status: offline
It's a shame to hear you won't be updating the mod any more. I know it's probably unfair of me to ask at this point, but is there any chance you'll at least finished the in-game encyclopaedia to include all the different races and resources? I can't speak for others, but it's reeeeallly hard to remember the individual traits of dozens and dozens of different races, and I keep having to stop in mid-game to minimize the game, open my browser, and surf the thread to look up racial info. Having it in-game would be wonderful!

But I also understand you're bringing the development of this mod to a close, so I'll understand if you want to say no. It's just that if you're going to close up shop, I think at least finishing the in-game encyclopaedia will help it feel "complete" and not alienate new players who may have a harder time finding the info without having the thread bookmarked.

(in reply to ehsumrell1)
Post #: 126
RE: [WIP] DW - Starfall - version 0.4 - 4/16/2015 8:50:25 AM   
paShadoWn777

 

Posts: 3
Joined: 4/11/2015
Status: offline
Second time a person attempts a tech mod and second time that person quits. Will the Rule of Three apply here?

(in reply to Regularity)
Post #: 127
RE: [WIP] DW - Starfall - version 0.4 - 4/16/2015 1:34:38 PM   
moonraker65


Posts: 551
Joined: 7/14/2004
From: Swindon,Wilts. UK
Status: offline
If you can please stick with it Fireceking. This is one of the best mods available currently IMHO

_____________________________


(in reply to paShadoWn777)
Post #: 128
RE: [WIP] DW - Starfall - version 0.4 - 4/22/2015 7:14:46 AM   
bavarian kid

 

Posts: 19
Joined: 4/8/2015
Status: offline
elliotg has announced in the "Distant Worlds v1.9.5.11 Public Beta Update Available!" thread that the 256 component bug is fixed in the upcoming 1.9.5.12 update.

I am hoping that this announcement - and the ability to creatively integrate more components with 1.9.5.12 - will reinvigorate your motivation to continue development of your high quality mod.

(in reply to moonraker65)
Post #: 129
RE: [WIP] DW - Starfall - version 0.4 - 4/22/2015 1:21:41 PM   
mordachai


Posts: 207
Joined: 3/6/2015
Status: offline
The components file for beta 11 states that components are numbered 0..499

(in reply to bavarian kid)
Post #: 130
RE: [WIP] DW - Starfall - version 0.4 - 4/23/2015 3:51:51 PM   
Rockmongrels

 

Posts: 9
Joined: 10/31/2014
Status: offline
I know nothing about MODing. I really hope you continue updating this MOD! I love using it. I enjoy the tech tree, races, and overall gameplay. I'm sill using .85 and it runs well enough for me. I Play it on .25x gamespeed, and I look forward to playing everyday!

(in reply to fierceking)
Post #: 131
RE: [WIP] DW - Starfall - version 0.9 - 4/24/2015 12:34:58 PM   
bavarian kid

 

Posts: 19
Joined: 4/8/2015
Status: offline
Playing as Egora in 0.9, racial bonus for military ship size is 25 %.
Inlcuding the 25% racial bonus and having researched "Towering structures", maximum military ship size is stated as 1812 in the design screen, maximum base size as 4350.

However, an exploration ship discovered "Super Laser", component size 1100. Using the "Super Laser" component on my capital ship design allows me to instantly build ships up to 4350 size.

Is this a general issue in Distant Worlds that "found" components increase maximum ship size to base size or is this a mod specific feature / bug ?

(in reply to Rockmongrels)
Post #: 132
RE: [WIP] DW - Starfall - version 0.9 - 4/26/2015 5:39:00 PM   
Zangi

 

Posts: 30
Joined: 1/23/2009
Status: offline
So, I see this pirate hyperdrive research, but... it is actually a generator. Something be wrong with it?

(in reply to bavarian kid)
Post #: 133
RE: [WIP] DW - Starfall - version 0.4 - 4/27/2015 7:16:51 PM   
dejagore


Posts: 65
Joined: 11/23/2011
Status: offline
quote:

Download the attached component.txt file and replace the original (this file adds components up to 258)


fierceking - as of 1.9.5.12 Beta update there is fix for the components issue:

CRASH FIXES 
- fixed crash when have custom mod with more than 256 components 


Will You resume Your work on this mod ?

(in reply to fierceking)
Post #: 134
RE: [WIP] DW - Starfall - version 0.4 - 4/28/2015 1:03:29 AM   
fierceking

 

Posts: 235
Joined: 7/24/2010
Status: offline
It's good to see that it's finally getting fixed. Looking at the patching pattern though, it might be another 3-4 months till 1.9.5.12 Beta gets released. So technically I can't add new components yet until it's fixed. I did take a look at the galactopedia and it needed work so I started on those but just finished 2 races and stopped and am now taking a break.

I've done this before where I took a break and then continued on with the mod. But I haven't played in awhile since I just got into Beta with another game.

So I'm not really sure if I will continue with the mod. If anyone wants to take over and continue with this mod, you can go ahead. You have my permission to do so.


(in reply to dejagore)
Post #: 135
RE: [WIP] DW - Starfall - version 0.4 - 4/28/2015 2:13:19 AM   
Francoy


Posts: 107
Joined: 3/10/2005
Status: offline
Beta is already available Here

(in reply to fierceking)
Post #: 136
RE: [WIP] DW - Starfall - version 0.4 - 4/28/2015 2:18:10 AM   
danymatrix

 

Posts: 61
Joined: 6/26/2014
Status: offline
yeah! We Have Company Friends!!

The Distant Worlds 1.9.5.12 Beta Update is now available for testing for Registered owners through our Members Club. You may download it from Here.



This build has the following changes from 1.9.5.11:

CRASH FIXES
- fixed crash when have custom mod with more than 256 components To Fierceking special friend

BUG FIXES
- further fixes for some achievements so that properly *retained* upon review: OwnOperationalPlanetDestroyer, JoinTheFreedomAlliance, JoinTheShakturi
- fixed bug where pirate factions would sometimes accept own attack missions

USER INTERFACE
- fixed problem where could not respond to multiple simultaneous diplomatic messages, e.g. multiple requests to honor mutual defense pact in alliance. These are now presented sequentially so that player can respond to all messages
- fixed Enemy Target List closing when have target without empire


This build has the following changes from 1.9.5.10:

CRASH FIXES
- fixed crashes on some systems when drawing text in Hover Panel (the hover info for planets, ships, etc - this was incorrectly showing up from GDI+ as an Out of Memory exception)
- fixed crash when drawing empire colony summary (Empire Summary screen) and have no capital colony
- fixed rare crash when fighters checking for nearby threats
- fixed rare crash when ship performing escort mission
- fixed rare crash when fleet checks for next mission assignment
- fixed occasional crash in game editor when editing a planet with special ruins

BUG FIXES
- fixed bug when attempt to start new custom pirate game without any other empires
- fixed bug where loading premade designs allows premature building of colony ship (advisor suggestion)
- fixed bug where civilian pirate ships would not always get upgraded component values when researched
- civilian pirate ships will now properly retrofit as needed
- pirate civilian ship maintenance reduction bonuses from leaders, etc now properly applied
- fixed bug where victory condition progress sometimes shows NaN%
- fixed some Achievements for pirate factions (raiding)
- fixed 'Defeat Ancient Guardians' achievement

GENERAL AI AND GAME BALANCE
- AI more likely to offer trades of tech and maps when relations good between empires
- AI builds more construction ships in early game
- Freighters now less likely to be idle - when no transport orders to fulfill freighters are now more likely to bulk transport resources from mining stations and small colonies to spaceports

OTHER
- bases will now launch fighters at attackers even when have no other weapons
- now allow populations with colony population policy set to 'Exterminate' to be completely wiped out at colonies (do not stop at 1 million)
- Achievements screen now shows your empire when playing as a pirate faction - thus can see pirate achievements (e.g. raiding)

< Message edited by Erik Rutins -- 4/27/2015 7:07:01 PM >

(in reply to Francoy)
Post #: 137
RE: [WIP] DW - Starfall - version 0.4 - 4/28/2015 1:53:28 PM   
mordachai


Posts: 207
Joined: 3/6/2015
Status: offline
lol - when I joined this board only a month ago - all the rage waz to whine about 'no support' 'no patches' etc. I guess the devs just needed a bit of human time before continuing with the greatness. :)

(in reply to danymatrix)
Post #: 138
RE: [WIP] DW - Starfall - version 0.9 - 4/29/2015 6:42:45 PM   
bavarian kid

 

Posts: 19
Joined: 4/8/2015
Status: offline
minor issues with 0.9

1.) Naxxilian ground troops - at least infantry - have no unit images. Ground report screen is empty.

2.) "Advanced Laser Focusing" has lower range than previous "Laser Focusing". Intended ?

(in reply to mordachai)
Post #: 139
RE: [WIP] DW - Starfall - version 0.9 - 4/30/2015 12:10:05 AM   
fierceking

 

Posts: 235
Joined: 7/24/2010
Status: offline
I was really surprised by how fast the fix was uploaded but very happy that it was.

I've downloaded the new beta and it looks like it has fixed the bug. I've been able to add 15 components without any crashes so far. So I'm really happy with the fix.

(in reply to bavarian kid)
Post #: 140
RE: [WIP] DW - Starfall - version 0.9 - 4/30/2015 12:16:50 AM   
fierceking

 

Posts: 235
Joined: 7/24/2010
Status: offline

quote:

ORIGINAL: Zangi

So, I see this pirate hyperdrive research, but... it is actually a generator. Something be wrong with it?


The pirate tech is not for the player but for the pirates in-game.




For all the mods out there that changed the speed of hyperdrives pre-warp, the pirates got nerfed pretty bad. Every mod had the same problem if they lowered the hyperspeeds. Pirates were so slow too that they were almost useless in the game.

I think I've found a way to fix this and now the pirates are a menace again. During pre-warp, they should harass the player and AI more often.

(in reply to Zangi)
Post #: 141
RE: [WIP] DW - Starfall - version 0.9 - 4/30/2015 12:19:11 AM   
fierceking

 

Posts: 235
Joined: 7/24/2010
Status: offline

quote:

ORIGINAL: bavarian kid

minor issues with 0.9

1.) Naxxilian ground troops - at least infantry - have no unit images. Ground report screen is empty.

2.) "Advanced Laser Focusing" has lower range than previous "Laser Focusing". Intended ?



The laser tech is intended and there was a bunch of typos in the Naxxilian images. I named them Naxxlian or 1 was Naxxllian.

(in reply to bavarian kid)
Post #: 142
RE: [WIP] DW - Starfall - version 0.9 - 4/30/2015 3:32:22 PM   
mordachai


Posts: 207
Joined: 3/6/2015
Status: offline
How did you limit the hyperdrive tech to just pirates? My mod has nerfed early warp speeds - and I would love to fix that for the pirates...

(in reply to fierceking)
Post #: 143
RE: [WIP] DW - Starfall - version 0.9 - 4/30/2015 6:49:06 PM   
Kingah


Posts: 70
Joined: 8/17/2013
From: Teeka
Status: offline
So this means that the mod is being worked on again? (once your break is over ofc)?

_____________________________


(in reply to mordachai)
Post #: 144
RE: [WIP] DW - Starfall - version 0.9 - 5/1/2015 9:06:24 PM   
fierceking

 

Posts: 235
Joined: 7/24/2010
Status: offline

quote:

ORIGINAL: mordachai

How did you limit the hyperdrive tech to just pirates? My mod has nerfed early warp speeds - and I would love to fix that for the pirates...

I'm doing more testing right now so I don't want to explain yet just in case it there's things I missed. It looks promising thought since I'm starting to hate pirates again.

Just need to test more...

(in reply to mordachai)
Post #: 145
RE: [WIP] DW - Starfall - version 0.9 - 5/1/2015 9:08:56 PM   
fierceking

 

Posts: 235
Joined: 7/24/2010
Status: offline

quote:

ORIGINAL: Kingah

So this means that the mod is being worked on again? (once your break is over ofc)?

I am working on it again although focusing mainly on tech tree right now since the bug was fixed.

(in reply to Kingah)
Post #: 146
RE: [WIP] DW - Starfall - version 0.9 - 5/3/2015 2:31:49 AM   
mordachai


Posts: 207
Joined: 3/6/2015
Status: offline
quote:

ORIGINAL: fierceking
quote:

ORIGINAL: mordachai
How did you limit the hyperdrive tech to just pirates? My mod has nerfed early warp speeds - and I would love to fix that for the pirates...

I'm doing more testing right now so I don't want to explain yet just in case it there's things I missed. It looks promising thought since I'm starting to hate pirates again.
Just need to test more...

I hear that! Even with all of the nerfing that is inherent to the slow speed mods, they're still freaking annoying. But they can't do their smuggling thing worth a damn without better engines... so, I'll be listening intently to see if you've got a good solution!

(in reply to fierceking)
Post #: 147
RE: [WIP] DW - Starfall - version 0.9 - 5/3/2015 4:46:59 PM   
bavarian kid

 

Posts: 19
Joined: 4/8/2015
Status: offline
Vaxxok charakter - named Va-Afreeke-xon - lacks an image.

(in reply to mordachai)
Post #: 148
RE: [WIP] DW - Starfall - version 0.4 - 5/4/2015 8:53:42 PM   
fierceking

 

Posts: 235
Joined: 7/24/2010
Status: offline

quote:

ORIGINAL: Regularity

It's a shame to hear you won't be updating the mod any more. I know it's probably unfair of me to ask at this point, but is there any chance you'll at least finished the in-game encyclopaedia to include all the different races and resources? I can't speak for others, but it's reeeeallly hard to remember the individual traits of dozens and dozens of different races, and I keep having to stop in mid-game to minimize the game, open my browser, and surf the thread to look up racial info. Having it in-game would be wonderful!

But I also understand you're bringing the development of this mod to a close, so I'll understand if you want to say no. It's just that if you're going to close up shop, I think at least finishing the in-game encyclopaedia will help it feel "complete" and not alienate new players who may have a harder time finding the info without having the thread bookmarked.

I had some time so I worked on the races Galactopedia. I still need to work on lore for most of them but at least now all races can be accessed by the Galactopedia and you will be able to see the race's individual stats.

This will be included in my next update.

(in reply to Regularity)
Post #: 149
RE: [WIP] DW - Starfall - version 0.9 - 5/4/2015 8:56:13 PM   
fierceking

 

Posts: 235
Joined: 7/24/2010
Status: offline

quote:

ORIGINAL: bavarian kid

Vaxxok charakter - named Va-Afreeke-xon - lacks an image.

Thanx for letting me know.

There was a typo with one of the pics race57-9.png should be race57-9x.png.

(in reply to bavarian kid)
Post #: 150
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