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Messages - GGLucas

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Bugs & Support / Re: Savegame crash
« on: December 11, 2015, 01:29:55 PM »
GamersGate just sells steam keys, it's only GoG that has a non-steam version, though either version is of course DRM-free.

I'm sure there's at least one, possibly multiple, torrents out there where the uploader screwed up the update and broke saves this exact way. Don't know why they can't seem to get Star Ruler right, the SR1 torrents all had various hilarious problems as well.

Bugs & Support / Re: Savegame crash
« on: December 11, 2015, 11:00:50 AM »
This problem is caused by game versions that were updated incorrectly. There is v1.0.3 out, but that only fixed some windows 10 compatibility issues.

If you have this problem:

From Steam: Use "verify integrity of game cache".
From GoG: Redownload the base version of the game and use 'check for updates' from the main menu.
From the bay of booty: Get yourself a torrent from someone that didn't screw up the update process. Or just buy the game.

Bugs & Support / Re: Savegame crash
« on: December 10, 2015, 06:31:32 AM »
Where did you purchase the game and what version do you have? You can see your version in the bottom right of the main menu.

Bugs & Support / Re: yet another load game crash
« on: October 04, 2015, 12:36:20 PM »
Alright. Well that settles it then, the JIT is being an idiot somehow. Thanks for the detailed analysis, I'll definitely be spending some time looking at the assembly output for that function. Though why it would suddenly start happening is a mystery.

Bugs & Support / Re: yet another load game crash
« on: September 30, 2015, 06:22:55 AM »
Thanks for shedding some more light on this error, Woos. We've been aware of a (we thought very rare?) phantom corruption-on-save around there for a while, because we've gotten savegames that suddenly devolved into gibberish data, which is only caused by errors on save, but we hadn't seen the exact errors. If you do manage to create a working save that causes this error, that's pretty much a guarantee we can fix it, but until then:

I'm just as confused as you are. Probably even more, because I know for a fact that nothing runs in other threads while saving, and even if it somehow did and managed to change resources at the exact required moment, it would cause a single save operation to fail, it couldn't possibly affect all future ones. The fact that it starts happening over time is also even more puzzling; we had previously assumed that this was caused by faulty bytecode emitted by our angelscript JIT compiler, causing the count to be read/used wrong. But since the compiled bytecode doesn't change after game start, and the game saves fine up to a point, either there's something exceptionally strange going on, or it's not a problem with the script compilation.

We'll have to spend some time mashing our heads into what exactly happens here. You may be right that the array itself actually somehow receives a corrupted length :/

Modding / Re: Fleet templates
« on: June 28, 2015, 03:59:02 AM »
Designs are defined in the engine, but construction goes through functions declared in data/components/construction.txt and implemented in server/construction/ and shadow/construction/ Generally if you want to add data into an empire, you would end up putting it in a component, and then accessing it through functions declared in one.

Modding / Re: Replace Tool
« on: June 27, 2015, 07:12:33 AM »
Keybind loading is a little weird in mods, it loads the base game's file and the mod's file, which causes duplicated binds/bind groups. Originally the intent was for the mod to have only its new keybinds in its file (so you don't have to rebind the keybindings for every mod), but because this was one of the engine's earlier systems it ended up not working quite right over time with keybind groups. Unfortunately there's no way for mods to add to an existing keybind group, so you'd have to add it either as a global keybind, or create an entirely new group (and since you can only set one group per gui element, this creates some problems).

Bugs & Support / Re: loadgame crash
« on: June 24, 2015, 06:31:44 AM »
Please verify the integrity of your game files through steam, those errors imply steam did not update the game files correctly. If that doesn't fix it try deleting the game folder from your steamapps and reinstalling.

Modding / Re: Remnant ships have unwanted subsystems.
« on: June 23, 2015, 02:43:17 PM »
The Creeps empire is created in scripts/server/, which is also where it unlocks all the subsystems and modules for it.

The reason why your "import empire" fails is because definitions are loaded in all script engines (menu, server, client, shadow), but "empire" only loads into the server engine. You'll want to put your import in a #section server block like the hooks have for code that only applies to the server engine.

That said, you'll probably want to use a subsystem tag for this. Like a "NoRemnantUnlock" tag and then check for def.hasTag(ST_NoRemnantUnlock) in the loop where it does setUnlocked() in empire_creation.

Bugs & Support / Re: [Solved] Linux: Game crashes on main menu
« on: June 23, 2015, 02:39:28 PM »
The boxes around the letters are a glitch at certain forced AA levels. Check if you have the drivers settings in amdcccle set to override application setting for anti-aliasing. The game loads all its fonts from its local data files, so your system fonts are unrelated.

Bugs & Support / Re: Linux: Game crashes on main menu
« on: June 23, 2015, 03:40:40 AM »
I was using the 15.3 catalyst drivers from Vi0LO's [catalyst] repo, I've since also tried [catalyst-stable] containing 15.5, and manually built catalyst-total 15.5 from the AUR, and they both run the game fine (on [xorg116]).

The backtraces you posted are crashes in a gl draw call (glDrawRangeElements), which almost has to be a bug in the driver or some other form of inconsistent behavior between drivers/cards. (My card is an HD6800)

Are you on [testing]? Maybe it's triggered by a kernel version difference, [base] is currently on 4.0.5. I have no idea what else would cause a problem like this. You could also try messing with the graphics settings in ~/.starruler2/settings.txt, we have seen similar crashes when running out of video memory, so you could try lowering the iTextureQuality option in there, but it sounds like you have plenty of memory on your card, so it's a long shot.

Bugs & Support / Re: Linux: Game crashes on main menu
« on: June 22, 2015, 07:27:07 AM »
Unfortunately this is almost certainly a problem inside your drivers, which is very odd because I develop on an Arch system with catalyst drivers myself. Which catalyst repo/package/version do you have?

Since the game crashes I'm assuming you haven't used the main menu option to update the game to V1.0.2. It's possible some of the changes in that version may alleviate your issue, although driver issues are often weird enough that it's hard to know until you try. I've PMed you a download link to the full v1.0.2 gog build, since you can't update it yourself, check out if it works or not.

Modding / Re: Reloading the Galactic Armory?
« on: June 22, 2015, 07:14:00 AM »
The lack of weapon types is not entirely intentional, but comes mostly from the fact that we want each different subsystem to have unique mechanics. We don't just want to make variants that behave identically with slightly different stats, as most of the added subsystems in the GA mod were.

We will be trying to come up with new unique things to add for future SR2 content, but as you can imagine coming up with new mechanics takes a lot of effort.

Modding / Re: Subsystem effects not initializing correctly?
« on: June 01, 2015, 02:36:58 PM »
Named arguments (Priority = ...) in hooks added by subsystems don't function properly due to the way they are interpreted for formulas. If you just specify them by position you should get the right values in the arguments.

I'm not quite sure what you mean by damaging non-core hexes. workingPercent is the percentage of hexes that aren't at 0 health.

Random Noise / Re: You will not take away my identity
« on: April 05, 2015, 05:50:01 PM »
You're free to keep using your unnecessarily profane identity the way it is. Just not in any forum we run.

Modding / Re: Trait File Planet Problem
« on: April 04, 2015, 06:57:00 PM »
That's because of an odd interaction between MakePlanet and InHomeSystem when called after map generation is already finished (MakePlanet tries to make the system bigger, but it can't because the system has already spawned).

You can switch this behavior from "enlarge system" to "spawn at a random position in the system" by setting the "Orbit Spacing" argument to 0. So you'd have:

Code: [Select]
InHomeSystem( MakePlanet(RandomLevel:1:Common, Orbit Spacing = 0))

Modding / Re: Damage type and Resist mod is this possible ?
« on: April 03, 2015, 06:17:18 PM »
You didn't copy over the PhysicalType: Beam line from the laser effector to yours, which means the effector doesn't know what it is or how to fire.

Modding / Re: Damage type and Resist mod is this possible ?
« on: April 03, 2015, 02:59:06 PM »
You can just call print("test"); to log out messages to the console and to Documents/My Games/Star Ruler 2/log.txt, the same places where script errors will be logged.

Modding / Re: Damage type and Resist mod is this possible ?
« on: April 03, 2015, 02:08:22 PM » is the internal damage resolver. You don't actually know which hex is going to get damaged beforehand, and you have no way to intercept that. The way you're supposed to interact with it is by setting flags on the DamageEvent's flags member, and then checking for that in the subsystem that does the damage resisting. For that, you can check how the DamageResist and ReduceDamage effect and functions work.

Modding / Re: Damage type and Resist mod is this possible ?
« on: April 03, 2015, 01:33:23 PM »
Values passed through effects can only ever be doubles. Generally they're filled in by the block in the Effector or Subsystem that applies the Effect.

Modding / Re: Damage type and Resist mod is this possible ?
« on: April 03, 2015, 01:10:41 PM »
Sure, this is possible. The main files you'll want to be looking at are data/effectors/*, which define turret behaviors. data/effects/*, which define the effects applied by projectiles to the things they hit, as well as the effects that armor uses for damage resistance, and scripts/server/, which holds all the script code that deals with the implementation of the effects. Then you'll want to change/create new subsystems in data/subsystems that actually use the turrets to implement weapons or the resist effects to implement armors.

It only brings it up to 8 population here, which is the amount you'd want on the planet since it's a tier 2 resource. You probably used the auto-colonize option, which will bring it up to the population it would need to support its resource level.

Please post a savegame where this is happening so we can take a look at what's causing it. Thanks.

Star Ruler 2 Discussion / Re: Is SR2 ready for release?
« on: March 21, 2015, 02:32:48 PM »
I'm not quite sure in what respects you don't think the game is done yet. All the features on the list of things we wanted are done and polished to a decent level. Even if we took another month or even two there isn't much about the game that would change majorly, it's all pretty much the way we envisioned it.

That's not to say we don't have ideas for more content and mechanics to add for an expansion pack or two.

The node for ships is a standard MeshNode, created through:


Code: [Select]
getDesignMesh(, shipMesh);
bindMesh(ship, shipMesh);


Code: [Select]
MeshDesc shipMesh;
getDesignMesh(design, shipMesh);
shipMesh.memorable = memorable;

Object@ obj = makeObject(shipDesc);
bindMesh(obj, shipMesh);


Code: [Select]
void getDesignMesh(const Design& design, MeshDesc& mesh) {
if(design.hasTag(ST_Gate) && design.hasTag(ST_Station)) {
@mesh.model = model::Warpgate;
@mesh.material = material::VolkurGenericPBR;
else {
@mesh.model = design.hull.model;
@mesh.material = design.hull.material;
@mesh.iconSheet = design.distantIcon.sheet;
mesh.iconIndex = design.distantIcon.index;

MeshNodes are not in scripts, but are engine entities for performance reasons. Other than that they're not meaningfully different from what a scripted node like the planet's would do.

Modding / Re: Is there a maximum ship texture size?
« on: March 12, 2015, 09:28:26 AM »
Textures always need to be loaded into the gpu, regardless of whether a ship using them exists, or you would be getting lagspikes in loading them when creating new ships. You should be able to use a texture that big, though you will be increasing the video memory used by the game.

Note that the game will automatically downscale the texture when loading it if you're not at least at 'High' texture quality (texture quality downscales so no texture is bigger than 2048 for 'Medium', 4096 for 'High' and 8192 for 'Ulta', though the vanilla game doesn't currently have any textures big enough for the higher qualities to make a difference).

Modding / Re: Has anyone tried making a delayed-timer event?
« on: March 08, 2015, 08:17:04 PM »
Setting acceleration won't do a whole lot, since that is constantly being computed by the movement solver. Setting velocity to 0 will definitely have an effect, though you'll probably want to do it with a call to obj.impulse(-obj.velocity);, since that takes care of all the bits needed to keep your change synced in multiplayer.

You will screw up the movement solver and make things overshoot/not intercept correctly though.

Modding / Re: Has anyone tried making a delayed-timer event?
« on: March 08, 2015, 10:19:24 AM »
There's already a hook that removes acceleration, InterdictMovement(), it is used in the status 'Entangled', which is applied by the ion cannon.

On a flagship, though, you can just add that status with a duration of 5 seconds. Since the status has "Unique: True" in it, you can stack it with no problem without messing with the effects.

Interdicting support ships is going to be hard, they have minimal code around them. You could probably use the old predecessor of the statuses system to add a TimedEffect to the ship, which you would have to define in data/effects/ to have Start: and End: calls, then add it with something like this:

Code: [Select]
TimedEffect eff(ET_MyEffectName, 5.0);;

The AI in LeaderAI refers to the ship's AI and behavior, not the empire's. SupplyGhost is the amount of support capacity that's being used for ships that are currently in a 'ghost' state (dead, but still recorded, they show up as (-xx) on the UI).

Modding / Re: Modifying visual size of projectiles?
« on: March 07, 2015, 08:24:13 AM »
Effectors with physical type Projectile don't support size modifications at the moment, due to the way they're optimized to be rendered.

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