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by sven
Mon Oct 16, 2017 3:44 am
Forum: Modding
Topic: To get to this point....
Replies: 16
Views: 126

Re: To get to this point....

I think I got it. Thank you. Yup, it sounds like you have indeed absorbed all the necessary dark knowledge. The cruel truth here though is that what you actually now understand is the basic architecture for the system for building recolorable starship assets -- it's the ship art that actually needs...
by sven
Mon Oct 16, 2017 2:45 am
Forum: Modding
Topic: To get to this point....
Replies: 16
Views: 126

Re: To get to this point....

understanding that the game builds the assets with the layers in Drawers, writes the final result to Prebuilt, and then uses Prebuilt. Am I wrong about the ", writes the final result to Prebuilt, and then uses Prebuilt", and what is constructed in Drawers is used directly without being ca...
by sven
Sun Oct 15, 2017 5:14 pm
Forum: Modding
Topic: To get to this point....
Replies: 16
Views: 126

Re: To get to this point....

The game crashed, and pointed me to the Drawers folder in Lua state\Drawers\PopIcons. One last point. When editing PopIcons settings etc., you shouldn't need to restart the whole game to test if a given setting is working. Instead, it's possible to use the live coding features to trigger a reload o...
by sven
Sun Oct 15, 2017 5:03 pm
Forum: Modding
Topic: To get to this point....
Replies: 16
Views: 126

Re: To get to this point....

And so, what seems to happen based on my point of view is that the game tries to build the image from the drawers, can't but does not generate an error, and then does not care because there is a functional image in PrebuiltArt with an appropriate table. It's broken, but broken in just such a way th...
by sven
Sun Oct 15, 2017 4:44 pm
Forum: Modding
Topic: To get to this point....
Replies: 16
Views: 126

Re: To get to this point....

Does the image building process require two layers? Human and Human_male have only two layers, lines and color. I've worked with GIMP for over a decade, so I understand layers. I don't think so. I believe that your single-image 'layers.table', ought to render properly. The piece that's probably mis...
by sven
Sun Oct 15, 2017 7:37 am
Forum: Modding
Topic: To get to this point....
Replies: 16
Views: 126

Re: To get to this point....

Unless there is something else I've missed, it really does seem that novel assets must be in the main Lua state folder. This is true-ish, because the loading logic on lines 52-177 of PopIcons.lua references the directory that PopIcons.lua is in. In theory, I think you should be able to replicate th...
by sven
Sun Oct 15, 2017 7:30 am
Forum: Modding
Topic: To get to this point....
Replies: 16
Views: 126

Re: To get to this point....

When I have the popicons.lua in the drawers folder under Mods to re-build the icons, the Abbizi icons do not get built if they are only under the Mods branch of Lua state. Unless there is something else I've missed, it really does seem that novel assets must be in the main Lua state folder. Sorry, ...
by sven
Sun Oct 15, 2017 5:10 am
Forum: Modding
Topic: Theoretical question: "Homeless" minor race?
Replies: 4
Views: 82

Re: Theoretical question: "Homeless" minor race?

Would it be possible to have a system in the epic_systems file that is populated with occupied colony & cargo ships? If so, would it be a trouble to explain how? At a high level, the main complication here is that at the point when the callbacks in epic_systems.lua are being processed, the star...
by sven
Sun Oct 15, 2017 2:12 am
Forum: Testing
Topic: Report - Current Bugs and Issues
Replies: 1192
Views: 84982

Re: Report - Current Bugs and Issues

Or perhaps I'm totally wrong and over-thinking this. ;) Well, you're learning your way around the codebase, which is encouraging :) But you're also not quite right about how the trigger is happening. Rather than being inferred from the population type, native pop colonies events are handled via the...
by sven
Thu Oct 12, 2017 6:21 pm
Forum: Testing
Topic: Report - Current Bugs and Issues
Replies: 1192
Views: 84982

Re: Report - Current Bugs and Issues

Outposts no longer repair ships left in the same system as them for 1 turn, but they used to. Is this a bug or working as intended? I'm not sure whether it's intended, but I think it's correct. Faster repair should, I feel, require either a colony or an outpost with a construction module. It's inte...
by sven
Sat Oct 07, 2017 3:51 am
Forum: Testing
Topic: Report - Current Bugs and Issues
Replies: 1192
Views: 84982

Re: Report - Current Bugs and Issues

Chasm wrote:Game 4688 , still crashing, on turn 2.


Sorry Chasm. Different bug -- that one from a typo I missed. (And in a build I thought I'd tested before pushing to 'dev', but, apparently, not so much.)
by sven
Fri Oct 06, 2017 9:11 pm
Forum: Testing
Topic: Report - Current Bugs and Issues
Replies: 1192
Views: 84982

Re: Report - Current Bugs and Issues

Chasm wrote:And again new game 4659. Happens at end of turn, can't really see a reason though.


These bugs were related to some new bleeding edge features; specifically, 'hyperspace anomalies'. They should be fixed now. Thanks for the testing help.
by sven
Fri Oct 06, 2017 6:23 am
Forum: Testing
Topic: Report - Current Bugs and Issues
Replies: 1192
Views: 84982

Re: Report - Current Bugs and Issues

Sorry if I'm not saying anything useful. I'm trying to go through how the minor races are "built". I'm plodding through most of it, but the .table file with each image is a bit, to be gracious, cryptic. I've only figured out the image size is the sub_canvas section. This is useful, I beli...
by sven
Thu Oct 05, 2017 8:14 pm
Forum: Testing
Topic: Report - Current Bugs and Issues
Replies: 1192
Views: 84982

Re: Report - Current Bugs and Issues

we're up to stardate 1278 The Tinkers are doing absolutely nothing. Thanks for this upload. There are a number of different issues with the AI revealed by this playthrough. Some of them are fixed as of r21431. However, AI's remain generally bad at handling Ring maps -- the odds are good that at lea...
by sven
Wed Oct 04, 2017 1:08 am
Forum: Testing
Topic: Report - Current Bugs and Issues
Replies: 1192
Views: 84982

Re: Report - Current Bugs and Issues

@Bjg Had the same error; restarted and no errors -- I believe its related to the patch note that this build may not be compatible with previous build saves. The notes say "patch includes changes that may be incompatible with saves from recent development builds". I'm playing the "sta...

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