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-   -   Modding SW3? (http://forum.fulqrumpublishing.com/showthread.php?t=13859)

Nanaki 03-25-2010 09:44 PM

Quote:

Originally Posted by Goblin Wizard (Post 151510)
Forget it. I feel like stupid. I've forgot about limits in carcasses.xml. Sorry to bother you

I have done worse mistakes!

Rastix 03-25-2010 09:56 PM

Quote:

Originally Posted by Nanaki (Post 151509)
I was trying to add a fifth Summon ability. There are currently four, SummonNavy, SummonKfni, SummonBerserk, and SummonPrec.

Yep, it's hardcoded. But you can replace existing abilities by your own:)

Nanaki 03-25-2010 10:06 PM

Quote:

Originally Posted by Rastix (Post 151512)
Yep, it's hardcoded. But you can replace existing abilities by your own:)

If XMLSchema was not hardcoded, than I could have actually pulled it off. With exception of that it worked perfectly.

Actually, you can get around things by adding levels to abilities. For example, I added a level '5' to the Berserk spawn that summons 6 Elite berserk fighters, and made a new special ability for it. This allows me to add different summons without affecting the other character's abilities.

Lonck 03-26-2010 05:11 AM

do I need to start new game if I make changes? I tried to change Mastiff's HP but doesn't work. Also how can I add missiles to the motherships? an erlier post by Nanaki says something about models. Where are they located?

Goblin Wizard 03-26-2010 06:53 AM

If you want to see changes on Mastiff (or any other ship) you need to find save before you get it. In this case find save with pirate version mastiff and go to the Elio for aerogrphy quest.
I never tried missile lunchers on mothership so I don't know if they work.
Model files are here ..\Data\OBJECT\*.imd. You need a IMDeditor to change things.

-----------------------------------------------------------------------


I have another problem:

Now buying code looks like below and works ok

Quote:

function _buy_ms(nameMS)
local _tab_MS = {
{"Starhammer_0",1000},
{"Mothership_uel_pl1",2000},
{"Mothership_Lion_pl1",3000}};

local costMS = 0;
for i, sh in _tab_MS do
if (sh[1] == nameMS) then costMS=sh[2];
end;
end;
if (costMS == 0) then return FALSE;
end;

local N=GetPlayerCredits();
if (N>=costMS) then

NewFlight("myGroup_1", "nm", GetShipName(nameMS), "BasePilot", mothership:GetPosition() + Vector3(0, 0, -70), Vector3(0, 0, 1));
mothership_old = mothership;
mothership = SetPlayerMotherShip(ship_nm_1);
PortalTrigger_PORTAL_R:SetObject(mothership);
PortalTrigger_PORTAL_L:SetObject(mothership);
PortalTrigger_PORTAL_U:SetObject(mothership);
PortalTrigger_PORTAL_D:SetObject(mothership);
PortalsActivate_Action();
GetShipName(mothership);
CreateTradeStationDocking(TRADE_STATION,mothership );
CreateRepairStationDocking(STO_Station,mothership, 140,5);
SubPlayerCredits(costMS);

OutputToScreenLog("#UI_MothershipBought",7);
else
OutputToScreenLog("#UI_MothershipBoughtFail",7);
end;
end;
but you can buy only one mothership. If you try to buy second you get CTD. It is caused by group declaration "myGroup_1". Separate group must be attached to each mothership so I changed code slightly (added 3rd column to table) and now looks like this:

Quote:

function _buy_ms(nameMS)
local _tab_MS = {
{"Starhammer_0",1000,"myGroup_1"},
{"Mothership_uel_pl1",2000,"myGroup_2"},
{"Mothership_Lion_pl1",3000,"myGroup_3"}};

local costMS = 0;
for i, sh in _tab_MS do
if (sh[1] == nameMS) then costMS=sh[2];
end;
if (sh[1] == nameMS) then nameG=sh[3];
end;
end;
if (costMS == 0) then return FALSE;
end;

local N=GetPlayerCredits();
if (N>=costMS) then

NewFlight( GetGroupName(nameG), "nm", GetShipName(nameMS), "BasePilot", mothership:GetPosition() + Vector3(0, 0, -70), Vector3(0, 0, 1));
mothership_old = mothership;
mothership = SetPlayerMotherShip(ship_nm_1);
PortalTrigger_PORTAL_R:SetObject(mothership);
PortalTrigger_PORTAL_L:SetObject(mothership);
PortalTrigger_PORTAL_U:SetObject(mothership);
PortalTrigger_PORTAL_D:SetObject(mothership);
PortalsActivate_Action();
GetShipName(mothership);
CreateTradeStationDocking(TRADE_STATION,mothership );
CreateRepairStationDocking(STO_Station,mothership, 140,5);
SubPlayerCredits(costMS);

OutputToScreenLog("#UI_MothershipBought",7);
else
OutputToScreenLog("#UI_MothershipBoughtFail",7);
end;
end;
but unfortunately it doesn't work. No errors and no visible effects. Maybe someone could check the code and find out what's wrong?

Nanaki 03-26-2010 12:46 PM

I am not sure myself, but, I do not see where ship_nm_1 is defined... You are probably better at this than I am, though, so I could be completely clueless.

In other news, I have successfully implimented summoning fleets to the specials.script. With my test script 'MSF Summon 4', you can summon 1 squadron of fighters, 1 squadron of bombers, and 1 Stalingrad-class Battleship.

Lonck 03-28-2010 11:24 AM

where can we change the perks properties like accuracy and stuff?

Nanaki 03-28-2010 03:44 PM

Changing what a perk is done is dependant on the perk itself. Most of the pilot/gunnery/system perk attributes can be found in the data/script/ai/perkdispatcher.script file...

In other news, I have squeezed out all the knowlege I can out of the specials.script, now I am currently working on all Location scripts.

My first mod project is to double the amount of random spawns in all sectors. This is a simple affair, mostly just time-consuming.

My second mod project is to introduce actual civil war, Old Empire and New Empire elements fighting in various sectors (odd how there is no fighting for what is supposedly a 'war'). So far, my plan is that all Old Emipre sectors that get taken over by the New Empire later in the game will have New Empire ships spawning in them. My plan is to also have some boarder New Empire sectors get the occasional Old Empire incursion as well. May also adjust the random spawns on a per-system basis, such as introducing Patrol spawns to Kruger (Kruger is currently a loot bonanza because nothing but traders spawn, in a system crawling with pirates.)

My third mod project after that is... I have not decided yet.

Lonck 03-29-2010 03:44 PM

wheres the Alien_Dreadnought_0's ini? I want to make the dreadnought my mothership but can't seem to find the .ini in the TEXTURE\Interface\Carcass\Slots folder. Is it somewhere else? I will try and just add components to shipdescription.xml in the meantime if no .ini exists. Also how are the .ini connected to the ship? How does the game decide which one to use? Also when I change ship HP and shields it doesn't show when I load a saved game but when I change the mesh it shows in game. Is there a way to make them work? If not where are the scripts that give the various motherships? I could change the scripts to give me the same ship throughout the game.

Nanaki 03-29-2010 04:42 PM

Well, I accomplished both my Modding goals, and so far the results have been good. Systems are a LOT more active, I also added NESF incursions in seven MSF systems, and NESF ships spawn regularly and engage with MSF patrols. Overall, it works beautifully.

Quote:

wheres the Alien_Dreadnought_0's ini?
Ships that are not meant to be controlled by the player, such as the Stone Arrow, Alien Dreadnought, and Stalingrad Battleship will have no INI and their IMD file will be missing a lot of needed data. I highly recommend not using these ships unless you are well versed in creating INIs and modding IMD files.

Quote:

Also how are the .ini connected to the ship? How does the game decide which one to use?
You know when you click on a ship while docked, where it shows all the ship components and allows you to add/remove components? Thats what the INI handles.

Quote:

Also when I change ship HP and shields it doesn't show when I load a saved game but when I change the mesh it shows in game.
I suggest you load a save before you acquire a certain mothership. Once a ship is spawned, its stats are static. The only way you can change it is by loading a save before that ship spawns.

Quote:

If not where are the scripts that give the various motherships? I could change the scripts to give me the same ship throughout the game.
They are quest scripts (look in the quest folder). Goblin Wizard was working on a script that could allow you to purchase whatever motherships you want, but im not sure if that went anywhere actually.

Goblin Wizard 03-29-2010 05:04 PM

Quote:

Originally Posted by Nanaki (Post 152066)
They are quest scripts (look in the quest folder). Goblin Wizard was working on a script that could allow you to purchase whatever motherships you want, but im not sure if that went anywhere actually.

This script is 100% done. Now I'm working on bringing back random missions from SW2. I'd like to release these two parts together.

Nanaki 03-29-2010 05:09 PM

Quote:

Originally Posted by Goblin Wizard (Post 152068)
This script is 100% done. Now I'm working on bringing back random missions from SW2. I'd like to release these two parts together.

Not sure if it is possible to do that, most of the code for dynamicmissions is intact, but its likely that whatever they did to disable it is hardcoded, but you probably should look at the outofmission.script file in the include folder. The developers probably intended these to replace the SW2 random missions, but the problem is that these missions happen so damn rarely (with exception of the pirate asking for bribes) that most people do not even notice them.

wmaynard80 03-30-2010 04:41 AM

could you please upload the files for you liger ship all ready edited please,ive tried to do them on my own but ive seemed to have messed up somewhere.thank you for the great work on this game. ive edited the quest file to give it to me when you get the mothership from ternie but it crashes there.i need the quest file and the carcus file and ship description files please and thanks again.

Nanaki 03-30-2010 11:28 AM

Quote:

ive edited the quest file to give it to me when you get the mothership from ternie but it crashes there.
You are better off just changing the Mastiff to the Liger instead of messing around with the Quest files, that is what I did at least.

Make sure you get the non-pirate Mastiff. Ternie initially gives you the Pirate mastiff, but you exchange it for the non-pirate version shortly afterwards.

Goblin Wizard 03-30-2010 07:03 PM

I've got a problem. I've created new sector with stations, linked him .. etc. Everything works good except controls. After entering sector no keyboard shortcuts are active and mouse doesn't work except left clicking on the buttons. Any idea how to fix it?

wmaynard80 03-30-2010 07:41 PM

could you show me what the files should look like to change the mastiff to the liger please.so i wont make mistake again

Goblin Wizard 03-30-2010 08:13 PM

I don't know what exactly you edited but look into file ..\Data\Scripts\Quests\mission_4_1\PirateBase_w_me rc.script OR (depending on your quest path) ..\Data\Scripts\Quests\mission_4_2\PirateBase_w_pi rs.script. Search for text "Arba_pl1". This is name (linked to shipdescriptions.xml) of the pirate version of Mastiff. You can change it to any other ship that exist in shipdescriptions.xml. If ship doesn't exist there you can create it by copy/paste of any other ship with appropriate change of the <carcass> name which is linked to the carcasses.xml. And at last in carcasses.xml you should change <mesh_name> of the appropriate ship to the name of the IMD file (in this case Liger_Dreadnought) and <mapping_name> to the name of the INI file (Liger_Dreadnought too).

Ufff. I hope you understand me. My english is far from being perfect.
-------------------------------------------------------------------------
EDIT: I should warn you that there are scripts in some quests that check what ship are you flying (mostly in the same quests that change your mothership). If you will see animation with text something like "World is unfair. Game Over" it will be probably caused by your new ship. You can change it too but its not so easy to find where.

Nanaki 03-30-2010 08:23 PM

Changing the pirate mastiff is mostly worthless though, as I said before, it gets changed out to a non-pirated version very quickly.

Goblin Wizard 03-30-2010 08:42 PM

Quote:

Originally Posted by Nanaki (Post 152346)
Changing the pirate mastiff is mostly worthless though, as I said before, it gets changed out to a non-pirated version very quickly.

It was my first thought too but my little tutorial give the general idea for other ships changing so it should be useful.
-----------------------------------------------------------
EDIT
Quote:

Originally Posted by Goblin Wizard (Post 152324)
I've got a problem. I've created new sector with stations, linked him .. etc. Everything works good except controls. After entering sector no keyboard shortcuts are active and mouse doesn't work except left clicking on the buttons. Any idea how to fix it?

Yeah! Lack of the splash dds caused this. Now I have my GoblinWorld fully working. No more buying motherships at maintenance stations. You miserable humans, you will have to come to my world buhahahaha.:cool:

wmaynard80 03-31-2010 04:54 AM

sorry for the very long post but this is the logfile im getting when game crashes i went back through the files as u said and still im not doing something right sorry for all the hassle but this is my first time trying to mod a game ,so i do appreciate all the help and patience.

Log started: 00:48:50, Wednesday, March 31, 2010


Engine version: 1.11 build 283.2305

(00:48:50) (INFO) Root::InitObjects()
(00:48:50) (INFO) Init texture manager
(00:48:50) (INFO) Init Mesh manager
(00:48:50) (INFO) Init material manager
(00:48:50) (INFO) Root::InitObjects() OK
(00:48:50) (INFO) Game::InitApplication()
(00:48:50) (INFO) STARTED 3D system INIT
(00:48:50) (INFO) <Used HAL device>
(00:48:50) (INFO) D3D9_RenderKernel::Init: MultiSampleType = NONE
(00:48:50) (INFO) Primary surface format: PIXELFORMAT_XRGB_8888
(00:48:50) (INFO) Primary surface dimension: 1024 x 768
(00:48:50) (INFO) Set texture default format to: PIXELFORMAT_RGB_888, PIXELFORMAT_ARGB_8888
(00:48:50) (INFO) D3D9_RenderKernel::Init: MultiSampleQuality = 0
(00:48:50) (INFO) Z-Buffer with PIXELFORMAT_Z24S8 created
(00:48:50) (INFO) Direct3DDevice9->SetViewport ok.
(00:48:50) (INFO) Max Anisotropy = 16
(00:48:50) (INFO) Not used Anisotropy
(00:48:50) (INFO) Alpha-Testing State enabled
(00:48:50) (INFO) Hard MaxActiveLights = 8
(00:48:50) (INFO) Used MaxActiveLights = 8
(00:48:50) (INFO) ALPHABLEND= source: 0x3FFF, dest: 0x3FFF
(00:48:50) (INFO) TEXTUREFILTER= 0x3030700

(00:48:50) (INFO) COMPLETE 3D System INIT

(00:48:50) (INFO) Starting InitWorld()
(00:48:50) (INFO) InitWorld: Loading sound...
(00:48:50) (INFO) InitWorld: loading sound ok
(00:48:50) (INFO) GUIInit
(00:48:50) (INFO) GUIApplication::Init()
(00:48:50) (INFO) GUIApplication::Init() OK
(00:48:50) (INFO) GUIApplication::CreateSystemWindows()
(00:48:50) (INFO) GUIApplication::CreateConsole()
(00:48:50) (INFO) GUIApplication::CreateConsole() OK
(00:48:50) (INFO) GUIApplication::CreateSystemWindows() OK
(00:48:50) (INFO) GUIInit OK
(00:48:50) (INFO) RegisterActions OK
(00:48:50) (INFO) Root::GetMouseControl().ChangeFullscreen() OK
(00:48:51) (INFO) InitScene() OK
(00:48:51) (INFO) InitWorld() Complete
(00:48:51) (INFO) Game::InitApplication() OK
(00:48:55) (INFO) ExecuteScriptFile - DATA\Scripts\MapInitialization.script
(00:48:55) (INFO) ExecuteScriptFile - DATA/Scripts/system.lst
(00:48:55) (INFO) ExecuteScriptFile - DATA/Scripts/include/vector3.script
(00:48:55) (INFO) ExecuteScriptFile - DATA/Scripts/AI/shipFormation.script
(00:48:55) (INFO) ExecuteScriptFile - DATA/Scripts/AI/Case_TransformResult.script
(00:48:55) (INFO) ExecuteScriptFile - DATA/Scripts/AI/Case_Attack.script
(00:48:55) (INFO) ExecuteScriptFile - DATA/Scripts/AI/Case_AttackFrontal.script
(00:48:55) (INFO) ExecuteScriptFile - DATA/Scripts/AI/Case_Defend.script
(00:48:55) (INFO) ExecuteScriptFile - DATA/Scripts/AI/Case_Eject.script
(00:48:55) (INFO) ExecuteScriptFile - DATA/Scripts/AI/CalculatePilotSkills.script
(00:48:55) (INFO) ExecuteScriptFile - DATA/Scripts/AI/Case_RescuePodDestruction.script
(00:48:55) (INFO) ExecuteScriptFile - DATA/Scripts/AI/JamRocket.script
(00:48:55) (INFO) ExecuteScriptFile - DATA/Scripts/AI/mshipHangarDispatcher.script
(00:48:55) (INFO) ExecuteScriptFile - DATA/Scripts/AI/escortDispatcher.script
(00:48:55) (INFO) ExecuteScriptFile - DATA/Scripts/AI/group_formation.script
(00:48:55) (INFO) ExecuteScriptFile - DATA/Scripts/AI/perkDispatcher.script
(00:48:55) (INFO) ExecuteScriptFile - DATA/Scripts/AI/Specials.script
(00:48:55) (INFO) ExecuteScriptFile - DATA/Scripts/AI/PortalInterface.script
(00:48:55) (INFO) ExecuteScriptFile - DATA/Scripts/AI/ShipPoisoning.script
(00:48:55) (INFO) ExecuteScriptFile - DATA/Scripts/include/FloodTradeStations.script
(00:48:55) (INFO) ExecuteScriptFile - DATA/Scripts/include/create_flight_2.script
(00:48:55) (INFO) ExecuteScriptFile - DATA/Scripts/include/Create_clouds.script
(00:48:55) (INFO) ExecuteScriptFile - DATA/Scripts/include/LevelUp.script
(00:48:55) (INFO) ExecuteScriptFile - DATA/Scripts/include/PilotProperties.script
(00:48:55) (INFO) ExecuteScriptFile - DATA/Scripts/include/ObjectInfo.script
(00:48:55) (INFO) ExecuteScriptFile - DATA/Scripts/include/NextTutorialStep.script
(00:48:55) (INFO) ExecuteScriptFile - DATA/Scripts/include/Stocks.script
(00:48:55) (INFO) ExecuteScriptFile - DATA/Scripts/include/MotherShipDeadMovie.script
(00:48:55) (INFO) ExecuteScriptFile - DATA/Scripts/include/MotherShipDeadAction.script
(00:48:55) (INFO) ExecuteScriptFile - DATA/Scripts/include/DockStation.script
(00:48:55) (INFO) ExecuteScriptFile - DATA/Scripts/include/RandomObjects.script
(00:48:55) (INFO) ExecuteScriptFile - DATA/Scripts/include/ObjectList.script
(00:48:55) (INFO) ExecuteScriptFile - DATA/Scripts/include/TeleportingStuff.script
(00:48:55) (INFO) ExecuteScriptFile - DATA/Scripts/include/Recruits.script
(00:48:55) (INFO) ExecuteScriptFile - DATA/Scripts/include/CostOfPirates.script
(00:48:55) (INFO) ExecuteScriptFile - DATA/Scripts/include/DeclareRelations.script
(00:48:55) (INFO) ExecuteScriptFile - DATA/Scripts/include/NewTriggers.script
(00:48:55) (INFO) ExecuteScriptFile - DATA/Scripts/include/RandomContacts.script
(00:48:55) (INFO) ExecuteScriptFile - DATA/Scripts/include/RandomFmerc.script
(00:48:55) (INFO) ExecuteScriptFile - DATA/Scripts/include/OutOfMission.script
(00:48:55) (INFO) ExecuteScriptFile - DATA/Scripts/include/Respawn.script
(00:48:55) (INFO) ExecuteScriptFile - DATA/Scripts/include/DefStation.script
(00:48:55) (INFO) ExecuteScriptFile - DATA/Scripts/include/MineField.script
(00:48:55) (INFO) ExecuteScriptFile - DATA/Scripts/include/Anomalies.script
(00:48:55) (INFO) ExecuteScriptFile - DATA/Scripts/include/RespawnProg.script
(00:48:55) (INFO) ExecuteScriptFile - DATA/Scripts/include/PlayLists.script
(00:48:55) (INFO) ExecuteScriptFile - DATA\Scripts\Menu\level.lst
(00:48:55) (INFO) ExecuteScriptFile - DATA\Scripts\Menu\coordinates.script
(00:48:55) (INFO) ExecuteScriptFile - DATA\Scripts\Menu\declare.script
(00:48:55) (INFO) ExecuteScriptFile - DATA\Scripts\Menu\objects.script
(00:48:58) (INFO) ExecuteScriptFile - DATA\Scripts\Menu\movie.script
(00:48:58) (INFO) ExecuteScriptFile - DATA\Scripts\Menu\triggers.script
[ScriptSystem] Begining
(00:49:15) (INFO) ExecuteScriptFile - DATA\Scripts\MapInitialization.script
(00:49:15) (INFO) ExecuteScriptFile - DATA/Scripts/system.lst
(00:49:15) (INFO) ExecuteScriptFile - DATA/Scripts/include/vector3.script
(00:49:15) (INFO) ExecuteScriptFile - DATA/Scripts/AI/shipFormation.script
(00:49:15) (INFO) ExecuteScriptFile - DATA/Scripts/AI/Case_TransformResult.script
(00:49:15) (INFO) ExecuteScriptFile - DATA/Scripts/AI/Case_Attack.script
(00:49:15) (INFO) ExecuteScriptFile - DATA/Scripts/AI/Case_AttackFrontal.script
(00:49:15) (INFO) ExecuteScriptFile - DATA/Scripts/AI/Case_Defend.script
(00:49:15) (INFO) ExecuteScriptFile - DATA/Scripts/AI/Case_Eject.script
(00:49:15) (INFO) ExecuteScriptFile - DATA/Scripts/AI/CalculatePilotSkills.script
(00:49:15) (INFO) ExecuteScriptFile - DATA/Scripts/AI/Case_RescuePodDestruction.script
(00:49:15) (INFO) ExecuteScriptFile - DATA/Scripts/AI/JamRocket.script
(00:49:15) (INFO) ExecuteScriptFile - DATA/Scripts/AI/mshipHangarDispatcher.script
(00:49:15) (INFO) ExecuteScriptFile - DATA/Scripts/AI/escortDispatcher.script
(00:49:15) (INFO) ExecuteScriptFile - DATA/Scripts/AI/group_formation.script
(00:49:15) (INFO) ExecuteScriptFile - DATA/Scripts/AI/perkDispatcher.script
(00:49:15) (INFO) ExecuteScriptFile - DATA/Scripts/AI/Specials.script
(00:49:15) (INFO) ExecuteScriptFile - DATA/Scripts/AI/PortalInterface.script
(00:49:15) (INFO) ExecuteScriptFile - DATA/Scripts/AI/ShipPoisoning.script
(00:49:15) (INFO) ExecuteScriptFile - DATA/Scripts/include/FloodTradeStations.script
(00:49:15) (INFO) ExecuteScriptFile - DATA/Scripts/include/create_flight_2.script
(00:49:15) (INFO) ExecuteScriptFile - DATA/Scripts/include/Create_clouds.script
(00:49:15) (INFO) ExecuteScriptFile - DATA/Scripts/include/LevelUp.script
(00:49:15) (INFO) ExecuteScriptFile - DATA/Scripts/include/PilotProperties.script
(00:49:15) (INFO) ExecuteScriptFile - DATA/Scripts/include/ObjectInfo.script
(00:49:15) (INFO) ExecuteScriptFile - DATA/Scripts/include/NextTutorialStep.script
(00:49:15) (INFO) ExecuteScriptFile - DATA/Scripts/include/Stocks.script
(00:49:15) (INFO) ExecuteScriptFile - DATA/Scripts/include/MotherShipDeadMovie.script
(00:49:15) (INFO) ExecuteScriptFile - DATA/Scripts/include/MotherShipDeadAction.script
(00:49:15) (INFO) ExecuteScriptFile - DATA/Scripts/include/DockStation.script
(00:49:15) (INFO) ExecuteScriptFile - DATA/Scripts/include/RandomObjects.script
(00:49:15) (INFO) ExecuteScriptFile - DATA/Scripts/include/ObjectList.script
(00:49:15) (INFO) ExecuteScriptFile - DATA/Scripts/include/TeleportingStuff.script
(00:49:15) (INFO) ExecuteScriptFile - DATA/Scripts/include/Recruits.script
(00:49:15) (INFO) ExecuteScriptFile - DATA/Scripts/include/CostOfPirates.script
(00:49:15) (INFO) ExecuteScriptFile - DATA/Scripts/include/DeclareRelations.script
(00:49:15) (INFO) ExecuteScriptFile - DATA/Scripts/include/NewTriggers.script
(00:49:15) (INFO) ExecuteScriptFile - DATA/Scripts/include/RandomContacts.script
(00:49:15) (INFO) ExecuteScriptFile - DATA/Scripts/include/RandomFmerc.script
(00:49:15) (INFO) ExecuteScriptFile - DATA/Scripts/include/OutOfMission.script
(00:49:15) (INFO) ExecuteScriptFile - DATA/Scripts/include/Respawn.script
(00:49:15) (INFO) ExecuteScriptFile - DATA/Scripts/include/DefStation.script
(00:49:15) (INFO) ExecuteScriptFile - DATA/Scripts/include/MineField.script
(00:49:15) (INFO) ExecuteScriptFile - DATA/Scripts/include/Anomalies.script
(00:49:15) (INFO) ExecuteScriptFile - DATA/Scripts/include/RespawnProg.script
(00:49:15) (INFO) ExecuteScriptFile - DATA/Scripts/include/PlayLists.script
(00:49:15) (INFO) LoadFromStream_Enviroment: result: Ok!
(00:49:15) (INFO) LoadFromStream_CameraParams: result: Ok!
(00:49:15) (INFO) LoadFromStream_Map: result: Ok!
(00:49:15) (INFO) LoadFromStream_MapSelector: result: Ok!
(00:49:19) (INFO) Current Difficulty level is:NORMAL
(00:49:19) (INFO) LoadFromStream_TeamManager: result: Ok!
(00:49:19) (INFO) LoadFromStream_SceneStuff: result: Ok!
(00:49:20) (INFO) LoadFromStream_Script: result: Ok!
(00:49:20) (INFO) LoadFromStream_Diplomacy: result: Ok!
(00:49:20) (INFO) LoadFromStream_QuestManager: result: Ok!
(00:49:20) (INFO) LoadFromStream_GameInterface: result: Ok!
(00:49:20) (INFO) LoadFromStream_MusicPlayList: result: Ok!
(00:49:20) (INFO) LoadFromStream_LocationManager: result: Ok!
(00:49:20) (INFO) LoadFromStream_TradeSystem: result: Ok!
(00:49:20) (INFO) LoadFromStream_QuestManager2: result: Ok!
(00:49:20) (INFO) LoadFromStream_PortalManager: result: Ok!
(00:49:20) (INFO) LoadFromStream_RecruitManager: result: Ok!
(00:49:20) (INFO) ExecuteScriptFile - DATA\Scripts\Locations\ahilles\functions.script
(00:49:20) (INFO) ExecuteScriptFile - DATA\Scripts\Quests\MISSION_4_1\PIRATEBASE_W_MERC. script
(00:51:48) (INFO) RocketCarcass('df_m')::Update - seeker not exists

[EXCEPTION] 0x0062145b EXCEPTION_ACCESS_VIOLATION (The thread attempted to read from or write to a virtual address for which it does not have the appropriate access.)
[EXCEPTION] [INFO] Memory Usage = 109.144531 Mb
[EXCEPTION] [INFO] heapchk return = -2 HEAP Ok

Goblin Wizard 03-31-2010 05:13 AM

4th line form the bottom - if I understand correctly you changed something in rockets.xml. Seeker is probably type of seeking warhead that not exist. All types of warheads must be defined in Rockets.xsd.
I advise you to make a fresh install and start modifying ship from the scratch. Tracking all your previous mistakes may be time consuming.

wmaynard80 03-31-2010 05:27 AM

heres the three files if it would be easier for you to look at what i have done to them ,once again thanks for the help
http://www.megaupload.com/?d=32MXCHPL

wmaynard80 03-31-2010 05:31 AM

no thats the weird thing i have only edited the three files that yall said to edit the carcasses.xml shipdescription.xml and quest.xml ive upload them if you could take a look at them

Lonck 03-31-2010 06:56 AM

you forgot to place the Liger_Dreadnought.IMD in the appropriate folder? or the Liger_Dreadnought.ini? .ini goes to Data\TEXTURE\Interface\Carcass\Slots
and .imd goes to \Data\OBJECT. Also you don't need to change the quest.xml.

wmaynard80 03-31-2010 09:59 AM

no i did put both files in the right spot ,just double checked ,and sorry i did not edit the quest.xml i edited the quest.script for the mission that gives the mothership from ternie,,so i have no idea what i have done wrong ,

wmaynard80 03-31-2010 10:04 AM

in the carcass file what is the right name to look for to change the 2nd arba you get to the liger,,,,,,,,the clean arba not the pirate version because i think maybe i might have changed the wrong one

Nanaki 03-31-2010 12:08 PM

Well, my result has been a huge success, ships now happily populate most sectors. Unfortunately, my addition of NESF incursions in seven sectors have not produced the desired results.

I am contemplating attempting to import the spawn and fleet scripts from the Star Wolves 2 mod 'Real SW2'

Quote:

Originally Posted by wmaynard80 (Post 152483)
in the carcass file what is the right name to look for to change the 2nd arba you get to the liger,,,,,,,,the clean arba not the pirate version because i think maybe i might have changed the wrong one

mothership_arba

wmaynard80 03-31-2010 12:55 PM

pk thanks also what is the mothership_arba name in the ship description file ,not the pirate one but the other one thanks for all the help and understanding

jerryfanfan 03-31-2010 02:53 PM

Slightly off topic. I was looking through the XML files today, and found a DynamicMissions.xml. Looks like it's supposed to be replayable random missions that never got implemented.

Edit: I think I have once gotten a random mission to hunt down some pirate, but the game never pointed out where the guy was that I was supposed to kill, and I finished the game without ever completing it.

Nanaki 03-31-2010 02:58 PM

Quote:

pk thanks also what is the mothership_arba name in the ship description file ,not the pirate one but the other one thanks for all the help and understanding
Just do a search for mothership_arba in the shipdescriptions file...

Quote:

Slightly off topic. I was looking through the XML files today, and found a DynamicMissions.xml. Looks like it's supposed to be replayable random missions that never got implemented.
That is just leftover code from the replayable random missions that were in Starwolves 2. Starwolves 2 had it, but for some bizzare reason they took it out from Starwolves 3. Donno why... perhaps it had some major bugs (i imagine it was probably telling people to go to off-limits sectors) and the developers figured it would be easier to remove completely than to fix.

Quote:

Edit: I think I have once gotten a random mission to hunt down some pirate, but the game never pointed out where the guy was that I was supposed to kill, and I finished the game without ever completing it.
Look in the same sector you got the mission, you should see a target marker which should indicate where your target is at.

wmaynard80 04-02-2010 09:25 AM

thanks for all the help..i found my problem and now works great.

wmaynard80 04-02-2010 09:26 AM

heu goblin when u gonna release your mod youve been working on.

Goblin Wizard 04-02-2010 01:59 PM

sure. not enough time lately but expect beta next week. I'm still exploring possibilities, trying to add new things and shorten code. So much left to do.

Nanaki 04-02-2010 11:33 PM

How did adding new slots for fighters/pilots go? Never knew you could even edit the GUI.

Goblin Wizard 04-03-2010 01:41 PM

It seems that I overestimated my skills. Adding new hangar slots is easy. Adding new pilots needs lot of changes in many files but it isn't too complicated. Unfortunately, pilot limit seems fixed in exe. This is the main problem because when you hire new pilots at the start of the game they will probably cause CTD when the storyline pilots will come near the end of the game.
The solution is easy but unsatisfying (for me) . You will have to fire some pilots before you get over six (CTD) during storyline.
If you have another idea how to avoid pilot limit let me know.

Nanaki 04-03-2010 05:04 PM

I do not have any, in fact, I thought it was not possible to add more pilots... Unfortunately.

Mlody 04-06-2010 08:05 PM

Hi everyone, i have one simple question which one of IMD files contains repainted mastiff?

Nanaki 04-06-2010 08:43 PM

Quote:

Originally Posted by Mlody (Post 153483)
Hi everyone, i have one simple question which one of IMD files contains repainted mastiff?

arba_base_player.imd

Nanaki 04-06-2010 11:05 PM

If you are adding any new ships to a game, I found out the hard way that you must start a new game in order for certain script commands to see recently added ships. I am pulling my hair out because I created a little ship known as the Azure Stormcrow, 4th generation, 3 systems, 2 guns, 1 missile, and it refuses to appear in trade stations or as convoy loot.

wmaynard80 04-08-2010 01:55 AM

hey goblin hows it going with your mod it really sounds awesome

Goblin Wizard 04-08-2010 07:25 AM

Just check here

Goblin Wizard 04-12-2010 08:55 PM

Pilots can have different conditions like: "IsInBase", "IsBasePilot". One of these conditions is "IsCanSayReplica". I can't get to know what this condition means. I'm trying to finish my pilot script and I need it to check all possible pilot states. HELP!!!

Nanaki 04-20-2010 01:19 PM

Lookie lookie what I found:

http://translate.google.com/translat...gger%26hl%3Den

Edit: Aw crap, that forum does not allow you to link to them...

Trucidation 05-13-2010 09:08 AM

Quote:

Originally Posted by Nanaki (Post 153531)
If you are adding any new ships to a game, I found out the hard way that you must start a new game in order for certain script commands to see recently added ships. I am pulling my hair out because I created a little ship known as the Azure Stormcrow, 4th generation, 3 systems, 2 guns, 1 missile, and it refuses to appear in trade stations or as convoy loot.

I could be wrong, but from observing what ships the Templars sell me in Charon, I noticed I always get the same ships if I load from a save just outside the station. But if I load a save from outside Charon (i.e. Kronos) and not having entered Charon before, I can see different ship types on sale if I reload several times.

Loot also appears to behave this way, I'm trying to get the Star Hammer Memorial to drop me Precursor guns. If I reload from a save just before I blow it up, I always get the same crap (just in different quantity). It appears that I need to load from a save before I jump into the Precursor System in order to make it drop differently. (Most of the time it just drops alien stuff though and it's driving me nuts lol -_-).

Edit: Forgot to post what I wanted to reply originally, have you tried jumping to a new system you've never been in before in that savegame, and seeing if your new items are being sold there?

Nanaki 05-13-2010 02:52 PM

As far as the Charon bit goes, I noticed that if you exit the Charon system, save, than load that save and enter back into Charon, the Templar ship list will be randomized again.

Quote:

Edit: Forgot to post what I wanted to reply originally, have you tried jumping to a new system you've never been in before in that savegame, and seeing if your new items are being sold there?
Standard operating procedure for me to change systems when testing scripts.

Cheator 05-20-2010 12:48 PM

Hi
How can i replace the models of the motherships you recieve?
And also, how can i change their names and stats?

Goblin Wizard 05-27-2010 09:36 PM

1 Attachment(s)
I tried to check the Nanaki's idea and this is what I've got.
Attachment 2417
The first, you probably noticed, is GUI limit. Each pilot has 5 wingmens but even 3 full teams is too much. Others are:
- additional pilots take place of possible storyline pilots. First 6 pilots are showed, others exist only in memory.
- after docked, you can only lunch first 6 pilots.
- when docking, if all 6 hangar slots are occupied something bad happens. It's hard to describe but it's not CTD.
- When jumping through the gate... don't ask;)

These pilots have full functionality of the regular storyline pilots but only until docked. You can even give them perk tree.

Conclusion: All problems come from GUI limit. Engine can handle much more than 6 pilots and 6 hangar slots. You can edit all parts of the GUI except this damn 6 pilots cap.

Because all of these (and probably other) problems I'll stick with the idea of adding pilots in a way as summon perks work. This method has less functionality but causes much less problems.

Trucidation 05-30-2010 11:04 AM

Goblin Wizard, is it possible to somehow assign skill trees to summoned pilots? This will allow them to have an upgrade path, without requiring the summoner pilot to have multiple summon skills.

I guess this depends on the flexibility of the summon skill.

SpiritWolf448 05-30-2010 01:50 PM

Salutations, everybody. Sorry to churn in just like that, but I recently aquired Star Wolves 1 from gog.com, and after completing the campaign twice, I am now looking into the modding capacities this game has. As far as I am aware so far, modding ships requires a tool called IMD-Editor or somesuch.

Since the linked homepage ( http://freenet-homepage.de/allaway/s...x_english.html ) does not work anymore and Google doesn't really produce any usable results (but hey, maybe my search terms are just a tad off), would anybody around here know another place where one could aquire that tool and maybe read up on modding a little more?

Cheerio and best regards,

SpiritWolf448
(who's now hoping SW2 and 3 will make an appearance on GOG as well)

Goblin Wizard 05-30-2010 02:07 PM

You can attach skill tree to any pilot you want but if pilot is not directly controlled by you - you don't have access to his skill tree. You can probably make him work like Bryna & KT (teaching new perks by dialog). It's acceptable for one pilot but if you will have to do this for several pilots it becomes boring and irritating.
Other problems:
1. pilots summoned via perk act like mercenaries. They disappear after jump and don't have their progress saved. I can make another perk which will save their perks and exp points but it's a lot of effort.
2. Unlike your storyline pilots they not always end in rescue pod after ship being destroyed. They can simply die.

You can run any function via summon perk. Jump to any sector, open trade station menu, run a dialog, create dust cloud in front of you ;) - no problem.
Summon perks have number of uses so e.g. you can make perk which summons 6 pilots group once or 1 pilot 6 times.

Trucidation 05-30-2010 02:09 PM

Welcome aboard, SpiritWolf 448.

Hmm, that page was still up a while ago - maybe someone here can help you find it. Good luck.

@Goblin Wizard:
Hmm... can we make all summoned pilots share one skill tree? That way we can teach them like Bryna&KT. About death, what about the "AI" perk? SAM copies have that one. I think it makes them not drop a rescue pod but automatically "respawn" back in the mothership.

Goblin Wizard 05-30-2010 03:29 PM

3 Attachment(s)
Quote:

Originally Posted by spiritwolf448 (Post 161583)
would anybody around here know another place where one could aquire that tool and maybe read up on modding a little more?

Some of these files were posted before on this forum.

Attachment 2437

Attachment 2438 english auto-translated version

Attachment 2439 generally about modding SW2 - german original

Goblin Wizard 05-30-2010 04:03 PM

Quote:

Originally Posted by Trucidation (Post 161587)
Hmm... can we make all summoned pilots share one skill tree? That way we can teach them like Bryna&KT.

I think it's possible but I'm afraid about other problems. I'll have to check some things.
Quote:

Originally Posted by Trucidation (Post 161587)
About death, what about the "AI" perk? SAM copies have that one. I think it makes them not drop a rescue pod but automatically "respawn" back in the mothership.

You don't want them to respawn on mothership. You don't want to see them on ms at all. If they will respawn on ms they will occupy our precious pilots slots. But even if pilot is lucky and ends in pod, this pod goes to cargo bay. The only thing you can do with him is to sell him.

SpiritWolf448 05-30-2010 06:56 PM

Quote:

Originally Posted by Goblin Wizard (Post 161595)
Some of these files were posted before on this forum.

Attachment 2437

Attachment 2438 english auto-translated version

Attachment 2439 generally about modding SW2 - german original

Ah, I see. Thank you, GoWi. (and Truci for the Welcome :D)

I'll be over in that corner and read up on some things. Thanks again.

4S4W8

Trucidation 06-01-2010 12:53 PM

4 Attachment(s)
Just some random information.

\Data\LocData\English\
ui_windows.loc
- It looks like they planned another race, "Angorian", but it wasn't included for some reason. There's an error message for installing "Angor" tech.
- There were cargo hold limits planned? There's an error for "insufficient space". I haven't run into it in the game.

What happens if a pilot's ship gets blown up, and you don't pick up the rescue pod? I notice that the pilot icon is red. Does it still count towards your number of pilots?

Edit:
Imo missiles suck, as such they will be my first project. This game desperately needs better missiles but simply upping the damage / blast zone isn't the answer. Well, at least for me - my answer is larger payloads, baby! Why stop at 3, or even just 10 warheads? Imagine Zone of The Enders style missiles :D Too bad we can't attach light sources to objects, that would be really friggen' awesome. Light up the sky light in the screenshot, haha.

I've actually got a working sample but I need to fix my notes before I can show it. Problem is the missiles actually launch from the ship's missile hardpoints so you don't get a crazy-ass spread pattern like in the ZOE screenshot - the parent delivery vehicle needs some distance before releasing the payloads.

Edit:
There we go, the LS Master Spark... no subtlety at all, hehe. The only problem is when the AI uses it on you, you're screwed ♥

-
Note: Apparently backups (at least for .loc files) should not be left in the original folder, or the game will CTD upon launch, and LOGfile.txt will tell you it choked on the duplicate entries.

Rastix 06-01-2010 05:36 PM

Try SW2 and you'll see angorians and cargo limitations

Yes, it counts

Trucidation 06-01-2010 06:10 PM

Ah, no wonder they're in there... leftover stuff from SW2 eh? Also saw the cargo expansion slots in the modules file. I suppose that way is more realistic but not being able to buy something because "your backpack is full" is frustrating ;)

I need to finalize the pricing on the LS Master Spark but otherwise it's done. I hope the AI uses it against me. Hmm... it would go well with Nanaki's Random Contacts, a wing of missile ships protecting a fleet will be extremely formidable.

Edit:
I wonder what happens when the mission script tries to access a dead pilot? You know how on occasion someone (Viper, Aja) says "wait here while I go investigate something", and that pilot leaves your team temporarily? Yeah... I wonder what happens if that pilot is dead...

Edit:
As promised, here are the details of missile editing. Please note I've only scratched the surface, there are many things I still don't understand.

(1) \Data\LocData\English\m_modules.loc
- Descriptions are in here. Each item has 4 lines @ entries: name, hint, sdesc, ldesc - the displayed name, the mouseover hint, short description, long description. By the way, the long descriptions of the AMS contain typos. I'm sure everyone has noticed they all have the same effectiveness (10). Only the description is wrong though, their data is actually fine (not all of them equals 10).

(2) \Data\Game\Modules.xml
- Base item definitions are in here. For missiles, HomingRocket and MIRVModule differentiate which display template in the shop to use. I simply renamed LRM1's tags from HomingRocket to MIRVModule. The entries are very straightforward to understand and I'll skip them (appearance, price, how many missiles per pack), but look at the last entries. It's a nested RocketParams section. This determines what missile to launch (rocket_name), it's effectiveness (seeker_name), and how it explodes (detonator_name). These 3 are defined in the next file.

(3) \Data\Game\Rockets.xml
- The dirty details of rockets are all in here. From the previous file, rocket_name references a RocketCarcass block. This is basically how the missile looks like and how it flies.
- We're most interested in this part, how it explodes. This would be the detonator_name entry. Normal missiles use DistanceDetonator tags, but we need to change it to the MIRV-type. Otherwise our missile will simply launch and then explode. Normal missiles have 3 entries only, time_to_live, damage, and explosion_distance. For MIRV type we add a lot more info. Missile_count determines how many warheads it splits into (yay!), and then we have another RocketParams section. Basically this means the MIRV "explodes" into other rockets. It's got the same 3 entries as the parent definition: rocket_name, seeker_name, and detonator_name.
- This rocket_name is for each warhead's appearance. It's just another RocketCarcass block. For my custom one I simply recycled the existing MIRV warhead info.
- Again, seeker name determines how good it is against countermeasures.
- Finally we define how the warheads actually explode, with detonator_name. This time we use DistanceDetonator tags just like for regular missiles. This section simply time_to_live, damage, and explosion distance.

I don't quite understand many values such as time_to_live, seeking_time, viewing_angle, etc. More testing needed but for now we have the basics of missile editing covered.

Goblin Wizard 06-01-2010 07:10 PM

Quote:

Originally Posted by Trucidation (Post 161910)
I wonder what happens when the mission script tries to access a dead pilot? You know how on occasion someone (Viper, Aja) says "wait here while I go investigate something", and that pilot leaves your team temporarily? Yeah... I wonder what happens if that pilot is dead...

First you need to define "dead". If you see pilot in your pilots list (in red or other), he is not dead for the engine.
Second, it depends on what you want to do with "dead" pilot. Even totally dead pilot still can speak (no problems with dialogs). Every mission file has a function "StartInitMis" which creates pilots for different purposes. It works independently from real life of the pilot.
Even functions that work with pilots in space have many ifs so I suppose you won't encounter errors too often.

Quote:

Originally Posted by Trucidation (Post 161910)
I don't quite understand many values such as time_to_live, seeking_time, viewing_angle, etc. More testing needed but for now we have the basics of missile editing covered.

time_to_live - time of missile flight in seconds
seeking_time - how long the missile will be searching for the target if he misses or the target will be destroyed before missile hit. I'm not 100% sure about this.
viewing_angle - missile luncher, gun barrel maximum deviation from the "firing forward" position (I'm sure there are better words in english to explain this but..).

Trucidation 06-02-2010 12:03 AM

Thanks!

I see... as long as we have the pilot, script will simply spawn instance when it takes control. Interesting. Probably will make pilot not-dead when he returns to team? :)

I understood your explanation on the values too, thanks. Maybe we can say "viewing_angle" is maximum rotation angle of launcher. Hmm, does this mean wider angle = can fire to the side if angle is wide enough? There's some other things I need to look at as well when I get home from work today.

Edit:
\Data\Game\ShipDescriptions.xml
This appears to list what ships carry what items. So ships can't have randomized equipment? Aww. Also, how do we tell which ships are available in what game difficulty (easy, normal, hard)?

I was thinking of revamping the long range missiles - they suffer from the ship not equipping radar so their range is crippled (e.g. LRM2 range = 450, but most ships' sensor default = 135). Players can also abuse this fact because ships which get hit by damage outside of their sensor range don't respond, e.g. you can rain LRMs on the alien fleet in the Dionysus Sphere but they will just sit there and let you massacre them -.-" You can also break a script by torpedoing the target and destroying it when you're supposed to reach it first and have some dialog before attacking it (I learned that the hard way in Vulcan, lol).

There's also 2 apparently unused missiles, LRM2_GK and T3_GK. The GK tag makes it sound like a turret @ mothership item, but since missiles don't work with mothership I guess they were simply left out. I also wonder why the game isn't complaining that LRM2_GK is duplicating LRM2, and T3_GK is duplicating T3. Heck, there's T1_unguided versus T1, as well as T2_unguided versus T2.

Goblin Wizard 06-02-2010 05:23 AM

Quote:

Originally Posted by Trucidation (Post 161963)
Probably will make pilot not-dead when he returns to team? :)

How it works - When pilot leaves you his stats are saved and he is killed. When he returns new pilot is created and saved stats are loaded into new pilot.

Quote:

Originally Posted by Trucidation (Post 161963)
Hmm, does this mean wider angle = can fire to the side if angle is wide enough?

Exactly!

Quote:

Originally Posted by Trucidation (Post 161963)
Edit:
\Data\Game\ShipDescriptions.xml
This appears to list what ships carry what items. So ships can't have randomized equipment?

It's possible but game uses few diffrent setups and pilots.

Quote:

Originally Posted by Trucidation (Post 161963)
Aww. Also, how do we tell which ships are available in what game difficulty (easy, normal, hard)?

"if (GetLevelDifficult()==EASY) then..." function like this checks difficulty level. Look into Create_flight_2.script.

Quote:

Originally Posted by Trucidation (Post 161963)
I was thinking of revamping the long range missiles - they suffer from the ship not equipping radar so their range is crippled (e.g. LRM2 range = 450, but most ships' sensor default = 135).

As you know missiles have even @600 clicks range. It's far beyond best radar scan range. For those you should use a scout. If scout is equipped with good radar and/or cloaking device you can snipe out whole fleets (e.g. with torpedoes).

Trucidation 06-02-2010 06:16 AM

2 Attachment(s)
Yeah, it does make sense to just check when creating a flight. If the ships' difficulty was hardcoded (e.g. ship X = easy difficulty) then they would have to duplicate that ship for the other difficulties as well.

I'm not a fan of sniping (too impatient to wait), but I think torpedoes are ok. They're expensive and hard to collect many so it's no problem if they have long range. I'll still be replacing LRMs though, I'm not sure if many people use them. I think I can write a better explanation on making missiles instead of just changing existing entries and I've started modding the explosions as well. Mainly the colour - it feels more fun with different coloured explosions from different missiles :)

Edit:
...and heeere we go! I finished editing the missiles, did everything in one shot, haha. Should be no problems, it was mostly a copypasta job with only a bit of editing. I modded all the LRMs into short range cluster missiles (range 150). Screenie #1, AI is using the new missiles just fine. Screenie #2, love the devs, changing the explosion flare colours is a simple matter of editing RGB values in a script.

Gimme a while to put together all the files I modded.

sidius 06-03-2010 12:19 PM

Hello, I'm kinda new to this, but I've managed to remake couple of things (I'm familiar with Carcasses, ShipDescriptions, Modules etc.), I've added Liger (thx very much for that) - replaced 2 system modules with TurretGK ones, made new destriptions for them but when I try to add them to the stations, my game crashes every time I dock with station. so I'm doing something wrong.

__All_guns ={"HC1","HC2","HC3","HC4",
"VC1","VC2","VC3","VC4",
"LC1","LC2","LC3","LC4",
"PLC1","PLC2","PLC3",
"PC1","PC2","PC3",
"RG1","RG2","RG3",
"THC1","THC2","THC3","THC4","THGK1",
"TVC1","TVC2","TVC3","TVC4",
"TLC1","TLC2","TLC3","TLC4","TLGK1",
"TPLC1","TPLC2","TPLC3",
"TPC1","TPC2","TPC3","TPGK1",
"TRG1","TRG2","TRG3","TRGK1",
"CG1","CG2","CG3","CG4",
etc etc etc..


Question1: Should I add them to one of those ShopModules ={....}; too?

I've added some numbers to the same lines in InitTradeSystem.script:
0,0,0,0,0,0,0,0, -- THC,TVC
to
0,0,0,0,0,0,0,0,0, -- THC,TVC


0,0,0,0,0,0,0, -- TLC,TPLC
to
0,0,0,0,0,0,0,0, -- TLC,TPLC

0,0,0,0,0,0, -- TPC,TRG
to
0,0,0,0,0,0,0,0, -- TPC,TRG


those are lines from local NShop_fish - but I've added them to all other shops too

I don't know if I'm doing it right, adding them to the same existing weapon type (plasma to plasma turrets etc), but I don't know what would actually completely new line do..

Btw those turrets are working when I add them to InitTeamScript, but it's no fun to add things this way.

Question2: Is it possible to add Tractor Beam to fighters? I've added one to my custom Stormcrow (otherwise it has just 1 more system slot and better stats - I gave it to Patrol teams too, instead of their Stormcrow_mk2_pat0) but it doesn't work, maybe I just need to add some [X,Y,Z] outside of the fighter, not 0,0,0 as I used :). It may be restricted by the game.. dunno

I really like patrol colors and emblem, too bad they don't have any Lion cruiser, I would steal that texture for Liger :cool:. I am really lame in graphic editors, so I can't make new one

and thanks for all info about modifying, btw it would be nice to post here IMD, INI, texture and carcass files of those great newest fighters of SW2, I'd like to fly that cool shark-like fighter, but now I don't even remember it's name (I got SW2 borrowed from a friend some 3 years ago)

Trucidation 06-03-2010 12:54 PM

Can't really help you here as I'm digging around a completely different set of scripts, but when the game crashes you might find some useful info in LOGfile.txt. There's also a ScriptErrors.log but I've never actually seen it contain anything.

Didn't buy or get to play SW2 but iirc Goblin Wizard added 4 ships from there into this mod. They're okay but kinda skimpy on the system side :) Good luck!

sidius 06-03-2010 01:20 PM

error: attempt to index local `_market' (a string value)
<string "DATA/Scripts/include/FloodTradeStations.scr...": line 294>


hmm but that line contains just:
function AddModules_Chance(_market, _good, Chance, maxn, _sell, _bye)

and I really don't know what's wrong in it, i haven't even changed it..

btw now I can't even enter any market :(. that confirmation of docking doesn't appear.. but last time I was able to dock, one of those major caliber turrets was buyable, but when I undocked and docked again at the same station, BAM! crash..

sidius 06-03-2010 02:04 PM

for new modders:
don't add too much maneuvrability to ships, coz it's bugging them (they are spinning like crazy even when flying straight - and while they are spinning they can't move, so... I would say max 450 for fighters and 100 for capital ships)
I now use these stats for mothership:
mass 120 000
maneurability 3
steering_power 13 500

I have a theory that fighter with 700+ maneurability (shown one, not that one in carcasses) is an excellent target for enemy fire, since it doesn't move at all in combat, it just turn in 1 place and fire, if there is enemy within weapon range.

Trucidation 06-03-2010 02:19 PM

Pilots with high piloting skill + maneuverability system modules can reach a pretty high number; I'm quite sure I've seen 400+ rating towards the endgame (most skills maxed, high end ships), and I don't normally use maneuverability modules either.

What's the current base highest maneuverability value for non-modded SW3 ships, 245? I think you can safely push it to 300+, but 450 sounds very high. Capital ships shouldn't be too agile but that's just my opinion :) Good luck.

sidius 06-03-2010 03:05 PM

yea, my butcher (made of Viper's) has 300 maneuvrability and it flies like a giant hornet :D

btw I've found my mistake, I shouldn't have modified InitTradeSystem at all, just add new stuff to __All_<module type> and to ShopModules. This time it's working and I can buy major caliber turrets in every FTU market, though I will have to find out how to give just laser turrets to InoCo, plasma to USS, kinetic to MSF and particle to NESF.. (I have to find out if it hasn't overwrote classic major caliber guns, though. but anyway, I won't use 1st generation major caliber guns, so I don't really care in this case)

then I'll modify all heavy cannons (I mean kinetic, both for fighters and turrets), because they are simply horrible compared to any other weapon type. Maybe faster bullets or less dispersion will do.

hehe, it's fun fighting Corsair - I've accidentaly gave him Liger :grin:

Goblin Wizard 06-03-2010 03:58 PM

"maneuverability" is only an additional modifier. Maneuverability showed in the ship info screen are based only on "mass" and "steering_power".

It's worth to know that perks which modify maneuverability work only with "steering_power" parameter (the same for modules). Look into perkDispatcher.script:

Code:

function ModifyShipSteeringPower(pilot, steeringPower)
----//----
  return modifiedSteeringPower;
end;

Function takes only actual "steeringPower" of pilot's ship and returns new steering power.

Trucidation 06-03-2010 04:40 PM

1 Attachment(s)
I'll leave the ship modding to you guys :)

@Goblin Wizard:
I read that Aleksty at StarRover forum mentioned MultiRocket so I'd like to help tackle that. However, inside \Data\XMLSchema\ folder, Rockets.xsd does not include MultiRocket in the xs:choice list. There is a definition for it in AllModules.xsd though, on line 246. I wonder if we can simply add an xs:element line for it into Rockets.xsd.

As always, \Data\Game\Modules.xml contains one entry on line 4862: MultiRocket name="MRT". (I love this file, I'm glad the devs didn't clean it up :-P ). It's pretty much the same as other rocket entries except for the addition of a rocket_slots tag. Most likely this determines how many rockets defined in the RocketParams section are produced per launch. Actually this is what I was aiming for, instead of the workaround using MIRVs (separate launch from start, unlike MIRVs which launch single then separate later). This may produce more individual missile behaviour because the MIRV warheads mostly cluster together (as you can see from my "fireworks" screenshot).

-
As to Aleksty's suggestion, if adding it to the schema works then I have a strong feeling that simply assigning a MIRV type to rocket_name in the rocket_params section should make this a multiple-MIRV launcher, each of which in turn will spread into multiple warheads.

I'll test this out as soon as I can, it's nearly 1:30am here lol.

Edit:
Haha, I found a lovely picture for a pilot. It was inevitable, really - ever since I played the original Star Wolves I just knew the scouter-wearing Nappa would have to make an appearance.

Enjoy xD

sidius 06-03-2010 05:57 PM

I was using
http://img231.imageshack.us/img231/9929/homers.jpg
but your pilot is cool too :grin:

btw I've tried to convert big guns to missiles and missiles to big guns, and it's really easy in that IMD editor, just ChangeWeaponType and play, you don't even have to modify hard point coords, and it looks quite nice. (tried on my Butcher - both right side weapons turned into rocket lauchers)

I wonder if missile launcher turned backward would shoot missile at the fighter chasing you or stuck till your main target is behind you.. gotta try it somewhen.

I've finished 3 storylines (MSF, NESF, Alex), gotta try Triada next time, but I don't know what to do to get to InoCo storyline (coz SAM shoot down Dickens and I end up with Alex..) or USS (dunno if it exist).

My fingers ache right now (lot of Ctrl+C/Ctrl+V while making descritions for all 12 major caliber turrets, replaced most _pl0 with _pat0 coz I simply love those textures, such a pity it's not made for all models), so I will probably just play for a while and I'll start modding when I finish next storyline

Maybe I'll start with Ramadanta and replace it's turrets with major caliber turrets, and I will have to make a brand new INI file because she doesn't have any now + gotta try to fix hangar bay (game crashes when you release some fighter).
-seem I can't conver turret into major caliber turret, or even add new major caliber turret in that IMD editor. There is no such option :(

Goblin Wizard 06-03-2010 06:36 PM

Quote:

Originally Posted by sidius (Post 162323)
-seem I can't conver turret into major caliber turret, or even add new major caliber turret in that IMD editor. There is no such option :(

Because IMDEditor was made for Star Wolves 2. You have to export TurretGK refpoint (e.g. from stationary turrets models) and import/add it to your file.

fx3269 06-04-2010 06:21 AM

Goblin Wizard! Can you give me your IMD editor?I cant download it from the link you gave before.Thank

Goblin Wizard 06-04-2010 09:53 AM

Try FileFront

Trucidation 06-04-2010 01:02 PM

2 Attachment(s)
Quote:

Originally Posted by Trucidation (Post 162312)
However, inside \Data\XMLSchema\ folder, Rockets.xsd does not include MultiRocket in the xs:choice list. There is a definition for it in AllModules.xsd though, on line 246. I wonder if we can simply add an xs:element line for it into Rockets.xsd.

This, apparently, works. However, max_rocket_count is not how many launches you get; instead, the number of launches you get is = max_rocket_count divided by rocket_slots.

Example:
max_rocket_count = 20; rocket_slots = 4
Q: How many launches, and how many missiles per launch?
A: (20/4) = 5 launches, with 4 missiles per launch

Therefore, unlike MIRVs, max_rocket_count is not how many launches (or "missiles per pod") you get. It is simply the overall total number of missiles.

Quote:

Originally Posted by Trucidation (Post 162312)
As to Aleksty's suggestion, if adding it to the schema works then I have a strong feeling that simply assigning a MIRV type to rocket_name in the rocket_params section should make this a multiple-MIRV launcher, each of which in turn will spread into multiple warheads.

Correct. However, with the default values, all MIRVs are launched close to each other in a tight, packed formation -- guess what happens when it's time for the MIRVs to split up and deliver their multiple warheads? Blast radius damage happens, that's what. So basically your MIRVs end up destroying each other.

I am currently about to tweak the MIRV blast values and to see if I can do anything about the launch pattern. Otherwise the multiMIRV launcher will be a useless idea because the missiles are so close they detonate each other. (And as expected, my pilot who launched the missiles also got caught in the blast radius. I knew there was a reason I hated the default missiles -_-.)

Cutting down the MIRV detonator explosion_distance and damage helps a bit (I actually reduced both values to 1) but the missiles still destroy each other a lot.

Okay, I think I fixed it. In Modules.xml crank up viewing_angle and dispersion. In Rockets.xml turn down the explosion_distance of the parent missile (the MIRV). I think you can safely leave the damage alone; after all what happens if it hits a target before separating? Similarly, turn down the explosion_distance of the warheads. Wa-la, there you go: multiple MIRV launches, and each of them separates into multiple warheads.

The only problem I have with this concept is that without the danger of a blast radius to worry about you basically have an ultimate weapon. You'll need to pare down the damage a lot, single digits even. Heck, even my weak 30x 13 dmg danmaku were deadly in the hands of a missile expert.

Edit:
Screenshot 2, note how close the multiMIRVs are on launch - I'm merely using 4, and even then you can see two of them are actually physically overlapping. No wonder when they separate into warheads they hit each other and explode.

Goblin Wizard 06-04-2010 02:50 PM

Have you tired to change missile hit points (hit_points > own damage or damage of all warheads)? I don't know if this have any sense because I haven't modified missiles yet. The main question is: Is missile destroyed by default or by their own damage (or both)?

Trucidation 06-04-2010 03:24 PM

No, they don't get destroyed by default, but if the enemy is grouped together in one direction then the missiles don't spread far enough and hit each other. If enemies are spread all around you it is better, missiles don't get tangled together.

Hitpoints for parent MultiRocket looks ok (is unchanged default 10,000) - that is far more hp than the potential damage (30 warhead x 10 dmg = 300 dmg). Even if they all hit each other it is still only 4 missiles per launch, or 300 x 4 = 1,200 dmg. Each warhead has very low hp though (default 10 for MIRV_WH). Perhaps this is the problem. Let's see what happens if I jack this up to 10,000 as well.

Edit:
Ya, that did the trick. I forgot I was modding LRM1 and pointing to MIRV3, needed to increase the hp on the MIRV3 missile and warhead (I don't know why the hp for these is default 10, very very low). I guess this solves the problem, you have your MultiRocket - MIRVs now :)

Goblin Wizard 06-04-2010 03:47 PM

Thanks for testing. I suppose the biggest problem will be to balance damage of this multirocket/MIRV missile. Hmm... I constantly have feeling that all ships have too low hp comparing to most types of weapons (especially high-end versions). They simply die too fast.

Trucidation 06-05-2010 01:01 AM

Seems I was mistaken about the XMLSchema file. I took another look and noticed that the other definitions in that small Rockets.xsd file were detonators and seekers. "Huh, where are the actual missile definitions?" Found them inside Modules.xsd. Then I wondered why all these separate xsd files when everything is supposedly in AllModules.xsd, right? Maybe someone who knows which files are used or not can tell.

Anyway, I restored the original Rockets.xsd and found that MultiRocket still works. So it looks like you can ignore the files in this folder when creating MultiRockets since the game apparently already knows about them.

Note:
In trade screen you will only see max_rocket_count and damage for each warhead. It does not display rocket_slot (how many launched per attack), which is also important to know -- because if you see max_rocket_count saying 10 rockets that sounds like a lot, but if 5 are launched per attack then actually it's only a little because you'll fire all of them in merely 2 attacks.

If you define a rocket in \Data\Game\Modules.xml as "HomingRocket", trade screen will show "damage, resistance, range, quantity", but if you define it as "MIRVModule", trade screen will show "Number of warheads, damage, range, quantity" - that's why for MIRVs you can't see the "resistance" but in the game data their antijam values are different, and I think this is also important to know. But note MIRVs have 2 antijam values - 1 for the parent missile and 1 for the warheads. Personally, I'm going to max out the parent's antijam and simply use the warhead's antijam value as the rating. I don't like the parent missile to be shot down because then you won't be able to tell that your ECM/AMS stopped a MIRV or just a single rocket.

Unfortunately, MultiRocket appears to use the standard rocket trade display, showing "damage, resistance, range, quantity" where damage is damage per warhead and quantity is max_rocket_count. Players actually need to know the value for rocket_slot as well, like I explained just now. I don't know where trade screen information is located. For now, I suggest that if you create a MultiRocket then please also edit \Data\LocData\English\m_modules.xml and change the rocket's description to also mention rocket_slots (how many rockets fired per launch) as well.

After some searching around I couldn't find any file which mentions "resistance"... I'm guessing this belongs in that hardcoded XML, the same one preventing us from adding new perks and other stuff. It's not a big deal if we can't change the trade display text, but it's annoying, and you'll have to remember to edit the descriptions in m_modules.xml. The resistance display is also referring to the parent missile, which sucks because you need to know how well the warheads perform, not the parent because the parent is not the one delivering the damage.

Edit:
MultiRocket launches are limited, the game can only spawn so many missiles per launch - the limit appears to be 10. I tried with rocket_slot values of 10,15,20,30,40 and all of them only launched 10 missiles per attack. (Seems to tally with the sample missile "MRT" in Modules.xml which only fires 8 at a time.) So if you want a large spread you're still going to need to use MIRVs.

Theoretically there's nothing stopping you from designing a MIRV which splits into other MIRVs... this can get silly real fast though, and the trade display will be even more inaccurate.

sidius 06-05-2010 07:03 AM

hmm, I would simply write that it's shooting 4 MIRVs at the same time to the description in LocData.

I have much smaller problem. "Major caliber turret" - the default name, is simply too long for the small description window, so it's written through "Turret type".

I'm finally finished with adding different kinds of major caliber turrets to different factions FTU markets, I've also modified dispersion or heavy cannons and rapid-fire cannons and plasma cannons so they are now equally strong as lasers and particle accelerators. Liger with 8x Vincinidator + 2x Basilica turrets, yay. All payed for ingame credits, no credits at the start of the game or from selling stuff I've added myself at the start of the game.

It's actually nice for gameplay, I can choose to upgrade fighters (classic SW3) or only mothership(modified Liger).

I'm going to try making rapid fire major calibers :grin:. Could be fun if I could make it. And then I'll give it to Triada FTU markets since they don't have any major calibers now.

Trucidation 06-05-2010 07:28 AM

I thought just lowering the dmg output of those pulse lasers would be easier than trying to improve everything else? The mothership performs too well in combat if you have a good firmware. I've come to dislike fighting near the mothership since it does too good a job of destroying hostiles and leaves little for the fighters to do.

StarShatter 06-05-2010 08:06 AM

Quote:

Originally Posted by Trucidation (Post 162579)
Ya, that did the trick. I forgot I was modding LRM1 and pointing to MIRV3, needed to increase the hp on the MIRV3 missile and warhead (I don't know why the hp for these is default 10, very very low). I guess this solves the problem, you have your MultiRocket - MIRVs now :)

Firstly, awesome work so far.
Secondly, even with lots of HP on the little rockets, AMS still destroys them in 1 shot?

My ship addition hasn't been going so well, the game would just stop when you started a new game, Hero type/name select would skip, and no buttons other than Escape do anything.

Just discovered after save/load the game would go on as normal, portal breaks down, MSF boss you around. Gonna see if I can buy the ship. :\

I may have deleted the file that tells the game what to do when it starts new. I remember seeing a short file (.xml?) with stuff to do with new game in it, but I can't find it anymore! :-)

Goblin Wizard 06-05-2010 08:13 AM

Quote:

Originally Posted by sidius (Post 162710)
I have much smaller problem. "Major caliber turret" - the default name, is simply too long for the small description window, so it's written through "Turret type".

You can change this inside ui_windows.loc (e.g. #UI_TextTurretGK).
The same file contains information displayed about rockets.

Trucidation 06-05-2010 08:43 AM

Ya, i believe ECM/AMS simply either works or doesn't against a particular warhead. The hp values are probably for stuff like getting hit with blast damage.

Thanks Goblin Wizard, found mention of the stats' labels in there (damage, resistance, etc). The problem is it appears that there's only 2 sets, #UI_I_MIRVNames and #UI_I_RocketNames, and that the values are simply represented by a %s (string?) and %d (integer?). So we can't really tell the game to 'display this integer instead of that integer'.

Goblin Wizard 06-05-2010 09:21 AM

Quote:

Originally Posted by Trucidation (Post 162722)
Thanks Goblin Wizard, found mention of the stats' labels in there (damage, resistance, etc). The problem is it appears that there's only 2 sets, #UI_I_MIRVNames and #UI_I_RocketNames, and that the values are simply represented by a %s (string?) and %d (integer?). So we can't really tell the game to 'display this integer instead of that integer'.

I haven't tried this but what about adding some more %s or %d. Maybe this way the game will display other parameters. I know this is hardcoded but some parameters may be hidden (not displayed). Just an idea.

sidius 06-05-2010 09:59 AM

hmm seems like I've made something wrong while making those new weapons :evil:
every time I start new game the game crashes at choose specialization window (it crashes when I click, but I also can't see pilot picture, description and perk tree). Don't know what is causing this, because I was messing just with trade scripts and modules.xml and m_bs_modules.loc..

according to ScriptErrors.log, the error seems to be in FloodTradeStation.script in the line I haven't changed at all:(
maybe there is just a limit for weapons for the market. default is 64, when I had 76 it was OK, now I have 80 and it's buggy.

StarShatter 06-05-2010 09:59 AM

Yay, my new Templar Smilodon works, game is still messed up. :(

Too add the ship in, I modified:
Quote:

Carcasses.xml - added ship
ShipDescriptions.xml - added ship slots (c/p of other smil with ref changes)
carcasses.loc - added descriptions
FloodTradeStations.script - added ship to be buyable
InitTradeSystem.script - added ship to shops
Could any of those cause the error that I have?

I've got a .dds converter, all I need now is IMDE and Gimp :D (I could install Photoshop, but takes to long)

Ship stuff is fun, but I don't know how to get more system slots to show up on the UI in game (Or is this done automatically and 8 is the max to show?). You can add more systems by double clicking it, but you can only remove it by moving the ship to inventory.

Trucidation 06-05-2010 10:17 AM

@Goblin Wizard:
Good idea - sadly, no luck. Just throws up gibberish. I guess we'll have to settle for editing the long description field. Fortunately that one appears to be fairly long so there should be enough room there.

Edit:
@StarShatter:
I'm certain I've seen Goblin Wizard create smaller UI slots and more than 8. There's a pic in his Mothership mod thread.

Goblin Wizard 06-05-2010 10:28 AM

Quote:

Originally Posted by StarShatter (Post 162755)
Yay, my new Templar Smilodon works, game is still messed up. :(

Too add the ship in, I modified:

Could any of those cause the error that I have?

I've got a .dds converter, all I need now is IMDE and Gimp :D (I could install Photoshop, but takes to long)

Ship stuff is fun, but I don't know how to get more system slots to show up on the UI in game (Or is this done automatically and 8 is the max to show?). You can add more systems by double clicking it, but you can only remove it by moving the ship to inventory.

If you want to add ship for a player you don't have to touch ShipDescriptions.xml at all. This file contains ship armament list for AI ships.
If you want to change ship's weapon slots for player, you have to:
1. set desired number of slots in Carcasses.xml
2. add appropriate refpoints in the ship's IMD file. All except system slots. These don't need refpoints in the IMD file.
3. add the same refpoints (names) definitions inside the "ini" file for your ship in the ..\Data\TEXTURE\Interface\Carcass\Slots folder. This file name is called from Carcasses.xml - <mapping_name> parameter.

Quote:

Originally Posted by sidius (Post 162754)
hmm seems like I've made something wrong while making those new weapons :evil:
every time I start new game the game crashes at choose specialization window (it crashes when I click, but I also can't see pilot picture, description and perk tree). Don't know what is causing this, because I was messing just with trade scripts and modules.xml and m_bs_modules.loc..

according to ScriptErrors.log, the error seems to be in FloodTradeStation.script in the line I haven't changed at all:(
maybe there is just a limit for weapons for the market. default is 64, when I had 76 it was OK, now I have 80 and it's buggy.

If you still have this problem add LOGfile.txt and ScriptsErrors.log. I'll try to help but now I have too little information.
Don't worry about loc files. These never cause a real error. Sometimes only a "string not found" info.

sidius 06-05-2010 10:37 AM

Quote:

Originally Posted by StarShatter (Post 162755)
Ship stuff is fun, but I don't know how to get more system slots to show up on the UI in game (Or is this done automatically and 8 is the max to show?). You can add more systems by double clicking it, but you can only remove it by moving the ship to inventory.

open Smilodon's INI file (data/texture/interface/carcass/slots/smilodon.ini in your case), copy/paste 1 of the system slots and change it's refpoint= to system3, 4 or any other, it just has to be something else than those used by default, otherwise you will have 3 slots visually, but equipping 1 item will make it appear in 2 system slots..
and change at least image_coord too (I suggest doing the same with text_coord to look better), so you can actually see that slot, so it's not hidden under existing one.
I hope it's clear enough.

you may have deleted InitTeamScript, if that's problem, we can upload it somewhere, it's better to backup "working version" of the game before modifying :D

if that's not the problem, open ScriptErrors.log and you will know what are you doing wrong probably.

also, if anyone found out, what's limit for weapons/modules/ships in FloodTradeStation? gotta try it with 1 less, but I have 80 kinds of weapon modules and it causes crashes at the select specialization window in new game..

sidius 06-05-2010 10:50 AM

lol I'm not doing anything and those scripts are breaking..

got 2 errors -> replaced damaged script with backup -> 1 old error, 1 fixed error, 5 new errors lol

I'm starting to think I have some virus..

Edit: I think I got it, I was missing 1 " in FloodTradeStations.script

Edit2: The game is working, but once again, I can't DOCK at any station, even Trader window is empty..

error: attempt to index local `_market' (a string value)
<string "DATA/Scripts/include/FloodTradeStations.scr...": line 294>

but there is just

function AddModules_Chance(_market, _good, Chance, maxn, _sell, _bye)
if (Chance > RAND(100)) and (maxn > 0) then
-- N=maxn; -- õÙ* Û¯Ý‗*¯Ù* þÓõÓÝݯү ýÓÛ±Þý¾ýÓ
N=RAND(maxn)+1;
_market:ModuleGoodsState(_good, N, _sell, _bye);
end;
end;

and I don't know what's wrong in it since I haven't changed it ...

EDIT3: restored backups, now I've got even more errors than before :(

StarShatter 06-05-2010 12:01 PM

3 Attachment(s)
Haha, you guys are the best. :-P
Looks like I'm going to have to install photoshop after all.
It's buyable like most Templar ships, and I've managed to change the colour of the lights on it (just testing/locating atm, lots of flares), but changing the texture kinda failed (see: screenshot). It's gone blue! Haha. Working on adding/moving system slots.
Edit, second screen shot, JPG -> DDS, no alpha/vector layer. Super glossy. Hahaha.
Edit2, meh fixed the gloss, and put some circles around the parts that are now whiter/changed, not all of it done yet. Removing some imperfections, will make the brown black, when I get the time. Got some stuff to do tomorrow.

Quote:

you may have deleted InitTeamScript, if that's problem, we can upload it somewhere, it's better to backup "working version" of the game before modifying
I still have this file.
And no there is no errors in the ScriptErrors.log.

Quote:

and I don't know what's wrong in it since I haven't changed it ...
I read about line 294 somewhere else here. Perhaps you added incorrect values for something in reference to line 294.

Goblin Wizard 06-05-2010 01:20 PM

The most important file is LOGfile.txt. Look not only for ERROR lines but WARNING and even 1-3 INFO lines before an error. These lines can give idea when and why errors happen.

It's hard to say what's wrong but I can guess:
ModuleGoodsState function needs table values not string values so I suppose there is an error in the table or lack of an information/entry in the table.

But as I said only 1st error is important. Others are usually the result of the first. Paste your LOGfile and we'll have something to discuss.

StarShatter 06-05-2010 01:46 PM

Quote:

(ERROR) LoadWindow ERROR: DATA\GUI\CharacterSelect.scr [CharacterSelect]
That's the only error I can find. Makes sense. Can't find that file. :!:
I can still post the entire thing, it's long, if it's needed. (Probably just in an edit)

Hmm, I'm wondering if there was an easy way to distribute these mods easier than just overwriting files (hinders the use of multiple mods) or going through and manually adding the contents of smaller mods to the bigger ones (one? the mother ship mod?). The only thing I can think of is some installer-like thing they used to use for Baldur's Gate II or a combination of all the mods.

Side question: Do Templars appear in the story at all?

Goblin Wizard 06-05-2010 01:56 PM

1 Attachment(s)
You should have this file. Restore a backup or use this Attachment 2497.

StarShatter 06-05-2010 02:22 PM

Heyy thanks heaps! Works again just fine. I couldn't find any copy of it in the computer bin, or a complete search of C:\ so god knows what I did with it.

Considering adding a few different kinds of Templar ship, just for variety later on in the game. Maybe even earlier tier ones. Make something of the work I've done so far. (I'd probably add these ships to Templar patrols just to be complete)

I could go through and make all faction painted ships available in their black markets? Rather than nuking their supply ships.

Trucidation 06-05-2010 02:55 PM

Quote:

Originally Posted by StarShatter (Post 162789)
Hmm, I'm wondering if there was an easy way to distribute these mods easier than just overwriting files (hinders the use of multiple mods) or going through and manually adding the contents of smaller mods to the bigger ones (one? the mother ship mod?). The only thing I can think of is some installer-like thing they used to use for Baldur's Gate II or a combination of all the mods.

Side question: Do Templars appear in the story at all?

Well, when you finish with a ship I doubt there's much to update - eventually most of the new ships could be collected into a pack. But yeah, currently there's a lot of hand-patching going on. Gotta wait for the dust to settle before I attempt to make a compilation.

Templars do make an appearance, have you checked the news items? They appear in the system mentioned. In certain storyline paths you'll even briefly meet them.

Edit:
Blackmarket (FTU market) availability would be convenient. There isn't much incentive to bother with blowing up faction convoys to obtain them, although I wouldn't mind if someone did this for really rare ships. Especially if we're flying with Nanaki's fleet mod (I really should check that out sometime soon).

StarShatter 06-05-2010 03:28 PM

I know about the news items.
Just more so in story lines. I've done NESF, and I'm part way through the InoCo story line (distracted with modding).

Cause if all if all I change is the squads it shouldn't be effected to much.
Other Templar ships I think would be cool:
  • Cheetah - A form of field harvester. Not as good as the Trident T (or I could just balance them) but it has a tractor beam.
  • Excalibur - Superior T1 or 2 fighter (Superior due to the lengths you have to go to get it). Wont appear in Templar formations, because its outdated. +Small gun or two. Strength would be in extra armour anyway.
  • Wouldn't really know what else to make with a novelty. Suggestions?

I'll have a look at putting the ships in FTU warehouses tomorrow, pretty sure I know how already, just gotta test. Seems like we have someone doing just about everything lol.

sidius 06-05-2010 04:06 PM

hmm InoCo has storyline?

I've done NESF, then MSF, then InoCo (after SAM "arrested" Dickens I had to go to Alex storyline - the one with Templars), and I've just finished USS storyline (which resulted into Triada)

so basically there are just few storylines, but based on your decisions, each ending is slightly different (and nothing can stop army of symbionts from attacking in the future it seems..). I'd like to know what lines remains, so I'll probably run a new game as soon as I fix those errors

Spoiler alert!

Triada has pretty hard ending, going into SAM's nest at precursor portal ALONE.. My Liger with 8x Vindicator turret (best rapid) and 2x Basilica turret (best plasma), 26k shields and 50% laser deflection hardly made it, with half fighters destroyed - though Living Legend animation was cool ;)
MSF has nice ending too, if you stay with Viper and won't join Trump
I really can't wait for datadisc (I hope that we'll get more free time to annihilate pirates, explore map and so on, random missions would be nice too

StarShatter 06-05-2010 04:12 PM

Quote:

hmm InoCo has storyline?
Err well I dunno. I start working for Triada, got caught by InoCo. I'm right up to the part where I go back and get a mission from InoCo to find out about our missile transports.

I wanted to side with MSF but Viper kinda just told me to get lost, so I guess I picked the wrong one of two options, and just went with it.

Trucidation 06-05-2010 04:22 PM

1 Attachment(s)
You were already on the InoCo path if I'm not mistaken. When that shootout breaks out in XT-45 and you get a chance to flee to one of three systems, any of those 3 choices will result in Greyhair mentioning he knows someone in the Hapha system. You then have to choose whether to deal with Alex's mail or hold on and go see Greyhair's contact first (see screenshot).

Choosing to go find Greyhair's friend in Hapha will lead you to gaining pilot Jana and towards the rest of the InoCo storyline.


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