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

Kothyxaan 06-10-2010 05:20 AM

Quote:

Originally Posted by Goblin Wizard (Post 163664)
It depends. If you changed only player version, no problem.
Which files did you modify?


ah ok, so all the _pl's are ok to edit, the npc ships go by the carcass and any changes to the ships texture/interface/carcass folder are only used by the play?

Trucidation 06-10-2010 07:12 AM

Damn, adding sound effects to Rockets.xml is bugged. Notice how all entries have blank <work_sound> tags? (They are just declared as "<work_sound/>".)

If I attempt to add a sound, e.g. <work_sound>horn3_2.wav</work_sound>, the sound works (but it's repeated as long as the missile is flying, so it's kind of odd), but the game CTDs when the missile hits the target. Unfortunately LOGfile.txt does not say what caused it, it just complains about memory access violation. Damn.

Also, I cannot find where the missile firing sound is called. I know the file, it is "s_rocket_launch.wav", but I cannot find references to it. The game just plays it as if it were hardcoded :(

This is unfortunate because sounds are defined and used in Carcasses.xml and they seems fine there.

Edit:
Here's the error. I tested on the T3 Supernova Torpedo since I didn't mod that one previously. Without sound = ok. With sound = CTD upon explosion.
Quote:

Originally Posted by LOGfile.txt
(15:31:44) (INFO) LoadFromStream_GameInterface: result: Ok!
(15:31:44) (INFO) LoadFromStream_MusicPlayList: result: Ok!
(15:31:44) (INFO) LoadFromStream_LocationManager: result: Ok!
(15:31:44) (INFO) LoadFromStream_TradeSystem: result: Ok!
(15:31:45) (INFO) LoadFromStream_QuestManager2: result: Ok!
(15:31:45) (INFO) LoadFromStream_PortalManager: result: Ok!
(15:31:45) (INFO) LoadFromStream_RecruitManager: result: Ok!
(15:31:45) (INFO) ExecuteScriptFile - DATA\Scripts\Locations\elio\functions.script
(15:31:45) (INFO) ExecuteScriptFile - DATA\Scripts\Quests\MISSION_4_5\AEROGRAPHY_ELIO.sc ript

[EXCEPTION] 0x0060df71 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 = 230.816406 Mb
[EXCEPTION] [INFO] heapchk return = -2 HEAP Ok

As you can see, nothing is wrong prior to that. I fire the torpedo and watch as it flies to the target (and the sound file plays while it flies). As soon as the missile hits target and explodes... CTD.

Goblin Wizard 06-10-2010 07:23 AM

Yes. You can change the sound but file name "s_rocket_launch.wav" is hardcoded.
"work_sound" is like a sound of working engine. That's why it's repeated. I don't think it's odd. But it's interesting experiment. I'll have to check it.

StarShatter 06-11-2010 11:25 AM

2 Attachment(s)
I was playing around with the 'amount of tractor beams' on the mastiff (I hope I was changing the Mastiff LOL). And all it really seemed to do was add points for the beginning of the tractor beam. There was still only 1 beam active at a time.

Long weekend now, should be able to get back to doing ships.
Right now I'm just playing... Just made a little money. :D

I sold everything I had, just to see how much money I could get. No photo manipulation, I was gonna highlight the money in paint, but that would suggest trickery lol. Right after finishing mission were you protect the two traders for the USS, on hard mode it took a faaaaair few resets, $500K seems like pocket change now. I was .2 EXP off getting Deadly Missiles 1 right before meeting that ambush. :( Didn't take too long either, I was just doing it while watching TV and eating dinner.

Oh and anyone know how EXP gain from handing in pods works? I'm saving up for when Greyhair joins.

Goblin Wizard 06-11-2010 12:15 PM

It works exactly like any other exp gain. It's shared among your pilots. If you want more details check CostOfPirates.script

Trucidation 06-11-2010 01:18 PM

1 Attachment(s)
Hmm. Stations treat all captured pilots the same? Other than the message thanking you if you have pilots of their faction, I haven't found any indication in scripts that they give different rewards. Not sure whether station exp rewards also go through the perkDispatcher.script (exp mods from perks).

I don't know whether it recognises which pilots are more "valuable" either - yeah pods do have names (pilot, officer, etc) but are the threat levels saved as well? I don't see that. Afaik I only saw threat rating in Carcasses.xml for ships. Looks to me that you only get modded exp when you blow up ships whereas pilots all give same exp when turned in. Hmm. Not sure if this is right.

Picked up Viper when she turned against me (screenshot). Didn't check whether named pods are sellable though.

StarShatter 06-11-2010 01:42 PM

Hmm according to the script (thanks btw, i thought this was just the pirate bribes, so they dont attack you, which i never pay anyway) shed probably be handled by line 47 to 65?
"Kfni_Pilots,pilot_name"
Just like how a pirate captain is a pirate. I think Viper would be a MSF. Unless her pod is special in the mission-like way.

It's kinda unfair to have Ternie in a Tiger with two Rage, and 2-3 Prototype X at this stage of the game...
And nearly unlimited missiles for my hero. After I get Greyhair it's Hephaetus (cache) and Charon, then up to Simeiz and I can go back to testing!

Trucidation 06-11-2010 02:15 PM

I think I've seen Cleric's pod as a quest item when I stumbled across those yesterday, but you're probably right, it does seem logical that Viper would be handled as a faction pilot since I obtained it by asploding her ship.

StarShatter 06-11-2010 05:39 PM

Heyy uuughhh, If I have nothing but turrets on a fighter. Will it still move around and pursue foes? What kind of behavior will it have? Just wondering if anyone's done it. If not, no worries. Cause I don't want my Dragon T-SB to be a sitting duck like the mother ship.

Second, more on thread topic question. Like Missiles and Heavy Weapon slots are interchangeable in the IMDeditor. Can you simply ChangeWeaponType Heavy->Turret?

Also all that money was gained legit! No trainer. Just 2 T4 Erasers = 9 dead transports. Templar ships are costly... Just finishing descriptions... Tired... Need to sleep... Only been awake for 11 hours... lol...

Goblin Wizard 06-11-2010 06:05 PM

Quote:

Originally Posted by StarShatter (Post 164048)
Heyy uuughhh, If I have nothing but turrets on a fighter. Will it still move around and pursue foes?

Yes. It will be do this even without any weapon.

Quote:

Originally Posted by StarShatter (Post 164048)
Second, more on thread topic question. Like Missiles and Heavy Weapon slots are interchangeable in the IMDeditor. Can you simply ChangeWeaponType Heavy->Turret?

No. IMDeditor v3 was made for SW2. There is no heavy weapons in IMDeditor.


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