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

Lotrek 02-15-2015 01:40 PM

Haven't had much time to play but I did find something unusual regarding corvettes. I find that if I drag the ship to the box where the avatar picture would go once you assign a pilot to a ship, it will fall into a hanger slot and can be used. I launched both the Butcher and the Cavalier. The Cavalier had no problems but the Butcher refused to dock. Only way I could coax it back in was to leave the sector.

I did go through the code and I see you made some changes from GW's original "Carcasses". I thought maybe you didn't flag them as Interceptors but far as I can tell you have them set up correctly.

Lotrek 02-15-2015 05:28 PM

More testing done today.

The FTU attack scripts seem to be working but I could not test it fully (see below)

The new Plasma cannon works, the error of the Black Hole particle cannon is fixed.

I am basing my testing in Endoria 1. When I try to exit a portal more than one system away my game crashes. I have tried all possible routes and the same error occurs. I have tried it in 3 different motherships (Silver arrow, Radamanta, Rhino) to the same effect. I exit Endoria 1 to the next system with no problem, when I attempt to leave that system I crash with the following errors:

(last lines from Logfile)

LoadFromStream_SceneStuff: result: Ok!
(13:02:16) (INFO) LoadFromStream_MusicPlayList: result: Ok!
(13:02:16) (INFO) TeamStorage::RestoreTeam()

[EXCEPTION] 0x76bec42d (Unknown error.)
[EXCEPTION] [INFO] Memory Usage = 242.203125 Mb
[EXCEPTION] [INFO] heapchk return = -2 HEAP Ok

The loading screen gets to 1/2 a bar full, the game crashes and I get a popup box stating:

Microsoft Visual c++ Runtime Library
Runtime Error!
This application has requested the Runtime to terminate it in an unusual way.

nocalora29 02-15-2015 06:33 PM

Hm, is the ScriptErrors file also completely empty?, and the Last lines are not always the most helpful ones, Would love it when it would be the Full logfile.

Maybe try New Game?, This seems very Strange...

Lotrek 02-15-2015 07:51 PM

1 Attachment(s)
Tried a new game and no problems flying multiple portals. The GIU on the hurricane is insane. Sadly it handles like a drunk bathtub.

Maybe the crash from my old save has something to do with a quest in my log or some old code from previous versions, dunno. I am going to take a little break because starting over those forced story scripts yet again, I just don't have it in me atm. :)

Attached is the logfile of my old save. I am flying a silver arrow make two transitions then crash.

nocalora29 02-15-2015 10:31 PM

Yeah, the bigger an Ship in this Game is, the more problems will occur Because of the Retarded pathfinding...

I Would like to say Thank You for your Testing to this Point, thats really nice of you :)

Sadly, the Logfile really just says Unknown Error, well.. too bad. My I guess would also be that Maybe some old code Caused this.

But Still: Thanks for the Testing Lotrek. You will be definitely in the Credits when this Mod comes out in its own Thread sometime and in the Readme file ;).

Lotrek 02-16-2015 11:24 AM

NP. If nothing else, I think I've proven that I am all for the promotion of this game and hope to inspire the further propagation of it's type.

I figure I've given you enough unsolved errors and bugs for you to chew on for the next release. I'm not out for good, get 3.3 out and I'll dive back in :)

Goblin Wizard 02-16-2015 05:02 PM

Quote:

Originally Posted by Lotrek (Post 708789)
The Cavalier had no problems but the Butcher refused to dock. Only way I could coax it back in was to leave the sector.

I remember I had a few problems with docking too. It depends on size (collision spheres) of a fighter, hangar positioning on 3D model and docking vectors. if a fighter starts to dock and then stops or bump away, usually a few docking vectors adjustments are enough.

Zekito 02-19-2015 09:03 AM

Quote:

Originally Posted by nocalora29 (Post 708810)
Yeah, the bigger an Ship in this Game is, the more problems will occur Because of the Retarded pathfinding...

I Would like to say Thank You for your Testing to this Point, thats really nice of you :)

Sadly, the Logfile really just says Unknown Error, well.. too bad. My I guess would also be that Maybe some old code Caused this.

But Still: Thanks for the Testing Lotrek. You will be definitely in the Credits when this Mod comes out in its own Thread sometime and in the Readme file ;).

Hey mate, what is this SW3 Expansion mod from your signature? What does it do? Also, is GW's and Nanaki's mods included in it( Fleet mod and Mothership mod)?

nocalora29 02-20-2015 03:52 AM

Well, The Mod has some new Content, besides it also Include the Fleet Mod from Nanaki and Goblin Wizard's Motherships Mod.

But it also Contains stuff from StarRover's Website, Like their Engine Update & GUI Patch.

The Mod has the following stuff:
-Custom Missions, can be Activated at Maintance Stations
-Escorts that can be Bought (Currently Free)
-Content from StarRover's Engine Update(Including AI Enahancements)
-Includes the GUI Mod by Valv_Id (StarRover)
-New Events, these events Work together with the New Missions, especially the Escort ones. (Work in Progress, but Playable)
-New Modules.
-New Ships!
-New Bigships
-New Buyable Motherships(at Goblin Wizard's Maintance Stations Mothership Buy Menu)
-New Systems
-EVE Ships (Currently 2, almost 3 ;-;, Beware: They are Extremely OP and should only be Bought End-Game)
-Hyperjumps! (Deactivated on Custom Active Quests)
-Customizable System "Kobra". It can be Managed at an Maintance Station. (Experimental, Beware: High Lag when entering the System)
-WIP, But Included: Star Wolves 2 Systems. (Its currently impossible to go there, but its still on my ToDo list to add them all, they aren't connected directly but, theres one System which seperates these 2 Universes)
-Bugs...
-Mod Menu Perk, that the Hero gets in an New Game. Also can be got from the Compatibility Options Menu at an Maintance Station (If playing on an older save-file)
-Bank System (A Way to Basically get Income every few Jumps or so)
-Increased Max.Ship size of Random Contacts to somewhere around 5 - 9

Future stuffs
-AI Agents, which basically are CPU-Players, they will have their Mothership and everything :D
-Ore Convertings -BEWARE: HIGHLY WIP- (Shoot Asteroids that will drop Ores. These can be Converted to other Stuff that makes even More Money when Sold.)
-Basebuilding (In the workings, with Good outcomes until Now) Estimated Release Time: Test Build will be available This or Next Month [Oct-Nov 2015]
[Info: The Basebuilding will have an huge impact on what the Player can and will do, many things will be possible when a player has build his Base, he can basically be his own Faction with the capabilities he will have -
of course it will take a long time to accomplish all features, but it will be definitely worth it once I get it finished]
-Prison Fleets (Escort an Highly valuable Pirate, Corporate, or normal Lawbreaker to an Prison Station, This Event will ONLY occur Local, meaning it will only spawn in when you are in an System where an Prison station is)
[Planned Systems: Not yet Planned]
-More Systems
-More Weapons
-More Modules
-More Custom Quests

-Probably some other Features that didn't got listed on here. oh well.

Edit: 0.5.3G Test Build Released
Next: 0.6.0B Balance Build

Zekito 03-02-2015 12:45 PM

This all sounds like a great addition to SW3, downloading it for testing. Only one info is needed: Is your mod made for SW3 1.11 version, or, 1.12?

I have 1.11 English version, the Russian patch does not work for me.. :(

nocalora29 03-02-2015 12:51 PM

Sadly it WAS developed on 1.12 Basis, but you COULD try it with 1.11, there shouldn't be too many issues on this. Try to Backup it before tho.

Goblin Wizard 03-02-2015 03:37 PM

Quote:

Originally Posted by Zekito (Post 708966)
I have 1.11 English version, the Russian patch does not work for me.. :(

If both versions of the patch don't work for you, just unpack unprotected version, then copy LocData and Scripts folders overwriting files in your SW3 install directory. Done.

Walt11 04-07-2015 01:53 AM

umm how/where do I download nocalora29's mod? I try clicking the download links for the combined mod and voiceover mod but I always just end up at the MEGA site....

nocalora29 05-07-2015 10:07 PM

Problems 2.0
 
Hello there again, Once Again I've come back struggling with some Problems of mine regarding Scripting.

I hope somebody will be able to help me on this, I really want to get this working.

Here we go:
This Problem drives me Insane, I did try to fix it for quite some time now, but without success...

Maybe I just explain what im trying to do before going deeper into stuff:

I am trying to make an Script which generates Portal Blockades (Gate Blockades/huge Fleets of Random picked Factions defending an Portal) all over the Star Wolves 3 universe, these need to be Destroyed by the Player in order to get past Safely through that particular picked Portal. (They won't go away until they are Terminated)

I have them allready picking random Systems through an created function of mine which Selects them via RND in an lua table.

But the Core script I've written to make them Spawn and do everything else just Crashes the game instantly most of the time, with NO to me valuable information regarding the problem and cause of the crash.

- Well I can FORCE make an Blockade, through the Main Function.
But I seemingly can't make the Generator work... sadly :/

--Now lets get to the deeper Stuff

I have made an Function which gets Executed everytime the player changes an System, and with that Function, I attached another Function- (This method does not cause problems at all, it works most of the time) -which is the Initalization, the Generator, and the Core function of the Gate Blockade Script.

Load Order of these Function in Runtime:
SW3EXP_GateBlockades_Generate(); -> SW3EXP_GateBlockades_Init(); -> SW3EXP_GateBlockades_Slot1_Add(TargetPortal, Faction, SystemName); [IF PLAYER ENTERS AFFECTED SYSTEM]
SW3EXP_GateBlockades_Slot2_Add(TargetPortal, Faction, SystemName); [IF PLAYER ENTERS AFFECTED SYSTEM]
SW3EXP_GateBlockades_Slot3_Add(TargetPortal, Faction, SystemName); [IF PLAYER ENTERS AFFECTED SYSTEM]
SW3EXP_GateBlockades_Slot4_Add(TargetPortal, Faction, SystemName); [IF PLAYER ENTERS AFFECTED SYSTEM]
SW3EXP_GateBlockades_Slot5_Add(TargetPortal, Faction, SystemName); [IF PLAYER ENTERS AFFECTED SYSTEM]
SW3EXP_GateBlockades_Slot6_Add(TargetPortal, Faction, SystemName); [IF PLAYER ENTERS AFFECTED SYSTEM]

I really have no Idea why, but in the Script "sw3_expansion_GateBlockades.lua" it just crashes every time at the SW3EXP_GateBlockades_Init(); Function as soon as it passes through this IF:
"if cur_loc == GetQuestLabel("__SW3EXP@GateSys_Slot1_AffectedSyst em") then", (Including the other Slot ones), and the times it does not crash, it just doesn't execute the Code.

atleast thats the impression I got from it.

The Files of the Mod (Including the crashing ones of course) are here for DL for Further inspection.
Link


It would be really Awesome if someone would be able to help me on this Matter.

Another Note: These Slot's: "Slot1","Slot2" and so on.. are Simply the same Function in multiple script files, but with minimal altered code in order to make it possible to have Max. 6 Gates blocked at a Time in the universe, But for the problem solving right now, I want to get the First slot working, after that, It will be easy to apply the changes to the other Slots.

If it is any Help, here are the Files which have contact with the Gate Blockade script, or interact with them in some way.
Note: I use the followers.lua script basically almost as an Autorun for other Scripts.

Data\Scripts\include\Addons\sw3_expansion\
sw3_expansion_followers.lua [ Line: 306 ] <-- Loads the Gate Blockade script.
sw3_expansion_functions.lua <- Select Random System function & Select Random Group function
sw3_expansion_GateBlockades.lua <- Slot 1 / Core
sw3_expansion_GateBlockades_2.lua <- Slot 2
sw3_expansion_GateBlockades_3.lua <- Slot 3
sw3_expansion_GateBlockades_4.lua <- Slot 4
sw3_expansion_GateBlockades_5.lua <- Slot 5
sw3_expansion_GateBlockades_6.lua <- Slot 6

Final Note: I Deactivated the Slots 2 - 6 in the system.lst until the main Problem in the Core/Slot1 script is clear.

If there are any Questions left regarding How I did how and where, just tell me.


I Will keep trying to fix this, but I hope somebody with more Experience with this can help me out.

Hettikus 05-21-2015 12:19 PM

Hey, guys. I have a question about editing interceptors. I want to change slot types from missile to small guns.
What i did:

changed slots.ini for said interceptor.
changed IMD file for interceptor(changed rockets to small guns type via menu)

Weapons install fine, butthe interceptor does not fire them. Any ideas?

nocalora29 06-04-2015 12:12 PM

0.4
 
Well, Since I can't get this to work apparently, I need to skip this script and finish/fix it later on.

Im happy to announce SW3.Expansion 0.4.

Changelog:
Added: Experimental Respawn System (Deactivated on Hard Mode)
Added: New Custom Mission for the Patrol found in the Contracts Tab at Maintance Stations
*Note: The Mission is in no way connected to the main Lore & Story of the Game.
Added: Story Ship Blocking Script (You can Turn it Off and On, This Script controls wether the game is allowed to change your Mothership for another Mothership or Not, This script ONLY affects the Story-Scripts which change your Mothership. You can Change your Mothership without interuption as ususal at Goblin's Mothershipyard)
Added: 2 helpful Functions found in the sw3_expansion_Functions.lua File
Added: 2 new Modules which get used in the new Custom Mission. thats the only place where you are able to get them for now.
Added: Many IMD's and Textures for ships and Stations/Objects, which I use in the next couple releases.
Added: Mod Menu perk for your Hero. (Thanks to Nanaki for helping me out on this one)
Added: Tunguska System -> Accessible through Corrino
Added: Sternschnuppe System -> Accessible through Tunguska - This system is still in Development + it crashes from time to time, so be CAREFUL and Save before you get into the system.
Added: 1 Secret you can find at the Tunguska system. Plz do not encounter it when you aren't late game level, since you will be Annihilated beyond believe when you aren't Ready.
Fixed: The Bank System is now fully Working, you get Income every 5 system jumps, you can also Upgrade your Income.

Theres most likely some more stuff, which I forgot to list here, but oh well...


Since I don't want to spam my Mod in a thread which is just there to help other people with their modding attempts, and not to Release mods in it. I am Sorry, and will create an Thread for the Mod whenever I release the next Version of my Mod.

I would be very happy if anyone wants to test this Release, Especially the new Custom Mission. (Part 1 is finished, Part 2 is still in DEVELOPMENT and will find place in the following system which you will get teleported to after you've defeated the enemies)

Download Link: SW3.Expansion 0.4
Savegame for Testing (Although it would really be better when you would start an New Game, you may use this Save to look at the somewhat new features, and stuffs): SaveTest.sav

And don't forget to use the Hyperjump features once in a while, it really helps whenever you want to get somewhere Fast.

Tip: You can configure the mod in the InitTeamScript.script file, there are many variables which you can edit to your likings.

If anybody is interested in Additional Soundtracks for this game:
HomeWorld 2 Soundtrack: https://mega.nz/#!V0RT2T5A!ud4ob6Q3u...J6U8q5MzYPjpv8
Star Wolves 1 Soundtrack: https://mega.nz/#!VkAVEJYD!bm5TOTJ5N...DV-YB_bC75yxGc

nocalora29 06-12-2015 06:09 PM

*sigh*
 
This forum becomes quiter and quiter each time I visit it...
even though I dislike the use of these kinds of stuff, I think its fitting ATM *anybody?*

Neo Genesis 06-13-2015 05:23 PM

Quote:

Originally Posted by nocalora29 (Post 710049)
This forum becomes quiter and quiter each time I visit it...
even though I dislike the use of these kinds of stuff, I tihnk its fitting ATM *anybody?*

I'm Still Here Every now and then but i'm not sure how i can help bec. I'm not as good as you in modding

nocalora29 06-14-2015 12:09 AM

@Neo Genesis
 
Well... If you would like to help me testing the Mod, I Would be very thankful, Its nothing more than just Backing up your Game Files, and Installing the newest version of the Mod, everything to do then is only to search for Bugs or Errors, Thats all to it, except that sometimes it will probably be neccesary to Post the log file here, or somewhere else where I can read it through if some strange problem should occur.

But shall be Warned: It surely is something very annoying to do, because some Bugs may crash the game, several times, or Require you to start a new Game each time you find a Bug where the Fix to the bug Only affects new Games.

I Really would only Recommend testing this Mod if you have some spare Freetime for it.

-Its reliefes me that there are still some -more- people here.

Neo Genesis 06-15-2015 11:10 AM

1.) Can You Tell Me On How I Can Restore the Stating ship of New Game to the Tug Boat . The Hurricane Gets Hurled off & the Starting Mission Dialogue won't show up .
2.) Is it Possible to Increase the Size of Portals ? It would be better for large ships.)
3.) The ( Reject System Have no Icon ) Besides that it works
4.) There is a corvette with 2 turrets & 2 Systems with ( Not found String ) as Name & Definition It Launches but Can't Dock in the Manticore but can in other MS. Its Select Circle is also a bit too forward making it a target hard to hit . It also moves very weirdly
5.) Butcher Can't Dock on the Manticore Only
6.) Star Jump ( USS # 5 Not Found String )
7.) Mothership Respawn Does not Work ( When you Click yes on Respawn Nothing Happens.)
8.) Fighter Shipyard . I Can Only see until # 11 Can't see the other fighters , same goes for ( other motherships ) Maybe it has something to do with the word size / font or spacing
9.) The ( Basilisk GK Gun was turned to Heavy Gun Instead of Major Caliber )
10.) About the Hel Carrier Is it in the GW Shipyard or Somewhere
11.) Just a Suggestion about the New Weapons How about using the Other Unused Icons For Easier Recognition like the ones in SW 1 Mothership Mod
12.) About the New Missions & New Weapon Rewards , Where can I Find Them ?
13.) In The Mission ( Delivering Cargo to Copernicus Station ) My Mothership Won't Enter the Intrasystem Portal . The Mothership Switch Canceller Has Been Activated
14.) When you Return The Ship To the Falcon Station & The Mothership Switch Canceller Has Been Activated Your Mothership Blows Up When you reach the station

nocalora29 06-18-2015 10:44 PM

@Neo Genesis
 
Before we Continue, would you please tell me which version or from where you downloaded the Mod?

The newest one to test would be the this one LINK

Btw: You can change the starting ms in the InitTeamScript file, this is the line to change:
" mothership = CreateCarcass("EVE_Hurricane",Vector3(0, 0, 0), Vector3(0,0,1)); "

I just want to make sure we are running the same version

Neo Genesis 06-19-2015 02:27 AM

I'm Currently Using This Version https://mega.nz/#!osY2gCga!k9YqNSAUp...LdEl0y2q5mSZ9w

nocalora29 06-19-2015 01:07 PM

@Neo Genesis
 
Well, that ones a bit older, although the newest version has the same name (my bad) as this one, there are still some features and fixed included in it.

Anyways, Lets get into it.

--

Quote:

2.) Is it Possible to Increase the Size of Portals ? It would be better for large ships.)
That is certainly possible, I can definitely include this in the upcomming 0.4.1 Version of the Mod to test how its gonna work out.

--

Quote:

3.) The ( Reject System Have no Icon ) Besides that it works
Reject System ?... The new Module has actually an slightly edited Picture, it says MK2 under it in my Version, I most likely forgot to put the Icon in the archive... im Silly... But Thanks for Pointing that out :D

--

Quote:

4.) There is a corvette with 2 turrets & 2 Systems with ( Not found String ) as Name & Definition It Launches but Can't Dock in the Manticore but can in other MS. Its Select Circle is also a bit too forward making it a target hard to hit . It also moves very weirdly
Yes, that one is also just there so I can immediatley see the changes I made within 3DS Max as I make the Model SW3 Friendly, it is not functional as of now, But it will also be finished and polished in 0.4.1. This ship acts as an WIP Model as of now.

--

Quote:

5.) Butcher Can't Dock on the Manticore Only
Ah yes... that is an known problem, the collision spheres of the Butcher don't really allow it to dock to most Motherships, sadly, This is very tricky to fix. it would require me to Resize the spheres, but that would mean that hit-detection would not be accurate as it was before... I think the only suitable solution for this problem is to just Enter another system with the "Auto-Launch" Option disabled. Thanks for reminding me of this one particular, I will try something, but I can't really promise a fix on that one.

--

Quote:

6.) Star Jump ( USS # 5 Not Found String )
Weird, the String acually is correct in my Version... I will look into it, Thanks.

Fix will most likely be also included in 0.4.1

--

Quote:

7.) Mothership Respawn Does not Work ( When you Click yes on Respawn Nothing Happens.)
That is very interesting... I will look into it, Thanks.

--

Quote:

9.) The ( Basilisk GK Gun was turned to Heavy Gun Instead of Major Caliber )
Really?... I don't remember changing something like that... Weird. I will look into it. Thanks.

EDIT: Ah ofcourse, I did make an 2nd Version of the Same Weapon and turned it to Heavy Gun, in order to bypass the 2 GK Gun Limit. They aren't available through the game so far, the only place where you get them are if you have the EVE_Hurricane as start ship, Since it has an set of special Equipment, which includes these.

But not to worry, the original is wasn't changed /Altered.

--
Quote:

10.) About the Hel Carrier Is it in the GW Shipyard or Somewhere
Oh yes, I actually planned to have this huge extremely OP++ Mothership to be available to the player after an Future Mission I might code. But since I am still working on one Mission, this will have to wait. Currently the only way to get it is to do it Manually. like: Chaning the starting MS To "EVE_Hel".

But also here, Thanks for letting me know.

--

Quote:

11.) Just a Suggestion about the New Weapons How about using the Other Unused Icons For Easier Recognition like the ones in SW 1 Mothership Mod
Im still planning to create new Icon for my Added Ships/Weapons/Modules and everything, Right now im Trying to get into the game as Much as I can, then I worry about the Icons.

But they will be definitely made in future Versions, no need to fear :D

--

Quote:

12.) About the New Missions & New Weapon Rewards , Where can I Find Them ?
You can find the Missions in the Contracts tab at any Maintaince Station. the newest one is the for the Patrol. (It is very buggy as of now and Requires alot of testing)

But beware, you need an Squad of highly Trained Pilots and Late-End Tier Equipment for this Mission.

--

Quote:

13.) In The Mission ( Delivering Cargo to Copernicus Station ) My Mothership Won't Enter the Intrasystem Portal . The Mothership Switch Canceller Has Been Activated
Hm, I recently played through the entire campaign with my Mod, (NESF Path)

I did certainly not encounter such an Issue, could you post your Logfile of this game? (if you still have it), its such situations where these kinds of files are Required. if not, What Mothership did you use and what did you do before entering that System?

--

Quote:

14.) When you Return The Ship To the Falcon Station & The Mothership Switch Canceller Has Been Activated Your Mothership Blows Up When you reach the station

Whoah, that sounds game breaking.

I Would definitely need the log files to solve that one tho.

Just as an Quick Note: The MSSwitch Block is only for the parts of the Story, where you have allready have Bought an Better ship from the Mothership Dockyard or somewhere else, and you don't want to lose it because of some annoying Forced Mothership switch events.

I created it not only because of that, But I also Plan to actually make an Infinite-Story-Game. So you can Repeat the game over and over Again WITHOUT Losing everything you had. but that of course, is up to talk in another day.

--

Annnnnnnnnnd....
Thanks for your Bug Report :D

nocalora29 06-20-2015 01:38 AM

@Question
 
Just an quick Question to our Modders here, Is it somehow possible to create Turrets which shoot Rockets?, Like... Turret Rocketlaunchers?

Is this possible to achieve in any way?

Neo Genesis 06-24-2015 04:33 PM

Currently Testing The Latest Version of the Mod

1.) The Mothership Switch Canceller Seems to Be Active even thou I Did not Activate it
2.) In The Maintenance Station I Can Only See Up to # 11 Can't See The Others ? + about the Contract Tab of Maintenance Station , Where is it ?

nocalora29 06-24-2015 05:29 PM

@Neo Genesis
 
1) Hm, probably because I had it always on for quick testing, But it will be fixed on the next Version

2) Well, normally you can Switch to Page 2 at the end of the first Page at the Maintance Station.

But it could be if your Screen is too small, these actually may not be accessable, An solution would be to Make more Pages, I would have to include that in the next Version.

-- If you can, please wait until I release 0.4.1, Im almost finished with the small stuff I still want to include.


As always...
Thanks for your Help :grin:

Neo Genesis 06-25-2015 07:30 AM

Hello There Just a Quick Suggestion if Possible . Remember that when you attack another faction you are wanted all the time & you can only fix your Reputation in (Elio) . Is It Possilbe for you to add the Fix Reputation Option in the Maintenance Stations :)

& Just Asking About the Hang in & Hang out Reference for Docking & Launching of Fighters , What Else do you need to do besides Putting the Reference & numbers

nocalora29 06-25-2015 01:26 PM

@Neo Genesis
 
Well... that would kinda defeat the purpose of why attacking factions is a bad Idea... I can create an optional Plugin for the Mod which adds that to the Maintance Station then.
also: There are more "reputation fixer" Stations than just being one in Elio, there are far more, But Hidden.

Really all you need is the "HangarIn" Ref and the "HangarOut" Ref, Nothing More... if your ship keeps bouncing in the Ship that you are editing, try to put the "Y" Coordinate to a lower Value, and Repeat that until the ship can Dock.

Neo Genesis 06-25-2015 03:32 PM

2 Attachment(s)
Quote:

Originally Posted by nocalora29 (Post 710209)
Well... that would kinda defeat the purpose of why attacking factions is a bad Idea... I can create an optional Plugin for the Mod which adds that to the Maintance Station then.
also: There are more "reputation fixer" Stations than just being one in Elio, there are far more, But Hidden.

Oh Yeah Good Point , Never Mind .

Quote:

Really all you need is the "HangarIn" Ref and the "HangarOut" Ref, Nothing More... if your ship keeps bouncing in the Ship that you are editing, try to put the "Y" Coordinate to a lower Value, and Repeat that until the ship can Dock.
Can you Help Me I Don't Know why when it launches it hits the ships shields & when it docks it keeps bouncing . The Settings i Used Work in SW 1 Mod For Alien_Dread Perfectly

nocalora29 06-25-2015 05:53 PM

@Neo Genesis
 
You might wanna compare it to my version, see for yourself:

IMD:
http://www.mediafire.com/download/6a...d_(Edited).rar

With these XYZ Coordinates on the HangarIn and HangarOut, an Butcher can also Dock in without Problems.

Neo Genesis 06-26-2015 06:21 AM

I Compared it then Tried to put the same inputs but the X in Hang in Won't do-180 like yours . when i put -180 then save it it reverts back to 180 .

http://www.mediafire.com/download/rk...lien_dread.rar

nocalora29 06-26-2015 04:27 PM

@Neo Genesis
 
Whut... But it isn't -180, its 180... O.o

Neo Genesis 06-27-2015 02:02 AM

1 Attachment(s)
? When its 180 just like the one I posted It Won't Enter & the -180 is From Yours ?

nocalora29 06-27-2015 12:33 PM

@Neo Genesis
 
Oh wow, I made an Mistake, I accidently opened your IMD and thought mine also had 180...

So im just gonna post the Values of HangarIn and HangarOut of Mine Version Now:

HangarIn
Position
x: -0.671968579292297
y: 1.28234624862671
z: 3

Rotation Angles
x: -180
y: 0
z: 135

HangarOut
Position
x: 0.572737991809845
y: -0.0599605552852154
z: 3

Rotation Angles
x: -90
y: 0
z: 135

If it still doesn't work after you did put these in, try just to replace your IMD in your SW Folder with mine one, Should work.

Neo Genesis 06-27-2015 01:27 PM

I Replaced it with yours & it Worked but can you see whats wrong with mine I Can't Seem to Make the ( HangIN ) -180 , It Automatically Reverts Back to 180 after saving

nocalora29 06-27-2015 02:08 PM

@Neo Genesis
 
Well... I have honestly no Idea why it should be Resetting it back to 180 and not -180...

That may be an Silly question, but you do Press Enter after you put in -180, Right?

other than that, I really have no Idea why it should do that.



If this problems keeps existing in the future: You could try to Export the HangarIn and HangarOut References and Import them for future ships you want to have Hangar capabilities with slight adjustments.

Neo Genesis 06-27-2015 04:59 PM

Well... I have honestly no Idea why it should be Resetting it back to 180 and not -180...

Quote:

That may be an Silly question, but you do Press Enter after you put in -180, Right?
other than that, I really have no Idea why it should do that.
Yep

Quote:

If this problems keeps existing in the future: You could try to Export the HangarIn and HangarOut References and Import them for future ships you want to have Hangar capabilities with slight adjustments.
Thanks For the Tip Just Did That But For Some Reason My (HangIN & HangOut) Is Already Identical to Yours but for Some Unknown Reason Yours Work & Mine Doesn't

http://www.mediafire.com/download/o3...lien_dread.IMD

nocalora29 06-27-2015 07:04 PM

@Neo Genesis
 
Hm... the only 2 not identical things that I found were these

The Order:
Mine is
HangarIn
HangarOut

the one in the IMD you gave me had
HangarOut
HangarIn

But This shouldn't really be affecting anything at all, so theres another thing
Your type parameters on the HangarOut Reference is "Dispatcher:MshipDispatcherr", Mine is "Dispatcher:MshipDispatcher_rama"

I don't really know what exactly these parameters affect In-Game, so maybe you could try to Export mine HangarOut and Import it, because it also seems that these parameters cannot be Edited, they are greyed-out.

Other than that, I pretty much Agree, they are Identical.

Neo Genesis 06-28-2015 11:30 AM

Oh OK Just Did that but still Doesn't work . I'll Just use Yours ok :)

Another thing that I Want to Ask that is it Possible to Change the Game Settings Through some File . bec. for some unknown reason when I Uncheck the (Show Marker) It stays check when I Reopen Game . That is the only setting that does this

nocalora29 06-28-2015 01:03 PM

@Neo Genesis
 
Um, what Markers are you talking about?

Neo Genesis 06-28-2015 01:17 PM

1 Attachment(s)
The ( Show Marker ) On The Settings Menu It Keeps Checking Itself Whenever I Open the Game It Is the only setting that does that , so i was wondering if i can change it from some file :)

nocalora29 06-28-2015 01:29 PM

@Neo Genesis
 
That should be changeable in these files

Main.ini or probably more likely: Profiles/YourName/YourName.cfg

Edit

To be honest, I don't even know what this option does.

Neo Genesis 06-28-2015 01:36 PM

I've Looked at them Before I'm just not sure which one is it ?

nocalora29 06-28-2015 01:39 PM

@Neo Genesis
 
I did found it just now, its in yourname.cfg:

ai_showpointers

But be aware, that changes may get overwritten from the game immediatley, you need to make it read-only after saving it.

Neo Genesis 06-28-2015 01:45 PM

I've Checked them a while back but not sure which one is the one .

It just puts the arrow lines when moving / attacking . Its just annoying to uncheck it every time you start Game

nocalora29 06-28-2015 01:57 PM

@Neo Genesis
 
Well then changing "ai_showpointers" to "FALSE" in YourName.cfg, saving and then changing the properties to Read-Only should do the Job, Right?.

Neo Genesis 07-05-2015 07:45 AM

Quote:

Originally Posted by nocalora29 (Post 710246)
Well then changing "ai_showpointers" to "FALSE" in YourName.cfg, saving and then changing the properties to Read-Only should do the Job, Right?.

Thanks

About the new Mod . Here are just some Suggestions if you think its ok :)

1.) In the Carcass File I Halfed all the HP of Stations that are too high . Because Super high HP Just Seems Wrong

Do not Copy & Replace this file , It only has the Station files I edited

https://www.mediafire.com/?rbh3y91hrflmkhl

2.) In The Modules I Edited the Vulcan , Gattling , Avenger , Vindicator , Polaris , Shining & Rage To Balance Gameplay So That the AI Does not do super Rapid Fire on you while you can only do that if you click on enemy unit continuously. I Also Edited the Kinetic GK Guns . Halfed their DMG & Doubled their Rate of fire , bec for me its just seems better that way

Do not Copy & Replace this file , It only contain the ones I edited

https://www.mediafire.com/?1jzb54vscgkcnrn

3.) Just asking If its Possible to Increase Torpedo DMG Area for Creating Nuclear Missile . That would just be awesome if Possible :)

nocalora29 07-05-2015 11:43 AM

@Neo Genesis
 
Thats actually an good Idea, since the Story also wants to tell us that Stations blow up very easly, (Example: The Intro) A few T3 Torpedoes normally should do the Job, I probably also will make an Optional Plugin for this :D.


Wait... You Stopped the AI from Spamming their Pulse Lasers?, I thougt that would be Impossible o.O

I Don't really know what to think of nerfing almost every Weapon In-Game to stop the AI from (probably) using an Glitch, not really sure about this one, I have to admit, but thats just me.


About the GK's: I think an even Better Idea would be not to replace, but to Add New Weapons which do that, I Already Plan to add many more Weapons that are based of Already existing ones but with Minor Alterations, such as making an High-DMG HCB-Melter Plasma Biggun, into an Low-DMG Rapid-Fire HCB-Melter Plasma Biggun.

That is just an Example, but of course I also Plan to add more "Unique" ones too, its just that making the Custom SFX for these Weapons is kinda Tricky. I really need get more into the Particle System of the Game.


About the Damage Area of Torpedoes
That is Indeed very Tricky... never done that before myself.

But I think the only way this would be Possible is to use the Alien Poison.

- Make your own PoisonDetonator first, should look like this
Code:

        <PoisonDetonator name="APD_Nuke">
                <time_to_live>60</time_to_live> <!-- How long the Rocket Continues to Exist until the Gods of the Rockets become Evil and Banishes it for not colliding with Somebody in X Seconds -->
                <damage>300</damage> <!-- Damage, better set this up to standard Torpedo DMG or your desired Nuke damage -->
                <explosion_distance>5</explosion_distance> <!-- Explosion Distance, how much further they Rocket has to go to the Target until it goes BOOM. I Recommend setting it to low as Possible, or you might hit yourself with an Atomic Missile. (Ouchie!)-->
                <poisoned_area_radius>100</poisoned_area_radius> <!-- DAMAGE AREA-->
                <poison_effect_duration>1</poison_effect_duration> <!-- Duration, Set this to 1. -->
                <rate_of_poisoning>1</rate_of_poisoning> <!-- I don't Exactly know what this does, but I think it has something to do with the Rate of the Poisonings hehe -->
        </PoisonDetonator>

Aaaaaannd then Apply it to your Torpedo-Launcher in the Modules.xml file as PoisonDetonator, aka "APD_Nuke"

Voila --argh... I Really don't know if this will work, but it should...

Neo Genesis 07-08-2015 11:48 AM

Quote:

Thats actually an good Idea, since the Story also wants to tell us that Stations blow up very easly, (Example: The Intro) A few T3 Torpedoes normally should do the Job, I probably also will make an Optional Plugin for this
I was Thinking about it & thought that even if i Halfed the HP of most of the stations it still seems too High . What do you think should be the approximate HP for stations about 50000 for large 35000 for medium & 25000 for small & 10000 for mining. What do you think ? Still too High ? Too Low ? Just Right? or do you have something better ? :)

Quote:

Wait... You Stopped the AI from Spamming their Pulse Lasers?, I thougt that would be Impossible o.O
Not Really Stop But Balanced Both AI & your Lasers to Be The Same While Reducing The Psycho Spamming . Currently in my changes your Lasers will now fire continuously like the AI but reduced the Amt fired per Second for Balancing . I've also calculated the DMG per second to make sure it won't be too weak or Too Powerful


Quote:

I Don't really know what to think of nerfing almost every Weapon In-Game to stop the AI from (probably) using an Glitch, not really sure about this one, I have to admit
What do you mean :confused:

& For the Nuclear Missile do you mean try changing the DMG & Area of Effect of the Poison Torpedo to Test if it will work or to Create a New one from Scratch ?

nocalora29 07-08-2015 12:47 PM

@Neo Genesis
 
I Will have to expirment a bit with this, I will let you know when I get some Realistic Values for those Stations

Mind giving me the changed files you edited, so maybe I can see for myself about these sweet little balancing changes?

Quote:

What do you mean
I just think there must be something better to be done about the AI Spamming...

It would be Best to make one from Scratch.

Neo Genesis 07-08-2015 01:22 PM

Quote:

Originally Posted by nocalora29 (Post 710312)
Mind giving me the changed files you edited, so maybe I can see for myself about these sweet little balancing changes?

Here you go It only List the Changes , I Removed everything else for better View

http://www.mediafire.com/download/dh...58/Modules.rar

nocalora29 07-09-2015 04:54 PM

Hello Community, or whats left of it

This may be late, but maybe there is Interest for this...

I looked inside the exe of the game with an hex editor, and viewed every available Lua-Function inside it (Well, atleast the Names of them)

Here is an List of seemingly all Lua Functions that exist
Code:

sw3cw.exe registered lua commands
I used Hex-Editor MX btw.

--These seem to be the Standard Functions

CreateQuaternionFromVector3
LOG
SLOG
FocusOn
Message
StartDialog
HideAnswer
ShowAnswer
SetReplaceValue
StartTradeDialog
Puase
SetNormalTimeMode
SetPlayerCredits
AddPlayerCredits
SubPlayerCredits
GetPlayerCredits
Exit
AddPost
RemovePost
FixTeam
TradeStationDlg
PatrolStationDlg
TeleportToLocation
CustomTeleportate
EndGame
EnablePortals
GetLastLocation
GetCurrentLocation
Terminate
CreatePilot
AssignPilotToShip
CreateTeam
CreateCarcass
Vector3
Quaternion
SetPlayerMotherShip
AddPilotToPlayer
PlaceModule
GetShipName
RepairBase
QuestActionDone
QuestStart
QuestChoice
SetQuestLabel
GetQuestLabel
ClearQuestLabel
GetPlayerQuestState
ClearQuests
SetObjectLabel
GetObjectLabel
GetObjectByLabel
SetNavPointLabel
GetNavPointByLabel
GetPlayerMotherShip
PlacePlayerShipsToHangar
CreatePortalGlow
CreateFadeScreen
AddPilotExperience
RecruitsPayRequest
RecruitsPayTest
RecruitsSetMinCount
RecruitsSetMaxCount
RecruitsGetMsgDlgText
RecruitsCanProcessLocation
GetRecruitGroupName
SetInitTeamRelation
SetGroupRelation
GetGroupRelation
GetTeamRelation
GetLevelDifficult
CreatePlayerTeam
GetCarcassCountInSphere
OutputToScreenlog
LoadCloud
PlayVideo
GetPrevMissionExitCode
RotateSkyBox
GetUserFolder
SoundLength
ClearFuncMessage
UpdateTradeSystem
CreateShop
DestroyShop
GetWhiteMarket
GetBlackMarket

-- Weird Functions --
-- Probably something to do with Relations (duh)

NOINIT
EASY
NORMAL
HARD
RELATION_POWER_NC
RELATION_POWER_NORMAL
RELATION_POWER_FIXED

-- Normal Functions again
-- These seem to be some more "special" Commands...
AutoSave
GetCurHP
CombineStr
StopHere
CreateRoute
ClearRoute
GetOwnerTeamOfGroup
GetGroupByName
RemoveBaseDriver
SetGodMode

after these only the Error messages would show up from these Commands

-- But then I found some more
-- These seem to be Parameters for Pilots, you know something like that: "Pilot001:GetSide" or "Pilot001:HavePerk"
GetSide
HavePerk
Kill
GetPoints
SetPoints
GetPiloting
GetGunnery
GetMissiles
GetElectronicsOperation
GetFlightRole
GetShip
FocusOnFirstRocket
HasProperty
IsAlive
IsInBase
IsEscort
IsCanSayReplica
SetRank
SetRankCorporation
SetRankValue
SetRankUp
SetRankDown
SetRankClear
SetPerk
IsBasePilot
GetName
GetTreeName
Pilot_ShowMessageLog

after these I again encountered the Error messages that normally would be parsed inside the log files if something wrong would happen

-- But then I found even more
-- These seems to be Parameters for flights, you know something like that: "Flight_Inoco001:AddShip" or "Flight_Inoco001:SetLeader" etc...
AddShip
SetLeader
SetFormation
GetPosition
SetOrientation
GetLeader
Stop
Blow
RocketAttack
EnableChaseDistanceInfinity
DisableChaseDistanceInfinity
SetChaseDistance
GetCount
GetPilotCount
GetPilotByNumber

and again I encountered the Error messages

-- And again I found more normal Functions
-- These seem to be for Carcasses, Ships & Stations alike.
CreateQuaternionByAxis
ShipGoodsState
ModuleGoodsState
DefaultGoodsPrice
CommonGoodsPrice
ClearGoodsState
ClearMarket
SetName
AssignPilot
AddModule
ToHangar
SetRole
SetPosition
AddModuleToInventory
AddShipToInventory
GetManeurability
ImBigShip
PlayFX
ResetFX
RotateOff
SetHP
SetOverVisibleForPlayer
AddMeshFX
RemoveMeshFX
IsCanPlaceTo
DrawBoundSphere
ApplyImpulse
GetOrientation
GetVectorOrientation
SetShield
AddToGroup
GetGroupName
Push
ClearInventory
SetMaxSpeed
GetMaxSpeed
SetSteeringPower
GetSteeringPower

and again error messages

-- but yay more Functions!
ScriptFile
SAV
InitEnvironment
CreateNavPoint
CreateLine
DrawLine
CreateCloud
reload_script
CreatePortal
CreateManagedPortal
CreateTradeStation
CreateStation
CreateAsteroid
InitMap
PlaySound3D
PlaySound
PlayerMusic
AddMusicToPlayList
StartPlayList
AddMusicToBattlePlayList
SwitchToMap
SwitchToGame
FlashOn
FlashOff

and again error messages

-- These seem to be Functions and Parameters for creating an In-Game scripted Cutscene. they are indeed neat but very hard to code.
-- and to make them look good, would take even more time and skill... goddamn these Cutscenes... Elitegames are lucky to have their engine tools for this one tho..
CreateMovie
PlayList
StopCurrentMovie
MovieIsPlaying
_FREECAM
_TARGETCAM
_ASIMUTHCAM
_MAPCAM
_MOTHERSHIPDEAD
_HERMIT
_LINEAR
_COSINE
_SINE
InitMovie
Play
AddOrientKey
AddOrientVectorKey
AddPosKey
SetInterpolate
SetLength
AttachEscapeScript
AddScriptKey
SetTarget
SetFollowRocketParam
AddKeys

and again error messages

-- These seem to be mostly Engine Functions, at this Point don't expect them to work normally anymore.
LoadOggFile
LoadState()
FillEntireBufferFromStreamCurrentPos()
GetBufForPlay
KinematicCarcass
ApplyImpulseAtPosition --((%f %f %f))

ui_inertion_rotation
ui_inertion_move
ui_inertion_movetofocus
ui_inertion_cameramo
AbstractModule

-- something interesting that I found would be that I maybe found Strings that refer -
-- to the XMLShema and Read from it with these Strings that I found, and also ones that refer to the carcasses.xml file
-- Maybe someday I'll be able to change a few of those Strings to unlock some potential without breaking the exe. but that is for another day.



If its any interest, here are some Strings for the XML Files

short_desc
mesh_name
flat_image
hit_points
mass
disable_trade
technology

TECHNOLOGY_HUMAN
TECHNOLOGY_ANGOR -- lol they still have that faction from the second game...
TECHNOLOGY_ALIEN
TECHNOLOGY_BERSERK
TECHNOLOGY_PRECURSOR

BaseModule
attach_type

ALL_SHIPS
NOT_ALLOWED
ONLY_FIGHTER
ONLY_BIGSHIP


-- some more engine functions
LoadCarcassXML
LoadModuleXML
LoadRocketXML
LoadShipDescriptionsXML
CreateNullCarcass
CreateCarcassFromDesc
CreateGameObject
FindElementByName

-- intersting thing I found: remember the interface folder & both Carcass,Module folders where those 32,64,128 folders are? -
-- apparently this game WAS supposed to suport 256 pics too, not important but hey.

-- more engine functions
StoredVariable
AssignFrom()
VarStruct

WeaponModule
recharge_time
vieweing_angle
dispersion
min_distance
max_distance
UpdateModulePoint()

BaseCarcass
explosion_script
silence
work_sound
esc
ModuleArray::MinimalLoadState()
ModuleArray::SetMaxCount
ModuleAttachInfo::CreateMesh

BROCKENENGINE
ENGINEBOSOST
ShipCarcass
max_energy
energy_restore
max_speed
maneurability
steering_power
sensor_resolution
sensor_length
threat
engine_sound
engine_start_sound
ShipCarcass::GetBaseName


at this point there weren't any more interesting Functions/Stuffs which I could grab. if you want you can search yourself too, use Hex-Editor MX for easy lookings.

Im sure this will help someone if they are looking for some specific one.

@Neo Genesis: I still have to Test it, Didn't got to do it until now.

nocalora29 07-12-2015 03:09 PM

@Neo Genesis
 
Not quite Finished with the Balance testing, but its Seems OK.

I would like to get maybe some Ideas from you about Player Basebuilding, im currently Working on that and I plan to Include maaaaany features for this.
But I could need some Suggestions and Ideas for this, definitely.

I even might have an Playable test Build available next Week or so, It all comes down to how long It takes to Test this out myself to see if it causes any Long-time Problems.

I think its gonna be Epic :wink:

ArtekXDPL 07-14-2015 09:15 AM

nocalora29, you are the best!

Neo Genesis 07-14-2015 12:54 PM

Quote:

Originally Posted by nocalora29 (Post 710336)
Not quite Finished with the Balance testing, but its Seems OK.

Nice , What about the Nuke , are you able to do it . i'm unable to try & do it currently bec. of School

Quote:

I would like to get maybe some Ideas from you about Player Basebuilding, im currently Working on that and I plan to Include maaaaany features for this.
But I could need some Suggestions and Ideas for this, definitely.
Wait are you saying you could actually make it so we can build Stations & Defence Turrets ? That's Incredible :grin:

Quote:

I even might have an Playable test Build available next Week or so, It all comes down to how long It takes to Test this out myself to see if it causes any Long-time Problems.

I think its gonna be Epic :wink:
Nice :grin:

nocalora29 07-14-2015 02:08 PM

@ArtekXDPL: Thanks ^^
@Neo Genesis: Sadly im not able to test anything right now :(

Uhm... I think its gonna take a bit longer than one Week, simply because my Graphics card died yesterday.

I know, the timing is awful.

I had a spare one and I replaced it with that one, but the one I currently have is extremely weak(GT520) compared to my old one (GTX560)... gonna have to buy a new one, SW3 has like 10 fps when I start it up, even in the Menu...

Just wanted to inform you guys, its gonna take a bit longer.

Quote:

Wait are you saying you could actually make it so we can build Stations & Defence Turrets ? That's Incredible
Thats exactly what I had in mind. I have the script already finished that creates an Base for the Player, and the variables that saves the Position & stuff of it.

I have many things on my ToDo list for this.

Neo Genesis 07-15-2015 12:36 PM

Quote:

Originally Posted by nocalora29 (Post 710350)
@ArtekXDPL: Thanks ^^
@Neo Genesis: Sadly im not able to test anything right now :(

Uhm... I think its gonna take a bit longer than one Week, simply because my Graphics card died yesterday.

I know, the timing is awful.

Thats OK Nothing wrong with waiting a little longer for your Masterpiece :)

Oh yeah If things are working out again maybe you can replace the Matarice with this . its something i whipped up some time ago . Interchanged the Missile & Heavy Gun Slots that are at the side bec. most heavy guns can't hit fighters when put there

https://www.mediafire.com/?mua14hp3lpjwc79

Quote:

Thats exactly what I had in mind. I have the script already finished that creates an Base for the Player, and the variables that saves the Position & stuff of it.

I have many things on my ToDo list for this.
Awesome . So about the base what was the Ideal HP you put for them Small , Med , Large & just curious since you can have your own base , Do you mean its possible to create units & control Fleets ?

nocalora29 07-27-2015 06:18 PM

@Neo Genesis
 
Check your PM's plz

Neo Genesis 07-28-2015 09:42 AM

Quote:

Originally Posted by nocalora29 (Post 710417)
Check your PM's plz

Oops I'm Very Sorry . I Didn't See it till Now . Bec I Just Kept on Checking the Page :oops:

nocalora29 07-28-2015 02:06 PM

@Neo Genesis
 
Nah its totally fine, ;)

nocalora29 07-31-2015 01:10 AM

@Neo Genesis
 
Soooo... you mind trying it out?.
didn't got any Answer via PM from you back as of yet acually

valv 07-31-2015 01:37 AM

StarWolves doc
 
Quote:

Originally Posted by nocalora29 (Post 710320)
I looked inside the exe of the game with an hex editor ...

My StarWolves doc files (shared to all in 2013):

http://sites.google.com/a/valv.od.ua...sw2_doc_v2.xls
http://sites.google.com/a/valv.od.ua...ons-manual.xls
http://sites.google.com/a/valv.od.ua...me_console.txt

nocalora29 07-31-2015 01:52 AM

@valv
 
Ohhhh!, I know you!

You're that Genius from the StarRover Team, aren't you? :eek:
I am shocked to see such an Expert on this Forum!, holy moly!

And these are most Truly useful files, thanks alot, I must analyze them later sadly, kinda sleeping at the Moment lol.

Neo Genesis 07-31-2015 12:11 PM

Installation ?
 
4 Attachment(s)
Quote:

Originally Posted by nocalora29 (Post 710431)
Soooo... you mind trying it out?.
didn't got any Answer via PM from you back as of yet acually

Sorry , currently I have lots of schoolwork / tests & am just gonna install it now but for some reason i can't , am i doing something wrong here :confused:

nocalora29 07-31-2015 07:10 PM

@Neo Genesis
 
Damn batch files, as soon you think you coded it correct, it spits out errors left and right.

Well, I THINK I got it fixed, LINK

If it still doesnt work, try this out:

Delete the MapInitialization.script file,
Remove the "Addons" folder from the Scripts folder.
and then just copy & Paste the files from the Archive in the "Release" folder to your main Data Installation.

and one more thing: do not start the game with the standard exe anymore, just run it with the sw3cwEXP.exe

These error messages shown in the batch, arent actually that critical, you might even try to run the game without doing anything after the Batch installed the Mod, and see what happens.

Oh and sorry for interrupting you, its really no problem if you want to do this some other time, I mean school goes first, Right?.

Good Luck! :smile:

valv 07-31-2015 10:41 PM

Quote:

Originally Posted by nocalora29 (Post 710445)
...

Please check your private messages.
:grin:

nocalora29 08-01-2015 02:45 AM

@valv
 
Done ;)

Neo Genesis 08-02-2015 10:11 AM

4 Attachment(s)
I Tried It & Still won't Work . After I Chose the Install Directory The Same Error Message appears & it didn't install , nothing happened . When I Tried the second option to remove the 2 files from script , Then Copy Paste + replaced the exe. with the new one . it won't open even in Admin Mode . In the Installation can you check if i did something wrong with the directory ?

nocalora29 08-02-2015 05:57 PM

@Neo Genesis
 
Seems there is definitely something wrong with the batch...

whatevs, heres an full Manual Install

Step 1
Drag&Drop the following Files to your main sw3cw Installation

"sw3cwEXP.exe"
"sw3cwEXP.64.exe" (OK if it is missing)
"zlib1.dll"

Go into the Release/ Folder and Extract the files to the DATA/ Folder of the Game.

Step 2
Delete following files and folders from the Game

"MapInitialization.script" - found in the Data/Scripts/ Folder
The "Addons" Folder - found in the Data/Scripts Folder (Only Neccesary if you Update from 0.4.0 - 0.4.1 to any Newer version.

If you have an Addons folder in your main Data folder, then it should be correctly Installed.

Step 3
Run the Game via the "sw3cwEXP.exe"

If it still doesn't work, I'll have to write an program which checks the installation and sees if the paths and stuff are correct, but only if neccesary.

Neo Genesis 08-09-2015 11:55 AM

@nocalora29
 
Sorry But still Nothing . After Extacting & Deleting the needed files , When I Replace the Exe. with "sw3cwEXP.exe" then run it nothing happens at all .

nocalora29 08-09-2015 01:31 PM

@Neo Genesis
 
I Wonder if the log has any useful info's, would you mind posting the log here somewhere?

Neo Genesis 08-13-2015 01:46 PM

@nocalora29
 
1 Attachment(s)
Here you go :)

nocalora29 08-14-2015 07:13 AM

@Neo Genesis
 
Thanks, I think that helped me fix some things.

Theres now 2 things to try out, here is an Repacked version of the Mod, Completely Repacked. LINK
There actually were some mistakes here and there in old Archives, but its all good now

If you still have problems after careful Installation and following of the Instructions the Archive usually gives (install.txt), theres only one thing left to do, DL this Program: LINK

Select your Game dir, and then post the Results of the log here.

*Sits in corner with hopes of finally getting rid of this problem ._.*

PS: After you closed the program, please open up task manager and see if theres any instance of "SW3.Watsrong.exe", it still has some issues Exiting fully.

valv 08-23-2015 06:55 PM

Quote:

Originally Posted by nocalora29 (Post 710563)
Repacked version of the Mod, Completely Repacked.

Please check you private messages.

nocalora29 09-12-2015 01:52 PM

@All who use SW3.Expansion
 
So wait... is there anybody to confirm that the newest version actually works or not?

Neo, if this problem really still persists, I might need to revert the changed exe, but before that, I would like to see the Full-File structure of your SW3 Installation, I mean like what files are in what Folders

The folders I would specifically like to see would be, the main Star wolves 3 Folder ( where the exe file is at), the Data\Addons\ Folder, the Data\Scripts Folder, and the LocData\English folder.

Pics can work, or just Writing the Folder content like this
--Folder Directory (GAMEFOLDER\DATA\X)
-File1.x
-file2.x

--

But then again, is there anybody else to confirm that the Game does not start with the newest Update of the Mod?.

--
Newest version is in sig.
IMPORTANT NOTE: If you try to Install a Version that came after 0.4.0, You SHOULD remove these Folders/Files: Game\Data\Scripts\MapInitialization.script, Game\Data\Scripts\Include\Addons\
And only use the sw3cwEXP.exe, Also: Make sure the lst file Game\Data\Scripts\system.lst Does NOT include anything related to the old Game\Data\Scripts\Addons folder. if there is, delete it.

Keep in Mind: The new Addons folder of the Mod is at the Data\ Folder Now. the old one was at Data\Scripts\include, but now it has been Moved.
--

EDIT: I got confirmation that the Mod (Currently) Does work, so you might have some Files conflicting with the Expansion's one or just wrongly installed maybe(?).
EDIT 2: Fixed Missing pilot texture, current version as of now will be 0.5.3G

crowfeathers 09-29-2015 07:00 PM

Quote:

Originally Posted by nocalora29 (Post 710891)
So wait... is there anybody to confirm that the newest version actually works or not?

Neo, if this problem really still persists, I might need to revert the changed exe, but before that, I would like to see the Full-File structure of your SW3 Installation, I mean like what files are in what Folders

The folders I would specifically like to see would be, the main Star wolves 3 Folder ( where the exe file is at), the Data\Addons\ Folder, the Data\Scripts Folder, and the LocData\English folder.

Pics can work, or just Writing the Folder content like this
--Folder Directory (GAMEFOLDER\DATA\X)
-File1.x
-file2.x

--

But then again, is there anybody else to confirm that the Game does not start with the newest Update of the Mod?.

--
Newest version is in sig.
IMPORTANT NOTE: If you try to Install a Version that came after 0.4.0, You SHOULD remove these Folders/Files: Game\Data\Scripts\MapInitialization.script, Game\Data\Scripts\Include\Addons\
And only use the sw3cwEXP.exe, Also: Make sure the lst file Game\Data\Scripts\system.lst Does NOT include anything related to the old Game\Data\Scripts\Addons folder. if there is, delete it.

Keep in Mind: The new Addons folder of the Mod is at the Data\ Folder Now. the old one was at Data\Scripts\include, but now it has been Moved.
--

It starts up, but the pilot's face sprite is just a blank white square.

crowfeathers 09-29-2015 07:09 PM

Quote:

Originally Posted by nocalora29 (Post 710891)
So wait... is there anybody to confirm that the newest version actually works or not?

Neo, if this problem really still persists, I might need to revert the changed exe, but before that, I would like to see the Full-File structure of your SW3 Installation, I mean like what files are in what Folders

The folders I would specifically like to see would be, the main Star wolves 3 Folder ( where the exe file is at), the Data\Addons\ Folder, the Data\Scripts Folder, and the LocData\English folder.

Pics can work, or just Writing the Folder content like this
--Folder Directory (GAMEFOLDER\DATA\X)
-File1.x
-file2.x

--

But then again, is there anybody else to confirm that the Game does not start with the newest Update of the Mod?.

--
Newest version is in sig.
IMPORTANT NOTE: If you try to Install a Version that came after 0.4.0, You SHOULD remove these Folders/Files: Game\Data\Scripts\MapInitialization.script, Game\Data\Scripts\Include\Addons\
And only use the sw3cwEXP.exe, Also: Make sure the lst file Game\Data\Scripts\system.lst Does NOT include anything related to the old Game\Data\Scripts\Addons folder. if there is, delete it.

Keep in Mind: The new Addons folder of the Mod is at the Data\ Folder Now. the old one was at Data\Scripts\include, but now it has been Moved.
--

I can start the game up but there's no hero face, it's just a blank white square.

gundam00xx 01-19-2016 10:47 PM

Hi guys? It's so nice here. I've few questions how to edit imd file in imd editor? or how to convert extracted & edited references.txt file back to imd? I want to add few guns to my mothership what else i need to be done?

oxygenes 06-19-2016 11:04 PM

hi, are you still alive? :)

nocalora29 08-03-2016 10:44 AM

@All
 
Just wondering since im writing a small tutorial about Factions, is there any need for any Guides/Tutorials about specific modding things Right now?.


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