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Star Wolves 3D space RPG with deep strategy and tactical elements

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  #1  
Old 05-30-2010, 01:50 PM
SpiritWolf448 SpiritWolf448 is offline
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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)
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  #2  
Old 05-30-2010, 02:09 PM
Trucidation
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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.

Last edited by Trucidation; 05-30-2010 at 02:12 PM.
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  #3  
Old 05-30-2010, 04:03 PM
Goblin Wizard Goblin Wizard is offline
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Quote:
Originally Posted by Trucidation View Post
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 View Post
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.
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  #4  
Old 05-30-2010, 03:29 PM
Goblin Wizard Goblin Wizard is offline
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Quote:
Originally Posted by spiritwolf448 View Post
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.

IMDeditor_v3.zip

StarWolves-LUA_Manual_v1 English.zip english auto-translated version

StarWolves2ModdingHandbuch.zip generally about modding SW2 - german original
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  #5  
Old 05-30-2010, 06:56 PM
SpiritWolf448 SpiritWolf448 is offline
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Quote:
Originally Posted by Goblin Wizard View Post
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 )

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

4S4W8
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  #6  
Old 06-01-2010, 12:53 PM
Trucidation
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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 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.
Attached Images
File Type: jpg StarWolves3--663.JPG (115.4 KB, 82 views)
File Type: jpg StarWolves3--664.JPG (83.6 KB, 78 views)
File Type: jpg zoe2_sample01.JPG (39.8 KB, 91 views)
File Type: jpg StarWolves3--662.JPG (83.5 KB, 74 views)

Last edited by Trucidation; 06-01-2010 at 06:03 PM.
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  #7  
Old 06-01-2010, 05:36 PM
Rastix Rastix is offline
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Try SW2 and you'll see angorians and cargo limitations

Yes, it counts
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  #8  
Old 06-01-2010, 06:10 PM
Trucidation
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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.

Last edited by Trucidation; 06-01-2010 at 07:01 PM.
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  #9  
Old 06-01-2010, 07:10 PM
Goblin Wizard Goblin Wizard is offline
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Quote:
Originally Posted by Trucidation View Post
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 View Post
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..).

Last edited by Goblin Wizard; 06-01-2010 at 07:27 PM.
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