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Star Wolves 3D space RPG with deep strategy and tactical elements |
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Thread Tools | Display Modes |
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#1
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Yay, my new Templar Smilodon works, game is still messed up.
![]() Too add the ship in, I modified: Quote:
I've got a .dds converter, all I need now is IMDE and Gimp ![]() 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. |
#2
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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:
Don't worry about loc files. These never cause a real error. Sometimes only a "string not found" info. Last edited by Goblin Wizard; 06-05-2010 at 10:41 AM. |
#3
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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 ![]() 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.. |
#4
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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 ![]() Last edited by sidius; 06-05-2010 at 11:45 AM. |
#5
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Haha, you guys are the best.
![]() 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:
And no there is no errors in the ScriptErrors.log. Quote:
Last edited by StarShatter; 06-05-2010 at 03:06 PM. |
#6
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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. |
#7
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![]() 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? |
#8
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You should have this file. Restore a backup or use this CharacterSelect.zip.
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#9
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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). Last edited by Trucidation; 06-05-2010 at 02:58 PM. |
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