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

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  #1  
Old 06-05-2010, 09:59 AM
StarShatter StarShatter is offline
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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 (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.
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  #2  
Old 06-05-2010, 10:28 AM
Goblin Wizard Goblin Wizard is offline
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Quote:
Originally Posted by StarShatter View Post
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 (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 View Post
hmm seems like I've made something wrong while making those new weapons
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.

Last edited by Goblin Wizard; 06-05-2010 at 10:41 AM.
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  #3  
Old 06-05-2010, 10:37 AM
sidius sidius is offline
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Quote:
Originally Posted by StarShatter View Post
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

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..
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  #4  
Old 06-05-2010, 10:50 AM
sidius sidius is offline
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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.
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  #5  
Old 06-05-2010, 12:01 PM
StarShatter StarShatter is offline
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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:
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.
Attached Images
File Type: jpg smilodon.jpg (252.5 KB, 81 views)
File Type: jpg smilodongloss.jpg (277.9 KB, 71 views)
File Type: jpg smilodonfix.jpg (268.9 KB, 62 views)

Last edited by StarShatter; 06-05-2010 at 03:06 PM.
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  #6  
Old 06-05-2010, 01:20 PM
Goblin Wizard Goblin Wizard is offline
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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.
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  #7  
Old 06-05-2010, 01:46 PM
StarShatter StarShatter is offline
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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?
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  #8  
Old 06-05-2010, 01:56 PM
Goblin Wizard Goblin Wizard is offline
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You should have this file. Restore a backup or use this CharacterSelect.zip.
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  #9  
Old 06-05-2010, 02:55 PM
Trucidation
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Quote:
Originally Posted by StarShatter View Post
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).

Last edited by Trucidation; 06-05-2010 at 02:58 PM.
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