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

View Poll Results: What should I Prioritize on?
Basebuilding! 1 25.00%
Balancing! 0 0%
The Mod Manager! 0 0%
Asteroid ore-dropping! 0 0%
Intensive Bugfixing! 3 75.00%
Voters: 4. You may not vote on this poll

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  #151  
Old 06-30-2016, 05:36 PM
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nocalora29 nocalora29 is offline
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Default RC15 - Quickfix

RC14 made it impossible to hire the new pilots, the game would crash
So heres a fixed version

Download
you do NOT need RC14 for this to work.

BTW: The additonal pilots are now integrated into this RC.
Huuuuge thanks to user "Blacky" for reporting many many maaaaany awful bugs.

Before I leave you all, heres something to look at: https://youtu.be/CY0NJwsx_yc
Also: A new tool has been released, its "SLOTMark" A tool which will greatly help anyone who wants to either Create or Edit GUI Slot files, aka .ini's.
Download in my signature.

BTW2: Be sure to check out Blacky's Rebalancement Mod.
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Last edited by nocalora29; 06-30-2016 at 11:24 PM. Reason: I did totally not release -2- 6!!! new fixes with the same name. TOTALY NOT DONT EVEN THINK ABOUT THIS POSSIBILITY!
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  #152  
Old 06-30-2016, 09:41 PM
Blacky Blacky is offline
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Default Everytime

Every time again =) i´ll do my best on "Bughunting"^^
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  #153  
Old 07-01-2016, 10:11 PM
oxygenes oxygenes is offline
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Hi. Today i installed EXP 0.6.1B into clean backup directory, game has strange behavior.

winxp, 4GB RAM, E8400 - 3GHz
I used gog installer (eng). with last patch.
Game crash even when i do nothing, just run sw3cwexp.exe and look on start menu and skrimish in backround. Now i downloaded new fix 0.6.1.9AX-RC15, but result is the same. I found some minor errors, but these probbably have not relation to crash. Skirmish on backround is generated by flight generator and there are 2 options:
1. i can see ships without textures (MSF Capitain - Fomalgaut), in this case game dont crash, because of destroying all ships with exception Stone Arrow. When i still do nothing, scene is moving itself toward asteroid and then to patrol station, where we can see patrol fighters with red-white mark, (elephants with missing imd modul or obsolete parameter in imd), then scene continues to portal and eventualy goes back to inoco station, where focus stuck into turret from destroyed ship and start endlessly turn around this turret. Still you can chose start new game or load saved or end game.
2. if Fomalgaut not appear, then result of skrimish is different and whole scene is processing in order inoco-asteroid-patrol station-portal-inoco and here are still some not destroyed ships. Scene is then changing focus from one ship to another, eventualy is focusing on cargo ship with crane picture and oops - crash.
I made some tests at 1. sector too(+ save game), go to wrong direction with triada prisoner, these morons shot me down without hesitations, then button "game over" was avalaible. Confirmed, do nothing, just waiting, game crash every time.

log.1
(15:57:23) (ERROR) MeshObject::OnRF_Module: while process RefPoint(MODULE:GUN_TURRETLIGHT_BASE1), not found file(DATA\OBJECT\GUN_TURRETLIGHT_BASE1.IMD)
patrol fighters are 4tiger+1stormcrow+1elephant, i found 4 elephant imd files in resources, 2 has parameter GUN_TURRETLIGHT_BASE1 in imd, but such file not exist.

log.2
(15:57:23) (ERROR) LoadTexureEx: can`t load texture file: DATA\TEXTURE\BS2_S640_VKS_T2.DDS
(15:57:23) (ERROR) LoadTexureEx: can`t load texture file: DATA\TEXTURE\DARCKBLU.DDS
(15:57:23) (ERROR) LoadTexureEx: can`t load texture file: DATA\TEXTURE\BS2_S640_VKS_T1.DDS
i found in resources files bigship_2_s640_vks_tex1.dds and bigship_2_s640_vks_tex2.dds, copying them in demanded form solved problem of missing textures for fomalgaut ship and even problem with darckblu.dds has solved itself too.

log.3 - end of log - (fomalgaut not appears, scene finally go to trade ship and game crash)
[ScriptSystem] AttachEvent: Trigger: tag = 31, class = "Trigger_Timer", id = 977
[ScriptSystem] AttachEvent: Trigger: tag = 31, class = "Trigger_Timer", id = 1024
[ScriptSystem] AttachEvent: Trigger: tag = 47, class = "Trigger_OnPilotInToBase", id = 1034
[ScriptSystem] AttachEvent: Trigger: tag = 31, class = "Trigger_Timer", id = 1070
[ScriptSystem] AttachEvent: Trigger: tag = 31, class = "Trigger_Timer", id = 1072
[ScriptSystem] AttachEvent: Trigger: tag = 31, class = "Trigger_Timer", id = 1085
[ScriptSystem] AttachEvent: Trigger: tag = 31, class = "Trigger_Timer", id = 1087

[EXCEPTION] 0x006035f5 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 = 164.789063 Mb
[EXCEPTION] [INFO] heapchk return = -2 HEAP Ok

and here from 1. sector - wrong direction=death + confirm mothership destroyed + doing nothing, just waiting
[ScriptSystem] (INFO) SWITCH Lua perkDispatcher to "mk1" version.
[ScriptSystem] AttachEvent: Trigger: tag = 31, class = "Trigger_Timer", id = 1863
[ScriptSystem] AttachEvent: Trigger: tag = 47, class = "Trigger_OnPilotInToBase", id = 1878
[ScriptSystem] AttachEvent: Trigger: tag = 31, class = "Trigger_Timer", id = 1895
[ScriptSystem] AttachEvent: Trigger: tag = 31, class = "Trigger_Timer", id = 1919
[ScriptSystem] AttachEvent: Trigger: tag = 31, class = "Trigger_Timer", id = 1937
[ScriptSystem] AttachEvent: Trigger: tag = 47, class = "Trigger_OnPilotInToBase", id = 1953
[ScriptSystem] AttachEvent: Trigger: tag = 47, class = "Trigger_OnPilotInToBase", id = 1957
[ScriptSystem] AttachEvent: Trigger: tag = 47, class = "Trigger_OnPilotInToBase", id = 1961
[ScriptSystem] AttachEvent: Trigger: tag = 31, class = "Trigger_Timer", id = 1971
[ScriptSystem] AttachEvent: Trigger: tag = 47, class = "Trigger_OnPilotInToBase", id = 1990
[ScriptSystem] AttachEvent: Trigger: tag = 31, class = "Trigger_Timer", id = 2011
[ScriptSystem] AttachEvent: Trigger: tag = 31, class = "Trigger_Timer", id = 2029
[ScriptSystem] AttachEvent: Trigger: tag = 47, class = "Trigger_OnPilotInToBase", id = 2045
[ScriptSystem] AttachEvent: Trigger: tag = 47, class = "Trigger_OnPilotInToBase", id = 2049
[ScriptSystem] AttachEvent: Trigger: tag = 31, class = "Trigger_Timer", id = 2079
[ScriptSystem] AttachEvent: Trigger: tag = 31, class = "Trigger_Timer", id = 2084

[EXCEPTION] 0x00523f80 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 = 195.421875 Mb
[EXCEPTION] [INFO] heapchk return = -2 HEAP Ok
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  #154  
Old 07-20-2016, 06:03 PM
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nocalora29 nocalora29 is offline
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Doing final adjustments, the "P" Update will be up either Today or Tomorrow.

@oxygenes: I don't think you have installed the mod correctly.

Update: Lets say the odds are really against me right now, I think its way more realistic when the update gets released tomorrow.
Atleast I really DO hope I get to finish it by then.
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Last edited by nocalora29; 07-21-2016 at 07:00 PM.
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  #155  
Old 07-21-2016, 10:24 PM
oxygenes oxygenes is offline
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@nocalora29: yes, it is possible, i will try again

just little question - file
SW3ME.SW3Expansion.v0.6.1.9AX-RC13\Data\Addons\@SW3_Expansion\sw3_expansion_Temp larVesselShop.lua

there are data
{"VC6",.200000},
{"TVC6",4200000},

what about price for "VC6",.200000, is it right? Or "VC6",3200000, if you hit wrong key?
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  #156  
Old 07-21-2016, 11:23 PM
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nocalora29 nocalora29 is offline
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That actually is a typo, yes.

Luckily I allready fixed it on my version, but still a good find.
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  #157  
Old 07-22-2016, 01:51 PM
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nocalora29 nocalora29 is offline
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Looking Good!, If I don't find any more bugs it'll be time to Release this
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  #158  
Old 07-22-2016, 08:10 PM
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Default @The "P" Update

RELEASED.

Manual Download Link: Download
Installer Download Link: Download
Optional: Disable StarRover Armor Simulation: Download

Size: ~640MB, Packed: 362MB
Changelog inside.

Please report bugs ASAP, and thank you all for the Patience.

Note: The Missiles mod is not available as of yet as a Optional.
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Last edited by nocalora29; 07-22-2016 at 08:30 PM.
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  #159  
Old 07-22-2016, 09:51 PM
Szpacky Szpacky is offline
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Default :D

Yeah I know Im a Necrophile for doing this but its been bugging me for too long

is it possible to get various big ships to handle like fighters(meaning docking/undocking from the motherships and usable by pilots)
I saw Goblin do something like this in his mothership mod with the Alien frigate
but Id like to see some other frigates in my fleet like the Chimiera or the Stone Arrow (Big fan of X3 style combined fleets here)

If it iss then how can I do that myself?
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  #160  
Old 07-25-2016, 11:15 PM
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nocalora29 nocalora29 is offline
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Sorry for the late reply, your comment was invisible for a while due to this forums lazy approval staff.

Lets get right into it:
The main file we want to take a look at is in Data\Game\Carcasses.xml

Lets look at a Alien Dreadnought for example (I know it allready exists in the shop, but this is just to show you how its done)
Copy&Paste the Dreadnought Carcass, beginning from <BigShip> to </BigShip>.
Code:
	<BigShip name="Alien_Dreadnought_0">
		<short_name>#M_Name_Alien_Dreadnought</short_name>
		<hint>#M_Hint_Alien_Dreadnought</hint>
		<short_desc/>
		<long_desc>#M_LDesc_Alien_Dreadnought</long_desc>
		<mesh_name>Alien_dread</mesh_name>
		<flat_image>alien_dread</flat_image>
		<hit_points>20000</hit_points>
		<mass>200000</mass>
		<disable_trade>true</disable_trade>
		<cost>1000000</cost>
		<technology/>
		<EPR>50</EPR>
		<explosion_script>Station</explosion_script>
		<work_sound/>
		<silence/>
		<max_energy>10000</max_energy>
		<energy_restore>2</energy_restore>
		<max_speed>3.5</max_speed>
		<maneurability>1</maneurability>
		<steering_power>17000</steering_power>
		<sensor_resolution>0.2</sensor_resolution>
		<sensor_length>200</sensor_length>
		<threat>30</threat>
		<mapping_name>Alien_dread_shop</mapping_name>
		<HolderProperties>
			<big_guns>0</big_guns>
			<small_guns>0</small_guns>
			<rockets>0</rockets>
			<systems>0</systems>
			<turrets>16</turrets>
			<gk_guns>0</gk_guns>
			<gk_turrets>0</gk_turrets>
		</HolderProperties>
		<engine_sound>Engine-Dreadnough.wav</engine_sound>
		<engine_start_sound/>
		<destroyed_mesh_name>Alien_dread_destroyed</destroyed_mesh_name>
		<cargoCapacity>0</cargoCapacity>
		<BigShipHangar>
			<hangar_count>8</hangar_count>
			<max_hangar_count>8</max_hangar_count>
		</BigShipHangar>
	</BigShip>
And Change/Add/Modify the stuff which I marked with RED.
Code:
	<Interceptor name="Alien_Dreadnought_0_New">
		<short_name>#M_Name_Alien_Dreadnought</short_name>
		<hint>#M_Hint_Alien_Dreadnought</hint>
		<short_desc/>
		<long_desc>#M_LDesc_Alien_Dreadnought</long_desc>
		<mesh_name>Alien_dread</mesh_name>
		<flat_image>alien_dread</flat_image>
		<hit_points>20000</hit_points>
		<mass>200000</mass>
		<disable_trade>false</disable_trade>
		<cost>1000000</cost>
		<technology/>
		<EPR>50</EPR>
		<explosion_script>Station</explosion_script>
		<work_sound/>
		<silence/>
		<max_energy>10000</max_energy>
		<energy_restore>2</energy_restore>
		<max_speed>3.5</max_speed>
		<maneurability>1</maneurability>
		<steering_power>17000</steering_power>
		<sensor_resolution>0.2</sensor_resolution>
		<sensor_length>200</sensor_length>
		<threat>30</threat>
		<mapping_name>Alien_dread_shop</mapping_name>
		<HolderProperties>
			<big_guns>0</big_guns>
			<small_guns>0</small_guns>
			<rockets>0</rockets>
			<systems>0</systems>
			<turrets>16</turrets>
			<gk_guns>0</gk_guns>
			<gk_turrets>0</gk_turrets>
		</HolderProperties>
		<engine_sound>Engine-Dreadnough.wav</engine_sound>
		<engine_start_sound/>
		<destroyed_mesh_name>Alien_dread_destroyed</destroyed_mesh_name>
                <level>1</level>
	</Interceptor>
"level" is the required pilot skill perk. (1 - 5)
Be sure to set the "name=" to something new and non-existent, this is the "id" of the carcass which then can be used to get the actual ship via a .lua/.script Script

This Carcass now can be easily added to Goblin Wizards Maintance Station Menu/Shop.

Feel free to ask for additional help .
Also: This method can be applied to all "BigShip" Carcasses.
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Last edited by nocalora29; 07-25-2016 at 11:21 PM.
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