Fulqrum Publishing Home   |   Register   |   Today Posts   |   Members   |   UserCP   |   Calendar   |   Search   |   FAQ

Go Back   Official Fulqrum Publishing forum > Fulqrum Publishing > Star Wolves

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

Reply
 
Thread Tools Display Modes
  #181  
Old 06-05-2010, 08:06 AM
StarShatter StarShatter is offline
Approved Member
 
Join Date: Jun 2010
Posts: 38
Default

Quote:
Originally Posted by Trucidation View Post
Ya, that did the trick. I forgot I was modding LRM1 and pointing to MIRV3, needed to increase the hp on the MIRV3 missile and warhead (I don't know why the hp for these is default 10, very very low). I guess this solves the problem, you have your MultiRocket - MIRVs now
Firstly, awesome work so far.
Secondly, even with lots of HP on the little rockets, AMS still destroys them in 1 shot?

My ship addition hasn't been going so well, the game would just stop when you started a new game, Hero type/name select would skip, and no buttons other than Escape do anything.

Just discovered after save/load the game would go on as normal, portal breaks down, MSF boss you around. Gonna see if I can buy the ship. :\

I may have deleted the file that tells the game what to do when it starts new. I remember seeing a short file (.xml?) with stuff to do with new game in it, but I can't find it anymore!
Reply With Quote
  #182  
Old 06-05-2010, 08:13 AM
Goblin Wizard Goblin Wizard is offline
Approved Member
 
Join Date: Oct 2008
Posts: 508
Default

Quote:
Originally Posted by sidius View Post
I have much smaller problem. "Major caliber turret" - the default name, is simply too long for the small description window, so it's written through "Turret type".
You can change this inside ui_windows.loc (e.g. #UI_TextTurretGK).
The same file contains information displayed about rockets.
Reply With Quote
  #183  
Old 06-05-2010, 08:43 AM
Trucidation
Guest
 
Posts: n/a
Default

Ya, i believe ECM/AMS simply either works or doesn't against a particular warhead. The hp values are probably for stuff like getting hit with blast damage.

Thanks Goblin Wizard, found mention of the stats' labels in there (damage, resistance, etc). The problem is it appears that there's only 2 sets, #UI_I_MIRVNames and #UI_I_RocketNames, and that the values are simply represented by a %s (string?) and %d (integer?). So we can't really tell the game to 'display this integer instead of that integer'.

Last edited by Trucidation; 06-05-2010 at 08:52 AM.
Reply With Quote
  #184  
Old 06-05-2010, 09:21 AM
Goblin Wizard Goblin Wizard is offline
Approved Member
 
Join Date: Oct 2008
Posts: 508
Default

Quote:
Originally Posted by Trucidation View Post
Thanks Goblin Wizard, found mention of the stats' labels in there (damage, resistance, etc). The problem is it appears that there's only 2 sets, #UI_I_MIRVNames and #UI_I_RocketNames, and that the values are simply represented by a %s (string?) and %d (integer?). So we can't really tell the game to 'display this integer instead of that integer'.
I haven't tried this but what about adding some more %s or %d. Maybe this way the game will display other parameters. I know this is hardcoded but some parameters may be hidden (not displayed). Just an idea.
Reply With Quote
  #185  
Old 06-05-2010, 09:59 AM
sidius sidius is offline
Approved Member
 
Join Date: May 2010
Posts: 28
Default

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.
Reply With Quote
  #186  
Old 06-05-2010, 09:59 AM
StarShatter StarShatter is offline
Approved Member
 
Join Date: Jun 2010
Posts: 38
Smile

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.
Reply With Quote
  #187  
Old 06-05-2010, 10:17 AM
Trucidation
Guest
 
Posts: n/a
Default

@Goblin Wizard:
Good idea - sadly, no luck. Just throws up gibberish. I guess we'll have to settle for editing the long description field. Fortunately that one appears to be fairly long so there should be enough room there.

Edit:
@StarShatter:
I'm certain I've seen Goblin Wizard create smaller UI slots and more than 8. There's a pic in his Mothership mod thread.

Last edited by Trucidation; 06-05-2010 at 10:29 AM.
Reply With Quote
  #188  
Old 06-05-2010, 10:28 AM
Goblin Wizard Goblin Wizard is offline
Approved Member
 
Join Date: Oct 2008
Posts: 508
Default

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.
Reply With Quote
  #189  
Old 06-05-2010, 10:37 AM
sidius sidius is offline
Approved Member
 
Join Date: May 2010
Posts: 28
Default

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..
Reply With Quote
  #190  
Old 06-05-2010, 10:50 AM
sidius sidius is offline
Approved Member
 
Join Date: May 2010
Posts: 28
Default

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.
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 09:18 AM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.