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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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  #1  
Old 10-06-2015, 03:34 PM
crowfeathers crowfeathers is offline
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I tried the Maintenance station. There was no screenmessage, and I went ahead and played up to the first MS transition and it still was blocked. I'm not clear on how to use the Mod Menu, though?
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  #2  
Old 10-06-2015, 03:52 PM
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Default @crowfeathers

The Mod Menu can be activated via an Perk the Hero gets at the start of a new game, or if someone uses an older version, it can be added Via the Compatability Sub-Menu of the Maintance Station.

and Please try to Recreate your case by trying to toggle the MSSwitchblock in-game and post the .log here in your next post, so I can see what actually is wrong.
It reaallly would help alot if you post the .log
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  #3  
Old 10-06-2015, 03:56 PM
crowfeathers crowfeathers is offline
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(10:53:52) (INFO) ExecuteScriptFile - Data\Scripts\InitTradeSystem.script
(10:53:52) (ERROR) ScriptDispatcherServices::CreateShop('inv_templars ') - shop not created!
(10:53:52) (INFO) ExecuteScriptFile - DATA\Scripts\Quests\MISSION_1\RETURNHERO.script
[ScriptSystem] (INFO) StarWolves ScriptObject class count = 49
[ScriptSystem] (WARN) no team: "PirateSpeaker2" <pilot> class global variable
[ScriptSystem] (WARN) no team: "SpeakerGW" <pilot> class global variable
[ScriptSystem] (WARN) no team: "ViperSpeaker" <pilot> class global variable
[ScriptSystem] (WARN) no team: "PirateSpeaker" <pilot> class global variable
[ScriptSystem] (WARN) no team: "KfniSpeaker" <pilot> class global variable
[ScriptSystem] (WARN) no team: "VksSpeaker" <pilot> class global variable
[ScriptSystem] (WARN) no team: "TriAgent" <pilot> class global variable
[ScriptSystem] (INFO) Register pilot variable: "Pilot_BasePilot" (class = Pilot, id = 276)
[ScriptSystem] (INFO) Register pilot variable: "pilot_BasePilot" (class = Pilot, id = 276)
[ScriptSystem] (INFO) Register pilot variable: "Pilot_Hero" (class = Pilot, id = 653)
[ScriptSystem] (INFO) Register pilot variable: "pilot_Hero" (class = Pilot, id = 653)
[ScriptSystem] (INFO) Load ship data (armor mod)
[ScriptSystem] (INFO) SWITCH Lua perkDispatcher to "mk1" version.
[ScriptSystem] AttachEvent: Trigger: tag = 28, class = "Trigger_InsideVolume", id = 696
(10:54:4 (INFO) Dialog::Start: DATA\Scripts\Trade\DialogR2.xml
(10:54:49) (INFO) Dialog::ExecuteLUAFunction: OnStationStartGW
(10:54:49) (INFO) Dialog::Finish: DATA\Scripts\Trade\DialogR2.xml
(10:54:50) (INFO) Dialog::Start: DATA\Scripts\Trade\DialogGW.xml
[ScriptSystem] ScriptParam' function SW3EXP_Story_MSSwitch_Toggle not exist in scriptspace!!!

(10:54:55) (INFO) Dialog::ExecuteLUAFunction: SW3EXP_Story_MSSwitch_Toggle
(10:54:5 (INFO) Dialog::ExecuteLUAFunction: DialogR_fin
(10:54:5 (INFO) Dialog::Finish: DATA\Scripts\Trade\DialogGW.xml
(10:55:01) (INFO) GameManager:eleteAllGameObject: Object(Station) name = "station_triada_zaprav" UID(243) RefCount(1) not deleted
(10:55:01) (INFO) STARTED 3D System RELEASE
(10:55:01) (INFO) COMPLETE 3D System RELEASE

(10:55:01) (INFO) Root::ReleaseObjects()
(10:55:02) (INFO) GUIApplication::Release()
(10:55:02) (INFO) -------- GUITextureManager::~GUITextureManager ------------------------
(10:55:02) (INFO) -------- GUITextureManager::~GUITextureManager OK ---------------------
(10:55:02) (INFO) GUIApplication::Release() OK
(10:55:02) (INFO) Root::ReleaseObjects() OK

Log stopped: 10:55:02, Tuesday, October 06, 2015


The script file you mentioned is definitely present, however.

My hero also seems to lack a mod menu perk and the compatibility option to add it also does nothing.
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  #4  
Old 10-06-2015, 06:57 PM
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nocalora29 nocalora29 is offline
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Hmm

Replace the contents of this file: "Data\Addons\@SW3.Expansion\system.lst"
with the following:
Code:
sys_IncludeFileList =
{

-- Main Files
"sw3_expansion_AI.lua",
"sw3_expansion_BaseBuilding.lua",
"sw3_expansion_BountySystem.lua",
"sw3_expansion_Config.lua",
"sw3_expansion_CountJumps.lua",
"sw3_expansion_Create_Flight.lua",
"sw3_expansion_Debug.lua",
"sw3_expansion_Dialog.lua",
"sw3_expansion_DynamicMissions.lua",
"sw3_expansion_DynamicMissionsGen.lua",
"sw3_expansion_DynamicMissions_2.lua",
"sw3_expansion_DynamicMissions_3.lua",
"sw3_expansion_DynamicMissions_4.lua",
"sw3_expansion_Emergency.lua",
"sw3_expansion_Events.lua",
"sw3_expansion_FileIntegrity.lua",
"sw3_expansion_followers.lua",
"sw3_expansion_FreedomKillerBlock.lua",
"sw3_expansion_FunBox.lua",
"sw3_expansion_functions.lua",
"sw3_expansion_GateBlockades_Remastered.lua",
"sw3_expansion_hyperjump.lua",
"sw3_expansion_Init.lua",
"sw3_expansion_JumperSystem.lua",
"sw3_expansion_main.lua",
"sw3_expansion_MissionAssist_4.lua",
"sw3_expansion_MissionAssist_4_Part2.lua",
"sw3_expansion_ore.lua",
"sw3_expansion_PilotTeamSwitch.lua",
"sw3_expansion_PrivateMercenaries.lua",
"sw3_expansion_Random_Contacts.lua",
"sw3_expansion_ResourceSystem.lua",
"sw3_expansion_StoryShipBlock.lua",
"sw3_expansion_sysm.lua",

-- Special
"Agent_Core_AI.lua",

-- Include's
"sw2_include\SW2_Create_flight.lua",
"sw2_include\SW2_Create_flight_2.lua",
"sw2_include\SW2_RandomContacts.lua"
}
The error seemingly claims that the script wasn't loaded, this could lead to a variety of issues that could happen when scripts aren't completely loaded from my Mod, very strange indeed.

EDIT: Seems there were some problems regarding the system.lst, I did upload an Fixed version now.
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Last edited by nocalora29; 10-06-2015 at 07:15 PM.
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  #5  
Old 10-08-2015, 09:47 PM
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nocalora29 nocalora29 is offline
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Default @Info

Hey ya'll, sorry for the delay, I fear its gonna take a bit longer to the next Update, but don't worry, it will Include even MORE Content, more Ships&Variety for ALL Factions, HELLOADS of Bugfixing & Balanceing!. I think I will have an fun to play Build released maybe this Month, but I can't promise anything.
Reminder: If you encounter any Bugs or something like that, Post it here so I can fix it.

Also: Be aware that I will be also slowy removing ALL Debugging Options in the many Sub-Menu's of the Mod, including debug options in the Maintance station menu and Mod Menu.

but don't worry, I will have an Debug-Option available in the config file, aka InitTeamScript.script ^^
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  #6  
Old 10-12-2015, 02:08 AM
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nocalora29 nocalora29 is offline
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Default @crowfeathers

So.... does the perk really doesn't exist? or was it fixed along with the other "#" in the lua file problem?

The perk's name is "SW3EXP_CS_Menu", I checked it and the perk is present, in the Pilot's starter perks list, it is also in the specials.xml . strange indeed...

Eiterway, thanks you mentioned it, thats what happens when silly people (Like me) forget to remove their hint-code from the actual code .
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Last edited by nocalora29; 10-16-2015 at 04:43 PM.
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  #7  
Old 10-12-2015, 10:16 PM
York2016 York2016 is offline
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Join Date: Oct 2015
Posts: 1
Default Cant enter game

Hi,
I had to install your mod manually because the .bat installation wouldnt transfer the files over to my SW3 directory(It would say 'completed' but no new/modified files appeared in my data folder)

However, when i press the "tutorial" button or attempt to start a new game(after the initial cutscene), I get a runtime error and this error in the scripterrors.log file: "error: attempt to call global `IsFlight' (a nil value)
<string "DATA/Scripts/include/NewTriggers.script": line 126>
"

My LOGFile.txt is located at: http://pastebin.com/FRMeL2Le

Im sure that i installed your mod(0.6.0B) correctly, sw3cwEXP.exe(which doesnt work for me), sw3cwEXP.x64.exe and the new zlib1.dll were put into my root/release Star Wolves 3 folder and copied all of the files and folders(including MapInitialization.script which i know is supposed to be in the \Data Folder and not \Scripts) , as is, into my data folder and overwritten any files which conflicted.

This was on a fresh 1.12 install/patched version of SW3 with the 1.12 patch fix posted on these forums.
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  #8  
Old 10-17-2015, 08:50 AM
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Default Update Report

Hey, I wanted to some quick round up of what I have ready for the next Version, take it as an dev-log. [NOT RELEASED AS OF YET -> 01.01.2016]

Alright, I have:
- Even more Fixed Textures
- Every-Debug related made now is Removed, (Until enabled via Config/InitTeamScript or the DEBUG Option at the Mod Menu)
- Most to All Free things now cost Money(Corporate Contracts, Drones, etc)
- Many Code-related Fixes
- CPU-Player Improvement, it may be minimal, but its going forward.
- Gate Blockades related Code changes, it MAY be included in 0.6.2 or at the most late at 0.7. I can't promise anything about the Blockades tho.
- Many new WIP-features added to the Basebuilding, but I think it may be until 0.7 or later until its Officially added... sorry.
- MSSwitchBlock will be very polished at the Release of 0.6.1, atleast Im trying as hard as I can to find and remove any Bugs/Complications that may occur with it.
- Fixed Respawn Function (For real now)
- Moved the Invasion Portals to another System called "Invasion Picker", creative huh?
- New Alien-hoarded Systems like Tunguska, I mean, SW3 is seriously missing some Alien action!, expect atleast 3 new Systems in 0.6.1.
- one very cool Function named "SW3EXP_ViewItemAmount"
With this new Function, you can basically get the amount of an Module/Item the Player currently has, its probably very useful if you want to make Quests or even other kinds of stuff which Require the player to have X amount of Item.
Heres the Code, cuz its gonna take a bit longer until 0.6.1 Gets released:
Code:
-- Check Inventory Item Amount
-- PLEASE make sure the Item you specified actually Exists, there is no Table with all the Modules to check from as of Yet available!.
-- CAN BE RUN IN INITIALIZATION/RUN OF SYSTEMS AND IN REAL-TIME!
function SW3EXP_ViewItemAmount(Item)
    CurInv = GetInventory();
    LOG("SW3EXP::ScriptingSystem: 'SW3EXP_ViewItemAmount' Accessed. Viewing Item Amount of ".. Item);
    local Amount = 0;
    local ItemExist = 1;
    while ItemExist == 1 do
        if (CurInv:IsExist(Item) == TRUE) then 
            CurInv:DeleteModule(Item);
            ItemExist = 1;
            Amount = Amount + 1;
        else
            ItemExist = 0;
        end;
    end;
    CurInv:AddModule(Item, Amount);
    LOG("SW3EXP::ScriptingSystem: 'SW3EXP_ViewItemAmount' Accessed. Item Amount Result "..Amount);
    return Amount;
end;
!-- FREE USE FOR EVERYBODY --!, also everything inside the expansion mod!, anybody can use whatever they want in whatever Mod they wish!.
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Last edited by nocalora29; 01-01-2016 at 12:20 PM. Reason: Slightly edited ViewItemAmount Function.
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  #9  
Old 11-18-2015, 06:11 AM
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nocalora29 nocalora29 is offline
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Little Preview on the Base building thats gonna be included as an Sneak-preview in 0.6.1 its not much, at all, all the other stuff is still in Code only form, but will also get some Videos of it in the near future.

Edit: Preview Video
Additional Notes: This is really nothing special, all the other fun stuff is still only in Code and not visually seeable as of yet, well... atleast without a Crash of course!.
TBA: Unknown, maybe late December, or somewhere Early 2016.

Additionally, STRiNGEDiT and NUMEDiT will be Completely Finished and useable by the next Release
These functions give the player the Ability to Name certain things, and or Type in an Custom Number/Text (as seen in the Video).

Just thought of making a Vid so you know somethings happening.


Another Preview


Edit: huh, this post is now beyond broken cuz of the youtube video... GG 1C!
other Text: Huh? we are FREE!!! WE CAN ESCAPE BROTHERS!

EDIT 2: Oh and sorry for the somewhat hideous color of the Video, I don't know why Sony vegas does that.
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Last edited by nocalora29; 11-26-2015 at 11:07 PM.
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  #10  
Old 11-21-2015, 11:45 AM
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nocalora29 nocalora29 is offline
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Default @York2016

Im so sorry, I did not even see your Reply or notice it, a month too late but hey...

So, you installed the patch fix thing?, To be honest, I did never tried the expansion mod with it, I merged some Elements of the Patch with this Mod, and didnt thought of somebody using the Patch seperately, so I would Recommend trying it with only Installing the Mod on a fresh install.

What really shouldn't be happening is the sw3cwEXP.exe not working, this is strange, but maybe it has to do with the Patch installed.

The logfile sadly does not tell us much here out of the error in the NewTriggers.script file, but from this point of view, I think the Patch had overwritten the NewTriggers.script file and probably broke alot of stuff with it, I can't say for sure tho.

I'll be also posting a PM to you with the exact contents.
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Last edited by nocalora29; 11-22-2015 at 10:41 PM.
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