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I think he needs modified text files from GoblinWizard for 1.12 as files from patch have some error as they changed something, but in patch the files arent correctly modified.
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In maintenance station is only 11 options?
Are Im see this becouse have resolution 1366x768? Im found Bug? If Im attack station Elephant ship is respawn and dont destroyable. (No have model(mesh) and textures) HW2_Sajuuk (No have model(mesh) and textures) EYE_Ship works correctly only when is control by computer :( - NOT FOR PLAYER! HW2_Dreadnought - no have name. SW3EXP_HWR_Tru_Corvette - no have name. HW2_Bentus - no have name. Stormcrow_mk3_pl0 - no have name. gw_Cavalier_0 - Attack Rockets [R] work correct only with "S18 Lance" - no shoot with "SRM-8M Dagger" AngorFighter (No have model(mesh) and textures) AngorFighter1 (No have model(mesh) and textures) AngorFighter2 (No have model(mesh) and textures) Liner_gw - In moment explosion- crash game "exit program" Why do ships of EVE are strong, as the best large ship is, after the Star Hammer? |
Thanks for the reportings, I will look into it, although most of the ships you mentioned are still W-I-P, I should look forward on finishing them eitherway.
And as for your question: The EVE_ Ships are just for fun, I will remove them later on from the buy menu and actually make an quest where the player needs to fight to actually get one of these. I think its just fun sometimes roaming around the universe and just DESTROYING everything you see with these ships ;). Whats with the Liner_gw crash?, does it happen when you launch fighters/Pilots? |
Liner_gw - Im test again this ship and work correct.
When mothership will be destroyed, and click "agree" to respawn it, this not working. |
I have worked so much on the respawn script and it still does not work, huh?.
Im acually thinking about just removing it, since I can't seemingly get it to work, but im still going to try one last time. @All: Expect RC-7 to be released soon, which will be still focused on the story bugs, I am currently trying to replicate some of the MSSWitchBlock failures while playing the game, Im almost at the part where You get to save ternie, from there on I will know alot more of why it breaks. |
@Update
The main reason im still struggling to release RC-7 is the occasional hard crash when in xt24, I have still not found the cause of it, next thing I plan is to spam it full with LOGS that put out the current thing the game code would like to do, shouldn't take too long...
Any help finding the culprit would be appreciated, my current game storyline points at the file "Scripts/Quests/mission_13c\SavingFriend_c_XT24.script" using the NESF Storyline, this file is where all the game crashing there happens. Although results may vary if you use another storyline than I did, but the crash would be the same for all those storylines. |
Thanks for the update. Though I generally only post once a month I do check this thread from time to time to see how the mod is going. I know it can get soul crushing to do all that work and no one comments but keep it up, I care and good going!
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Well "seemingly" I have found an solution, I have now replaced the old quest files for XT24 with some new vanilla ones, then just re-applied my adaptions, which is only the MS Switch Block.
It seems the hard crash is gone, im going to release RC-7 somewhere this day. [CHANGELOG] *Added Autosave-Feature (Configurable inside InitTeamScript.script) // There are only triggered hard-saves, but no actual Auto-Save per X Minutes, this is the ultimate solution for all your rages (when you forget to save often) *Fixed Hardcrash in XT24 for all storylines which lead to that system. *The new Templar Weapons & Stuffs now have Transparent backgrounds. *Conflict Events 2 - This is a new feature which will generate random Faction Fights inside the system you are currently in, its really diverse, it can go by Aliens vs Berserkers, MSF vs NESF, or just Precursors against Traders. But be aware, that the spawning chance is extremely low, so its a kinda Rare thing to happen. |
@Release of RC-7
Here it is, the changelog is in the previous post.
Download Link As always, please contact me immediatley when you find any story related hard-crashes. *Note: This is the last RC, the next version will be 0.6.2X. *Note 2: The Respawn script has not been touched this time, but I will work on it until the next version comes around. |
Remember the time I said RC7 will be the last RC?, I lied.
I hope this to be the last "hot-hotfix", so I can continue working on the cool stuff once again. Download Link [RC8] [CHANGELOG] *Fixed Storybug early in the game when you side with Heretic. *Debug Mode is now off *Added some Missing IMD's & Textures *One new E-Templar System!, check out the Charon system to access the portal to it. *2 New Exclusive E-Templar Rockets *2 New E-Templar MIRV's You REALLY don't want to attack any templars equipped with these rockets, unless you're insane.. I mean, like, INSANELY INSANE. I actually had them made quite some time ago, so no dev-time was wasted on this, I just forgot to include it. Enjoy the (hopefully) bug-free experience of the Story. Contact me asap when there are any more story breaking bugs, gotta catch 'em all, you know?. |
The InitTeamScript still adds scores of weapons and fighters left over from the debug version's Hurricane MS. Specifically, the following 4 lines should be commented out (or deleted):
mothership:AddModuleToInventory("AC5", 20); mothership:AddModuleToInventory("PLC3", 20); mothership:AddShipToInventory("gw_Butcher_pl0",20) ; mothership:AddShipToInventory("hatchet_pl0",20); |
Fixed & Reuploaded RC8, like how many times Did I forget to change this?
I think im breaking records ATM. |
@-Ivo-
From where are all these posts coming from?, sorry for the (very) late reply, but it seems your post was hidden for quite some time, or atleast hidden until the next page got created.
About the Walrus without GUI, yes, its something I am not capable of to fix of course Im able to create custom GUI's for Ships, but each time I have added an GUI to any Walrus, the game would just get an Runtime Termination error, without any real hint about why, So thats why I have to leave it without any GUI. |
Can you post the stats for the following:
-"TE Gunslinger" - Stronger version of the T. Gunslinger -"TE Trident" - Stronger version of the T. Trident -"TE Hrimturs" - Stronger version of the T. Hrimturs -"TE Raptor" - Stronger version of the T. Raptor -"E Butcher" Stronger version of the Butcher ... please? Thanks. |
More bugs:
1. Selecting any of the TE fighters for purchase does nothing. No money is subtracted and the fighter is not purchased. 2. Selecting any of the 3 Astarte upgrades does nothing. No money is subtracted and no upgrade is applied. I also have a question regarding the new TE weapons (I haven't tried buying any of them, as I suspect their menus are bugged also). All of these new weapons, according to the numbers you posted in the Changelog, appear to have low DPS, mainly due to having low ROF, if I'm reading the numbers correctly (first number being damage and second number being ROF). For example, you posted 32 x 32 damage for the Sanctum Gladium, while the (2nd gen) AML Rapier is 80 x 20. You list the Quies Sanctum Gladium as 512 x 3; very high damage but very low ROF, compared with a Rage at 65 x 60. I thought these were intended to be superior to non-Templar weapons? What am I missing? |
OK just started a new game with the hotfix. Only in the beginning stages but here are a couple things I've noticed:
I see the walrus issue was already brought up so scratch that one. When I switched from the walrus to Ray's transport the pop up window to accept the change, my mouse was disabled and the only allowable input was to press enter, which accepted it. When I switched to the fist mothership the same pop up but I was able to use my mouse to choose. Neither Ray's transport or the mothership shields regenerate. I cannot say for the Walrus as I did not take any damage when flying that boat. The only way I could get them back up was to dock, remove the shield, reinstall and leave station, which would give me full shields. Even when I did that, if I lost any shield, it never regenerated. That's it for now, only had a short time to play this morning, more to follow. |
Quote:
There is also another problem in Hephaestus. When you destroy any of the weapons platforms, a major caliber gun is spawned as loot. These guns have a string ID error which prevents them from being equipped. They're also worth about 100k each when sold, so it's a too-easy way to get a huge amount of credits very early in the game if a player decides to systematically blast every platform in the middle of the map. And there is yet another issue on the Hephaestus map. The pirates that in a vanilla game attack you after you clear the second line of weapons platforms no longer spawn. I don't know if this is an intentional change in the game for this mod, but I thought I should mention it. |
This not regenerating shields and stuff is part of StarRover's, it stops regenerating the shields of ships which are too badly damaged.
and also, if you notice ships getting destroyed even when not 0hp, its part of their Armor Simulation, which kinda reperesents what would happen if you attack a ship so often, you actually hit an critical place/reactor etc and it just blows the ship up, but it only happens when a ship is somewhat under 35% or 40% HP I think. |
Well I admit the transport was down to 15% hull so that makes sense but my Pirate Mothership has 80-90% hull, that's pretty extreme tolerances early game when the odds of taking irreparable damage is high. I would advise maybe lowering to less than 50% hull or so. Also, even though I docked and did the shield flip thing to get my shields back, when I went through the portal I dropped down to Zero shields. It'll take some fancy flying to make it past the MSF, I'll keep ya posted.
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Horray another bug!
After destroying some asteroid monitor gun platforms, in the past I only got Shining laser turrets drop. I am now picking up two different major caliber turrets as well. Both weapons are missing their association. I get: #M_LDESC_GK1 on the one that has the following stats: Damage 900 Rate of fire 12 Range 100 Accuracy High #M_LDESC_GK4 on the one that has the following stats: Damage 800 Rate of fire 15 Range 110 Accuracy High Damn junkers were a pain with no shields but I got through them. On to a new name and paint job! Post credit scene: I'm sporting a new blue paint job and looking smart! Sadly, I found a fresh new problem: In Goblin wizards canteen, Bryna & KT do not appear for hire. I have tried at the maintenance stations in Elio as well as Argon. The option to teach them perks is still there though. |
Thanks for the reports, I have written them down for the next release, although if you find any story breaking bug I would have to release another RC *sigh*
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@Lotrek
Bryna & KT: just to be sure, can it be that maybe your Screen Res is too small for the Dialogue?, just asking since some people did had the problem before.
GK LocData: Where did you even get these cannons?, hephaestus?, because the text for these GK Cannons aren't even present in the vanilla game at all, Notepad++ gives no results, and the main 3 files for module locdata also do not have these GK's in them. |
I am using 1440 x 900 which I've used in the past with no problem, I'll switch it up next time I play and check. As to the cannons, they dropped from the asteroid gun platforms in Hesphestus (sp?). They are the ring of gun platforms you have to fly through in the early game as part of the mission to get your first new licence plate. I had both of them drop off the middle asteroids in the set of 3 that are in the middle ring as well as the upper and lower ring asteroids (which I believe are all the same model). The side gun plats still drop shining laser turrets.
Also yet a new find: I didn't have enough cash yet to try all of them but I bought 2 of the Star equipment turrets from the maintenance station interface. Both have issues. The Isamov laser mk 2 has no association, I get the following when I hover my mouse over it: Not found string: #M_HINT_SW3EXP_TURRET_AWPSNIPER_2 When I click it I get: Not found string: #M_LDESC_SW3EXP_TURRET_AWPSNIPER_2 I also bought the Isamov AK47 M1 High caliber Rifle turret MK1. When I equipped it I got a graphic of a red and white box surrounded by blue lines. I took them both into battle and the laser did track and fire but the rifle only tracked (was kinda funky watching this box tracking fighters) but it did no damage nor was there a bullet graphic coming out of it like say a Bardiche would have. Also, This mod is supposed to incorporate Trucidations Missiles Mod. I have not seen any evidence of his missiles, only stock vanilla missiles. Very disappointing casue I love his mod. I'll test more on my lunch break. |
I think I have fixed the missing string problem now, atleast for my mods content, and not the GK1 - 4 Guns, since these arent even supposed to drop I suppose, still have to look into it why they drop at all now.
The graphic problem should not even be there, since that only happens when an 3D Model is either missing, or has missing textures. But both the model and textures are existing, even in the hotfix there are duplicates of them. Im also going to look into the missile mod and see why it somehow is "disabled" in the 0.6.1 Release, but it probably will be added together with 0.6.2X, although when I gather enough problems and fix em there would be a chance it will all be included in something like RC-9. |
@rc-9
Hooray another RC, you know what, forget I said ANYTHING ever about have just "one" or "two" more of em, you can't ever have enough RC's.
Following Fixed: -TE Fighters not buyable -Forced StarRover Armor Simulation, its now there as an optional folder you can just drag&drop inside the game folder AFTER applying the hotfix. -Price adjustements for ECM4/The Cyclone, TE Ships. -SpecialMercenary Random Contacts calls upon an non-existent ship the modcalled "mothership_liger" which I remind having added ages ago, but I cant find el or anything anymore, so I removed the ship form the spawn table. Added: more or less Re-Added stuff from the latest version of missiles mod. Not Fixed: -Loot droppings from Hephaestus Turrets -AWP LocData (Still trying to replicate Lotrek's issue) -Bryna&KT not Hire-able (Also trying to figure out was wrong here exactly) -Ak47 Missing 3d Model (No idea why, gonna have to look into it later) LINK |
RC yea!!
OK quick update on Bryna & KT. They showed up in Corrino's maintenance station canteen. I was using the same resolution as I was earlier 1440 x 900. Also, that optional missile folder did the trick, all missiles in my inventory are now shiny. |
I think Only I could find this bug, kinda odd and obscure I think. Here is how it goes:
(Story time! but no worries there's a TLDR at the end if you are a plebeian) I took the Merc path in the story line and I am in Endoria 1 in my Astarte. I am no fan of this slow boat and at this point in the game the major caliber guns are not really needed so I go to Goblin Wizards shipyard and trade in that lard bucket for my true love the Ramadanta (what a bargain at only 200k!) So here's the odd thing: I tried to take the portal from Endoria 1 to Tor (which is the next system and final detestation in the scripted mission to meet the agent at the oxygen station). I fly on up to the gate and nada, I can hug it, tickle it and even fly through it but no jump confirm. So I fly over to the all the other portals in the system and bam they love me like I'm cake and they so want me to confirm that jump but like the sly minx Ramadanta is we decline. SO we think OK all the other portals like us so let's check back in to see if the Tor portal is jealous and sadface he still doesn't give us the time of day. SOOoo, now I am vexed that my sweetheart is on the outs with Tor so I load a save where I am Back in the rustbucket Astarte (It's OK though it's not cheating since the save predates my fling with Ramadanta). Now sure enough, Tor has a thing for the fatties because as soon as I rub up against his portal oh he so wants Astarte in him, begging me to confirm that jump. TLDR: The Astarte seems to have a plot mission flag (for lack of a better term) that allows it to take that next mission portal from Endoria 1 to Tor. Ramadanta seems to lack the ability to do so. |
Thanks for the report, luckily tho im not a plebeian.
Still, I would LOVE me some LOGfile, since its a golden tool to find out which story script to look for, I have looked inside Endoria-1 and didn't find any Requirements of MS to get thru the tor portal, it must be inside the quest script. But the way you described this odd bug here, also 10/10. Its also kinda nice to have 2 Testers ATM, including you Lotrek, and ShadoWarrior, it really speeds up the bugfixing indeed. EDIT: I have found the problem, Goblin Wizard did use the parameter PORTAL_X:SetObject(Mothership); for all common portals, but he did not include portal RU and RD, which are ONLY found in eridan-1 So yeah, heres the repacked version: LINK, but since its a small thing to fix heres the instructions for people who like going to bit harder way: > Go to the file Addons\@Motherships_Mod_0.27\gw_ms_shop.lua and replace the whole if Code:
if (GetCurrentLocation() == "el_ariash") thenCode:
if (GetCurrentLocation() == "el_ariash") then |
@rc10
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Thanks for the 10/10. :)
I downloaded and applied your most recent link (post prior to this one) and made the changes manually to the gw_ms_shop.lua because I am tricky like that. Imagine my sadness when Tor still rejected my poor sweet Ramadanta. But don't fret my coding hero, I was in noob tester error. I loaded back to the save when I was flying Astarte (ugh no more please!) and bought a fresh new Ramadanta and voila Tor apparently likes her now! My assumption is that the save game where I was piloting the original Ramadanta still had buggy code and by loading a prior save and buying a new one, fresh code was applied. Also, I had to re-apply the "optional" missile mod files to get my pretties back. I am curious why it is still considered an optional and not coded directly into the main mod since it is listed on the main page as being a core feature. Anyway, problem solved, good going good sir! |
New issue:
Bought a Bastard from goblin wizard. I was unable to drag and drop a light gun or missiles into the slots. I was able to equip them by double clicking the light gun and the missiles in the inventory however none of them show up on the template, just an empty yellow box and 2 empty green boxes as if there was nothing equipped. |
Thats actually something I remember fixing a long time ago, hm, but thanks for the hint Lotrek.
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Quick update, more of an observation than a bug:
Fairly early on I came across a battle between the Knights Templar and the aliens. I came across it late in their fight and the Knights won easily. Now at this point they are a neutral yellow so I was able to skim the cream from their fights. Though I couldn't use the alien tech yet, I was able to pick up and use the Templar loot. This gave my guys some awesome weapons early on that were waaayyy overpowered. Now, being the scion of temperance that I am, of course I didn't use them other than to test them but a less scrupulous player would equip them ASAP and feel the thrill of godhood, for about 3 fights than be like sooo um what now? I really think you should have those OP guys either not be in the starter zones or their loot be given a tier rating like ships. Perhaps even a high expense trainable skill to use their tech like Berzerk and alien tech skills are needed. Their loot is godly for end game standards and just overbalanced for normal fights. Leads so a ho hum attitude and that I think is counterproductive to the thrill. Just my 2c |
Yes thats something that definitely needs some changes, for one I should reduce the spawn rate of the conflict events and spawn rate of specific factions drastically, like the prec/aliens or the E templars, there probably are some more.
Will add it in the next RC. Still quite lucky, have fun with that Equip, surely enough to conquer several systems at once, wonder what the results would be putting that equip inside a yari, still quite vulnerable but ready to kick some serious ***. |
Just giving you a heads-up that my member status has been upgraded to "approved", so my posts to this topic should now get through. Yay!
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Nice.
and btw,Update v0.6.1.9P is going to be released soon, I just have to add some "minor" details to it. |
Hi all. Have you pls. tool for creating collision borders for new model?
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@Oxygenes
That is only possible with 3ds max 2008 + IMD Importer plugin.
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@nocalora29
Thx, that is good news, bad is, than i must learn work with it. :)
I saw some of yours clips, double-linkor is realy beast. |
Thanks ^^
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Something...
There will be something small released today, nothing huge, its not the new update, but its supposed to give you all something to have fun with.
I will edit this post when it gets released, and I will also edit the main thread, and will include it into the optionals section of it. Please excuse me that this update takes a bit longer than it should, its just Im still not finished with the Content, I really hope it will be worth the effort Im putting into this in the end. EDIT: Download: Click ALSO: At the front page. |
Be veeeeery sure to check out the Available pilots at Goblin Wizard's Canteen ;)
Report bugs/glitches and or other crap ASAP. Come to think of it, since im releasing this small content pack, I might aswell tell you guys about the status of 0.6.1.9P. Its going smoothly, im about 85% Done. It WILL be released either at the end of this month, or early july. |
Sorry I haven't checked in lately been busy with work. I look forward to the next update and am cheering you on!
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Hi. I am just new with 3dsmax (IMD plugin installed), for little view "into" i use IMDeditor + blender, this is good enough for me.
Different formats conversion works, but still i am not able create regulary imd file with parameter bnd_triangles. When test output from converted imd in obj file, collisions boudary parameter is lost. Please, is there some specific order of steps, howto integrate this? |
bnd_triangles? whats that?
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sorry, i mixed names :)
if you make export from origo imd via IMDeditor - export (choice - export imd as obj + triangles), you get file named ala ship.obj + ship.mtl + ship.ref. Look to file .obj and at the end is section "g BND_SPHERES" - these data are, by my opinion, real collision bounary. 1.This section i can not extract from imported ships. 2. How can it be create and integrate into mesh in 3dsmax? |
Why even the extra hassle with IMDEditorv3, if you installed the IMD plugin into 3ds max, the IMDEditor is completely obsolete.
Be sure to check ALL checkboxes when you Import .IMD's into 3ds max. Because they have no Text, heres the representation (Or what I could get from it) [ ] = Create New Project/Scene? [ ] = Flip/Rotate the Model [ ] = Import References [ ] = Import GBND(Collision Spheres) [ ] = Import GELP(Protection Shield Sphere) GBND and GELP are Spheres, you can have as many GBND's as you want, but there needs to be atleast one huge Sphere covering the WHOLE ship(Mastersphere) And you cannot have more than one GELP(Protection Shield sphere) to create one: Top right in 3ds max, at "Object Type", press Sphere. scale it like you want it to be, be sure to NOT scale it into one direction, it needs to be scaled completely, or else the engine will crash. Then rename the Sphere to "GBND", the same goes for creating a shield-sphere, in that case you need to rename it to "GELP" I hope this will help you. |
Well. i forgot notice this, these import parameters i saw just with ? marks, i made some experiments, but probbably miss some important. Using IMDeditor is innercial, because i had nothing else and because "the manner is an iron shirt".
As i wrote, i have no experience with 3dsmax. Whole matter with addon is for me just about creating spheres for new/changed shapes of ships, look into original ships i can make good enough with IMDeditor (despite of mixed Y/Z axes)+ blender. Enough talking, thanks you much, must go testing, give feedback. :) |
Hi ;)
Hi everyone i´m new here and i LOVE this mod ;) Really great work.
I have a Problem.i can´t equip the new ships like Butcher T, the Stone Arrow and the Bastard completly (guns and turrets) and i can´t drop the Butcher T into the Hangar -becouse it´s a Corvette- that´s all for now thanks ;) |
Rc14
Not the "P" Update.... not yet ladies and gents!
But a small Patch, which REQUIRES RC13. -Changelog- -Custom Pilots are now dismissable -Stone Arrow(MS) is now able to dock and undock pilots -Hyperjumps triada fixed -Laboratory is now buildable (Basebuilding) And also: A huuuuge thanks to Blacky, he greatly helped me find several bugs which I didn't even knew did exist! Enjoy, A NOTE: I will be inactive until the 11th july, due to vacation also: I do NOT plan to release any other stuff until 0.6.1.9P. |
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. |
Everytime
Every time again =) i´ll do my best on "Bughunting"^^
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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 |
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. |
@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? |
That actually is a typo, yes.
Luckily I allready fixed it on my version, but still a good find. |
Looking Good!, If I don't find any more bugs it'll be time to Release this :D
|
@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. |
: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? |
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">Code:
<Interceptor name="Alien_Dreadnought_0_New">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. |
I know this forum has its quietness-times, but god damn. Its like a personal forum for like maybe 3, 4... 5 nah max 12 people at most.
Everytime I open this forum, I just imagine a BIIIIIIIIIIG tumbleweed. I know im not helping the situation at all, but what am I gonna do :D In the next Release, namely 0.6.2X there will be fantastic stuff (or atleast I plan to include fantastic stuff). Which will include *RCFF(Random Contacts-Fleet Framework) -A Tool which makes it EXTREMELY easy to create custom rc-fleets. *AI Agents (CPU Players) -Do not expect too incredibly much from that in 0.6.2X, it will just be a "preview" of their capabilities. *GateBlockades² -I tried to code something like that in the past, but failed miserably. But this time I got the proper functions. -So what can you Expect?: Gate-Blockades, See the Government, Corporations, or Private Organizations/Pirates blocking the Portals by setting up a perimeter around them and protecting it. *The Prestus Corporation -New Faction, I won't spoil that much about them, but their main Weapons will be kinetic-based, with a nice pack of new accesible sectors/systems. Heres a short Preview about the RCF-Fleets Table (You input your custom fleets here to let them be initialized by the main script) http://pastebin.com/iFUEGkuG @REQUEST: YOU, EXACTLY, I MEAN YOU!: How about you help me bug-test RCFF by Creating your own Table?, its very easy to do!, heres a sample of another Fleet pasted into the Table: http://pastebin.com/NHehWQf6 Either create it from scratch, or modify the existing _NULL table with your Ideas!. Thanks for Reading ^_^ |
Im not sure why but my last reply didnt quite make it trought the tumbleweed xD
First of all Thank you for your help with the Carcasses and making interceptors but I cant seem to find the equivalent of GW.script to edit in my bigships instead of for example the trident (I managed to do this in the Goblins mod) Not sure if my post is going to come up here anytime soon so I will repeat my bugs(Most probably I linked a Mediafire link to my save for refference) - During Saving Ternie Mission when your mothership brakes down at the Portal there seems to be problems with switching the MS Im currently using the Phoenix as my MS And the cutscene freezes for the MS change sequence and after a couple of minutes the game crashes toggling the MS thing in Mod options doesnt do the trick and Causes the game to CTD more frequently (Unconfirmed fix to this is getting a normal MS but I didnt yet got to try it) - The Phoenix has issues with docking to smaller stations(Most ptobably due to the size and the central-ring part is just too far ) - I got sometime during my mastiff play to grab a Simoto Light cannon that was and wasnt in my Eq Meaning its there but equipping it crashes the game instantly (Switching MS seems to fix it cause it just dissapears) I would send you my save in PM but I cant even acces your profile which is kinda wierd xD I will also try out the new additions and see if they kill my FPS Just like the Lion mk 2 mercs xD Cheers and thanks for your great work! |
You need to look into "Star Wolves 3 Civil War\Data\Addons\@Motherships_Mod_0.27\gw.lua", "gw_ms_shop.lua" and "gw_fig_shop.lua"
Ze Bugs: I remember the bug at saving ternie... I actually fixed it, but seemingly something has broke again, I will try to push RC-2 with appropriate fixes Soon. But a save before you entered that system would be Golden to me. I will look into the phoenix mesh to see if I can help it somehow. I think that was a issue with the game itself, I know it could happen in SW1, but it never occured to me that it would have happened also in SW3... EDIT: and why is it that you can't access my Profile o.O, try uploading to mega, mediafire other something else and just post the link here. |
I'm probably little lost, because i don't play SW3-CW, just from time to time study tables, scripts, imd,.... I found (last exp. pack) in file Carcasses.xml data for group Stormcrow_mk3, but despite of this, i don't found file Stormcrow_mk3.ini, nor descriptions in m_carcasses.loc. ==> possible not completed
for this i have some strange question - complete setup for actual expansion pack mod is game sw3-cw (1.12) + 0.6.1.9P exp. pack? |
Game Install order would be the following:
The Game (1.12) -> 0.6.1B(Resources) -> 0.6.1B(Main) -> 0.6.1.9P-Update. oh and the stormcrow_mk3 is (IIRC) a left over from older versions from Nanaki's Fleet Mod, at a time it was included. |
SW3.Expansion - RCFF - Tutorial
Heres a bit of a Updated RCFF Table: -OLD- See the newest at the bottom of this post.
I really hope some of you creative minds will create your own Table by using this framework and post here or also at pastebin. Also feel free to request any Events or Options to this script. I may have rushed through the explanation and purpose of RCFF, so here: RCFF - Random-Contacts Flights Framework is a script written by me to make all kinds of custom-made Random Contacts EzPz. From Dependencies of other RCFF-Table Flights to just Radio call outs every X Minutes, you will be able to customize your flight in many several and different ways. I have added 3 Main Fleet Configuration Options, firstly the "PreGen" one, it doesn't really have a name... lets just call it that, so PreGen gets to create your Custom Flight when the other 2 Config Options are both off, this is probably the easiest one to create and understand, since basically everything you have at variables are in this case: "FMinStrength" - Minimal Strength of the flight (See Create_Flight_2.script) "FMaxStrength" - Self explanatory. "FCapital" - This is a Table of several Ship_Description names of your desired Flights Main Carcass which where one gets randomy chosen, this Carcass will get Escorted by either PreGen, "ManualEscort"'s or "FullManualEscorts". "FEscortMin" - Only relevant if PreGen is selected, this value sets the minimal amount of Escort Flights to Spawn. "FEscortMax" - Self explanatory. "FFaction" - The Faction id of your Flight, "Vks" or "uft"=FTU or "pat", you get it. "FTeam" - You might set it to the same as your id above. "FTeamGroup" - usually you might just put your id in there and add "Group" to it. "InitialWait" - Initial wait after this flight is allowed to Spawn. "IntervalWait" - This value controls which every X Seconds the flight is able to spawn. And here we get to the "Properties" or rather the MAIN Configuration of the Flights. I will just not include "Prop_" in all my examples here, since im lazy. "AllHostile" - Controls wether this flight is hostile to all Teams/Groups/Factions it encounters INCLUDING the player. "SpawnRelationState" - The Spawning relation state of this Flight, "RELATION_WAR" or "RELATION_NEUTRAL", or "RELATION_FRIEND". "HostileTable" - Here you can specify a Table of your desire which includes the Factions which you want to have this Flight be in War with. "AllowMultiInstances" - This allows or disallows this Flight being able to Spawn multiple times in the same system. "AllowDespawn" - This tells the game if this flight is to be Despawned in a couple of X Seconds, although it needs to be Enabled by replacing the FALSE with TRUE. "PermVisible" - If set to TRUE, the player will permanently see where this flight is headed "PermVisibleEscort" (I KNOW IT ISNT IN THE LIST, SORRY, BUT IT WILL BE IN THE FUTURE!). - The same as the original, but this one is solely for the Escorts, both of the PermVisible Properties can be set to True independently. "AllowRadio" - If set to TRUE the game will each X Seconds drop a Message to the player (or more realistically to the whole system) with X Content in the Message. "EnableChanceTrigger" - If Enabled, this Trigger has a certain amount of Chance (see second variable) to activate AFTER x Seconds (third variable), and then its triggering a Function which is the 4th Variable as a String. "AllSystems" - This basically tells the rcff script if its to be spawned in all Systems in the game. "SystemTable" - Awaits a Table with specified systems where this Flight is able to Spawn. "PlayerInteraction" - This is just a condition for some Events. "CallsSOS" - Triggers the SOS Function when this flight gets attacked by the Player. "CapitalFlees" - If Enabled, the Capital will escape to the nearest portal when its escort has Died. "EscortFlees" - The same as above only with the Escort. "SpecificPortals" - If Enabled, the script will ONLY spawn the flight in the specified Systems at "SpecificPortalsTable" "SpecificPortalsTable" - Requires "SpecificPortals" to be TRUE, has the Portal Names which are allowed. And now we get to the "ManualEscort" which I have talked about earlier. "ManualEscort" - If Enabled, will automatically disable "PreGen" or "FullManualEscort" Methods. To use this Method, we firstly we need to understand what Code:
{Well the "1" represents the Type of the Flight, since YES. this whole structure above is enough to make a Flight with RCFF, if you ever have had some experience with modding SW, you should know there are 3 main types of ships in scripting, theres "1" which are Interceptors, "2" which are Bombers and lastly "3" which are Capital Ships, or "BigShips" if you want to call em by their coding name. The "11" which you see above is the Minimal Strength (Can you allready guess what "16" ? ;), I hope this doesn't need an explanation also :D. B ut im still going to write what it is: its the Maximal Strength. and then we have the "default" string, this is actually a very useful thing which I would have almost NOT included, but luckily here we are with me talking about this great thing, so what is it? DRAGONS?! No. Far more simple, its the Object which this Flight needs to Escort. the main RCFF-Script allready does it for you IF you leave it at "default", but you can modify it by simple typing a number of your desired ESCORT flight which this one will escort (Escort-ception o.O?). This works like so in a Table: Code:
{--0It will Escort 0, and 0 is the first Escort Flight which is defined up there, then it goes from 0 - to whatever amount of escorts you have/add. So... that was Easy!, wasn't it?, sadly FullManualEscort is a bit more Complex, but it is also waaaay more customizable. So lets get into it, firstly we have again the FullManualEscort Variable itself, this can either be TRUE or FALSE, and it tells the main script if you want to use this method and ignore all other 2 methods. "FullManualEscortTable" - I Hope you can see some similarities to ManualEscortTable, since its the same thing mostly, only with more variables. So lets decode everything, shall we? NOTE: The Current RCFF FullManualEscort Table has a bit different formatting, but if you understand this, you will also understand the new format. Code:
{I will replace all numerical Names inside those functions with X from now on. "F_CarcassX" tells the script what kind of Carcass you want Ship Number X to be, you can take one from Carcasses.xml or ShipDescriptions.xml if you wish so. "F_PilotX" is the Pilot which will be used for X Ship, see Pilots.xml for names. "F_RolesX" is the Role this ship is Assigned. Here are all Relevant Roles: "ROLE_LEADER", "ROLE_ATTACK", "ROLE_CLOACKER", "ROLE_MISSLEDEFENCE", "ROLE_DEFEND", "ROLE_REPAIR". I know there are spelling errors inside there, but you can thank Elite games team for that, not my fault ^^. So now we have the "F_Formation" variable, which you can leave at "default" or change it to a Formation, umm look around inside the Scripts/AI/group_formation.script for Valid Names. Lastly we have the "F_EscortObj" Variable, its the exact same thing like with "ManualEscort"'s 4th Variable, this variable expects a number which represents a Escort Flight, because it will Escort that specified Escort Flight(Which it gets by this Number). Heres sample Code where the 2nd Escort Escorts the first Escort (never thought im going to speak that out loud while typing, it feels veerry... mh... akward!) Code:
{--0BUT W8 M8!!!!!!1111, WHY IS THERE "disabled" inside those Vars and WHAI??!. I forgot to mention that, but you can write "disabled" into one of "F_Carcass", "F_Pilot" and "F_Roles" if you don't need 1 or a few more of them. PRO TIP: If you want to be REEALY space efficient, you can just put "" into "F_Pilot" and "F_Roles", as long the COUNTER-PART "F_Carcass" is set to "disabled" the script won't look for these Pilots/Roles. Reminder: Please be aware of your "," placement, it can be a pain if you aren't careful. We are Nearing towards the end! Now we have the Objective handling "Objective" - you can currently choose from 0 to 4 Objective modes. 0 = Default(Patrols X AMOUNT RANDOM Vector3's and leaves the system) 1 = Escort Object, example: mothership, Be sure the specified object exists in the system this flight gets called in. 2 = Attack Object, same as above, only with the Flight attacking the Object. 3 = Fly to Vector3 Coordinates and return to any portal (This needs Table of Vector3s, which means you have to manually input Coordinates for this flight to fly to) 4 = Visit Random Stations (Visits random available stations and returns to portal) Objective_Object - The Object talked about above. Objective_Vector3 - Specifically for Objective #3, this is a Table with Vector3's. Objective_VRandStMax - Max number of Stations to visit, specifically for Objective #4 Objective_VRandVMax - Max number of Random Vector3's to Visit, specifically for Objective #0 Objective_VRandVMax_YMax - Maximal Y value difference, example: if you would input 50, a Vector3 would have its Y Coordinate to be somewhere from -50 to 50. - Since in all honesty tho, it would be a CLUSTERFUCK if you would put the number too high, how would ever any flight get to meet any other one :D? Here we get to the Events. OnSpawn - If Enabled, it will trigger a Function by String in the 2nd Variable when the Flight spawns. OnLeave - Same as above, only this time when the flight Leaves. OnDeath - Same as above, only this time when the CAPITAL ship Dies. OnEscortDeath - Same as above, only this time when the ESCORTS Die. Conditional Events C_OnArrival - If Objective 3 or 4 have been Selected, and also if enabled, it will Trigger a function by string when the flight has reached ANY Vector3 Coordinates. (This trigger will get triggered MULTIPLE times) C_FirstPoint - same as above, only this time it will get triggered ONCE and only for the First Vector3. C_LastPoint - samer as above, only this time on the last point. C_PlayerNear - If PlayerInteraction is set to TRUE, and if enabled, this will trigger a function when the player gets too close. The End. Note: C_PlayerNear will get a third Variable, which will define the size of the trigger which the player needs to be in, it will be a simple integer value. Dear god what a Textwall!. TL;DR: Theres no way to make this a one liner.... PS: A Working version of RCFF will be included in RC-2, so be prepared :). PSS: Feel VERY free to write me some Requests about new Properties and Events or C_Events!. Quick Q/A: Does This Replace Random Contacts?: No, it will work with it, since this acts as a Seperate Layer. Does it break Fleet Mod?: No. What can I do with it?: You really can't be bothered to read the post, cant ya?. Why should I use it?: At the current state, you can't create something like the for example Market Caravans, but in the future you will surely be able to. This script is also much more useful to work around with than creating a new event/RC from scratch. Where and how can I show you my Awesome creation?: Pastebin ============================================ Oh and don't mind The 'todo in the pastebin, I forgot to remove that one note. I allready have have a Function which reads the Table Values. By the way: Tell me if you like the shown FullManualEscort Table Layout, or this one Better: (Please ignore the Lines) Code:
--{New Stuff: Prop_PermEscortVisible - Same as PermVisible, only for the Escorts. Prop_StackVectorMode - If enabled, this will "push" the next flight that gets generated by the specified first variable's Coordinate unit, either X, Y or Z. the value of the "push" is the second variable, in this cae its a 10. InFlight Generation: The ESCORT-FLIGHT Table formatting has changed a little bit, but you should be fine, the concept is the same!. F_OverrideSpawnVector3 - if enabled, you can Override the Spawning Vector3 of this specific Flight, the second variable is the Vector3. Use it like so: "TRUE", Vector3(X Coordinate, Y Coordinate, Z Coordinate). |
@All
Im going to stop hosting all my uploaded files/links at Mega in the next few days, due to it being just hilarious having one of TOP MOST WANTED criminals in china having ownership of it.
I am not quite sure where to host to be honest, but im going to find something eventually. So expect some links to get broken and whatnot. Andddd, RC-2 is going a lil' slow right since I just can't figure out the problem with the saving ternie mission, but other than that its going just fine, another thanks to Szpacky. also I hoped atleast one person would take a try in doing a custom rcff table and posting it here/pastebin, hm oh well. |
Quote:
http://www.moddb.com/games/star-wolves-3-civil-war You could also look into Bitbucket or Dropbox |
Thanks Lotrek, ModDB Seems to be what im looking for :D
Lets see if their Staff cares enough to approve my stuff. EDIT: Anyone have some Fancy or fun Screenshots while playing the mod?, I would glady accept any kind of user created Screenshots for the mods representational images! |
I see you are there now that's great. You do have one issue though. I logged in over there and was able to upload an old patch file with only the mod db authorization needed. I would look into locking out the ability to upload files by another member.
I am glad to see you still fighting the good fight when so many other modders have moved on. If I had any coding skill I would help. Best I can do is to continue to beta test. May the Pandas be with you my friend |
Thanks for the hint, im going to look into it :D
And I don't really plan to stop the development of this mod until im Finished, the main thing im working on right now is basically the Path-finding for the CPU-Players, I have found a way to do that, but that would require me to write 120x120 paths from systems to systems, since I will never write that amount of code by hand I am currently writing a additional program with VB.NET to automatically index all systems in Star wolves and using an algorithm to create lua code which represent table's with the shortest way to a possible system like so: {"_AI_IN_THIS_SYSTEM", "AI_NEEDS_TO_GO_TO_THIS_SYSTEM", {"Shortest way from Neighbor of THIS_SYSTEM to AI_TARGET_SYSTEM"}}; Im struggling to do that tbh, but I won't give up!. ----------------------------------------------- Also, I tweaked the "Repair" function at the maintance stations, so you won't immediatley have 100% HP, instead you will have to wait a certain amount of time until your HP Completely recharges, increments are at 10% of total Hull HP each 0.1s BUT like with all of my "Plugins" it is completely customizable, see the "InitTeamScript" Section. I named it ASRS: Code:
-- /\ /\\ \\ /\\/\\ /\\/\\\\\\\ /\\ /\\\\\\\\Code:
function DialogR_fin0()Code:
function DialogR_fin0()Code:
SetQuestLabel("__ASRS@Config_Allow", "True"); -- ASRS Plugin - Boolean - Allow ASRS? [True = Use ASRS, False = Use Vanilla Repair System]If anyone feels like it, feel free to install it and tell me how it feels like. -System.lst- Section IF you use Expansion Mod: use the plugins\system.lst and write it in there, also place the file you created with the code at top of this post and you're good to go. IF you use the vanilla game: use the scripts\system.lst and write in in there also, watch out that you place the file where you have pointed at it in the system.lst =This works for a vanilla game and a modded game= |
Quick update. the file was approved. I deleted it so as not to confuse people.
|
Statup #01
A Quick Status Update of 0.6.2X.
-CPU PLAYERS: I think I have found an "acceptable" path-finding system for the CPU Players for the galaxy map, it certainly isn't anything close to "Intelligent" or "Smart" but it will do for a preview version. The general behavior of AI's are done mostly (Behavior if not colliding with other AI's or the player), but I still need to write the Combat, Neutral and Friendly In-Map AI, so the AI has something to do when you're in the same system as the AI, depending on the Current Relation. The economical Behavior of the AI's are also OK for the moment, they will upgrade their fleet depending on their Current Credits status, and on their current Location (They cannot trade on systems with no Trade Station), but they still can upgrade their fleets on "Random" Circumstances, Because I have added a small Random Event system for these AI's, like for example: "AI Found hidden stash depot. And because of that, their Fleet-Strength rises up. But thats enough about the AI's. -ASRS: The "A Simple Repairstation Script" is also pretty much completely finished (Fixed a bug here and there), so it wouldn't be that wise to use the source code from my other Post anymore. -Elite Templars: --New Subfaction: There is now a new Sub-subfaction for the Templars, besides the known Elite Templars and Holy Paladins, there is also now a group called "Magister's Inquisitors" MaqInq for short. These are the actual Top-Of-The-Line Pilots of the "Magister", they also execute Assasinations by the "Magister"'s Orders. Basically: You didn't like to fight the Paladins at all?, then you like to fight the Inquisitors even less!. --Modified 3D Models of existing Ships: Some would say its a pretty lazy doing of mine, but I think the changes look badass! ;). http://i68.tinypic.com/14azd42.png http://i67.tinypic.com/2dbt0s0.png http://i64.tinypic.com/2prsk2b.png 1.st Pic: Elite Templar Level 2.nd Pic: Holy Paladin Level 3.rd Pic: Magister's Inqusitor Level ....and yes, thats a Precursor Portal, and also yes, these spheres are the "unknown" portals found throughout the game, although they don't give these ships the ability teleport freely around time and space, they look pretty nice and sexy on these ships. I have also set them to Rotate around the ship. Heres a Video of MaqInq Ship: http://bit.ly/2cxBdRU [Shortened because the Auto-YT Embedder will break this post] ---------------------------------------------------- If any of you remaining people on this Forum still have any Questions regarding this Mod, or modding of this game in general: Feel free to ask any Questions that come up your Mind!. |
Hmpf, apparently the "direct" links of ModDB will get terminated after some days/weeks... I had to replace them with just links going to the DL-Page.
|
Hy!
Dowloaded your mod a few days ago. (just replaying the game because of your mod) So far everything was fine. But found 2 bugs!? First: Went "NESF" storyline, after you talk to Alexandra in Gideon. You are to leave the portal to Solpugae. So went to portal. It fired up normally. Then nothing happened. No load to new sector. (Lion mk2) Solved it with starjump. Second: After delivered the data to Aurora placid docks. You get the "Free time" objective. Now that stays. After 20 jumps no new mission is being added. So im stuck. Also some observation. There are no random contacts. The space is just in its basic state. Do I need to put the files from addons to main installation? PS: AK-47 cannon description is just HILARIOUS! :-P |
@EmileKhadaji
Hey, Thanks for playtesting my mod :D
Quote:
Without a LOG there isn't much I can do ^^, all the important data is in there and it will help me greatly if I got the logfile.txt Quote:
Quote:
Thank you very much for this bugreport! PS: The LOGfile.txt is in your main Game directory, where the sw3cw.exe is located. |
And logfile size exceds the forum limit....
This is saved after the portal: https://www.dropbox.com/s/9stj48rezz...Gfile.txt?dl=0 And this one after the delivery: https://www.dropbox.com/s/9stj48rezz...Gfile.txt?dl=0 Keep up the good work! |
@EmileKhadaji
Thanks!, I try my best holding this mod in shape.
After some inspection, it seems that both the bugs you're experiencing are related to the same Issue, something in the bank-script broke seemingly, I can only guess why. Please apply the (2) latest new hotfixes (both upped today) and replay one last time to the parts where you had these bugs (You must load a save file before you entered the System where the bug occured, thats very important.) Hotfixes: http://www.moddb.com/mods/sw3exp/downloads And IF the bugs still occur, send the logfile again. |
Okay, done what you asked. And still no joy.
Both bugs are present. Should I make a new clean install? Maybe somewhere something got messed up? https://www.dropbox.com/s/9stj48rezz...Gfile.txt?dl=0 |
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Im sorry, this is not the first time a game has been broken by that, I have applied extremely many fixes to that script by now, and still, someday it will still break by itself, even though this fix should really do it this time around. But!, would you kindly post me a save-file (a save where you are several systems away from the problematic system), maybe Im able to track down the problem that way. |
Here you go.
https://www.dropbox.com/s/96uvuvvrac...iving.sav?dl=0 And dont be sorry. It happens. Considering the ammount of new data you put into the game. It works better than some original games that I played with and those where made by "professionals". |
Hey Emile,
After further Inspection, the most likely reason why you're experiencing these bugs is because the game did not read the new added InitTeamScript QL(Quest Label's) that I use to store Configirational values/strings. Did you install the mod and loaded a Save-file without the mod previously installed on it?, because this mod requires you to Start a New game afterall. If you really did install it on a New Game, I have to keep inspecting this. EDIT: I have created something called "Monitored Quest Label Environment", MQLE for Short, this will allow me to fix stuff like this in the near future, by allowing me to see all of the Quest Labels content's at will. Since to solve this, you would have to start a new game, would you please wait until I get it done?, it won't take long, it should be finished by tomorrow. |
@EmileKhadaji
So to wrap this up, heres the deal: I can offer you my capabilities to repair your save file, but only if you really want to.
Its really not big of a deal, but I just want to know if you want me to try to repair it. The main Problem is that there are extremely many QL's missing (Quest Labels) which explained in my previous post are essential for this Mod, in Hotfix #3 (Released Now) I have added some additional logging-functions to help me with these kinds of problems in the future, but sadly it can't fix your current by just installing the hotfix, but you should do it eitherway if you re-play the game. Heres the Hotfix: SW3.Expansion.v0.6.1.9P Hotfix #3 Release Download *Requires: MAIN,RESOURCES, 0.6.1.9P Update, Note: It does NOT Require the other 2 Hotfixes, they have been merged with this one. |
To answer your questions.
I did install the mod first. Then started a new game. The save file is no big deal. Ill start over. Since I reinstalled everything to be on the safe side :D Will be back if I spot anything unusual. |
Alright, I hope I hear back from you soon to smash some bugs :D
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1 Attachment(s)
LOGfile and ScriptErrors before and after I Instaled Expansion Mod [0.6.1.9P] Hotfix #3
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Are you sure you started a new game after installing H3?
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Quote:
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There will be another Hotfix Soon.
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Star Wolves 3: Expansion Mod [0.6.1.9P-Hotfix4]
=========================== RELEASED. Changes: Modified MapInitialization File included Link: http://www.moddb.com/mods/sw3exp/dow...#downloadsform Note: All the latest hotfix lacked was a modified MapInitialization Script file. Note2: Due to MQLE Integration, its now NECCESARY to Start a New game, All save-games BEFORE the 0.6.1.9P-H4 are non-playable with this current Patch/Hotfix. Thank you all for your Patience. |
Hy!
Managed to get the time to play. Just alt+tab-ed out to say everything looks good so far. Market caravan seems fun. Also downloading to take screenshots. About some graph glitches. They arent gamebraking. Just visuals. And it seems they are only present in the starting system. |
Thanks for continued testing!
Graphical Bugs?, hm. Thats new. |
No problem at all.
I said glitches :) Tractor beam glitch, in the starting system. Alias Corrino. After that its back to normal. https://www.dropbox.com/s/seqc9bn5ia...47-93.bmp?dl=0 And the docking glitch that happens sometimes. Its right before the docking window pop up. https://www.dropbox.com/s/zfwpqnsnr5...15-55.bmp?dl=0 None of them is game breaking. Or gave any other issues as far as I observed. Also, I got myself some templar elite escort to see what they are capable of.....I died mostly of friendly fire. But some reloads and with a bit of luck they managed to blow themselves up. The stuff they have.....I think you gave the word "owerkill" a new definition. :D Also, is there a way to get the Formalgaut (or whatever its name) and the Elephant? |
Second time crash in Dyonusos system. Escorting La'Vertius.
https://www.dropbox.com/s/9stj48rezz...Gfile.txt?dl=0 |
@EmileKhadaji
The one with the Walrus can be fixed easly, expect it with the next Hotfix.
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And yes, they are designed to be extreme. Visit the E-Systems, just go to charon and use the Heavens Gate Portal. Quote:
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@EmileKhadaji
I have Released a small Hotfix to address some of your newly found bugs/glitches.
This should fix all but the crash bug. Hotfix #5: http://www.moddb.com/mods/sw3exp/dow...#downloadsform |
Here you go. Just before entering the system. It crashed after the trader say something like this while on the move " Oh ok, I get it"
https://www.dropbox.com/s/nf18m30tb7...23189.sav?dl=0 And I tried figthing your Trizz'chek guys. Lets say that only the templar elite escort had succes against them. But I doubt that there is any mothership that can survive them for more than a few minutes. And Im testing it on easy :D |
Thanks for the savefile, going to look at it right away.
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@EmileKhadaji
I have found the roots of this problem, There will be hotfix released later next day.
_______________________ EDIT: Hotfix #6 Released. SW3.Expansion.v0.6.1.9P Hotfix #6 Release Download *Requires: MAIN,RESOURCES, 0.6.1.9P Update. This Hotfix includes (as always) all the other Hotfix's contents, and this one in particular Fixes the crash you have experienced. A new game is NOT neccesary (You must load a system BEFORE you enter the affected System, though) |
Works great!
So I visited the E-systems as you recommended it. FPS drop in Tesla, it was around 10-26. And I was scared. Altough totally worth it :D Gods throne (Inner) portal defense took my FPS down to 10. Problem in Nanite: Cannot buy any ship! Altough it accepts the commands and responds normally. Only problem is that no transfer is made. Neither money, nor ship. Some ship systems and weapons are unbuyable. No transfer is made. Namely: -Weapons Cooling systems. Neither original or capital. -The 10. numbered has no strings. Unbuyable. https://www.dropbox.com/s/kbawquxpt4...04-43.bmp?dl=0 Small ship weapons some of them unbuyable. No transfer. -Coronam -Purpura Lurem Consectetur. -And the 8. numbered no strings as well. https://www.dropbox.com/s/a7sslfm9uj...56-31.bmp?dl=0 A few observations: Stations can be rammed. Did it on accident. https://www.dropbox.com/s/wd9qg32fou...46-68.bmp?dl=0 The prices there seems good. About the Templar motherships. Maybe you could make something new for them. Since they already have unique stuff. Perhaps a unique mothership would give to their flavour? If you need some inspiration. I would suggest some Freespace 2 user made ship models. But the decision is yours. Here is some eyecandy: http://www.hard-light.net/wiki/index...ser-made_Ships Overall opinion about E-systems. Feelt like a child in the candy store. Trizz'chek large ships look very nice! If there is any other system you want me to check out just say it. Until then I will continue the NESF storyline to see if there is any other bugs present. |
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