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-   -   [SW3] [MOD] - The SW3.Expansion Mod - 0.5.3G (http://forum.fulqrumpublishing.com/showthread.php?t=229453)

nocalora29 10-08-2016 04:40 PM

Haha, with that amount of cash surely it feels like it.

There will be a Hotfix #7 Released Soon, thanks for pointing out those bugs.

BTW: If you want a near death experience visit the TRZ Systems some time, theres a portal in some of the Border systems IIRC, and the Tesla system at the Top of the map.
___________________
EDIT: RELEASED.

SW3.Expansion.v0.6.1.9P Hotfix #6 Release Download *Requires: MAIN,RESOURCES, 0.6.1.9P Update.

Issues that were addressed in this Fix are: The rammable stations (They no should be a bit tougher to ram away), and the Shop (It should now be possible to buy all of the stuff you see and want), the strings issue is also resolved.

EmileKhadaji 10-08-2016 08:24 PM

Originally I only had 7 million when I started exploring. Which proved to be.....less than ideal. So had to modify it a bit. To 776.xxx.xxx to be sure I can test everything. Because it would have taken me atleast TWO days to get the ammount of money. So yeah I cheated. Altough I wont use that equipment until the final fight or the Trizz guys.

And already tried my luck at the TRZ systems. Lets say I usually ended up reloading an earlier save :D
Zero system really given me the creeps since they just keept coming. Every wave stronger than the last one. Survived 4-5 waves before being convinced that there is no place for me there. Altough I have access to some "advanced" equipment, so maybe I go and try some high caliber "diplomacy" against them.


EDIT
Okay, tried again. Ships still cannot be brougth. And some weapons and equipment. Since the hotfix a "next page" button just came to life so there is more stuff.

-Sancti missionem
-Pulsans Sol
-Liquefacio
-Coronam

-Cuses Sanctus (capital)
-Divinum Repair

Almost forgot the rockets. I cannot see them in the list. Dunno if its intentional.

Also I guess this should be the cap. repair system.
https://www.dropbox.com/s/8jc9td1hkk...16-15.bmp?dl=0

EmileKhadaji 10-08-2016 09:39 PM

Another small issue.
This is my third conflict spawn. First two where quite beautiful. And rewarded me for staying close :P
This one seems to either not spawn the enemies in. Or spawned the same faction twice?

https://www.dropbox.com/s/fydec4xvpc...16-44.bmp?dl=0

But worry not. Great chance to field test the "Divinum Clipeum Insuperabilis"

nocalora29 10-09-2016 12:55 AM

@EmileKhadaji
 
It seems 2 of the same faction spawned in, yes.
That actually should not be happening at all, would you kindly supply me with your LOGfile ?, Thanks.


So the ships still can't be bought?, thats kinda weird since it works on my side.
Expect a Hotfix #8 Soon.

EmileKhadaji 10-09-2016 01:20 AM

Here is a logfile. Altough Im not sure it will help since I progressed a lot since.

https://www.dropbox.com/s/9stj48rezz...Gfile.txt?dl=0

SARFAX 10-09-2016 03:34 PM

Do I need to start a new game after Hotfix #7 because right now I have
Hotfix #4 installed?

nocalora29 10-09-2016 04:33 PM

@EmileKhadaji: Im still working on a fix.

@SARFAX: You only needed to start a new game BEFORE Hotfix #4, if you allready installed and want to install hotfix #7 then there is no need to start a new game.

So no, you do not need to start a new game.

nocalora29 10-10-2016 01:55 AM

Hotfix #8 Released.
SW3.Expansion.v0.6.1.9P Hotfix #8 Release Download *Requires: MAIN,RESOURCES, 0.6.1.9P Update.

Minor Notes: This HOTFIX Re-Adds DebugUtilities (even though a much smaller part of it), and also tweaks the ConflictEvents2 script file so that its now impossible to have 2 of the same faction, this fix also should finally resolve the Shop of the Elite Templars.

Changelog included.

nocalora29 10-11-2016 04:19 AM

As a sidenote: Conflict Events 2 eitherway has to be rewritten completely.
But I just can't work on it right now, since I've got enough of other Projects I want to finish first in the Mod.

But still, if anything -effs up again while the script activates, please let me know ASAP.

SARFAX 10-11-2016 12:15 PM

The Alien Dreadnought is too big because it can't dock properly and it also can't jump properly through the portals and I can't install sytems on it.

nocalora29 10-11-2016 03:28 PM

@sarfax
 
I will edit the Player Dreadnought before the next Hotfix goes live, thanks for the info.

SARFAX 10-12-2016 02:20 AM

Quote:

Originally Posted by nocalora29 (Post 714413)
I will edit the Player Dreadnought before the next Hotfix goes live, thanks for the info.

The Chimera can't equip systems

The Super Chimera can't equip systems and it only shoes 4 out of 6 turrets euiped in mothership inventory

The Phoenix is missing an turret slot and colides when docking because it lowers itself

Alien Frigate no hangars and turrets can only be installed by double click and it dose not show the in the slots

The Bastard does not show the light gun and missiles(and can only be equiped by double clicking)

STARROVER_A_Fighter_003 weapon and system slots same as A_Fighter_0(all weapons can be equiped by doubleclick)

Drone Hammerhead Mk2 weapon and system slots same as Drone Hammerhead(weapons and missiles can be equiped by doubleclick)

Drone Brigand Mk2 weapon and system slots same as Brigand(weapons and missiles can be equiped by doubleclick)

Berserk_breeze can only equip by double click

Angorian Fighter mk 1 does not weapon and missles slots and can't be equiped

STARROVER_BS1_Anaconda can't equip turrets

SW3EXP_HWR_Tru_Corvette when equiping systems it show scouts in both slots but you can equip the second system by double click

Stone Arrow gk the turrets and gk cannons overlap

nocalora29 10-12-2016 05:57 AM

Noted.

nocalora29 10-12-2016 06:54 AM

@sarfax
 
Quote:

SW3EXP_HWR_Tru_Corvette when equiping systems it show scouts in both slots but you can equip the second system by double click
How did you get that ship?

Quote:

Stone Arrow gk the turrets and gk cnnons overlap
would you please send me a picture?

_________________
EDIT: Hotfix #9 Released.
http://www.moddb.com/mods/sw3exp/dow...0619p-hotfix-9

ALL FIXED EXCEPT:
SW3EXP_HWR_Tru_Corvette
Stone Arrow GK

@SARFAX: Please try to use the Bigger Portals Optional addon.
its in the (Optionals) Folder in the "MAIN" 0.6.1B Release.
I only fixed the systems issue on the alien dreadnought in the #9 hotfix.

SARFAX 10-12-2016 09:53 AM

1 Attachment(s)
SW3EXP_HWR_Tru_Corvette: by editing InitTeamScript.

How do i take an screenshot?

nocalora29 10-12-2016 11:07 AM

@sarfax
 
Just get any decent video capture software, theres OBS(Open Broadcast something something), it usually can record videos AND take screenshots.

Quote:

by editing InitTeamScript.
Thats the Problem mate, you're not supposed to have this ship. its still WIP and I just put it on development-hold, since I've got so many other projects, but it will get finished eventually.
But you couldn't have known, so its fine.

oh and btw: Thats the longest InitTeamScript file I have ever seen in my Life.

EmileKhadaji 10-14-2016 09:59 AM

Im back!

With another mission bugreport.

After having the Eridan Conference. You dock with the station. And you are forced a long range jump to New Kyoto.

Problem is that you should be spawned to the system edge. Then the conversation fires up.
Instead you spawn in the center of the system with a blank mission log. And nothing happens.

Here is the logfile.
https://www.dropbox.com/s/9stj48rezz...Gfile.txt?dl=0

May I inquire what projects are you working on?
And should I take a brake with bugtesting for some weeks so that you may focus on other stuff?

nocalora29 10-14-2016 10:12 AM

@EmileKhadaji
 
Thanks for the log, I will look into it ASAP.

Quote:

May I inquire what projects are you working on?
And should I take a brake with bugtesting for some weeks so that you may focus on other stuff?
No, you don't have to take a brake just for me, its fine if you continue.
My current Projects for SW3 Specifically would be:

SW3Cinema(A Special System where you can spawn up to 4 factions that fight against each other, you can set all kinds of variables to add to the fight like amount of interceptors, bombers and capital ships of each faction, and even more) I don't know if I keep the project's name to the release since its not entirely fitting, but I'll have to see.

AIX(AI Players, still a long way to go until its done, but I have made significant progress in the last couple of months)

RCFF(Random Contact Fleets Framework, still a WIP, but will be finished very soon, you can get yourself an idea what it is a couple pages before this one, or look at the files Addons\@SW3_Expansion\RCFF\)

The Prestus Corporation(A New faction, which is not comparable to the other 2 I have added in the past, it won't be a very strong one, I would say its about on par with the InoCo Corp when it comes to Tech and Power)



______________________
EDIT: Hotfix #10 Released

http://www.moddb.com/mods/sw3exp/dow...#downloadsform
This Hotfix only addresses the Story script bug. Strangely, it turns out it was a very old leftover code bug, Which I have had fixed even a year ago, I have no Idea how I missed it.

If this doesn't solve it, please supply me with a save-file.

EmileKhadaji 10-14-2016 10:34 AM

Quote:

SW3Cinema(A Special System where you can spawn up to 4 factions that fight against each other, you can set all kinds of variables to add to the fight like amount of interceptors, bombers and capital ships of each faction, and even more) I don't know if I keep the project's name to the release since its not entirely fitting, but I'll have to see.
So this would be something like a sit back and watch for entertainment?

Quote:

AIX(AI Players, still a long way to go until its done, but I have made significant progress in the last couple of months)
I encountered them once. Have to say gives some visual depth to the game. The possibilities with them seem near endless as well.

Quote:

RCFF(Random Contact Fleets Framework, still a WIP, but will be finished very soon, you can get yourself an idea what it is a couple pages before this one, or look at the files Addons\@SW3_Expansion\RCFF\)
Looks interesting. Especially if you are on their bad side and encounter them... :D

Quote:

The Prestus Corporation(A New faction, which is not comparable to the other 2 I have added in the past, it won't be a very strong one, I would say its about on par with the InoCo Corp when it comes to Tech and Power)
Let meg guess. They will give the player some side mission?

nocalora29 10-14-2016 12:13 PM

Quote:

So this would be something like a sit back and watch for entertainment?
Exactly, a just for fun feature, inspired by the Invasion Systems.

Quote:

I encountered them once. Have to say gives some visual depth to the game. The possibilities with them seem near endless as well.
Umm, they are not supposed to be spawning in at all yet, even if they spawn they would do nothing at all.
Its not even possible for them to spawn in, where and how did you encounter them? o.O

Quote:

Looks interesting. Especially if you are on their bad side and encounter them...
Yeah, although it depends on what "Table Fleet" you have triggered in the current system, and how big their max Strength value is ;).
Feel free to make your own RCFleet if you want to (RCFF-fleets.lua), the file is designed so that there can be several "Table Fleets" inside of it.
Just make sure the table fleet stays within its Master Table, in this case "SW3EXP_RCFF_TableFleets = {"


Quote:

Let meg guess. They will give the player some side mission?
Your guess was Correct. I plan to add several new Missions to the game which will also involve them.

Although, the first "Custom Story" that I will release is "Star Wolves 3: Unfinished Business" which will take place after the SAM Return ending (Which happens in all endings you can get IIRC).

It will tell the story how life is after SAM's Return and some last efforts made up by Survivors to finish the AI off for good.

Thing is: I can't give any tip whats-o-ever about any Release date, All I can say is that someday it will be a thing.

PS: Did the Hotfix do the job?

EmileKhadaji 10-14-2016 02:12 PM

Quote:

Umm, they are not supposed to be spawning in at all yet, even if they spawn they would do nothing at all.
Its not even possible for them to spawn in, where and how did you encounter them? o.O
After hotfix you gave me because nothing worked for me. And my reinstall. Ive seen a fleet flying away in Corrino after fresh start. Well I guess it was them. Since never seen anything like that before. It was a mothership with four or five wings flying in escort. Mastiff or Rhino perhaps. Cant remember.
Altough a blackout came so had to restart.......Never seen it again. But atleast on my secong run I found a caravan which called in some mercs to figth off pirates.....insane ammount of loot. Thats what I call a good start :D

Quote:

Yeah, although it depends on what "Table Fleet" you have triggered in the current system, and how big their max Strength value is ;).
Feel free to make your own RCFleet if you want to (RCFF-fleets.lua), the file is designed so that there can be several "Table Fleets" inside of it.
Just make sure the table fleet stays within its Master Table, in this case "SW3EXP_RCFF_TableFleets = {"
Hmmm sounds interesting. Maybe I will make some fleet templates.

Quote:

It will tell the story how life is after SAM's Return and some last efforts made up by Survivors to finish the AI off for good.
While reading everything that you made so far....I had an idea. But didnt want to share it. Reading this changed my mind.
Because I think you are not really far away for releasing the cancelled "ashes of victory" in a mod. Altough I have no idea how taxing that could be for one person.

Quote:

PS: Did the Hotfix do the job?
Absolutely. But I did crash while managing some replacement figthers in the midst of battle. Is it with the mod or my system is making fun of me again? And no hotfix needed for this. I will prepare the ships before all hell brakes loose :D
https://www.dropbox.com/s/9stj48rezz...Gfile.txt?dl=0

nocalora29 10-14-2016 07:21 PM

Quote:

After hotfix you gave me because nothing worked for me. And my reinstall. Ive seen a fleet flying away in Corrino after fresh start. Well I guess it was them. Since never seen anything like that before. It was a mothership with four or five wings flying in escort. Mastiff or Rhino perhaps. Cant remember.
Altough a blackout came so had to restart.......Never seen it again. But atleast on my secong run I found a caravan which called in some mercs to figth off pirates.....insane ammount of loot. Thats what I call a good start
Those were most likely some Caravan's, I made pretty sure that I always disabled the Initialization of the AI Script in the main _init file of my mod.


Quote:

But I did crash while managing some replacement figthers in the midst of battle. Is it with the mod or my system is making fun of me again? And no hotfix needed for this. I will prepare the ships before all hell brakes loose
Ah, a crash while swapping around fighters and or even Equipment of fighters?
That kind of crash happens VERY often, in ALL 3 Games released up to now.
They never got it fixed, but they significantly decreased chance of it happening in SW2 and SW3, but it is indeed still around as you have seen.

Sadly I would need the Source Code of the game executable to fix that crash, but as we all know, Star Wolves is not an Open Source game.

nocalora29 10-14-2016 10:39 PM

Its amazing how fast the time really goes by. I tried to look up the oldest file of this Mod's predecessor (Inv_Mod) and it turns out the oldest file I have created was from the 11.12.2014 (DD.MM.YYYY)

So one could say this mod is almost 2 Year's old, it surely did not feel that long at all.

Quote:

[STORYTIME]
It just started out by being a simple Systems Addon Pack. (Ever wondered from where the Invasion_ Systems really came from?) I have integrated them from this ancient mod called Invasion Mod.
I have added stuff in this Mod which I would have never thought I would be EVER capable of, especially Custom PFX for weapons, I thought it would be Rocket Science or something lol.

And the Man who started it all, the one who inspired me to make my own mod for this game, and the one you have to blame for me coding this mod... IS... the one and only... Goblin Wizard.
His Motherships Mod was the first one I have had immediatley installed onto my installation of SW3, after a while though, I just wanted to add some custom stuff, you know, like having some buyable Battleships as interceptors or something. So I got myself some Notepad++ and looked at the file's of his mod myself, and tried to add custom stuff by slowly analyzing how the game reacted to what I have done to it.
After a rather long time, I figured much out, understanding Carcasses, Modules and the ShipDescriptions XML's was the easiest part. But the .script files were always a bit... you know... overwhelming at times.
I made the mistake of immediatley looking at the Create_Flight_2.script as my first script I opened and tried to research, This cluster of a script file surely was not any fun at all to research.

But by Copy&Pasting some fragments of code, effectively tried Lego-building them together to make it work, I have created my first, and very own .script file. called inv_mod.script for the original Invasion Mod.
You know the first thing I wanted to make with my newly created non-functional script file?, to make Escortation Flights(NON-GAME-MERCENARIES) follow you around systems.
I thought it would NOT be possible at all, but I always knew it just had to be possible in some way or another, and then it finally snapped... I have come up with a solution for ALL of my Problems.
It was a simple Initialization Function, in the modern times of this mod it is called "SW3_Expansion_GetFollowers();", kinda makes sense why it is named like that, huh?.

And my Solution to it being run in every system load (Effectively an Autorun, for this game), was to add this function to ALL SYSTEMS IN THE ENTIRE GAME.
This is why this function is present in ALMOST all systems in the game, some are excluded, specifically Story-Quests only Systems.

Without this Autorun function, there would be almost nothing I could have done... atleast not in the way I wanted things to be.
[/STORYTIME]

EmileKhadaji 10-15-2016 04:03 PM

Every big thing starts out small.......

So im currently trying to understand the RCFF fleet script. Not saying that I understand even a quarter of it :D
The last time I made or modified a script was years ago.

I have a few questions tough.

Quote:

Waiting Time
InitialWait = 100,
IntervalWait = 250,
This is a timer for it?

Quote:

Prop_SystemTable = SysList_Navy,
Means they are only spawning in the faction system? Can a specific system be named here for an invasion like event?

Quote:

Prop_AllowTimerTrigger = {FALSE, 180, ""},
Prop_EnableChanceTrigger = {FALSE, 50, 160, ""},
Setting these "TRUE" would enable the script yes? And whats the second number? (160)

Quote:

Prop_ManualEscortTable
The strength values. What are the limits?
For example if I set min 30. max 60. What would that mean?

Also, can I set the fleets to only became active when the story progressed to some point? Corporations free for all war for example.


Im thinking about making some:
-Pirate raiding parties (attacking one or two stations before retreating)
-Empire related border guards (patrolling between two stations that are closest to the portal leading to their enemies)
-Mercs on pirate hunt
-Berserk fleets

nocalora29 10-16-2016 08:16 AM

Quote:

This is a timer for it?
Yes, after a system has been Loaded, these values set the time a trigger gets run every so often, basically this timer controls after what time this current RCF-Fleet gets to spawn.

Quote:

Means they are only spawning in the faction system? Can a specific system be named here for an invasion like event?
Correct, you should make a new table that consists of some or even just one System, look at the sw3_expansion_functions.lua file, there are allready some system tables, like the one you saw, "SysList_Navy".

Quote:

Setting these "TRUE" would enable the script yes? And whats the second number? (160)
Prop_AllowTimerTrigger = {FALSE, 180, ""}, = ENABLED, Delaytime after fleet has been spawned, Functionname
Prop_EnableChanceTrigger = {FALSE, 50, 160, ""}, = ENABLED, Chance in % of this Trigger being successfuly triggered, Delaytime after fleet has been Spawned, Functionname.
Quote:

The strength values. What are the limits?
For example if I set min 30. max 60. What would that mean?
it would simply mean that a value gets selected from 30 to 60.
The "Strength" basically selects the desired ship-fleet-configuration as seen at these huge tables consisting of shipdescriptions in create_flight_2.script

Quote:

Also, can I set the fleets to only became active when the story progressed to some point? Corporations free for all war for example.
That functionality hasnt been added yet, but I will include it in the future.

NOTE: RCFF is not ready and 100% Functional as of the time being, but you just can "pre-make" your tables, so its ready for the actual release of RCFF, which will happen in 0.6.2X in the near future.

SARFAX 10-24-2016 10:47 PM

Do I need to start an new game after updateing to Expansion Mod [0.6.1.9P] Hotfix #10?

nocalora29 10-25-2016 12:54 AM

@sarfax
 
No, you don't need to start a new game.

quecojo 10-27-2016 05:23 AM

Hi! nocalora29! You mod looks very interesting and I am dying to try it out!

Sadly, I am having trouble with the [RESOURCES] download from moddb. When I try to unzip it I run into an error saying the files are corrupted. It only unpacks around 39 mb before it stops.

Any chance you could take a look or reupload it somewhere? Thanks!

Edit: Also found the files via gamefront. Now I am getting an error that says "WinRAR, not enough memory". Has this happened to anybody? I am able to download and unpack all the other parts for your mod, but for some reason I keep running into problems with the Resources file.

nocalora29 10-27-2016 03:34 PM

@quecojo
 
Hey there!, I will repack & reupload the Resources zip ASAP.


___________________
EDIT: Reuploaded.

quecojo 10-27-2016 05:51 PM

Quote:

Originally Posted by nocalora29 (Post 714522)
Hey there!, I will repack & reupload the Resources zip ASAP.
Im going to Edit this post when its Done.

Thanks for the quick reply!

nocalora29 10-27-2016 06:10 PM

Since its now reuploaded, try to dl it again.

if the Error persists, try installing 7zip (The actual LATEST version available) and try to unpack the archive with that.

quecojo 10-27-2016 09:45 PM

Quote:

Originally Posted by nocalora29 (Post 714524)
Since its now reuploaded, try to dl it again.

if the Error persists, try installing 7zip (The actual LATEST version available) and try to unpack the archive with that.

Great! Did you reupload it to moddb? I will do it once I get off work and let you know!

nocalora29 10-27-2016 11:24 PM

Yeah, I have Reuploaded the ModDB Resource .7z.

I hope this will solve your Issue ;)

quecojo 10-28-2016 01:35 AM

Sweet, it downloaded and am now playing! Love it!

Great job!

nocalora29 10-29-2016 02:28 AM

@All
 
Before anyone asks why most to all Laser FX have a "Stripe" as I may call so at their origin of a cannon barrel, its because 0.6.1.9P's "projectiles.tuv" has some invalid texture coordinate values, but it will get Fixed in the next Hotfix hopefully.

As to counter this problem I have to fiddle the code of my tuv editor a little bit, it could take a while.

nocalora29 10-30-2016 02:48 AM

@All
 
Hotfix #11 Released.

The only change was a fix for the "White Stripe" Texture problem I have mentioned in the previous post, nothing other was changed/Altered.

nocalora29 11-08-2016 04:14 AM

A "tower defense" gamemode for star wolves 3
 
I have had this a bit of an "crazy" idea to make a TD gamemode for Star Wolves 3, I would imagine this would work out perfectly in the style of "Legion TD" (A Cookie to everyone who knows that map from Warcraft III), where you basically "build" certain units (In this case fighters/bombers/Capitals) and each wave they exit out of "building" mode and become real units that just try to fight off the Incoming Creeps.

Just YT Search for Legion TD and you will know how I envision a TD for this game to look like.

But im curious if anyone else thinks thats a good idea, I might be the only to to think it would be fun afterall.

... So please guys!, give me your input on this.


HOW IT WOULD WORK: I Would mostly use the same method I have used for Basebuilding, show a dialog that just contains alot of Buildable Units, and a "Upgrade" Button that lets the nearest unit that your current mothership is near at upgrade at a cost. (To know how much a upgrade for a specific fleet costs, I would have to just make another button that shows the price for the nearest upgradeable fleet)

Creep Paths: Easily done with a simple "Patrol" Command. The units that get to the final point get deleted and as a result the player gets minus lives.

Location: Also easily done, I would just have to create a new empty system thats designed for these TD's.

You know the fun part?: If I do this right, making user-created levels/stages would be pretty easy too.

nocalora29 11-25-2016 01:55 PM

SW3 Expansion UPDATE LOG #02
 
Some of you -may- wonder of why the next update takes so long, its because FRICKIN 0.6.2X, it has been in planning for quite a long time.

There are many features that need to be finsihed for that version to be Released, and alot of Bugfixes too.

Something that may get Released sooner is the AIX Preview, AIX is the name for the new CPU Players, if everything goes well, but only then, I can expect a Pre-Release version of the AI's in maybe Early Jan 2017.

I would try to get it done sooner, but ATM I've got quite big load of school stuffs todo.

---------------------------------------
PROGRESS (MORE OR LESS)

-RCFF = Very little work done, since I focus on AIX atm.

-SWTD = Not even Started (Still in planning, but it probably WONT make it into 0.6.2X (if its even going to be included ever)

-Conflict Events 3 = The Final replacement for Conflict Events 2, this will use a very efficient config table and all kinds of fancy stuff.

-AIX = Huge Progress on the Global-Map pathfinding, although I still have to code some programs to automatically generates some LUA code for me for certain taks the AI's might need to do, its going very will with the AI Project.

-MQLE = Added even more Diagnostic functionality, "here's" the newest and latest Version of it, only install it if you want to help me test this newly added Script, installation instructions are in the readme.

-SW3.Cinema = 90% Done, everythings thats left is a tiny bug I have to squash.

There IS some more Content thats planned for 0.6.2X, but im not ready to talk about that, we'll see if I have more to say in LOG #03.

---------------------------------------
FINAL WORDS

If anyone finds any undiscovered bugs, please let me know ASAP, although im working on the 0.6.2X mainly, I still want to have a decently polished version of the 0.6.1.9P-Hotfix #11.


Cheers!

nocalora29 12-02-2016 01:14 AM

@All people who play the mod Currently.
 
Are you people still seeing Random Contacts?, or did I kill em in the latest hotfix?.

Since they are working on my side, I wanted to ask.

Lotrek 12-11-2016 10:03 AM

Hello my friend

Working retail and the holidays have had me so swamped. I have not had time to bug hunt. I should have a block of time in early/mid Jan and am getting the itch to play yet another time. I was wondering if there was an update or patch "planned"(haha I know right) for about that time that you would need help with.

nocalora29 12-11-2016 03:26 PM

Well, there is the 0.6.2X Preview Update that will most likely come out early next year (atleast thats the plan)

But before that comes out I plan to release 0.6.1.9-P2, which will include all the hotfixes and a working version of SW Cinema, which I plan to release somewhere next week.

Glad you're still around after all this time ;)

Lotrek 12-12-2016 08:03 AM

Good to know thanks. I'll keep an eye out for it.

And no good sir, I am happy that YOU are still around after all this time. I truly appreciate someone still modding this game after all these years, Kudos. All I do is pester the ether.

nocalora29 12-19-2016 12:49 PM

SW3.Expansion 0.6.1.9P2 Update
 
The Update is going to be Released Today if everything goes well.

It was actually supposed to be released yesterday, but a tiny little nasty bug was still present and running, so I hope I can squash it today in order to finally release this Update.

This will be the last actual update before 0.6.2X (excluding potential Hotfixes/Patches)

DL: Soon

nocalora29 12-21-2016 01:02 PM

SW3.Expansion 0.6.1.9P2 Update
 
RELEASED (Changelog inside)
----------------------------------

This update contains all Previous Hotfixe's and Patches, it also contains SW3 Cinema [Press F9] to Check it out!.
Press it once to tp to the system, and then again to Open the menu (If you're in the system)

Link: http://www.moddb.com/mods/sw3exp/dow...9p2-rc2-update *edited with rc2 version
*NOTE: This Update once again supports Trucidation's Missile Mod.

Complete Optionals list:
-D3D9 Hooks for 60, 144 and 250 Hz Monitors. (For smoother mouse)
-Missile Mod by Trucidation
-Deactivation of StarRover Armor Simulation


----------------------------------
So... why did it take a bit longer?
Answer: I didn't thought Star Wolves hates Vector3(0, 0, 0)'s so much, I just thought if I didn't put any starting coords in those vectors3's the SW Engine would just use defaults instead, but seemingly this wasn't the case *facepalm*.

But hey, I've got some Info about the new Faction which will be added in 0.6.2X.

" The Prestus Corporation "
They will use mostly use 3D Models of EVE Online as Ship meshes, and will have their own Unique Weapons with Custom PFX, Modules and Systems.
A Bit of a background Story will also be added.

Heres some eyecandy in a 7z
https://openload.co/f/CK7AQwFxDgM/EVEScreens.7z

Lotrek 12-21-2016 06:16 PM

Great!!

I will be giving it a go a bit today and through the week. I understand why the missile mod is not part of the main mod but do appreciate that you added the ability to enable it.

I will poke at it as I go and let you know if I find anything.

Lotrek 12-22-2016 12:53 PM

I haven't played yet but just wanted to point out my opinions on the install. Note: I installed the mod manually as I find it easier that typing in the location of the game in your batch installer. So my observations are from a manual install view - your batch installer may make these points moot.

1) On the main page of this forum post for installation you have the following instructions:

In the FAQ you state:
Q: Instructions?
A: In the Archive

At the bottom you state:
-=[Install Instructions]=-
Drag & Drop everything into your game installation to install.

According to the Install.txt in the MAIN download:
Go into the Release/ Folder and Extract the files to the DATA/ Folder of the Game.

I would change that message on the main page to match or just delete those two instructions and state to follow the instructions in the Install.txt.

2) In the resources download:

When I extracted it there was a sub folder with the exact same name. I assumed this was a mistake and went down one more level and extracted the two folders (object / texture) and overwrote in the /data. As stated above, according to your install instructions, a user is to just drag and drop to the main file and this could be confusing to some people. I would suggest repacking it without that first sub folder as there is no need for it. I would also include an install .txt informing the user they are to extract these files into the /data folder (Same goes for the optionals).

3) You have separate download links for the missile mod, star rover armor and mouse smoothing on MOD DB. I am wondering why since they are all included in the update download. Not knowing that, I downloaded them unnecessarily. Not a big deal but it may be a point of confusion for some.

4) Lastly in the install.txt you state:

Step 1
Drag&Drop the following Files to your main sw3cw Installation

"sw3cwEXP.exe"
"sw3cwEXP.64.exe"

Step 3
Run the Game via the "sw3cwEXP.exe"

If that is the case, what is "sw3cwEXP.64.exe" for? Also there is a file called "sw3cwEXP-8xFix.exe" in the Main folder but no instructions to move it to the game folder or how to properlly use it. Added instructions for those files should be added to the install.txt.

Tedious, I know but it's just my initial impression. Now on to gameplay!

Lotrek 12-22-2016 01:34 PM

Initial opinions on the Maintenance station: (yes i know these are mostly goblin wizards leftovers but you are the guy merging so here goes):

Motherships Original: The design has a column for H.Turrets but none of them have that so why have the column?

Motherships Other: Some of the designs cost credits but there are several ships with no price and can be "bought" for free. Pretty overpowered to get a free Alien dreadnought at the start :) Also, it would be nice to format those "other" ships the same way the original motherships are laid out to show what the stats are.

Fighters shipyard:
As above, it would be nice to have a layout that shows the stats of each fighter

Star Equipment:
It would be nice to have stats on those guns so you know what you are buying.

Story configurator:
What is this?

Mothership's equipment:
It would be nice to have stats on those guns so you know what you are buying.

Canteen:
#11 Not found string: #L_DR5_ANS_CANTEEN_19

Also, it would be nice to have the canteen on page 1 since it is a main usage option.

Bypass options:
What is this for?

SW3 Expansion Fighter shipyard:
Why not just have these ships in the fighters shipyard on page 1 as it is buried on page 3. And again, stats would be nice.

I will do further testing on the maintenance station once I have cash enough to buy these guns/ships.

More to follow as I explore!

nocalora29 12-22-2016 06:12 PM

@Lotrek
 
Nice finally some stuff to do.

About the Install: Yeah, I agree... I kinda just left them rotting all around the place, including the front page and all that.


Story Configurator: Deprecated content.
Bypass options: Here you can toggle the Freedom Killer to be on or off (The scripted death scene when you escape the story early-game on) and another depr. option
About the Stats: TBH, its a really nasty thing to do, because I would have to restart the game for every change I do to see how it looks, sure it looks neat when it works but the amount of work that would be needed for that many dialog xml's I have made so far would be a tad insane.

I should just make pdf or something which includes all of my mods added Weapons / modules / ships etc and also shows the stats of it.


You can expect an follow-up RC2 of this update very soon.

Lotrek 12-22-2016 06:21 PM

Quote:

Originally Posted by nocalora29 (Post 714858)
Nice finally some stuff to do.

But wait there's more! :)

Warning to the casual reader: Some of this beta testing may be considered spoilers so do not read if you don't want to be spoiled.

1) Initial ship is labeled as a walrus as opposed to the vanilla Unitrans tug. When I select it to see its layout I get: Scanning process aborted: Unknown source. Based on the graphic of the ship it looks like I have an upper Bardice turret and lower Gatling turret. As a test I attacked the patrol that stops you as you enter Gredos. The Walrus took only shield damage and took out that four fighter patrol. Pretty dangerous for a beginner ship.

2) When I switched to Ray's transport I see that I do in fact have a Bardice and a Vulcan in the inventory as well as a scutum, eagle and veil. I assume that was the equipment I could not see on the Walrus. Also, there is a Gen 3 Black Stormcrow fighter in the hold. Not sure where that came from since neither the walrus or Heavy trans have hangers. All that combined may be a bit OP for the start, especially the fighter being a gen 3 since it will take awhile to fly it.

3) Tried docking the Heavy Trans at Triton station but it just flew there and would not dock. I flew to the North intrasystem portal and again, it would just fly to it and through it but it would not dock. I was able to jump to Aurora to continue the plot though. Also, I was able to dock at placid docs.

4) I noticed that you added the option "SW3 story switch blocker" to either take the new ship or decline to keep your old mothership at points in the campaign where you switch ships. I think this a nice addition but I did come across a bug:

On a lark, I declined the switch to the pirate base Mastif. The story cutscene still played but when it ended I was just an empty plot in space. The Mastif is shown in the distance as being unmanned but the heavy transport is no longer visible. To see if it was just a visual error, I pressed the "select all" and tried moving via the map. Nada, I am just stuck in empty space. I pressed "I" and when I select mothership it does show the Heavy trans template with my character and Ternie as crew, however I am still unable to manipulate the ship. Maybe warn people of this in the instructions or disable the "SW3 story switch blocker" in the early game.

More to come tomorrow. I think I overfilled your plate for today :)

nocalora29 12-22-2016 06:38 PM

You sure did overfill me a lil.

But hey, could you send me your LOG before and after that last part you experienced?

A Save game before that happened would also be kickass!

EDIT: I also would like your opinion on the new Repair mechanic I added, before this you could just get 100% HP just by clicking "Repair", but now you have to wait until the Repair is finished in Real-Time, and you can't move while repairing, atleast not too much, If the new script detects too much movement it will Abort the Operation.

Lotrek 12-22-2016 11:18 PM

https://drive.google.com/open?id=0B0...nd6Z1R3VFZkY1k

This is a link to a save game where I am in the Heavy Transport in Achilles system just prior to taking over the Pirate transport from the wild dogs. When you load it, continue flying to the waypoint and wait through the scripted event. When your option pops up, decline the switch to the new mothership and after the cut scene you should see what I am experiencing.

nocalora29 12-23-2016 01:12 AM

Heres RC2 of the 0.6.1.9P2 Update
Link: http://www.moddb.com/mods/sw3exp/dow...9p2-rc2-update

Theres definitely still things that need fixing, but consider this a bit more polished than the last update.

Lotrek 12-23-2016 02:27 AM

New game required?

nocalora29 12-23-2016 02:49 AM

oh whoops, I didn't even see your post before posting the update...

and no, I don't think a new one is required, atleast it shouldn't be

Lotrek 12-23-2016 03:35 AM

Np, I started a new game with rc2 - Back in the vanilla Unitrans tug

Hired The Joker, Alexander, Duke and Gordon at the canteen and was disappointed that they all have the same talent template. I would think Duke would be more of a cannon guy with big guns loaded which would be nice since no hireable currently has the cannon proficiency. Gordon more of a engineer type with repair / antimissile, also his avatar is real stretched out. Alexander seems like he'd be a former Templar I guess but since the Anime char is melee with wards and self heal, not sure what he would use. The Joker, I am unsure what the hell he's even doing as a hireable hero, keep him with the standard template I guess, also may be confusing as there is also a pilot named Joker from previous games that is also hireable. And um, balls of steel and crowbar aren't exactly backstories :)

Tried buying the Stone Arrow Player Edition/Interceptor which is listed for 50,000. I have 51,250 but I get an insufficient credits message and no sale.

Heading to bed, more tomorrow.

nocalora29 12-23-2016 06:54 AM

The thing about the pilots is they were purely intended just as gimmick and nothing more.

I will look into that that bug, Thanks!

Lotrek 12-23-2016 09:04 AM

OK gotcha on the gimmick. I know I can push ideas beyond what is worth doing but I am a dreamer. :)

Changing my opinion about the walrus at start. Playing a new game without those early upgrades the walrus gives your Heavy Transport (scutum, eagle and veil) is kind of brutal. I forgot about the star rover no shield regeneration "feature" and I am having a real tough time now surviving, more so than is fun.

Angorian Frigate that is buyable at the maintenance station is missing it's template. Scanning process aborted: Unknown source

Also, I know I've reported it in the past but the Hephestus asteroid monitors still drop unknown Major caliber turrets

Not found string: #M_Name_GK1
Not found string #M_SDEC_GK1
Major caliber turret
Damage 900 Rate 12 Range 100 Accuracy High
Not found string: #M_LDESC_GK1

Not found string: #M_Name_GK4
Not found string #M_SDEC_GK4
Major caliber turret
Damage 800 Rate 15 Range 110 Accuracy High
Not found string: #M_LDESC_GK4

And speaking of old bugs I cannot find Bryna & Kt at any maintenance station again. When I first started the game and docked at the station in Corino they were there but I did not have the cash to hire them. I have since been to a dozen maintenance stations and they cannot be found anywhere. So I flew back to Corino and they are no longer there. All the stations I visited have the option to teach them new perks, suck a pilot skill etc.

Lotrek 12-23-2016 11:33 PM

Quick update. I figured out the Bryna & Kt issue finally.

I went tinkering through the files looking at the Pilots.xml file and could not find Bryna. After opening more files, I found out that they are not considered pilots but as firmware. So, not changing any files, I reloaded my game. I went to the maintenance station and bought firmware mark 1 from the base game section of the station. I then went to the GW canteen and poof magically Bryna & KT reappeared.

I think what I did at the beginning was click on them in the canteen and got the insufficient credits message and that is what took them off the listing. I tested this with a new game start and that is what happened. Seems there is a function hook that is different for pilots that stops them from being removed from the list that Bryna & KT lack since they are considered firmware.

nocalora29 12-24-2016 01:53 AM

Quote:

I went tinkering through the files looking at the Pilots.xml file and could not find Bryna. After opening more files, I found out that they are not considered pilots but as firmware. So, not changing any files, I reloaded my game. I went to the maintenance station and bought firmware mark 1 from the base game section of the station. I then went to the GW canteen and poof magically Bryna & KT reappeared.

I think what I did at the beginning was click on them in the canteen and got the insufficient credits message and that is what took them off the listing. I tested this with a new game start and that is what happened. Seems there is a function hook that is different for pilots that stops them from being removed from the list that Bryna & KT lack since they are considered firmware.
Huh, I need to get into that a lil deeper, I will let you know when I have some more info about that.

And about the Hephaestus turrets: I have honestly no clue whats-o-ever why these things drop, I mean... they didn't in vanillla, did they?. I did not change any drop functions or anything like that, so I have no idea on how to fix that bug at all.

Still working on that RC3, the save game helped me great, thanks for providing me with it, it speeds up the bugfixing process very much.

Lotrek 12-24-2016 03:05 AM

The little monitors always dropped the shining turrets but the large ones never dropped guns to my knowledge in vanilla. Those major caliber turrets have to be a star rover thing because I have played with the fleet, mothership and missile mods installed several times and never had them drop.

For a point of reference, I installed one of each on the silver arrow that is buyable under the "other" mothership menu and are huge on the ship. They do not fire on fighters but they did fire on a butcher and I assume they work like major caliber cannons in that they only target capital ships.

My guess is they are installed on similar asteroid monitors that Star Rover added to the game and they just used the Hesphestus ones as a template.

Np on the save. I have taken to making hard saves at several points in case you need them so just ask.

Lotrek 12-24-2016 08:35 PM

https://drive.google.com/open?id=0B0...XdQVGppUnhjcWM

Game saved attached for the following bug:

In the Argon sector I took the quest to escort the two FTU Walrus to Al-Ariash. I take the portal to Aurora, which is the next step, and the two Walrus follow me. I am now stuck at the portal in Aurora and cannot move. I can launch fighters but they cannot move once they are in space. I have reloaded, quit game and loaded fresh and saved/reloaded a new save. I have tried manually attacking the Walrus but neither the mothership or fighters attack. I can open all function menus. I am currently flying the Radamanta with Bryna & KT as my "firmware"

nocalora29 12-25-2016 05:17 AM

@Lotrek
 
Could you please send a save before you entered said system?, a save which also is like 2+ Jumps away from said system would also be nice right now.

Because the damage is allready done at that save and I can't gather much info, the LOG wants to tell me the whole MQLE Structure has been purged (Saying there are no Quest Label's around at all) and that's pretty devastating.

Note: In the save you gave me I still can happily move my ships around without any problem whats-o-ever.
TL;DR: 1 Save before entering said system, and another one where you are 2+ jumps away from said system.

^^^^^^^^^^^^
That whole post only refers to the second savegame you gave me, still need to test a bit more with the first one.
Sorry for the delayed reply.

EDIT: I just updated MQLE to 1.6, which now enables me to load the entire Structure of MQLE and its QuestLabel environment from a simple .lua File, with that I could re-load the structure of it and the game did in fact work again after using hyperjumps to re-enter the system, but that still despawned the ftu ships.
I still really want to know what would cause MQLE to go haywire like that, hope to see those savefiles soon.

nocalora29 12-28-2016 08:20 PM

@Lotrek
 
Sooo, about the saves?

SARFAX 12-29-2016 10:56 AM

Do I install [0.6.1.9P2] Enable Trucidation's Missile Mod before or after Expansion Mod [0.6.1.9P2]-RC2 Update?

nocalora29 12-29-2016 11:55 AM

@sarfax
 
The order is not important, as the Files from the Missiles Mod do not Interfere with the files changed by RC2, but you should still install missiles mod and any optional ever After installing the thing its based on.

So yeah, after.

nocalora29 12-31-2016 01:02 PM

RC3 Released.
 
Expansion Mod 0.6.1.9P2-RC3 RELEASED.
---------------------------------------

SW3.Expansion.v0.6.1.9P2-RC3 w/ Optionals in Archive Release Download *Requires: MAIN,RESOURCES

---------------------------------------
Bug Fixed: MSSwitchBlock story crasher at Ahilles when you choose to Decline.
Bug not Fixed: The one Lotrek reported me.

Lotrek 01-01-2017 10:42 AM

Quote:

Originally Posted by nocalora29 (Post 714900)
Sooo, about the saves?

Sorry, I was away for the holidays. I will be back this week and will look for them

nocalora29 01-01-2017 12:14 PM

@Lotrek
 
No problem, just was a bit concerned since you're usually very quick to respond :D

nocalora29 02-07-2017 05:14 AM

/Progress Report | Feb. 2017 | "Going Serious"/
 
I thought I would do another Progress Report, so here it goes:

THE AI WORK:
Its going pretty smooth, even so much that the AI has its own tiny little behaving routines, like it would behave differently for all three available roles as a Relationship Factor: War, Neutral and Friendly, I don't just mean how the AI behaves in the Starmap, it will also do different things in-system (if you are in the same system as the AI itself) I would like to go deeper in details, but I can't.

The "PRESTUS" Corp:
A New Faction, a new Style... the prestus corp is where all my main work right now goes into, gotta make sure they become something unique.

As for their weaponry: They are mostly Equipped with Kinetic-Caliber cannons, but don't underestimate them, they may not be High-Tech, but their Engineers are Godlike, and it shows in Combat. They prefer Double up to Quad and More Cannons on a Turret and will tear enemies to shreds with it, if not proper counter-measures are taken.

They will have:
-A Unique Sector (up to 12 Systems huge)
-Their own Weapons and Custom Effects attached to their Weaponry to suit their Style
-Their own Modules
-Their own Ships
-Their own Story + A Custom Playable Story!

Conflict Events 3(tm)(R)(C)(stuff):
With Conflict Events 3 many of the older Problems involving CE2 will be fixed, such as Conflicts spawning inside the players, or destroying/interfering with important Story Objects.

Updated Modding API (Exe):
I fiddled a bit with the Executable of the game again (sw3cw.exe), and am working on some "tweaking" you might call it, but don't assume this is going to happen, im just saying it """"might"""" be possible to do such a thing.

Basebuilding:
Not much happened here.

RCFF:
On Hold for other Projects (PRESTUS CORP/AI)

HyperJumps V2:
I Don't think I've announced it yet, so im gonna do it now: With HyperJumps V2 I will try to fix alot of things that my original script struggled to do, like an actual "Cutscene/Sequence" while jumping from one play to another, and this time it will be a bit more Restrictive if you're not in dev mode, so you can't just break the story at any time when the game expects you to be in a certain place, not being able to jump somewhere.

SW3Cinema:
This is now a Finished Module, if you have any ideas on how to improve it, please post it in this Thread.

GateBlockades2:
I didn't even started working on this yet, I will when some other Projects will be finished.

Ship Paintshop:
In the future, this will be a module integrated inside the Maintance Stations so you can "Paint" your existing ships to another Factions colour.

Thats all I've got, I would have released another RC for 0.6.1.9P2, but seemingly no one found any Problems with it, so I think calling 0.6.1.9P2-RC3 a Successfull Hotfix would be adequate.

/Last Note/
Honestly, I don't even know anymore if I should drop this Complete Project once and for all, I don't even have the original spark of interest anymore I had in the beginning, but it feels to me as if I dropped the mod in the current State it is right now, it would more likely piss people off including myself and I think I would be way to unhappy it being in that state after that.
It isn't like I don't have the capabilities to do certain stuff, like the AI, its possible and almost easy to do so, but its just so incredibly time-consuming.
As you all might know, working on one thing and not trying out other things gets dull really, really fast, I could see myself easily starting a StarSector Mod as an Example, just because its a Fresh and new Environment, although its Java and I would have to learn it, it wouldn't really stop me from doing so, afterall, I never knew LUA and only learnt it by fragments and looking at other Users Code(Goblin Wizard/Nanaki) in this case, another factor probably might be for how many people this Mod even is, sure there are maybe like (at most) 10 people visiting these forums once in a while, but if you look at the current State of Star Wolves you might also see its Dead. Deader than Dead, like a Child that was left at home and their Parents never cameback for them, leaving them in a uncomfortable Situation where they would meet their inevitable Death. I knew it from the start that SW was a Dead game, I just hoped for some kind of move from the Publisher we all know and love or Hate(</3) "1C Company". But this "move" never came, a sequel to the Game was announced and everyone's hopes got up, but something happened. The Sequel never arrived, without any actual word or Info by any PR-Members of 1C the Project got Cancelled and no one ever talked about it (atleast no PR-Members from 1C). I just don't think its worth anymore to put that much effort into something that maybe at most 10 people can Enjoy.

This is not a farewell letter by any means, take it more as a Warning that this Mod may not reach its Final Version (atleast not by me).

If you want to know it that badly, I don't think this mods going to Survive 2017 if it's going at this Rate. I will try my best to push 0.6.2XPreview out in the coming Months or so, and I'll have to see from there if I want to Continue.

and IF the mod comes to a Dead end, will someone Pick it up? I would be ready to Upload my Complete WorkSpace[61,4GB] folder which Consists of:
-Easily more than HUNDREDS of 3D Space ship Models, all my self coded Tools in their latest versions, all SW Games in seperate folders, every SoundFX you can think of to fire off a high-caliber weapon/cannon, all kinds of additional Tools and lots of Instructions+Tutorials which I haven't posted online due to incomplete-ness.
But that only if someone wants to Takeover. I would give this person my Complete Support and tell him/her everything I could possibly know about SW Modding.

I would like to know how you guys stand on this.

Thanks for Reading, and have a Nice Day or Night.

oxygenes 02-08-2017 10:49 PM

Hi. Life is bringing more important things than games. :)
This one i like quite enough, but by my oppinion, whole trilogia has bad karma, criminal element like Corsair would be punished, not involved into big politic. Heavy scripting at starting stages of SW3-CW made game uneasy for many players, so logical result was predictable, they abandoned game for ever. I still prefer SW1 because of nostalgia, but not played for many days. Russian mods to SW1 are quite interesting, but it is typicaly russian hardcore, if you set hard settings.
And for sw3 i asked myself long ago - quo vadis expansion mode? Your effort can be usefull, if you intend be programmer, otherwise it ends in your archives.
i tried create modified models, + changed size of big weapons to 1/2, because fighters looks ridiculous enough with original size, whole result was not bad, just some lasers had problem with regular firing, probably problem of "firing point". It could be fine at 1/3 size, but i am too leazy rework its again. Maybe another time.
Some of russians models are strange enough, but autor made big work, so criticism is not quite right solution, i must look on their web, if they are still alive.
I remember my first space games - Star Command and Starflight for Amiga :)
Actualy i try create ship models in Empyrion, but princip of the game is highly unreal, so my feelings are mixed.

nocalora29 02-09-2017 01:46 PM

@oxygenes
 
Thanks for your post, its kinda funny isn't it?, Im probably going the same route as the original star wolves developers, not meaning Elite Games. but xBow Software... they probably also had fun developing their game, but I guess they just got bored at the end of it, and it shows. the ending(s) of SW1 are pretty b.a.d if you think of it, at the start of the game you had extremely many choices of missions and stuff like that, but as you got deeper and deeper into the Story your mission log got kind of "small" leaving it at most times with only 2 missions.

just my 2 cents

oxygenes 02-09-2017 02:43 PM

hmm, russian mod about Red Corsair has story, which explain civil war deeper, Astra is in this mod revealed as daughter of murdered emperor, so if she founded new empire, it is logical continuing. But this line could be created in sw1 directly.
And my post? yes, i usualy write in this style. I think, xbow group had open too much projects at the same time and this had negative effect on quality sw1, ...
Managers will never understand fact, than forcing programer to work is harder like learn cat eat grass.

and here you can look on my jokes with empyrion...
http://www.zoneofgames.ru/forum/inde...howtopic=42379

TooBig 02-22-2017 03:01 PM

I tried to use search to find info about this and im not entirely sure it is caused by this mod but ages ago playing vanilla i did not encounter this bug.

So the problem is that sometimes I can't enter portals thus breaking the game. It just drives into it and stops at the jump-point. Same problem with some of the stations. Any ideas how to fix it?

KoresDMinev 02-24-2017 03:26 PM

bug report
 
Hi. I've been a phantom on this forum for over an year. Great mod, you've done a lot of work, and with that bugs come to life. A nasty bug that stops you from advancing the story.....Free time is bugged and doesnt go away, it happend on Inoco path and on Triada to also that bug is old (i think), i had it on the previous big update. i have a save before getting the free time quest and a save before entering the system. If you need them i can send them and other saves if needed but i dont know how.
P.S. Thanks for the awesome mod, i know its hard keeping this work up but dont give up on it, sure u can take your time but dont live it to die. Me and a few friends really love playing this game.

nocalora29 02-26-2017 05:29 AM

@All
 
Installer Versions of 0.6.1B[Main+Resources] and 0.6.1.9P2 are Released as of now.

Please report any problems with them.

nocalora29 02-28-2017 12:52 PM

@All
 
SW3Expansion.v0.6.1.9P2-RC3 Hotfix #1 Released
______________________________________
Fixed an Issue where a player could get stuck in the Gideon System.

Download: Page 1 OR ModDB Page of the Mod

mirageex 03-04-2017 11:09 PM

Hey.

At a bit of a loss here. Installed the latest version and both patches. Multiple attempts, 3x on clean installs.

Attempt to start a new game and letting the intro run, or skipping it, the game crashes with a runtime error at 1/3rd of the way loading into the first system.

Using the Gamersgate retail version with the 1.12 patch installed.

Have I missed a step somewhere?

nocalora29 03-07-2017 08:18 PM

/Progress Report | March. 2017 | "New Systems and Old Systems"/
 
Heres another PR.

In my spare time I worked on something called MGVE, which is just like MQLE, but this time, it is for Global's.
#Snippet#
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-- **  *  *  ***** *****    *  *  ***    **  *  *      *****  **  *  * **** 
--*    *  *  * **  * **    *  **  ***  *    *  **      * **  *    *  *  ** 
--    *  *    *    *      *  ***    ***    *  ***      *          *  *       
--  ** **    *    *    **  **    **    **  **      *        ** **       
--  ** **    *    *    **  **    **    **  **      *        ** **       
--  ** **    *    *    **  **    **    **  **    *          ** ******   
--  ** **    *    *    **  **    **    **  **    *          ** *****     
--  ** **    *    **    **  **    **    **  **    *          ** **       
--  *  **    *    **    **  ** *** **    **  **    *          *  **       
--      *    *      **    ** *  ****      ** *    *              *         
--  ****      *      **      ***    ***      ***    *          ****        *
-- *  *****          **      ******* **        *******          *  *********** 
--*    **                      ***  **          ***          *    ******   
--*                                  **                        *               
-- **                                *                          **             
--                                  *                                         
--                                  *                                           
--ooooooooooooooooooooooooooooooooooooooooooooo
-- V E R S I O N      ::      1 . 1_IR
--  A U T H O R      ::      Nocalora
--SW3EXP.Framework    ::      0.6.2X
--ooooooooooooooooooooooooooooooooooooooooooooo
-- Monitored Global Variables Environment (MGVE)
-- Replaces Functions: [MGVS, getglobal]

--##### W A R N I N G /// W A R N I N G /// W A R N I N G #####
--
-- Warning: Do NOT Modify MGVE in any shape or form, only Proceed if you know what you are doing.
--
--##### W A R N I N G /// W A R N I N G /// W A R N I N G #####

--Function VarNames
-- "IDAL" = I-D Associated Link

--Amount of Total Globals existing.
__MGVE_GVAmount        = 0;

--Amount of Total Global writes (MGVS -> MSGV)
__MGVE_GVWrites        = 0;

--Amount of Total Global reads (getglobal -> MGGV)
__MGVE_GVReads                = 0;

--Amount of Total Global deletes (Delete a Global -> MCGV)
__MGVEGVDeletes        = 0;

--Allow the Real-Time OutputToScreenLOG LOG of existing MGVE Variables
__MGVE_LiveDebugMenuEnable = TRUE;

--Main Data Table containing all information about current existing MGVE for Diagnostic purposes
__MGVE_DataTable = {};

--Allow to Dump the Data in the Data Table into a AUTOGEN file
__MGVE_DumpDataTable_ExtendedLOG = TRUE;

--Allow the load of an GV Environment from a Table
__MGVE_LoadGVTableEnable = FALSE;

--Allow the Deletion of the complete MGVE Space when using the LoadGVTable Function.
__MGVE_LoadGVTableClearMGVEEnable = FALSE;

--Allow the Deletion of the complete MGVE Space when using the LoadGVFromFile Function.
__MGVE_LoadGVEnvironmentFromFileClearMGVEEnable = TRUE;

--The GV Environment Loading Table
__MGVE_LoadGVTable = {
                                                {"Developer_Mode", "False"}
                                        };

--Simple Settings Section
--Allow LOGging of MGVE (Recommended Value: TRUE)
--// WARNING: Only disable this if you know what you're doing
__MGVE_SGCLOG = FALSE;

                                       
-- == I N S T R U C T I O N S == --
-- __MGVE_LoadGVTable:
--                                                If Enabled, this table will allow you to Load Global Variables from a Table.
--                                                - Uses: Default-Restoration, User-Sharing of Global Variable Environments, BackUp of Important Global-Space Data, Diagnostic Utilities.
--
-- __MGVE_LiveDebugMenuEnable:
--                                                                If Enabled, this will Show a Real-Time OutputToScreenLOG Textblock with the following variables shown:
--                                                                "__MGVE_GVAmount, __MGVE_GVWrites, __MGVE_GVReads, __MGVE_GVDeletes".
--
-- __MGVE_DumpDataTable_ExtendedLOG:
--                                                                                If Enabled, the function "MGVE_DumpDataTable" will not only Output the MGVE in the LOG, -
--                                                                                but also in a seperate file, in the AUTOGEN folder.
--
-- == I N S T R U C T I O N S == --

--+-------------------------+
--|+ Functions  + + + + + + |
--+-------------------------+

--MGVS Replacement ( MSGV(VAL1, VAL2) = MGVS(VAL1, VAL2) )
function MGVS(GlobalName, GlobalContent)
        if (__MGVE_SGCLOG == TRUE) then LOG("[MSGV]WRITE: '"..tostring(GlobalName).."'='"..tostring(GlobalContent).."', MGVE_id = "..__MGVE_GVAmount); end;
        setglobal(GlobalName, GlobalContent);
        setglobal("__MGVE_IDAL:"..GlobalName, __MGVE_GVAmount);
        setglobal("__MGVE_IDAL:"..__MGVE_GVAmount, GlobalName);
       
        --//Diagnostics
        tinsert(__MGVE_DataTable, GlobalName..":"..tostring(GlobalContent));
        __MGVE_GVAmount = __MGVE_GVAmount + 1;
        __MGVE_GVWrites = __MGVE_GVWrites + 1;
end;

--getglobal Replacement ( MGGV(VAL1) = getglobal(VAL1) )
function MGGV(GlobalName)
        if (getglobal("__MGVE_IDAL:"..GlobalName)) then
                local GetIDAL = getglobal("__MGVE_IDAL:"..GlobalName);
                if (__MGVE_SGCLOG == TRUE) then LOG("[MGGV]READ: '"..tostring(GlobalName).."'='"..tostring(getglobal(GlobalName)).."', MGVE_id = "..GetIDAL); end;
        else --No Idal -> \
                if (__MGVE_SGCLOG == TRUE) then LOG("[MGGV]READ: '"..tostring(GlobalName).."'='"..tostring(getglobal(GlobalName)).."', MGVE_id = !!! NO IDAL LINKED !!!"); end;
        end;
       
        --//Diagnostics
        __MGVE_GVReads = __MGVE_GVReads + 1;
       
        return (getglobal(GlobalName));
end;

--ClearGlobal Replacement ( MCGV(VAL1) = ClearGlobal(VAL1) )
function MCGV(GlobalName)
        if (getglobal("__MGVE_IDAL:"..GlobalName)) then
                local GetIDAL = getglobal("__MGVE_IDAL:"..GlobalName);
                if (__MGVE_SGCLOG == TRUE) then LOG("[MGGV]DELETE: '"..tostring(GlobalName).."'='"..getglobal(GlobalName).."', MGVE_id = "..GetIDAL); end;
               
                setglobal(GlobalName, nil);
                setglobal("__MGVE_IDAL:"..GetIDAL, nil);
                setglobal("__MGVE_IDAL:"..GlobalName, nil);
               
                --//Diagnostics
                __MGVE_GVAmount = __MGVE_GVAmount - 1;
                __MGVE_GVDeletes = __MGVE_GVDeletes + 1;
        else --No Idal -> \
                if (__MGVE_SGCLOG == TRUE) then LOG("[MGGV]DELETE: '"..tostring(GlobalName).."'='"..getglobal(GlobalName).."', MGVE_id = !!! NO IDAL LINKED !!!"); end;
               
                setglobal(GlobalName, nil);
               
                --//Diagnostics
                __MGVE_GVAmount = __MGVE_GVAmount - 1;
                __MGVE_GVDeletes = __MGVE_GVDeletes + 1;
        end;
end;

--Looping function to show the MGVE Variables in Realtime
function MGVE_LiveDebugMenu()
        if (__MGVE_LiveDebugMenuEnable==TRUE) then
                ClearScreenLOG();
                OutputToScreenLOG("[MGVE] Deletes: "..__MGVE_GVDeletes,0.318712);
                OutputToScreenLOG("[MGVE] Reads: "..__MGVE_GVReads,0.318712);
                OutputToScreenLOG("[MGVE] Writes: "..__MGVE_GVWrites,0.318712);
                OutputToScreenLOG("[MGVE] Exist: "..__MGVE_GVAmount,0.318712);
               
                Timer_Seq(0.318712, MGVE_LiveDebugMenu);
        end;
end;

--Function to Dump the Data Table to a AUTOGEN file
function MGVE_DumpDataTable()
        LOG("[MGVE] BEGIN DUMP DATA");
        for Data, CurData in __MGVE_DataTable do
                LOG("[MGVE] '"..CurData.."'");
        end;
       
        if (__MGVE_DumpDataTable_ExtendedLOG)==TRUE then
                local game_path = GetUserFolder();
                local input_filename = game_path.."Autogen/_AUTO_MGVE.lua";
                SaveToFile(input_filename, __MGVE_DataTable, "MGVE_Data");
        end;
        LOG("[MGVE] END DUMP DATA")
end;

--Function to Toggle the Real-Time LOGging of MGVE
function MGVE_Toggle()
        if (__MGVE_LiveDebugMenuEnable==TRUE) then
                __MGVE_LiveDebugMenuEnable = FALSE;
        elseif (__MGVE_LiveDebugMenuEnable==FALSE) then
                __MGVE_LiveDebugMenuEnable = TRUE;
        else
                return FALSE;
        end;
        LOG("[MGVE] GV Live Debug Active: "..__MGVE_LiveDebugMenuEnable);
end;

--Function to Load A Stored GV inside a Table
function MGVE_LoadGVEnvironmentFromTable(xTable)
        LOG("[MGVE] BEGIN LOAD FROM TABLE...");
        if (xTable) then
                --Delete whole GV Environment
                if (__MGVE_LoadGVTableClearMGVEEnable~=FALSE) then
                        LOG("[MGVE]: Deleting MGVE...");
                        MGVE_DeleteGVEnvironment();
                        LOG("[MGVE]: Deleted MGVE.");
                end;
               
                LOG("[MGVE]: Accessing Table-Loader...");
                local ProccessedItems = 0;
                SplittedStr = {};
                for Objects, CurObject in xTable do
                        if (type(CurObject)~="number") then
                                SplittedStr = strsplit(CurObject[1], ":");
                                MSGV(SplittedStr[1], SplittedStr[2]);
                                LOG("[MGVE][TABLE-LOADER]: Asserted GV: "..SplittedStr[1].." with Value: "..SplittedStr[2].." from Stored GV Table");
                                ProccessedItems = ProccessedItems + 1;
                        else
                                LOG("[MGVE][TABLE-LOADER]: Number Received, skipping...");
                        end;
                end;
                LOG("[MGVE][TABLE-LOADER]: Job Done. Proccessed: "..ProccessedItems.." GV-Values.");
        else
                return FALSE;
        end;
        LOG("[MGVE] END LOAD FROM TABLE");
end;

--Function to Delete the complete current Monitored Quest-Label Environment
function MGVE_DeleteGVEnvironment()
        LOG("[MGVE][DELETER]: BEGIN MGVE DELETION.");
        for Objects, CurObject in __MGVE_DataTable do
                MCGV(CurObject);
                LOG("[MGVE][DELETER]: Deleting: "..CurObject);
        end;
        LOG("[MGVE][DELETER]: Job Done.");
        __MGVE_DataTable = {};
        LOG("[MGVE][DELETER]: END MGVE DELETION.");
end;

--Function to Load the MGVE.Load File.
function MGVE_LoadGVEnvironmentFromFile()
        LOG("[MGVE]: BEGIN LOAD FILE.");
        --Delete whole GV Environment
        if (__MGVE_LoadGVEnvironmentFromFileClearMGVEEnable~=FALSE) then
                LOG("[MGVE]: Deleting MGVE...");
                MGVE_DeleteGVEnvironment();
                LOG("[MGVE]: Deleted MGVE.");
        end;
       
        LOG("[MGVE][FILE-LOADER]: Loading File...");
        ExecuteScriptFile("DATA/Addons/@MGVE/MGVE.Load.lua");
        LOG("[MGVE][FILE-LOADER]: File Loaded!...");
       
        --Proccess Numerical Table
        __MGVE_ProccessedNumericalTable = {};
        SplittedStr = {};
        for Objects, CurObject in __MGVE_LoadNumericalTable do
                LOG(CurObject);
                SplittedStr = strsplit(CurObject, ":");
                --SplittedStr[2] = gsub(SplittedStr[2], "%s+", "")
                --if (SplittedStr[1]) then LOG("Split 1 is something!"); end;
                --if (SplittedStr[2]) then LOG("Split 2 is something!"); end;
                --LOG("Split 1:"..SplittedStr[1].." Split 2:"..SplittedStr[2]);
                tinsert(__MGVE_ProccessedNumericalTable, {SplittedStr[1]..":"..tostring(SplittedStr[2])});
               
                SplittedStr = {};
        end;
        --Proccess END
       
        --Reload MGVE with MGVE_DATA_TABLE
        LOG("[MGVE]: Re-Loading MGVE...");
        MGVE_LoadGVEnvironmentFromTable(__MGVE_ProccessedNumericalTable);
        LOG("[MGVE]: MGVE Reloaded.");
       
        LOG("[MGVE]: END LOAD FILE.");
end;

I think its pretty neat, but lets move to another thing I have worked on: The Addonloader, I decided to tweak it a bit more, and the Loader has now the capabilities to autorun functions that you can define in a table, take a peak
#Snippet#
HTML Code:

--WARNING: This embedded Autorun has a Higher load Priority than SW3 Expansion's GetFollowers() Init Hook, so if -
-- - you use this Autorun, make sure it doesn't rely on SW3EXP Functions
-- "Addon Name",                                "Content-Type",                        {Table of Functions to be Executed}
__AddonsList = {
        --Addons
        {"MGVE",                                        "Addon",                                {"LOG4GV_Clear"}},
        {"MQLE",                                        "Addon",                                {"LOG4QL_Clear"}},
        {"StarRover",                                "Addon"},
        {"SW3_Expansion",                        "Addon"},
        {"Motherships_Mod_0.27",        "Addon"},
        {"Fleet_Mod",                                "Addon"},
        {"Plugins",                                        "Addon"},
       
        --Core Scripts
        {"Data/Scripts/",                        "Core"}
};

This change, along with other additions I plan to take, would make it easier for say: Mod Manager's and such to come up, as I plan to make one eitherway when I finish this Mod, this change will most likely make it worth the effort I put into it, even tho its minimal :)

RCFF: MAJOR progress done, it will be probably done in like at most like 3 - 4 weeks, I wish I had more time to work on this mod tho, it really sucks.

But be assured that Progress is made, and the Mod is still being worked on.

ALSO: I Plan to release a Experimental Build which is basically 0.6.1.9P2H1 but with MQVE and the new Addonloader in the following weeks, to see if its stable.

Note: An Official Repo of the Script Code of the Mod will go online in the near future, might depend on how tricky its going to be to set one up.


Thanks 4 Reading!

KoresDMinev 03-09-2017 06:40 PM

FREE TIME (forever)
 
The free time quest stays forever(freedom kill block doesnt do anything). This bug exists for a few epdates now. Also my last post about this bug+some motivational speach is nowhere to be seen
P.S. I can provide SAVE files but I have no idea how.

nocalora29 03-11-2017 02:12 PM

Hey, you probably got hided due to being a new account, but thats normal.

Since I can see your post now, could you load a save file which is BEFORE you get to that Free Time quest and replay to the part where you get stuck, and now I need the LOGfile.txt and the save-game before you get stuck in the free time quest.

LOGfile.txt location: Game Install Directory\LOGfile.txt
Save games location: Game Install Directory\profiles\your user name\save\

nocalora29 03-12-2017 03:50 AM

@mirageex
Did you start the game via the new exe?


::::
@KoresDMinev
Hey, you probably got hided due to being a new account, but thats normal.

Since I can see your post now, could you load a save file which is BEFORE you get to that Free Time quest and replay to the part where you get stuck, and now I need the LOGfile.txt and the save-game before you get stuck in the free time quest.

LOGfile.txt location: Game Install Directory\LOGfile.txt
Save games location: Game Install Directory\profiles\your user name\save\

::::
@TooBig
I would need the LOGfile of where you get stuck

mirageex 03-12-2017 04:18 AM

Yessir, tried both sw3cwEXP and sw3cw.x64.

I get to the main menu, click start new game, skip intro and crashes while trying to load Corrino.

I ran the installer, copy pasted the directory into the window for the main directory of SW3 and then ran the main install, the update and then the hotfix.

What did I screw up there?

nocalora29 03-12-2017 10:37 PM

@mirageex
 
Alright, just to be sure here:

While you installed the Mod, did you place all the 3 Installers needed to the game directory and in this Order:
MAIN+RESOURCES INSTALL -> 0.6.1.9P2-RC3 INSTALL -> Hotfix #1 INSTALL

If so, could you please give me your LOGfile after the game crashes and also tell me what files are in the main game directory and also in the Data\ Folder?, Thanks.

To be honest, I suspect missing files, its the most common for this type of crash.

mirageex 03-14-2017 02:14 AM

When you say place all the installers to the directory, do you mean unzip the whole thing in to the Star Wolves 3 folder, or just the installer file itself?

It's possible I may have done that initial step wrong.

nocalora29 03-14-2017 07:18 PM

The Installer itself can be run from anywhere you'd like, just make sure its unpacked and not in a zip file with the other folders, etc.

Also: Did the Installer something during installation? or was it instantly finished? because each of the installers take a while (excluding the Hotfix one)

Just to be sure: Heres a Manual Installation tutorial:
Get all of the 3 Installers [MainResources, 0.6.1.9P2RC3, Hotfix #1]

INSTALLING MAINRESOURCES: Go to the Setup folder and drag everything in there over to your MAIN star wolves installation, the place where the exe also is basically.

INSTALLING THE UPDATE: Go to the Setup folder and drag everything to the \Data\ folder of the game.

INSTALLING THE HOTFIX: Go to the Setup folder and drag everything to the \Data\ folder of the game.

If you did this manual installation, and it still doesn't work, please give me a picture of your sw3 main directory

mirageex 03-15-2017 04:37 AM

No joy, still getting a runtime error on first loading screen.

https://i.gyazo.com/091cc3b86959a032...3b22ae1614.png

^ Main directory.

AC37AC37 03-24-2017 05:28 PM

Hey, new user here. I finally got this expansion working after extended difficulties yesterday, including not being clear which file to download, and then the install program which I didn't let me choose the install directory, forcing me to bypass it entirely, though thankfully the manual install directions worked. Everything appears to work fine now except the time compression, which still appears limited to a max of 8x. FWIW the only .exe file I've gotten working is the 8x one; with the normal one, saves load, but my ship won't move. Any ideas of what I may be doing wrong, here, and tips/tricks to get it working? This was one of the main things I was looking forward to in this patch/expansion. Thanks! Paul

nocalora29 03-25-2017 03:57 PM

Its highly possible theres something severly wrong with the latest releases, so I am going to upload a Final COMPLETE release, which does not Require any hotfixes or anything similiar.

EDIT: http://www.moddb.com/mods/sw3exp/dow...#downloadsform
Install it like a regular mod, no installer, just game files.

--- Just gonna Throw the new stuff of Hotfix #2 in here ---
Fixed SysSize of the "TE Nanite" System

@AC: You do know that the game's absolute max IS in fact 8x? right?.
The new exe only removes an re-setter to 4x when there are too many objects in-game at once, this fix does not allow you to speed the game up to more than 8x times.

AC37AC37 03-26-2017 08:59 PM

Quote:

Originally Posted by nocalora29 (Post 715612)
Its highly possible theres something severly wrong with the latest releases, so I am going to upload a Final COMPLETE release, which does not Require any hotfixes or anything similiar.

EDIT: http://www.moddb.com/mods/sw3exp/dow...#downloadsform
Install it like a regular mod, no installer, just game files.

--- Just gonna Throw the new stuff of Hotfix #2 in here ---
Fixed SysSize of the "TE Nanite" System

Good deal! I'm assuming you're the patch/expansion creator, and overall I think it's great. :)

FWIW, I seem to be experiencing the stuck "Free Time" quest issue that at least one other person has mentioned. There's also a "Not found string: L_Quest_1_06B" quest with the same line as description that's been on the list pretty much since the beginning of the game; not sure what's up with that, but clearly another bug of some kind.

On another note, I really liked the option to avoid switching motherships and avoid taking mandatory long jumps automatically, but there was at least one time I encountered where you weren't notified before switching motherships...when you go after the Astarte mothership. And it seems to happen either in combat, or if you take advantage of the intuition perk to buy it rather than fight to capture it. This issue forced me to backtrack significantly to avoid losing a significant amount of money and gear I had invested into another mothership, and for that matter avoid having a quest indefinitely open to get said mothership. Don't know if that can be corrected in later patches or not.

Quote:

@AC: You do know that the game's absolute max IS in fact 8x? right?.
The new exe only removes an re-setter to 4x when there are too many objects in-game at once, this fix does not allow you to speed the game up to more than 8x times.
Ok, perhaps I'm confused, then. I saw this patch: http://www.moddb.com/mods/sw3exp/dow...-speed-fix-exe

From reading the description of this mod, I inferred that it would allow you to run time compression at speeds faster than 8x. Did I misunderstand what it does? Or is this not associated with your expansion mod in any way?

nocalora29 03-26-2017 10:58 PM

@AC37AC37
Sorry for the trouble and bugs, its quite hard to keep oversight on something so huge form times to times.

Yes, I am the Creator of the Mod, although many Resources in the Mod also are owned by other People, such as Trucidation, Goblin Wizard, Nanaki, XBow Software and the StarRover Team.



As for the missing quest and the mothership switch bug: Can you, by any chance, upload me the LOGfile of your game?, its located the main installation directory, its an .txt file.

The thing about this specific case is that, the code/script part of this mission-area is very, very and I mean VERY tangled and also has alot of optional routes the player "may" go, which each go to different code-tree's if you know what I mean, so Theres most likely gonna be some undiscovered bugs, which seems to be the case here.

Quote:

Ok, perhaps I'm confused, then. I saw this patch: http://www.moddb.com/mods/sw3exp/dow...-speed-fix-exe
Yeah, it could confuse some people, but I reffered to the re-setter of the game, which restricts you to play on 8x speed for a longer period of time, it was a nasty thing to patch out of the application exe, as I was required to edit it with an Assembler ;).

@All: I will be not at home till Friday, so do not expect any Hotfixs/Progress Reports till then, but feel free to still ask questions and or report additional bugs you may encounter, although I am not quite sure if I will be able to respond in that given time, fact is: I will be back with you all at Friday.

TooBig 03-27-2017 12:56 PM

close amanalco
 
Quote:

Originally Posted by nocalora29 (Post 715491)
*SNIP*
@TooBig
I would need the LOGfile of where you get stuck


Well I just installed the newest patch and tried again. This bug has happened _everytime_ when meeting Alexandra and trying to jump to Solpugae system after that maze, and occasionally on some (specific?) stations. Also, I think it prevented some freeroam quests from triggering, but I can't say for sure.
Well, now it worked flawless.

Also, thank you very much for making this mod :). I really like this game series even if it has a lot of flaws, it belongs to the short list of games that I replay once or twice every year along with gems like Alpha Protocol, VtM:B, KoTOR etc.
If only I could get a voicepack that I found to work... Regrettable that they couldn't afford to get voice-acting for this game.

:edit:
It seems I was too quick to celebrate. After finishing that mission for Alexandra, I have been freeroaming for hours with nothing happening, so it seems quests are not triggering. Here are two logs, first one is the one that I finished the quest, quitting it after nothing happened and the second one is picking it up again when I got bored the first time.

https://paste.ee/p/sYlbj

obimark 03-27-2017 10:34 PM

Hey nocalora, I'm really enjoying the mod, thank you for all the efforts.
I encountered following bugs:
in hephestus system I destroyed all the turrets. Along the shinings, I got 16 and 17 major caliber guns. With missing following entries:
#M_Name_GK1
#M_Hint_GK1
#M_SDesc_GK1
#M_LDesc_GK1

#M_Name_GK4
#M_Hint_GK4
#M_SDesc_GK4
#M_LDesc_GK4
I presume M_Name_GK2 and 3 are also missing since I didn't find them in m_bs_modules.loc
Also they cannont be mounted on Mastiff.
EDIT: They are neither regular turrets nor regular major caliber guns. I presume they are something in between.
I also managed to get my hands on M155 Simoto. Also cannot be mounted in any light slot, on fighters up to 4th Gen.
Don't know where can I check the requirements for those, could you point me in the right direction? I can poke a little, but I haven't modded so far.

Corrino system hangs, after I go to cassily system (merc path).
UPDATE: after installing from single full installer you provided couple of posts back, Corrino no longer hangs

I'll keep playing, if I turn up anything else, I'll post here.

AC37AC37 03-28-2017 10:11 PM

Quote:

Originally Posted by nocalora29 (Post 715622)
@AC37AC37
Sorry for the trouble and bugs, its quite hard to keep oversight on something so huge form times to times.

Yes, I am the Creator of the Mod, although many Resources in the Mod also are owned by other People, such as Trucidation, Goblin Wizard, Nanaki, XBow Software and the StarRover Team.



As for the missing quest and the mothership switch bug: Can you, by any chance, upload me the LOGfile of your game?, its located the main installation directory, its an .txt file.

The thing about this specific case is that, the code/script part of this mission-area is very, very and I mean VERY tangled and also has alot of optional routes the player "may" go, which each go to different code-tree's if you know what I mean, so Theres most likely gonna be some undiscovered bugs, which seems to be the case here.


Yeah, it could confuse some people, but I reffered to the re-setter of the game, which restricts you to play on 8x speed for a longer period of time, it was a nasty thing to patch out of the application exe, as I was required to edit it with an Assembler ;).

@All: I will be not at home till Friday, so do not expect any Hotfixs/Progress Reports till then, but feel free to still ask questions and or report additional bugs you may encounter, although I am not quite sure if I will be able to respond in that given time, fact is: I will be back with you all at Friday.

Thank you! And yes, I hear you about it can be hard to keep something so big working properly. I have the logfile, but I can't attach it here unfortunately. It looks like the upload size is 19.5K, and it's 76K. I put it on Google Drive; hopefully the link will work.

https://drive.google.com/file/d/0B4E...ew?usp=sharing

obimark 03-30-2017 09:07 PM

I'm now in free mode so I decided to visit some far flung systems and check out caches from vanilla game. I didn't find anything anywhere, so I presume they are moved from this release?

obimark 03-30-2017 09:23 PM

I found serious bug/exploit. I don't think it's mod related, smells more like it's game engine related.

Warning this seriously disbalances the game!

Exploit goes like this:
Dock at station... any station. Now you can trade, equip mothership, fighters etc.
Go to pilot perk screen (right click on any pilot). It doesn't matter if you do or don't do anything on this screen. Exit the entire screen by clickin upper right exit box. You should now be in space, not on the trading screen. Dock once more to the station.

Now go to storehouse screen. Everything should be blank, i.e. you can't buy anything. BUT now you can sell everything for full price. Those Maxim MG1 - they fetch much better price than <100 cr. mistral goes for full 300 and so on.

nocalora29 03-31-2017 04:06 PM

Im back!, so lets get right into the problems!
------------
@TooBig:
------------
Quote:

It seems I was too quick to celebrate. After finishing that mission for Alexandra, I have been freeroaming for hours with nothing happening, so it seems quests are not triggering. Here are two logs, first one is the one that I finished the quest, quitting it after nothing happened and the second one is picking it up again when I got bored the first time.
Just to be Sure, you did Start a new Game, correct?.

Apparently, you have activated a Dynamic Mission, please reload an older save from where you did not activate it, and play from there, since it seems there is a problem with it.

Note: Do not play the System Retake mission out of all, its not implemented to 100% and there is no Part 2 to it yet and it will most likely get you stuck.

But what I think honestly, is that, its not the dynamic missions fault, but because the game encountered script errors before actually you getting to that part where you activated the dynamic missions, the game just has gone full flatout haywire and stopped really caring about some things, since I see this all the time:
Code:

[ScriptSystem] [MGQL]READ: '__SW3EXP@JumpCounter_Num'='', mqle_id =
[ScriptSystem] [MGQL]READ: '__SW3EXP@JumpCounter_Total'='', mqle_id =
[ScriptSystem] [MGQL]READ: '__Inv_Mod@IS_Bank'='', mqle_id =
[ScriptSystem] [MGQL]READ: '__Inv_Mod@IS_Bank_Income'='', mqle_id =
[ScriptSystem] error: attempt to perform arithmetic on local `bank' (a nil value)
  <string "DATA/Addons/@SW3_Expansion/sw3_expansion_ma...": line 145>

These values not having an id makes me think either A): The InitTeamScript.script file inside your game folder is outdated/wrongly installed or B): You did not start a new Game

What I would try is: Reloading the Config manually by going into the compatability options and doing it from there, should be something with First Time Configuration or something, but do it from a point before you get stuck, etc.

------------
@Obimark
------------
Quote:

Hey nocalora, I'm really enjoying the mod, thank you for all the efforts.
I encountered following bugs:
in hephestus system I destroyed all the turrets. Along the shinings, I got 16 and 17 major caliber guns. With missing following entries:
#M_Name_GK1
#M_Hint_GK1
#M_SDesc_GK1
#M_LDesc_GK1

#M_Name_GK4
#M_Hint_GK4
#M_SDesc_GK4
#M_LDesc_GK4
I presume M_Name_GK2 and 3 are also missing since I didn't find them in m_bs_modules.loc
Also they cannont be mounted on Mastiff.
EDIT: They are neither regular turrets nor regular major caliber guns. I presume they are something in between.
I also managed to get my hands on M155 Simoto. Also cannot be mounted in any light slot, on fighters up to 4th Gen.
Don't know where can I check the requirements for those, could you point me in the right direction? I can poke a little, but I haven't modded so far.
First of All: Very appreciated kind words, thanks.

Second of all: This is a known Issue with these missing names for these major caliber TURRETS not guns, there is no "normal" ship in the game that you as a player can fly without using a modded ship which has major caliber turrets.

I don't know why these turrets drop from the system to be honest, they just started dropping and I never figured out why, I think its up to the player what to do with it, and I can't really name them something since they are Turrets which the player was not supposed to see, they are M.Turrets for NPC Point Defence, but I guess I can give them a temporary name in the next hotfix coming soon.

M155 Simoto? strange... I did not touch this vanilla light gun at all, it should work on all ships which support light guns, did you maybe try it on a "specific" ship? or did several not work?.

Quote:

I'm now in free mode so I decided to visit some far flung systems and check out caches from vanilla game. I didn't find anything anywhere, so I presume they are moved from this release?
You do know, that you have to progress to certain points in the storyline before the game allows you to get loot from these cache's, right?, if you know that, and are well into your current story progress, its most likely a bug then and I need a log before you entered the system which had the cache, but only if you truly are certain that you progressed enough in the story.

Code:

       
I found serious bug/exploit. I don't think it's mod related, smells more like it's game engine related.

I have never discovered this exploit, this is truly critical, but it seems one has to go out of ones way to do the exploit, I will try to "fix" it with an Assembler, but this most likely is an Programming error done by the devs and hard to fix.
Still gonna try it, although I most likely wont manage to do it, I can only do simple things in Assembly.
Maybe I have luck and I only need to change stuff in some lua files, we'll see.

------------
@AC37AC37
------------
Quote:

FWIW, I seem to be experiencing the stuck "Free Time" quest issue that at least one other person has mentioned.
Sadly the log doesnt tell me much, not quite sure whats the reason here.

Quote:

but there was at least one time I encountered where you weren't notified before switching motherships...when you go after the Astarte mothership.
Would you please delete your latest logfile found in your game dir folder, load an earlier save BEFORE you entered the system where you need to capture the astarte and play the mission again until you are away from the mission system?, after that don't do anything else than quickly uploading the LOGfile so it doesn't get overwritten by a newer save or something. you don't need to replay the whole game from there on, but I just need you to do that to get the relevant log file information.

obimark 04-01-2017 09:54 AM

UPDATE to simoto, works fine after installing from single installer. Have no idea what was wrong with it.

As for major caliber turrets, I took star hammer for a spin after getting free time. that baby can mount those heavy caliber turrets. I also bought AK47 mk2 in goblin wizard shipyard. When mounted in turret I get red white art placeholder instead of turret and turret doesn't fire (predictably).

I seem to be experiencing free roaming as well. I didn't go after astarte, I just went to cassily and from there became errand boy for New empire. Maybe it's related to the fact that I hired additional pilots from canteen?
Attempting with autosave before free time. will post results

As for bug, I uncovered it accidentally (as most bugs are found) and really it's not that difficult to exploit, when on perks screen in station, the upper right button displays text return to trading screen and seem logical to press it instead of pressing continue in the bottom of screen.

nocalora29 04-01-2017 01:07 PM

Quote:

I also bought AK47 mk2 in goblin wizard shipyard. When mounted in turret I get red white art placeholder instead of turret and turret doesn't fire (predictably).
Thanks, im going to look into it.

Quote:

I seem to be experiencing free roaming as well. I didn't go after astarte, I just went to cassily and from there became errand boy for New empire. Maybe it's related to the fact that I hired additional pilots from canteen?
Attempting with autosave before free time. will post results
Awaiting the logfile, then.

obimark 04-01-2017 06:14 PM

1 Attachment(s)
Finally got back home.
I tried a different route in delivering package to placid docks in aurora. Now I'm again at free mode. Will try to play a little tonight. In the meantime here's my log.

nocalora29 04-02-2017 12:16 AM

Could you try to load a save before you get stuck and go to the compatability options menu inside the mod menu, and activate "Fix Bank and JCounter Script"? In all log's I've read up to now its always something with the Bank script, It will definitely get a temporary fix for Hotfix #3.


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