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Fantastic this is still being worked on just re downloaded sw3 for the 4th or 5th time.
One thing I would say is could you add to the OP that you need to download first the big file that's the main mod then the update. Other than that great work m8 keep it up.:o |
Hi there. Any news for this great mod?
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Not much other than the next update is still being worked on.
No ETA though. |
But I need answers NOW!
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ok
Heres a video of the new gameplay module in progress: https://youtu.be/ZM5r7f2R5kI associated code of the CapturePoints system: https://pastebin.com/AcR7qcWn Thats of course not everything new there, would be insane if it were. Would be actually happy to upload some more footage of other modules/systems soon(tm). Its basically a port from the Command Points from World in Conflict, although the fortification system is not in it (might add it later, dunno) |
to be fair, at this point, I've spent more time debugging the game itself than actually playing or modding it lmao.
Send help. |
Xpost from modb article
I Feel like this is long overdue, so here I am.
Note: Most features here are only possible due to use of an injected DLL What do we have ready?
So whats up? To be honest, not that much. Schools consuming all of my freetime to be honest, but I am still trying hard to make this game what its supposed to be... "more fun"(tm)(R) Don't quote me on the above part, please. But all in all, this journey has since been long and it'll still take a while before I'll call it a day. So don't you guys worry, the very few ones still active here. I really had hoped I'd have more to show, especially after so long inactivity, but thats all I have for now. I will continue, for the time being, to extend the modding support of the game by hacking it with a debugger and some C++ knowledge. And I'll soon follow to finally pursue the Prestus Mini-story, because I'd love to test out the new gameplay mechanics I've added. I hope I can also post a video of the new stuff soon. I know this might have been a short article, but fear not. This mod is not dead, and neither am I. To be honest, this mod has evolved so much over the years, but mostly behind the shadows, hidden from the public. I have only slowly started the work on the injection DLL and said injector, it was a rollercoaster of new information, and it was exciting to learn on how "injection" and manipulation of the memory of a game was possible. It was far easier than I'd like to, honestly. But I still took my time to learn it, and I've grown because of it. After all is said and done, I will, of course, release the DLL's Source Code including the Injector. Thats all for now, take care people! As a wise old Gaben once said: "These things, they take time" Especially since im dealing with x86 Debuggers! This is no longer a Mod, its a Hack |
I´VE been years in this forum and played multiple times the game, and i always come back to see if there is any news in this mod, its already 2019 and you are still working in the mod, i think that you are more VALUABLE than a lot of already big payed programmers, that can´t finish a game in 2019, so keep working and take your time, the ones interested in the game, will keep appearing from time to time to see if there are any news
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I am glad to see that you are still working on it. There WILL ALWAYS BE PEOPLE to wait for this mod. Take your time, just keep us posted from time to time. Can we expect a christmas surprise from you this year?
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Christmas surprise aye? Maybe I'll drop something fun, but it won't be some kind of actual update. More like a short-timed event update.
I'll think of something, its the least I can do. |
SO good to see an update. As long as it is a rewarding experience, keep at it and know you got fans behind you cheering :)
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Been working on the christmas update, and its almost done. I hope I can get a release out tomorrow. I really don't want to be wrong on this ETA, but it seems very likely it will be out.
The update will include an exclusive "mission" which is non-repeatable. Although if you really want to replay it you can just change it in the config. What will come along, however, is the new framework which the whole mod relies on, and its counterpart .dll file. So be prepared to get your Antivirus to get angry with you once its released! So once that's out, feel free to include whatever you guys want into your own mods. EDIT: Due to some nasty bugs I'll have to postpone this a day or two. |
Oh boy. This is gonna be great.
*anti-virus alert noises* |
SW3.Expansion v0.7.0: Christmas Update RELEASED.
Im still not quite satisified with the update, but its atleast something Im able to bring out this year. I really recommend atleast testing this update for stability, because the underlying hacky stuff has proven to me again and again that it just loves memory access violations, so theres that. This is the first release that requires, and uses a custom dll. What does this mean? It means the game's lua_State pointer now gets hooked by the dll. This is done via injection from a external exe. The DLL gets run on a "Attachment" event and from there, the custom code is run. If you don't trust my released binaries (you shouldn't) you can check the source code yourself in the link in the Technical section. Feel free to modify it to your own needs. Changelog - Actual Stuff - New mission discoverable in Charon - Framework Stuff - Almost complete rewrite of the Expansion framework - Replacement of the ShipDescriptions.xml file with an XDF replacement variant. - XDF: eXtracted Data File (xml data represented as lua data) - PilotTeamManager System - MemoryPatcher utility included with the injected DLL. - GenFuncs - TAI - CapturePoints - TriggerUtil - GroupUtil - GlobalRand - FuncUtil: Huge Functions Library added specifically for this lua version (4.0) and this game. - DialogUtil: Small but handy Dialog library. - TFF: Tiny Followers Framework - Small utility Sound System (Based on bass.dll) (mostly for internal use with the injected DLL) - Scripting Engine fixes. IMPORTANT: This release is a EXPERIMENTAL one. This is the first release that will require xdelta. This means that you CANNOT have any kind of difference in the file-system of your game with the applied updates listed below. Order matters. [Left: First, Right: Last] *RC18 is not supported, sorry. Base Game, [FULL] Expansion Mod [0.6.1.9P2RC9], Expansion Mod [0.6.1.9P2]-RC9 to RC17 Link: https://drive.google.com/open?id=1Aa...So9RPfoWhGKlMt Technical: DLL + Injector: https://drive.google.com/open?id=1te...rEscDJa5fqkeb_ As to why the update is an installer: I don't usually do them unless they make sense, but in this case: xDelta functionality had to be used in order for the filesize to be acceptable(?) at around 2gb. The next update will be a zip based one again, promise. But this will also mean that a redownload will be required, so just a heads-up. Final Note: Of course, this is not all I have yet to show you guys, but this will have to do for the moment. As I said, this was supposed to be a framework update + a small event update. I think this update fits that criteria nicely. |
Hello my friend. I am getting the itch but figured I would check in to see how the mod is coming along before I fire it up. Makes sense to test the newest release.
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I haven't really been able to work on the mod extensively since a long time tbf, just small edits here and there.
I hope I can get this finished once I get my other projects up and running, currently making an actual entire game via Unity, just to check out the Engine. I will focus on this mod more once thats finished. My and me team is at it's finishing touches (Bugfixes & QoL improvements) As for the 0.7.0 version: I don't know why, but the download link seems to be down, I have reuploaded it to mega, here you go: https://mega.nz/file/KoZHGS6b#cwS4hj...-QpynK84lCtBXk |
Quite understandable. There are quite a few decent Unity engine games out there, it seems like a solid engine to base on. I look forward to anything you work on, please keep us informed as you get closer to release.
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Yeah unity is quite 'ok' in terms of .. well everything.
The only Pro's I can think of right off the head is the fact it runs on Mono/.NET/CLR, meaning its highly multi-platform, and the fact that the build times of C# aren't on an insane level like C++ is. Its definitely a good Engine for Beginners, but anything really huge and serious, like Star Citizen for example, has no chance on Unity without heavy modification of the engine. Another thing thats really annoying about the engine is the fact that it really doesn't give much support for loading stuff from your own game files, it wants you to use their asset system really really badly, which kind off kills modding. With the time we had for the project we only could add 3d model+texture Imports at Runtime. And thanks for the interest! Im not quite sure if we even will consider Releasing the game on Steam or something, because it was just something we had the chance to do for a school project. Had about 2 months for it. I'll be sure to drop something off here when its considered "Good & Ready". |
I have downloaded the file on mega and see its almost 4 gigs which seems substantial for a patch, looking forward to it. I do have some questions on your install instructions before I test it.
In the December post that links the Google drive version 0.70 you state it is an installer. I have finished downloading the Mega file and see that it is a zip file. The zip is labeled as 0.8.0, not the 0.7.0 version you state in the above post. In that zip there are two new exe files: Nocalora.x32.injector.exe and a new sw3cw.exe which would overwrite the one in the r9 version. Am I supposed to run that injector exe first or does it auto inject when i run the new sw3 exe? Also a note regarding possible obsolete inclusions: 1) Are the alternate exe files in the initial R9 download no longer supported (the x64 and the x8 versions) since they are not in the 0.8.0 zip? 2) You state "you CANNOT have any kind of difference in the file-system" in the December post and I was wondering if the missile mod that is included in the optional files in the initial r9 download is still compatible since it is not included in the optional folder in the newest 0.8.0 zip. As always, a fan! |
Since the download link somehow got killed off, along with the file off of my GDrive, I also lost the installer, and I don't really want to do another compression session, since xDelta patches take considerable time.
Because of this, I've decided to just post the complete mod at ver 0.8.0 alongside the game Its basically just 0.7.0 with some minor tweaks. The new way to start the game is completely via the Injector.exe, you know everything is good when you hear a certain sound in the Main Menu, its almost like a Trainer in that way. As for the obsolete files: - x64 is definitely obsolete, since it was only a Large Address Aware fix, its not that much of a loss. - The x8 speed functionality is now being patched in live during Injection. See (@Nocalora.x32/Config/MemPatcher.xml Code:
<PatchEntry name="8xSpeedFix" type="Patch" ofprocess="host">- Missiles Mod has not been updated to work with this yet sadly. Although its just a matter of comparing the the modules/rockets.xml files of my mod and the missiles mod, I simply did not have the time to do it. |
Ah ok so if I understand this right, you do not need any of the initial downloads as they are now included (as well as apparently the game files) in the 0.8.0 download?
I started the game with the injector exe and it went as you stated with the beeps. If quit the game, do I run a it again with the injector file or now that it is "injected", should I use the sw3cw.exe file? Horray, my first error! Just before entering the second sector, I pressed F5 (which is the standard key) to quick save. My game crashed with the following error in my logfile: (20:05:24) (ERROR) [ScriptError] Can't get ship or flight into Pilot_GetShip func! (20:05:24) (INFO) Dialog::Start: DATA\Scripts\Quests\MISSION_1\Dialog26.xml (20:05:28) (INFO) Dialog::ExecuteLUAFunction: GoTo_Aurora_2 (20:05:28) (INFO) Dialog::Finish: DATA\Scripts\Quests\MISSION_1\Dialog26.xml [ScriptSystem] AttachEvent: Trigger: tag = 28, class = "Trigger_InsideVolume", id = 3124 [ScriptSystem] AttachEvent: Trigger: tag = 28, class = "Trigger_InsideVolume", id = 3126 [ScriptSystem] AttachEvent: Trigger: tag = 28, class = "Trigger_InsideVolume", id = 3128 [ScriptSystem] Market Caravan Calculating chance of PirAtk ND [ScriptSystem] [GR]: Cleanup... [ScriptSystem] [GR]: GlobalRand: PlayerIsNearC328C Cleaned [ScriptSystem] Market Caravan Calculating chance of PirAtk ND [ScriptSystem] AttachEvent: Trigger: tag = 31, class = "Trigger_Timer", id = 3132 [ScriptSystem] AttachEvent: Trigger: tag = 31, class = "Trigger_Timer", id = 3360 [ScriptSystem] AttachEvent: Trigger: tag = 31, class = "Trigger_Timer", id = 3362 [ScriptSystem] AttachEvent: Trigger: tag = 31, class = "Trigger_Timer", id = 3364 [ScriptSystem] AttachEvent: Trigger: tag = 31, class = "Trigger_Timer", id = 3366 [ScriptSystem] AttachEvent: Trigger: tag = 31, class = "Trigger_Timer", id = 3368 [ScriptSystem] AttachEvent: Trigger: tag = 31, class = "Trigger_Timer", id = 3370 [ScriptSystem] AttachEvent: Trigger: tag = 40, class = "Trigger_FlightInsideObjectVolume", id = 3372 [ScriptSystem] AttachEvent: Trigger: tag = 39, class = "Trigger_FlightInsideVolume", id = 3374 [ScriptSystem] AttachEvent: Trigger: tag = 40, class = "Trigger_FlightInsideObjectVolume", id = 3376 [ScriptSystem] Market Caravan Calculating chance of PirAtk ND [ScriptSystem] error: attempt to index a string value |
I uninstalled completely, had to restart because some of the dlls were still running even though I was not running the game and it would not let me delete them. I did a fresh install only using the 0.8.0 files you linked. I started the game with the injector exe with no issues. Once the initial cutscene was finished and the initial msf dialogue choices made, I pressed f5 to quicksave and the game crashed. This is my latest logfile:
Log started: 20:49:45, Sunday, May 17, 2020 Engine version: 1.12 build 284.2331 (20:49:45) (INFO) Root::InitObjects() (20:49:45) (INFO) Init texture manager (20:49:45) (INFO) Init Mesh manager (20:49:45) (INFO) Init material manager (20:49:45) (INFO) Root::InitObjects() OK (20:49:45) (INFO) Game::InitApplication() (20:49:45) (ERROR) LocalizationManager::ReadLOCFiles('DATA\LocData\En glish\'): cannot load LOC file 'DATA/LocData/English/DialogGW.loc_d.loc' (20:49:45) (INFO) Root::ReleaseObjects() [EXCEPTION] 0x00495607 EXCEPTION_ACCESS_VIOLATION (The thread attempted to read from or write to a virtual address for which it does not have the appropriate access.) [EXCEPTION] [INFO] Memory Usage = 14.253906 Mb [EXCEPTION] [INFO] heapchk return = -2 HEAP Ok |
Update: I restarted after the crash to clear any loose files still in memory. I ran the injector file but the game did not start. I reboot my comp again, then attempted to start the game using the sw3cw.exe file. Again, the game failed to start.
The only thing I can think may be the issue is that when I initially started the install, I changed the profile to a new profile as I did not want to use your profiles game data. Perhaps by not using your profile, the game now refuses to start as it is defaulted to the new profile I created. Just an idea. |
Update 2: restarted, uninstalled. Fresh install start the game with the injector no problems. Used your profile and the only change I made was inverting the mouse. Got past the initial cutscene and chat with the msf. Tried doing a hard save and the game crashed and is not restartable.
(22:25:19) (ERROR) LoadTexureEx: can`t load texture file: DATA\TEXTURE\INTERFACE\CARCASS\32\pushkalind.dds [ScriptSystem] [StarRover] Case_Attack_mk1: GetShip() [ScriptSystem] [StarRover] Case_Attack_mk1: GetShip() [ScriptSystem] [StarRover] Case_Attack_mk1: GetShip() [ScriptSystem] [StarRover] Case_Attack_mk1: GetShip() [ScriptSystem] [StarRover] Case_Attack_mk1: GetShip() [ScriptSystem] [StarRover] Case_Attack_mk1: GetShip() [ScriptSystem] [StarRover] Case_Attack_mk1: GetShip() [ScriptSystem] [StarRover] Case_Attack_mk1: GetShip() [ScriptSystem] [StarRover] Case_Attack_mk1: GetShip() [ScriptSystem] [StarRover] Case_AttackFrontal_mk1: GetShip() [ScriptSystem] [StarRover] Case_AttackFrontal_mk1: GetShip() [ScriptSystem] [StarRover] Case_Attack_mk1: GetShip() [ScriptSystem] AttachEvent: Trigger: tag = 31, class = "Trigger_Timer", id = 1933 [ScriptSystem] [StarRover] Case_Attack_mk1: GetShip() [ScriptSystem] carcass_orientation_q: [ScriptSystem] x= -0.017, y= 0.714, z= 0.017, w= 0.699, id= 0; [ScriptSystem] [StarRover] Case_Attack_mk1: GetShip() [ScriptSystem] [StarRover] Case_AttackFrontal_mk1: GetShip() [ScriptSystem] [StarRover] Case_Attack_mk1: GetShip() [ScriptSystem] AttachEvent: Trigger: tag = 28, class = "Trigger_InsideVolume", id = 1941 [ScriptSystem] AttachEvent: Trigger: tag = 31, class = "Trigger_Timer", id = 1943 [ScriptSystem] AttachEvent: Trigger: tag = 28, class = "Trigger_InsideVolume", id = 1947 [ScriptSystem] [StarRover] Case_Attack_mk1: GetShip() [ScriptSystem] [StarRover] Case_Attack_mk1: GetShip() [ScriptSystem] [StarRover] Case_AttackFrontal_mk1: GetShip() [ScriptSystem] [StarRover] Case_Attack_mk1: GetShip() [ScriptSystem] [StarRover] Case_AttackFrontal_mk1: GetShip() [ScriptSystem] [StarRover] Case_AttackFrontal_mk1: GetShip() [ScriptSystem] [StarRover] Case_AttackFrontal_mk1: GetShip() [ScriptSystem] [StarRover] Case_AttackFrontal_mk1: GetShip() [ScriptSystem] [StarRover] Case_AttackFrontal_mk1: GetShip() [ScriptSystem] [StarRover] Case_AttackFrontal_mk1: GetShip() [ScriptSystem] [StarRover] Case_AttackFrontal_mk1: GetShip() [ScriptSystem] [StarRover] Case_Attack_mk1: GetShip() [ScriptSystem] carcass_orientation_q: [ScriptSystem] x= -0.064, y= 0.894, z= -0.134, w= -0.424, id= 0; [ScriptSystem] [StarRover] Case_Attack_mk1: GetShip() [ScriptSystem] [StarRover] Case_Attack_mk1: GetShip() [ScriptSystem] [StarRover] Case_AttackFrontal_mk1: GetShip() [ScriptSystem] [StarRover] Case_Attack_mk1: GetShip() [ScriptSystem] AttachEvent: Trigger: tag = 31, class = "Trigger_Timer", id = 1959 [ScriptSystem] [StarRover] Case_Attack_mk1: GetShip() (22:25:33) (INFO) Dialog::Start: DATA\Scripts\Quests\MISSION_1\Dialog1.xml [ScriptSystem] AttachEvent: Trigger: tag = 28, class = "Trigger_InsideVolume", id = 1961 (22:25:39) (INFO) Dialog::ExecuteLUAFunction: GoTo_Aurora_1 (22:25:40) (INFO) Dialog::Finish: DATA\Scripts\Quests\MISSION_1\Dialog1.xml [ScriptSystem] [StarRover] Case_Attack_mk1: GetShip() [ScriptSystem] AttachEvent: Trigger: tag = 31, class = "Trigger_Timer", id = 1979 [ScriptSystem] AttachEvent: Trigger: tag = 47, class = "Trigger_OnPilotInToBase", id = 1987 [ScriptSystem] [StarRover] Case_Attack_mk1: GetShip() [ScriptSystem] [StarRover] Case_Attack_mk1: GetShip() [ScriptSystem] [StarRover] Case_Attack_mk1: GetShip() [ScriptSystem] [StarRover] Case_Attack_mk1: GetShip() [ScriptSystem] [StarRover] Case_Attack_mk1: GetShip() [ScriptSystem] [StarRover] Case_Attack_mk1: GetShip() [ScriptSystem] [StarRover] Case_Attack_mk1: GetShip() [ScriptSystem] [StarRover] Case_Attack_mk1: GetShip() [ScriptSystem] [StarRover] Case_Attack_mk1: GetShip() [ScriptSystem] carcass_orientation_q: [ScriptSystem] x= 0.036, y= -0.798, z= 0.048, w= 0.599, id= 0; [ScriptSystem] [StarRover] Case_Attack_mk1: GetShip() [ScriptSystem] [StarRover] Case_AttackFrontal_mk1: GetShip() [ScriptSystem] AttachEvent: Trigger: tag = 31, class = "Trigger_Timer", id = 2030 [ScriptSystem] error: stack overflow [ScriptSystem] error: unable to recover; exiting |
OK I give up lol. Cannot get it to save or once crashed to restart it w/out a reinstall. I know you are on to other things and I feel like I am spamming you with bug reports for a mod you aren't invested in atm so I apologize for being a pest.
I'll try it again when you have the time and inclination to release 0.7.0 / 0.8.0 as a mod only download because I think that using your game files may be the issue. Idk, see you in June's "In development" pest post :) |
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Well thats pre-releases for you :)
Sorry that it didn't work out, should be me apologizing for wasting your time doing all this work to set it up, I didn't even know there was a problem with making saves, so I thank you for that :cool: I'll let you know when this mod become stable again. And of course, see ya in June! EDIT: OH F*** I JUST REALIZED, F5 was used by to decrypt the game's loc file encryption, this was something I was kind of requested to do by the russian modding community, I totally forgot about that! That might be why your game crashes, because once decryption goes past a certain point, a hard crash is inevitable (lets say it was a "good-enough" features) Im going to upload the non-debug dll file, that will have to work! To make the game playable again, you need to delete ALL ".loc_d" files in the LocData folder, and replace the old Nocalora.x32.dll with this one Link: See attachment *Note: Backup your old one, just in case. Last note: If the attached dll just makes things worse, F2 should disable all HotKeys in the old dll. |
Ha, well I'm glad I was able to "help". A bit ago, probably lost in the error log spam, I asked if I should always use the injection exe to run the game or is that a once only and then use the SW3cw exe for subsequent game starts?
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Well I followed your instructions with a clean install and any type of saving crashes my game. I've attached a compressed F5 use logfile. Here are the last 2 lines:
[ScriptSystem] error: stack overflow [ScriptSystem] error: unable to recover; exiting There was one difference with the new dll files, I am able to start the game after a crash. When I restarted, it defaulted to your profile instead of the one I created for testing. There was a quicksave when I siwtched back to my new profile but it does not load stating that it is corrupt. One thing I noted was my ships cargo was full with I assume was 20 of each ship, gun. ect. I assume you had that coded in for testing but for a new player trying the mod that;s a weee bit overpowered. :) |
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Here is the logfile of me trying to save with a hard save from the menu.
Here are the last few lines: (17:50:04) (ERROR) LoadTexureEx: can`t load texture file: DATA\TEXTURE\INTERFACE\CARCASS\32\pushkalind.dds (17:50:04) (INFO) Game::UpdateGame: handle Lost device ok [ScriptSystem] error: stack overflow [ScriptSystem] error: unable to recover; exiting AS you can see, in both conditions when you try to save the game it causes a stack overflow and crashes. |
Thanks for the logfiles, im going to try to make a patch to make this work, and disable debug-mode alongside it.
I don't really have much time today in particular, so I guess it should be finished by friday or something, if things go well, of course. The Injection exe needs to be started every time you want to start the game, its not a once-use thing, as the injection only happens in-memory. |
Take the time you need. A few other notations:
I left the autosave on and the game eventually did autosave without crashing however when I tried to load it, I received the corrupt file error message that the other saves give me. I was able to land at the station in sector and was able to sell all the items in the hold. My cash balance went so high it went into the negative, then back to positive then ended at a negative. I was unable to dock with the portals and leave the first sector. I seem to remember that being a thing waaaay back in testing like r6 or so but I am unsure. I know my taking up the role as tester came out of the blue, I just got the bug I guess heh. Thank you! |
So ive been playing the version on the main page and was wondering how to finish the xb-19 mission. I got to bx-19-1 and fought the big fleet with 8 flagships but i have no clue how to go from there.
Edit: I reread the main page and found why, for the record the second type of escort mission is janky as hell, wrong finish point only 100k reward. |
BTW is mothership upgrading functional in the 0.8 version?
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Should be but I could not leave the first zone and there isn't a maintence station there to check. I;ll let you know once the patch is out.
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@zecond, I'd just recommend staying on the latest stable version with the RC17 patch, mothership changes work there 100%.
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Quote:
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Ah I misunderstood you, I thought you meant the mothership change feature. Indeed the "Upgrade" System hasn't been worked on for a long time, so that is definitely out.
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Edit: What the game you are making btw, is it the similar to star wolves? |
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- New entry for each ship in Carcasses.xml - New 3d model (+ headaches with 3ds max 2008 ) - Reimporting it via IMD_Editorv3 so the "flares" also known as "Lights" of the ship won't break. - Add it to the XML Dialog + add some Localization in the LocData folder. Thats like half an hour of work for each ship, granted the thing which costs most time is the 3d model edit + the following conversion via imd editor v3, but still. Theres lots of thing that can go wrong just in these steps, and the game isn't particulary friendly with giving hints. I do want to finish it up of course, that and alot of other things in this mod before I would like to call it finished. As for the game: Thanks for the interest! Currently im just making a tech-demo basically with my small team, we're only getting familiar with unity making this game, its a remake of Boxhead (the flashgame). I know its nothing out of the ordinary, but making this so far has taught us how everything in unity works, even the networking library (which is a mess tbf). Would love to recreate an SW-style game with this on the same scale like this one, including MP. But I won't even try to get some ETA going for that. Atleast C# is a godsent compared to C++. Don't get me wrong, C++ is amazingly awesome, it can do anything you want it to with SuperB performance, but you definitely have to weigh the heavy build times, extremely troublesome troubleshooting if something corrupts (or leaks) against the really pretty much non-existent build times of C#/Mono and the safespace that is managed memory. IN OTHER NEWS ::: I fixed up the dll pretty good, got all the junk code from some months ago sorted out and it performs quite well. I've also found out that the save game crash is actually coming from the game itself, I thought it was due to the injection being made. It would have been possible that the game saved the game by dumping its complete memory (which would leave traces of the DLL, and the game can't just read like it can its own memory (VirtualProtect)). I don't know what causes the crash as of yet, but atleast I've isolated it down somewhat. |
Last thing on my mind
Did you properly integrate the specialty fighters from SW2? The 5 system 1 turret ones. Ive seen an elephant in action but nowhere to buy it from. |
The elephant is kinda of hard to get, you have to hope for an market caravan to spawn in your system, they usually have them.
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Thanks for taking the time to hunt down these bugs and code. Take the time you need, we'll be here.
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Hows everything going?
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I didn't manage to find the problem in time, and now currently having the final exams makes it a bit difficult to find time for this. I should have time in the coming 2 weeks.
Sorry for the inconvenience, its just bad timing. |
Hey you do this for free in your spare time. Real life first and always, get to it when you can, we'll be here.
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Sure, thanks @Lotrek.
Still, Never had this type of problem before though, I mean... the whole Scripting Environment just... dies off when you save. I didn't even notice because the only components I was working on lately were inside the dll and I was basically only booting up the game to see if it still works. Its not even the injection at fault, something just broke deep within the code. The only thing I can do is gradually deactivating components from the mod and see what causes it that way, which is not exactly the most time efficient method, but it'll have to do. |
I've fixed up the problem, some would call it late, but I didn't expect the error to come from a "not-supposed-to-be-included file".
Link (MEGA): https://mega.nz/file/thZn0ILJ#8xkqd4...rOU7va3I2fD6pQ |
Is the first post of this topic up to date?
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Not exactly, sadly. But there haven't been that big of updates since then, excluding the Prestus Corp addition that can be found near Capricorn I think.
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Star Gate Bug?
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Hi nocalora29!
Did try the recent version after I got to urge to scratch my spaceship-game itch :) Did install star wolves, did download SW3.Expansion.v0.8.1 and started a new game. Sadly, I can not use the Aurora portal in the first mission, first location. Attached are log files :) Please keep up the good work (as long as you have fun doing it). Cheers, valashu |
Hey! Really sorry for this, but I can't find the cause of the bug as of now, it slipped due to the way I've tested for the time I was developing the mod actively.
If you still want to play the mod, I would recommend just using the latest versions prior to 0.8.1, these should be hosted on the ModDB Page of the mod. I'll try to find and fix the bug, but I can't promise anything ^^. Nowadays im working more on my own games instead of modding ancient relicts like star wolves if you know what I mean :) |
I know you have spent yourself working on this old game that is probably played by less than 10 people, and i am very thankful for what you have done all these years, but can i ask if you could add to the game the corvets and fighters from the star wolves 1 mods, i think you already had them in the files.
I am not sure i can do it myself even if you tell me how. Again i thank you for this huge mod, for adding everything and keeping this game alive all the way to 2021. I would have loved to see the idea you had with the prestos corp, the tamplers and the new aliens in its finished state, it looked great. I would like to see you new projects too some day. Thank you for the mod again. And thanks in advance for my selfish request. |
Thank you for the kind words :)
I fear you have to be a bit more precise when mentioning the star wolves 1 mod fighters, the names would be kind of important, maybe even pictures. The only fighters I can think of the top of my head is the Elefant maybe, but that one is in the market caravan. As for the mod: I may include it in a mini-update, or as a standalone patch (independent from mod) for the base game if you'd like to. The future of the mod itself is looking pretty grim, my interest has dimnished for a good while, just last year I got a bit back more into it via learning how memory manipulation works in Win32 environments via Injection and stuff, pretty cool to be honest. But considering that, its not like coding in outdated lua (4.0.1) and Win32-oriented C++ is fun or something. I guess its just more likely I'll make another mod for another game which has a bit more "future". StarSector or Avorion would come to mind, although Avorion has really not much to do, its like a Sandbox which never goes beyond of just you being in a ... well... sandbox. The alternative is of course an actual new game, but that still a long way out. I don't want to dive in game dev and break my neck or something, everything relevant has to be learned first of course :mrgreen: |
Thanks for the fast reply.
The ships i am talking about i think were from Legacy of the empire mod and Radan mod, moust of the ships were resized transports with names such as Dragon(portal transport), Fenrir(heavy transport) , Anaconda(cavalier with 4 turrents) also some motherships like the Stone turtle. http://forum.1cpublishing.eu/showthread.php?t=16158 https://www.elite-games.ru/starwolfs/sw1/mods.shtml Klever team mod ships. |
I can also send pilots voice over (in bulgarian) of the entire first game, if it can be useful in some way.
How's it going with adding the ships? I hope I am not asking for too much. |
I think most if not all ships have actually been ported over, I can find references like "STARROVER_BS1_GAMER_Anaconda" with the IMD linking to the actual anaconda ship ie the cavalier you mentioned.
The only real thing left to do is to add it to a seller and or merchant. The easiest shop interface you can add it to would be the TemplarShop (Game location based in Nanite System) -files: - EXP-TemplarShop.lua - Scripts/Trade/DialogTEShop_*.xml Otherwise you can add it to the "old" interfaces such as Goblin wizard's fighter shop. -files: - gw_fig_shop.lua - Scripts/Trade/DialogGW.xml I hope you can figure out what to do by looking at how the other fighters are implemented. I'd gladly do it for you and put out a small patch, but I really don't have time even simple stuff like this. If it proves to be too difficult let me know, otherwise happy piloting. |
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Not related to the mod, but I've recently made a .NET 6 based commandline IMD Importer in C# that can export to .obj.
So I thought I'd share it to the few here who might need it. Bin: https://drive.google.com/file/d/1kaq...ew?usp=sharing *Info: Does NOT include a IMD Exporter. [ALSO: The importer does keep the information about GELP, GBNDs, GREFS, etc in memory, but it doesn't export them] enjoy :-P |
Sorry for necroing thread after 1,5 years but i got stuck on the last mission 20a.
Here is my log file from the mission 19a i suppose and the 20a. I think the problem is that Adm. Trump for some reason won't join my crew and i will not switched from the mothership he gave in previous mission to the Lion Mk2 he's piloting. If really that's supposed to happen, since i played only the Triada and NESF story lines in vanilla and this is my first playthough with NSF. https://mega.nz/file/90dVkRqL#pC8PXk...bV-xQq36vE6d_U |
Hey Doktrz, do you mind sharing a save file just a system before the issue occurs? The log file doesn't quite explain whats going on in this particular issue sadly.
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Thanks for quick reply here are the save files. Just before i enter the torr system and the second just before Trump arrives in his Lion Mk2.
After he arrives i get cut scene but it's frozen on one frame and i have to skip it with Esc and then i get thrown in torr system. https://mega.nz/folder/V9M3HSyZ#DvgEXRlfkImVGEEox_nKXA I also have slightly modified stats of mothership shields and the four ships imported from SW2 and slightly improved the turn rate of butcher so i include the modified files too. |
Hey, sorry it took a little longer than I'd like it to.
The root cause of the issue was bad interaction between the forced cinematic and the messagebox that usually controls if you change motherships or not, its a pretty known problem that may even still be alive and kicking for other story routes FYI. But it seems to be working now, heres the fixed storyline file: [Replace at Star Wolves 3 Civil War\Data\Scripts\Quests\mission_19a] https://pixeldrain.com/u/aaUR7cc6 Happy piloting :) |
Well i finished the Alex and the Triada story lines and the only bugs i encountered were frequent crashes during the mission where you are saving ternia from grays. But i just pushed through with frequent saves and it just worked somehow. Thank you for maintaining this for so long. Now i am going to finally finish the NSF story line :grin:
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As a last note for you and other future readers: If you experience frequent crashes in any specific system and have some akin to DIVIDE BY ZERO in the crash log, try to disable the Fleet Mod Component in the troublesome system
File found at: Data\Addons\@Fleet_Mod\Config.lua Code:
{"Altrabon", 130, 170, "True"}, |
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1 Attachment(s)
The fixed file is attached to this post :cool:
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RC18 Patch download link don't work.
I have a runtime error when try start a new game. (But when I run tutorial work correct.) How to fix it? |
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