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

nocalora29 10-03-2015 01:49 PM

[SW3] [MOD] - The SW3.Expansion Mod - 0.6.1.9P2 -|- Polishment Update Released
 

https://i.imgur.com/BziHBUU.png
READ: THIS IS A W-I-P Mod. Expect Bugs, Glitches and Crashes. Install at your own Risk.
IF YOU ARE A NEWLY REGISTERED USER, YOUR MESSAGES ARE HIDDEN!. YOU EITHER HAVE TO PM ME OR CONTACT ME ON STEAM | ALTERNATIVELY YOU CAN CONTACT ME ON MODDB ALSO
THIS POST IS SEVERELY OUTDATED, AND THERE IS NO OFFICIAL "UP-TO-DATE" POST AVAILABLE. I will be eventually completely revamping this post and making it a bit more fresh.
-=[Introduction]=-

This Mod has some new Content, besides it also Includes the Fleet Mod from Nanaki and Goblin Wizard's Motherships Mod, and also Trucidations Missiles Mod.

But it also Contains stuff from StarRover's Website, Like their Engine Update & GUI Patch, Retrospection, or also Orion.




=[Content & Planned]=- *Outdated, needs to be Updated.

The Mod has the following stuff:
-Autosaves, highly configurable, saves game every X Seconds, Minutes or Hours.
-Conflict Events 2 - Low Chance to spawn 2 factions battleing each other inside current System.
-Custom Missions, can be Activated at Maintance Stations
-Escorts that can be Bought
-Content from StarRover's Engine Update(Including AI Enhancements)
-Includes the GUI Update Mod by Valv_Id (StarRover)
-New Events, these events Work together with the New Missions, especially the Escort ones. (Work in Progress, but Playable)
-New Modules.
-New Ships!
-New Bigships
-New Buyable Motherships(at Goblin Wizard's Maintance Stations Mothership Buy Menu)
-New Systems
-EVE Ships (Currently 2, almost 3 ;-;, Beware: They are Extremely OP and should only be Bought End-Game)
-Hyperjumps! (will be Deactivated in the future on Custom Active Quests)
-WIP, But Included: Star Wolves 2 Systems. (Its currently impossible to go there, but its still on my ToDo list to add them all, they aren't connected directly but, theres one System which seperates these 2 Universes)
-Bugs...
-Mod Menu Perk, that the Hero gets in an New Game. Also can be got from the Compatibility Options Menu at an Maintance Station (If playing on an older save-file)
-Bank System (A Way to Basically get Income every few Jumps or so/ You can also Upgrade your Income)
-Increased Max.Ship size of Random Contacts to somewhere around 5 - 9
-Basebuilding (Experimental): Press N to get to the menu.
-An sub-faction named "The Elite-Templars", they have Kickass Ships & Weapons, they are also going to have their own systems in the future. [Visit charon for a surprise]
-Market Caravans, they roam around in systems and set-up a Shop location for a few minutes before leaving again.
-New Alien Faction named "Trizz'chek", can be found in Tesla, or in the border systems.

Future stuffs
-Gate Blockades (Dynamic, WIP but development is slow on this one)
-AI Agents, which basically are CPU-Players, they will have their Mothership and everything
-Ore Convertings -BEWARE: HIGHLY WIP- (Shoot Asteroids that will drop Ores. These can be Converted to other Stuff that makes even More Money when Sold.)
[Info: The Basebuilding will have an huge impact on what the Player can and will do, many things will be possible when a player has build his Base, he can basically be his own Faction with the capabilities he will have -
of course it will take a long time to accomplish all features, but it will be definitely worth it once I get it finished]
-Prison Fleets (These Escort an Highly valuable Pirate, Corporate, or normal Lawbreaker to an Prison Station, Basic Idea from: RT2
[Planned Systems: Not yet Planned]
-More Systems
-More Weapons
-More Modules
-More Custom Quests
-An "Infinite Game" Mode, where you can Replay the game as often as you want!, and you keep ALL of your Stuff too!, MSSwitchBlock is playing a huge part in code already for this, but I still need to add something like an PilotRepBlock which lets you keep your Crew after Restart and doesn't let the Story add you any more, ever.

-Probably some other Features that didn't got listed on here. oh well.

-=[Current Compatability/Complete Versions]=-

ModDB: SW3.Expansion.0.6.1.9P2-RC9 w/ Optionals Compatability Release
Download



-=[Current Hotfixes/Updates]=-

ModDB: SW3.Expansion.0.6.1.9P2-RC9 to RC17 Update
Download


GoogleDrive: SW3.Expansion.0.6.1.9P2-RC17 to RC18 Patch:
Download



-=[Next Up]=-

Note: [U] = Update | MU = [Major Update] | PU = [Polishment Update]
SW3.Expansion.v0.6.2 [MU] <- Next




-=[Required]=-
Game Version 1.12 (Pirated or Steam/Retail)
The SW3.Expansion Functions Library (Included)




-=[Warning]=-

Be aware that this Mod is WIP, and it may or may not Break your game, your savefile, or other stuff, if something like that would happen, feel free to ask for help, but I can't promise you that I can save your savefile.

AND also be aware that this game uses an modified executable, it is an cracked and slightly modified one to work better with the mod.



-=[Virustotal]=-
sw3cwEXP.exe LINK
sw3cwEXP.64.exe LINK

If you still don't want to use this custom exe, go modify your own one for yourself, I suggest using an Hex Editor, such as the "Hex-Editor MX"
The String you're looking for would be "Data\Scripts\MapInitialization.script" and replace it with "Data\MapInitialization.script", replace the remaining part of the string with 00's




-=[Changelog]=-

-: SW3.Expansion 0.6.1.9P2 RC4 :-
Code:

Includes every Hotfix up to #14v3.

GENERAL:
            -Updated AddonLoader with up-to-date version.
            -Fixed Random Contacts

New Game Required: No.





-=[Known Bugs]=-
*Stuck on Custom Mission: Patrol Mission to XB19: Avoid the Mission for the time being, you CAN play the first part of the mission, but do not enter the second part.
*The Sternschnuppe System crashes: Avoid the System for the time being.
*Game stops / storyline softlocks with "Free-time" or similiar: Please provide me your 2 latest savefiles BEFORE you enter a System where you are "stuck", or alternatively before you enter the "free-time" state. A Logfile link would also be appreciated.




-=[Tools]=-
Notepad++ (Website)
SWX.MultiTool (system.lst generating) (Download)
SWX.TUVMark (.tuv editing tool) (Download)
SWX.SLOTMark (Slot .ini editing tool) (Download)
OllyDebugger (Modified Executable) (Website)
3DS MAX 2015 (Modelling, but still needed to export finished models to an version suitable for 3DS MAX 2008 so I can Export to .IMD)
3DS MAX 2008 (Modelling, Exporting)
3DS MAX 2008 Plugin "*.IMD Exporter" (Download) <- By xBow Software and Elite Games Team - Thanks to GoblinWizard because he supplied me with it in the first place.
Photoshop CC




-=[Credits]=-

StarRover Team & VALV_id/valv (Engine Update & GUI Update/AI Patch + Guidance by Valv)
Goblin Wizard (Motherships Mod) <- Also huge Thanks to Goblin Wizard for giving me the IMD Exporter for 3DS MAX 2008!, you rock!.
Nanaki (Fleet Mod)
Trucidation (Missiles Mod)
Kotkatat/StarDoom (Testing, Suggestions, Ideas)
Neo Genesis (Testing, Suggestions, Ideas)
Lotrek (Played a huge part in Testing and helped me alot)
Zekito (Testing)
Crowfeathers (Testing)
Arclight (Testing)
Dark.Revenant (Sounds from the The Knights Templar Mod for StarSector)
Cycerin (Sounds from the BlackRock Drive Yards Mod for StarSector)
Tyrotrela (Heavy testing)
ShadoWarrior (Testing)
MixXaz (Testing)
Blacky (Testing)
EmileKhadaji (Testing)
SARFAX (Testing)
Kolomans (Testing)
TooBig (Testing)
obimark (Testing)
AC37AC37 (Testing)
Scoop (Testing)
oxygenes (Useful Mixed IMD 3d Models)
R42 (Testing)
BlueSoleil (Testing)
valashu (Testing)
Damston (Testing)
Martix (Testing)
The Whole Star Wolves Community including the Elite-Games Team, the 1C Company SW Community, and The StarRover Community for keeping this Series Alive(somehow?), for now and many Years to Come.
IM VERY SORRY IF I FORGOT SOMEONE ;-;




-=[Q]uestons and [A]nswers]=-
Q: Why are you developing so much on a Dead Game?
A: I take it as an Excercise and Challange for myself, its also an great chance to improve my Skills in all things Modding(Coding, Modelling, Texturing, all that kind of stuff :), and most importantly: Its much Fun!)

Q: Wheres AoV?
A: Go ask Nike-It, he surely will answer that Question.

Q: Does this work on Game versions prior to 1.12?
A: It might, I can't say for sure, but backup your game before trying it out.

Q: I Can't install this Mod!
A: Please try to actually explain on what you have done and how you have done it, in most cases the Batch file will handle all problems, but sometimes theres just bad luck, if you can't install the mod via normal means, write on how and where you installed the mod, and also tell me if theres an MapInitalization in your Data\ folder, If there isn't one, you have installed the mod wrongly/or the batch messed up

Q: Instructions?
A: At the bottom of this Post.

Q: Can I help you develop the Mod?
A: Sure, PM me, just try to tell me on what you can do best, or be happy with.

Q: Can I use this Mod in another Mod?
A: Go for it, at the end we need to Support our Community and help each other as best we can, All we need now is being whiny about Mod ownership. but... shh... credit me plz and the peope in this mod compilation.

Q: I have installed this Mod and it broke my Game! What do?
A: Tell me exactly what and how you installed the mod, paths, location of the MapInitialization.script file, and most importantly the .log file

Q: I have a Question which was not Answered by this FAQ, what do?
A: Ask.

Q: I have discovered A Bug/Error with this Mod, what do?
A: Tell me in which system you are in, post the contents of the LOGfile.txt file in pastebin or such as attaching it in your post, and also supplying your (2)! latest save files.

Q: I don't want my Mod/Content inside this Compilation, what do?
A: PM me and We'll work something out.

Q: I don't like an Feature of this Mod and would like it to be Removed, what do?
A: Feel free to express your honest opinion on this Mod and its Content, if you want something removed you should post some Arguments explaining Why and such.

Q: I want to use the Function X to do Z, how?
A: Also feel free to ask me How certain functions work in my Mod and I will try to explain it as best as possible.

Q: Can I make a Plugin for this Mod?
A: Sure, go for it,
Note: Plugins are certain mini-scripts which can/should be able to be imported easly only via Functions into other mods, and change some small or other stuff in it. Plugins should always be in the @Plugins folder, and integrated via one of the Mod's Init files.

Q: What Compiler did Star Wolves use?
A: Visual C++ 8.0 (Visual Studio 2005)

Q: Can I add you on ... (Steam, Skype, etc)
A: Please just Send me a PM to my Account Here on 1C BEFORE you add me on these.


-=[Install Instructions]=-

Drag & Drop everything into your game installation.

Note: Things marked with "*" are ENTIRELY OPTIONAL, Its O.K. if they don't even exist!
Install order: RESOURCES -> MAIN -> MAIN OPTIONALS* -> UPDATES -> UPDATES OPTIONALS* -> HOTFIX -> HOTFIX OPTIONALS*

Zekito 10-03-2015 07:16 PM

Hi all!

I have finally managed to install Patch 1.12 with this Goblin Wizard`s Patch fix:http://forum.1cpublishing.eu/showpos...3&postcount=37

And now, I have installed the SW3.Expansion 0.5.3G Test Build, have tested it and I have installed it correctly. Will soon provide some info on the gameplay.

Thanks for making this mod :-D, brings more life to this great game, even though I also do like my previous campaigns with the Fleet Mod from Nanaki and Goblin Wizard's Motherships Mod.

Here we go into another SW3 adventure.. :grin:

nocalora29 10-03-2015 11:55 PM

@Zekito
 
Glad to hear that :)

But be careful, and make plenty of saves, cuz This mod still is Highly WIP and may or not may Break stuff!.

Lotrek 10-04-2015 12:11 AM

Hey thanks for the nod. *cheers*
I'll have a couple days free at the mid/end of week and Ill give the most recent version a play. Iron out what ya can and Wed-Fri I'm your test dummy.

Don't loose the faith!

nocalora29 10-04-2015 12:53 AM

@Lotrek
 
Thats really nice of you Lotrek to test abit, I might have the Balancing Update finished Later today.

I will never lose faith to the Game, but I allready lost faith to the Admins here on the Forums, or the guys in charge of Star Wolves haha.

Zekito 10-04-2015 09:08 AM

I have learned the hard way to save as often as I can, cause it cost me few good campaigns.. :-D

I was wondering, is this how the Mothership is supposed to look ( just so that I know I have installed it right, my Video settings are little lower so it does not look great as it should be :grin: )?
https://www.dropbox.com/s/zsad7almyd...50-40.jpg?dl=0

And, when I dock a Trading Station, this is what I get when I want to check/change Mothership`s systems/weapons ( I get an empty space/window):

https://www.dropbox.com/s/0wzy8k8nzz...13-92.jpg?dl=0

This is the image (in a Trade station) of a Shield booster for Mothership:

https://www.dropbox.com/s/qzis4tz2ob...02-17.jpg?dl=0

__________________________________________________ ___________________
PROBLEM:

There was a message about a successful switch of ships in Gredos system when I got a mission to transfer goods to Copernicus station in a new ship.
https://www.dropbox.com/s/70qtc5gfk3...06-80.jpg?dl=0

And, now I`ve got a problem with the last part to return the ship back to the station ( after delivering goods to Copernicus station). Whenever I come near the station and those attackers appear, my mothership gets destroyed.

https://www.dropbox.com/s/98cp3ouxr3...31-28.jpg?dl=0

This is the log file: https://www.dropbox.com/s/bdexs8upb4...Gfile.txt?dl=0
Any way to bypass destruction of my mothership?

nocalora29 10-04-2015 02:14 PM

@Zekito
 
Quote:

I was wondering, is this how the Mothership is supposed to look ( just so that I know I have installed it right, my Video settings are little lower so it does not look great as it should be )?
Well, I guess it looks kinda blurry because of the graphical settings, but it should look like that, but heres be aware that this Ship shouldn't be used as of yet, since it has many missing Collisionspheres, because of that only few ships will be able to hit it, and the GUI-Slots aren't Ready for this ship as of yet.

Quote:

This is the image (in a Trade station) of a Shield booster for Mothership
Doesn't seem too gamebreaking, Seemingly only an texture file is missing.

Quote:

There was a message about a successful switch of ships in Gredos system when I got a mission to transfer goods to Copernicus station in a new ship.
I recommend replaying to the gredos part with the original tug ship the game gives you, since the MSSWitchBlock seems to mess something up there, until its fixed I recommend playing the Vanilla ships until you get to a part where you have much time before a new Mothership change by the Story.
btw: Did you had the Freedomkiller Blocker turned on?, if not try it again with it, It blocks many of Star Wolves Self-proclaimed "Freedom-Killers" which simply blow up the Ship.

Thanks for this very useful Bugreport mate, and praise the logfile, it also told me about other stuff which makes errors (Including a thing which massacres the performance)

I will have the fix ready very soon, but the thing with the MSSwitchBlock is kinda tricky, we'll see about that.

nocalora29 10-04-2015 03:51 PM

@All
 
0.6.0B Released.
Changelog has been Updated.

Mostly Bugfixing & Balancing Stuff.
+Fixed (I hope atleast) all of the missing Textures, because of that the Archive size had an huge increase.

Note: I did not fix the Msswitchblock bug as of now, so beware to use the vanilla ships until you get the Licensed Arba at Elio/or (not sure) the Pirate Arba at Achilles, but I would recommend sticking to vanilla motherships until you get the licensed Arba.

crowfeathers 10-06-2015 06:26 AM

There seems to be no way to disable MSSWITCHBLOCK, which breaks the storyline as not using vanilla ships messes things up a fair bit. The option to toggle it doesn't have any effect.

nocalora29 10-06-2015 12:39 PM

@crowfeathers
 
Thats strange, the toggle button should actually really work, I recently played through the Campaign to the New Kyoto ending, could I ask from which Menu you have tried to toggle?, the Hero's Mod Menu or at an Maintance Station?

They should both work actually, but would you post the log file of this event?, and did nothing occur after you left the Menu?, there should be an Screenmessage telling you about the Block Toggle.

--

It should really work because the code is there, you may look at file "Addons\@SW3.Expansion\sw3_expansion_StoryShipBloc k.lua" and search for the function "SW3EXP_Story_MSSwitch_Toggle()", its in both of the Menu's toggle buttons, search for it in the DialogGW.xml and DialogCS.xml, they should be there, if not, theres something very wrong.

Eitherway, thank you for telling me, im still gonna check the Function in a bit more in-depth matter.

EDIT: Credited you in the main post ;).

crowfeathers 10-06-2015 04:34 PM

I tried the Maintenance station. There was no screenmessage, and I went ahead and played up to the first MS transition and it still was blocked. I'm not clear on how to use the Mod Menu, though?

nocalora29 10-06-2015 04:52 PM

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

and Please try to Recreate your case by trying to toggle the MSSwitchblock in-game and post the .log here in your next post, so I can see what actually is wrong.
It reaallly would help alot if you post the .log :)

crowfeathers 10-06-2015 04:56 PM

(10:53:52) (INFO) ExecuteScriptFile - Data\Scripts\InitTradeSystem.script
(10:53:52) (ERROR) ScriptDispatcherServices::CreateShop('inv_templars ') - shop not created!
(10:53:52) (INFO) ExecuteScriptFile - DATA\Scripts\Quests\MISSION_1\RETURNHERO.script
[ScriptSystem] (INFO) StarWolves ScriptObject class count = 49
[ScriptSystem] (WARN) no team: "PirateSpeaker2" <pilot> class global variable
[ScriptSystem] (WARN) no team: "SpeakerGW" <pilot> class global variable
[ScriptSystem] (WARN) no team: "ViperSpeaker" <pilot> class global variable
[ScriptSystem] (WARN) no team: "PirateSpeaker" <pilot> class global variable
[ScriptSystem] (WARN) no team: "KfniSpeaker" <pilot> class global variable
[ScriptSystem] (WARN) no team: "VksSpeaker" <pilot> class global variable
[ScriptSystem] (WARN) no team: "TriAgent" <pilot> class global variable
[ScriptSystem] (INFO) Register pilot variable: "Pilot_BasePilot" (class = Pilot, id = 276)
[ScriptSystem] (INFO) Register pilot variable: "pilot_BasePilot" (class = Pilot, id = 276)
[ScriptSystem] (INFO) Register pilot variable: "Pilot_Hero" (class = Pilot, id = 653)
[ScriptSystem] (INFO) Register pilot variable: "pilot_Hero" (class = Pilot, id = 653)
[ScriptSystem] (INFO) Load ship data (armor mod)
[ScriptSystem] (INFO) SWITCH Lua perkDispatcher to "mk1" version.
[ScriptSystem] AttachEvent: Trigger: tag = 28, class = "Trigger_InsideVolume", id = 696
(10:54:48) (INFO) Dialog::Start: DATA\Scripts\Trade\DialogR2.xml
(10:54:49) (INFO) Dialog::ExecuteLUAFunction: OnStationStartGW
(10:54:49) (INFO) Dialog::Finish: DATA\Scripts\Trade\DialogR2.xml
(10:54:50) (INFO) Dialog::Start: DATA\Scripts\Trade\DialogGW.xml
[ScriptSystem] ScriptParam' function SW3EXP_Story_MSSwitch_Toggle not exist in scriptspace!!!

(10:54:55) (INFO) Dialog::ExecuteLUAFunction: SW3EXP_Story_MSSwitch_Toggle
(10:54:58) (INFO) Dialog::ExecuteLUAFunction: DialogR_fin
(10:54:58) (INFO) Dialog::Finish: DATA\Scripts\Trade\DialogGW.xml
(10:55:01) (INFO) GameManager::DeleteAllGameObject: Object(Station) name = "station_triada_zaprav" UID(243) RefCount(1) not deleted
(10:55:01) (INFO) STARTED 3D System RELEASE
(10:55:01) (INFO) COMPLETE 3D System RELEASE

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

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


The script file you mentioned is definitely present, however.

My hero also seems to lack a mod menu perk and the compatibility option to add it also does nothing.

nocalora29 10-06-2015 07:57 PM

Hmm

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

sys_IncludeFileList =
{

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

-- Special
"Agent_Core_AI.lua",

-- Include's
"sw2_include\SW2_Create_flight.lua",
"sw2_include\SW2_Create_flight_2.lua",
"sw2_include\SW2_RandomContacts.lua"
}

The error seemingly claims that the script wasn't loaded, this could lead to a variety of issues that could happen when scripts aren't completely loaded from my Mod, very strange indeed.

EDIT: Seems there were some problems regarding the system.lst, I did upload an Fixed version now.

crowfeathers 10-07-2015 02:46 AM

Incidentally, the issue turned out to be an error while loading the hyperjump script:

error: <statement> expected;
last token read: `#' at line 14 in string "DATA/Addons/@SW3_Expansion/sw3_expansion_hyperjump.lua"
error: attempt to call global `IMSystemManagement_SetPatrolBudget_Extre' (a nil value)
<string "DATA\Scripts\Locations\corrino\activate.scr.. .": line 310>

When the engine hits a scripting error it stops and won't load any more scripts for that addon, and of course the ship block lua comes later in the list.


I still have no idea how to open the Mod Menu, though. Where is it?

nocalora29 10-07-2015 12:27 PM

The Mod menu is basically activated by using the "Mod Menu" Perk, the hero gets one on a new Game immediatley.

And one more thing: This whole error is hilarious, seriously, I made a very funny mistake, go to the hyperjumps.script file and remove the strings that begin with "#" at the top

I simply forgot to remove them in the release version ^^, sorry to bother you with some silly mistakes I made.

nocalora29 10-08-2015 10:47 PM

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

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

but don't worry, I will have an Debug-Option available in the config file, aka InitTeamScript.script ^^

nocalora29 10-12-2015 03:08 AM

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

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

Eiterway, thanks you mentioned it, thats what happens when silly people (Like me) forget to remove their hint-code from the actual code :D.

York2016 10-12-2015 11:16 PM

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

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

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

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

This was on a fresh 1.12 install/patched version of SW3 with the 1.12 patch fix posted on these forums.

nocalora29 10-17-2015 09:50 AM

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

Alright, I have:
- Even more Fixed Textures
- Every-Debug related made now is Removed, (Until enabled via Config/InitTeamScript or the DEBUG Option at the Mod Menu)
- Most to All Free things now cost Money(Corporate Contracts, Drones, etc)
- Many Code-related Fixes
- CPU-Player Improvement, it may be minimal, but its going forward.
- Gate Blockades related Code changes, it MAY be included in 0.6.2 or at the most late at 0.7. I can't promise anything about the Blockades tho.
- Many new WIP-features added to the Basebuilding, but I think it may be until 0.7 or later until its Officially added... sorry.
- MSSwitchBlock will be very polished at the Release of 0.6.1, atleast Im trying as hard as I can to find and remove any Bugs/Complications that may occur with it.
- Fixed Respawn Function (For real now)
- Moved the Invasion Portals to another System called "Invasion Picker", creative huh?
- New Alien-hoarded Systems like Tunguska, I mean, SW3 is seriously missing some Alien action!, expect atleast 3 new Systems in 0.6.1.
- one very cool Function named "SW3EXP_ViewItemAmount"
With this new Function, you can basically get the amount of an Module/Item the Player currently has, its probably very useful if you want to make Quests or even other kinds of stuff which Require the player to have X amount of Item.
Heres the Code, cuz its gonna take a bit longer until 0.6.1 Gets released:
Code:

-- Check Inventory Item Amount
-- PLEASE make sure the Item you specified actually Exists, there is no Table with all the Modules to check from as of Yet available!.
-- CAN BE RUN IN INITIALIZATION/RUN OF SYSTEMS AND IN REAL-TIME!

function SW3EXP_ViewItemAmount(Item)
    CurInv = GetInventory();
    LOG("SW3EXP::ScriptingSystem: 'SW3EXP_ViewItemAmount' Accessed. Viewing Item Amount of ".. Item);
    local Amount = 0;
    local ItemExist = 1;
    while ItemExist == 1 do
        if (CurInv:IsExist(Item) == TRUE) then
            CurInv:DeleteModule(Item);
            ItemExist = 1;
            Amount = Amount + 1;
        else
            ItemExist = 0;
        end;
    end;
    CurInv:AddModule(Item, Amount);
    LOG("SW3EXP::ScriptingSystem: 'SW3EXP_ViewItemAmount' Accessed. Item Amount Result "..Amount);
    return Amount;
end;

!-- FREE USE FOR EVERYBODY --!, also everything inside the expansion mod!, anybody can use whatever they want in whatever Mod they wish!.

Zekito 10-25-2015 12:05 PM

Hi nocalora29

I`ve figured how to get to that Mod menu, you need to get your Hero pilot out into space in one of your ships, and when you click on that button where you can select one of his special features, then you get an option to activate Mod menu.

And, Mothership switch block feature worked, I had to start a new campaign ( I still start with that huge Mothership, a not with a vanilla Thug :hmm: ) and I had went to Maintenance Station to turn off Mothership switch feature which later allowed me to stay in that Heavy Transport ship, and I had managed to finish that mission.

But, when I had returned to the Trading Station where Alex awaits me with a New mission to Smuggle some stuff, I had a crash after docking to Trade Station and checking that panel with Mercenary availability and News.

Here is my log file: https://www.dropbox.com/s/m6x7n72h5j...82%29.txt?dl=0

I will continue playing to see what happens. Cheers :)

nocalora29 10-25-2015 03:41 PM

@Zekito
 
Thanks for clearing that out, but I still think MSSwitchblock has some undiscovered bugs that most likely will occur if not fixed.

That with the Mercenary crash thing seemingly occurs at random, I think I'll have to Remove the Extended Mercs (6 - 24) back to 6 again, because somehow the Game can't handle 24 and will crash sometimes when the Mercenary menu is Selected, if somebody insists of using them I would recommend saving before Accessing the Merc Menu.

If I don't find another fix for this, the Merc Menu probably is gonna be Reset back to normal in 0.6.1, without the Extender.

I also found another Small bug in that Log, heres an Hotfix to make it more Stable until 0.6.1 gets Released.
SW3.Expansion.v.0.6.0 HotFix #1 (Download) | 194.7MB

Zekito 10-25-2015 06:05 PM

When trying to download hotfix, It says that the file is not available or removed.

nocalora29 10-25-2015 06:30 PM

Whoops, my Mistake!

Here you go: SW3.Expansion.v.0.6.0 HotFix #1 (Download) | 194.6MB

Zekito 10-28-2015 06:35 PM

Downloaded. Is it save game compatible? Or I need to start a new campaign?

nocalora29 10-28-2015 07:50 PM

@Zekito
 
It should be, since it only contains some Code-related Changes. and some textures, but SW3 should automatically load them without errors.

ew0lve 10-30-2015 03:54 PM

So...i just bought the game, installed it via steam and then used the last release one to patch it and start it with the sw3cwEXP.x64 exe.

first i thought great everything fine but then i saw some weird red/white cubes with some kind of weird cube cage around them flying around.

i presume some missing texture glitch. So i went and installed the prior latest patch over it again, then the new one to hopefuly get the missing textures. after a restart sadly the same...on the mainscreen its still the same.

going to delete it and try to install it with the older one first, then the newest one. f.e SW3.Expansion.v.0.6.0 HotFix #1 and then SW3.Expansion 0.6.0B Balance & File-System & Bugfixing Update Build

Am i missing something? Doing it wrong? I am sure i placed all the files correctly, or do i need to manually activate all Addons in the Addon Folder?

As i plan to stream some of my gameplay i want at least the textures of most ships to be ok and not some flying red/white boxes^^

ew0lve 10-30-2015 09:48 PM

Ok...in game everything looks fine. So guess the missing texture is just a starting screen glitch.

But...i got the mouse lag bug which i hopefully fixed with setting the poll down to 500, can get lower if needed.

I had like 1k fps in starting screen later after a crash around 500fps.

But after returning the mastiff on the flight back my frames went down to around 10-12fps and when the station exploded my frames went down to like 8-10fps.

i mean i have an i5 with 3.2ghz...and a decent nvidia 580 with 1.5gb ram and 8gb normal ram, should be more enough but guess i might need to install the cloud fix mod.

the biggest headache was first to find out why i had like 20 fighters in my first ship and some weapons (still no clue why), then...why i couldnt get the mastiff. until i saw the message about the force non swap mothership option, dunno why its on as standard which can be a pain for anyone not knowing its on and where to change it.

maybe some instruction or hint that its activated would be nice, or disable it from the start and let people enable it themself.

nocalora29 11-18-2015 07:11 AM

Little Preview on the Base building thats gonna be included as an Sneak-preview in 0.6.1 its not much, at all, all the other stuff is still in Code only form, but will also get some Videos of it in the near future.

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

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

Just thought of making a Vid so you know somethings happening.
https://www.youtube.com/watch?v=9JTm...ature=youtu.be

Another Preview
https://www.youtube.com/watch?v=LPyB...ature=youtu.be

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

EDIT 2: Oh and sorry for the somewhat hideous color of the Video, I don't know why Sony vegas does that.

nocalora29 11-21-2015 12:45 PM

@York2016
 
Im so sorry, I did not even see your Reply or notice it, a month too late but hey...

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

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

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

I'll be also posting a PM to you with the exact contents.

Deadeye 12-09-2015 05:54 AM

How did I miss this!!!! already 5 hours into another run of star wolves 3 and it's time to restart and try this out. All I can say is thank you for bringing something to keep the game alive as Star Wolves is one of my favorite games along with Freelancer and homeworld. Just letting you know at least one more person appreciates what you're doing :D.

nocalora29 12-31-2015 02:54 AM

@All
 
Hm, sadly I couldn't release the update this year, a pity.

But I will definitely Release it in Mid-January or at the most late in February, with some veeery nice features :D.... and of course Loads of bugfixings.


Wish you all an Happy New Year allready!

nocalora29 01-01-2016 12:32 PM

@All
 
Ive got you everyone a little awesome thing I put together via Debugging the exe once more and Bypassing the 8x Speed Resetter, so you are now able to actually play on 8x without the game resetting you back to 4x!

Beware the Exe is mostly untested and Ive encountered no Bugs so far, so watch out.

Eitherway, Have Fun with it! (DL is on the Frontpage at the Optionals!)
Theres one version for Vanilla and the SW3.Expansion Mod, they should NOT be swapped, as it will result in a Crash ^^.

Lotrek 01-17-2016 04:58 AM

Hello!
It is mid Jan. and I was wondering if there was any word on v.0.6.1B. I've been playing the current version but haven't found any new bugs that haven't already been mentioned or addressed. I've got some time to start a new round of testing if the release is soon.
Thanks and as always - keep the flame lit

nocalora29 01-17-2016 09:19 AM

@Lotrek
 
Well, the new version im working on is progressing nicely, im expecting an test release to be available somewhere at the end of this month.

The features which will be included are Basebuilding(A small glimpse of it, it will have some Dialogue buttons which will do nothing, because they didn't quite got implemented yet and aren't ready to be used, and it may eat up some Performance depending on the size of the Base if you start to build one)

and (just maybe) the CPU Players, but ive got quite trouble with these atm, game crashing etc, so they have little chance of appearing in it, but We'll see.

I also have a very large amount of new Ships sitting here and awaiting to be assigned to some flight configurations, but I think because it would explode the size of the 0.6.1 update, Im just gonna push it out and wait till 0.6.2

additionally the 8x Speed reset Fix may also require some testing, so if you start the game, it would be awesome if you could do it with the Fixed exe.

Last Note-
I Actually really don't even know if the 8x speed fix works on other Computers, since the last time I fiddled with and .exe in Assembly I got the result that it only works like one time, but after the PC's memory gets flushed (Restarted) it just won't work and the exe is useless after that. So it really would mean alot to me if you could test the exe.

The flame will always be lit ;), well, atleast until 1.0 + 2 fixes if necessary.

Lotrek 01-18-2016 01:35 PM

I am not having an issue with the x 8 fix. Well other than the time I tried to use it in Kobra, yea pretty sure the internet died a little when I did that. Anyway, I am using win 10 with a steam version of the game.

-Ivo- 01-28-2016 10:49 PM

First of all: Keep up the good work! This all looks very tasty to me :cool:

So I was wondering how exactly I'm supposed to install the SW3.Expansion.0.6.1B.. In the "Release Newest" section there is no link.. seems like you can only download the older versions. Also: When can we expect the next build? I was just about to start this game again and I would love to try out your mod.

Greets, Ivo

-Ivo- 01-28-2016 11:21 PM

Just FYI:
When I started a new game with your 0.6.0B and the Hotfix, I wound up with a Mothership that had maybe 50 turrets which made the mothership menu completely unusable. Did I miss something?

nocalora29 01-29-2016 03:54 AM

@All
 
@Lotrek: Shesh.. Kobra?.... wonder how that worked out, rip universe, it was an very early experiment on how the game handled certain stuffs, with no thought given into peformance, I wonder why I even released an useless system like that... well atleast you can watch it get completely destroyed by Random contact Pirates after a (long) while in slow-mo.

@Back to All:
Version 0.6.1B of SW3.Expansion is now out, with the main thing which is different from all the other Releases is that it now has been Split into 2 Archives instead of a single huge one, because the file size of one would just get too huge.

Due to the Filesize exploding (The unpacked Mod is now like 1,50GB huge), and it absolutely AMAZES me that 7Zip could Compress the whole 1,50 Gigabyte to just 287MB!.

So.... why did the filesize explode?, well I just have gone a little too far Adding ships and stuffs where many of them don't have any use yet, but trust me on this, they will find their use soon enough, because I don't want people to Re-download all of the Megabyte I would like to see if I can establish some kind of SVN Repository with this, but it could take a while.

---WHATS NEW!!!!?---
-*Bugs(Main Feature)
-*Early Access(TM) Basebuilding!
-*The Respawn works now! (For Realz!)
-*Some new Ships
-*EVE Hurricane and Abaddon now Buyable (Seriously, you would have to farm like 4 hours for this)
-*Free money is gone D: (You can still activate it by going through the xml's)
-*STRiNGEDiT (A tool where an User can select the Name of certain Objects)
-*NUMEDiT (A tool where an User can select an Number)
-I just can't take these names Seriously, but its atleast something.
-*Updated MSSwitchBlock (Now an prompt will appear when you are close to being switched, this should solve ALOT of Issues people were having)
-*Decreased Mercenary amount of 24 to something smaller to avoid Crashes, it may still happen.
-*Note on the Basebuilding: Beware, if you build more than 1-2 Military Dockyards the game will go Apeshit in terms of Lag, I recommend using only one until I've nerfed the amount of fighters they Spawn to a more Reasonable amount.

This is what you need to be able to build anything: Supplies!, you can buy them at any Maintance Station.

.
...
This really took far longer than it should have, due to me just getting way too often distracted from this project.
It frustrates me a little bit that I still didn't fix most of the Known Bugs.... goddamn.

Last Note: For anyone willing to test in the version, please send me your Log file after you've tested it, even if there are no Errors(Haha, obviously there will be) there are many things which could go wrong and aren't being shown to you in-game, and Thank you everyone to still hanging be here to this day, to see that this mod has actually reached version 0.6.1 from literally zero is quite amazing tbh, still 4 main versions to go until Release, but even tho its only 4 (or more depending on mini-versions) there are still so much features to add and Bugs to fix, all this would have been never achieved without the help of this Community.

-Ivo- 01-29-2016 10:30 AM

I was just testing the new build!
When you start with your walrus mothership and you open the Hangar Menu, it just says "Scanning Process Aborted: Unknown Source"
Seems that broke the game for me, I cannot modify my mothership.

Areneth 02-22-2016 06:10 PM

Hello,

I'm getting a runtime termination when using your modified exe files.
Installed through bat, exe's copied manually.

nocalora29 02-22-2016 11:05 PM

@Areneth
 
Try copying all of the files manually, the batch is famous for not working most of the time.

If it still doesn't work, tell me what version you are trying to install the mod on, and did you install any other patches except just the standalone steam 1.12 version?, and also the LOGfile.txt inside the main game folder would help me find the problem here, too.

Just copy its contents into http://pastebin.com/ and give me the link to it.

Areneth 02-23-2016 07:46 PM

Did manual copy, same runtime crash.

The version is 1.12 (tho im unsure, because it pirated), did not install anything additional.
Problem might be with repack, will try to download the other one.

Here is my log.
http://pastebin.com/CHXgFCUK

nocalora29 02-25-2016 02:12 PM

@Areneth
 
Well, I've tried to install an completely new installation of SW using Skidrow's Release.

and it turns out it works without any problems, well nothing like that happened of what you have described, kind of an silly question but I have to ask this:

Did the original game .exe work even before you installed the mod?, if it really did work before applying the mod's files, there must have been something something that corrupted the .7z archive while you were downloading, or some files just were wrongly installed, thats also an possibility.

Oh and make sure you run the newest installment of 7Zip, since the .7z file format can only be read perfectly by very few other Archivers, WinRar has the capabilities it seems, I don't know of any other tbh.

The last possible reason as of why it doesn't work could be just some missing DLL's, like not having DirectX 9 Jun2010 which sw3 seemingly uses, I don't say it needs to have this version, but its likely.

Eitherway, I hope you resolve this issue ^^.

PS: Heres the Magnet Link for the Release I've used.
MAGNET

nocalora29 03-09-2016 12:11 AM

@All
 
Hey everyone, Im just announcing that there will be an Minor update this week, which addresses mostly Bugs and The Templars and also polishment of the "Elite Templars", I have some plans for the Templar faction, I also plan to actually make some new systems which the Templars completely control, but it won't make it into this update.

-They also have been integrated into the Corporate Service Menu, with an respectable price.


And also, if anyone else has got Ideas for interesting high-tech weapons/Missiles, let me know ASAP.

-Credits also got updated, check them out if you want to know who created those badass sounds.

*New Templar Weapons List
*(T) Marked = Turret compatible
-"Sancti Missionem / Holy Discharge" - Autocannon - Damage: 65 x16
-"Pulsans Sol / Pulsating Sun" - Pulse laser - Damage: 125 x7 (T)
-"Liquefacio / Desintegrator" - Particle accelerator - Damage: 1024 (T)
-"Coronam / Red Crown" - Beam laser - Damage: 80 x20 (It was tough to make an "consistent" beam, but I think this will work out) (T)
-"Sanctum Gladium / Holy Sword" - Gattling laser - Damage: 32 x32 (Thanks for the idea, Lotrek) (T)
-Next up: Whatever I come up

I will just leave this here...
YT-VID-LINK
YT-VID2-LINK
it took me a really long while to actually learn how to create new PFX for weapons, it definitely took too long, but it was worth it

Lotrek 03-09-2016 03:58 AM

Nice beam loving! Can't wait to test them out.
I would like to see some more machine gun type options. The only variation now is just faster rate of fire or more base damage. What i wouldn't give for AP, Explosive or Tracer/Incendiary rounds. Just a thought.

Anyway, I'll give it a whirl once the next update drops. And as always, thanks for keeping it alive.

tyrotrela 03-09-2016 06:40 PM

Can you tell me if i need to install your mod from the first version and update it all the way to the latest version or i only need the latest files. I just can't make your mod work. thanks in advance.

nocalora29 03-09-2016 07:46 PM

@Lotrek
 
Machine guns... thats an nice idea, gonna look into it, might even consider doing an custom 3d model for this one.

@tyrotrela

You just need the newest files, which are MAIN and RESOURCES, but you have to install RESOURCES first, after that juse copy&paste the MAIN stuff in.

If it still does not work, feel free to ask for more help.

tyrotrela 03-10-2016 06:11 PM

Thank you for clarifying this, i will try to install resources first this time around.

tyrotrela 03-10-2016 10:59 PM

The method worked and i got o play for a while, all the changes are awesome and i really like the random massacres and the enemy ai is challenging on hard difficulty, but i can't find those new ships you said you added, all i get are the original ships added by goblin. Is it because i manually installed the mod?

PS. The x8 fix.exe is working fine except some crashes every now and then.

PPS. sometimes stashions offer no items BUT i can sell at full price EVERY item. It resets after re docking.

PPS. The merc base in the early mission after you ignore Heretic disapears and won't allow the mission to progress, thus i had to go with Heretic.

nocalora29 03-10-2016 11:09 PM

@tyrotrela
 
Do you mean the Templar ships?, they aren't added yet, I plan to include either on Friday, or maybe (when it takes a bit longer) on saturday.

Crashes every now and then?, did this appear early on when you were doing the mission where you also get your 2nd Mothership?, because there have been crashes for a long time now in that area, and I have no idea why.

Which stations in particular?, stations not selling items seems like an pretty huge bug, I would love to have the LOGFile.txt to see what happened there.

The merc base disappearing also seems like an huge bug, it would be very kind of you to post the contents of your LOGfile.txt on pastebin.com and sending me the link to view it, im going to try to replicate the bugs you encountered eitherway.

tyrotrela 03-10-2016 11:11 PM

my Log file is empty. I dunno i think i messed up the installation somehow.

The templar fighters work fine, unless you are referring to other templar ships

The first crash happened with the second and third mothership, while i was grinding exp

Random stations apparently, i thought it happened while transfering a fighter from the mothership to the hold, since it shows an empty panel right after the transfer, it forces the station to show empty stores. but i can't verify that yet, will try to replicate it in more systems

also the elephant fighter that the msf use has a big box on top of it, white and red, not sure if it has a turret or what, and another msf ship ( small and with a lot of turrets appears white all over except the turrets)

i will try to find more bugs, but im not even sure if i installed your mod correctly still...

nocalora29 03-11-2016 01:23 AM

@Tyrotrela
 
Hmm, that logfile should always have atleast some content in it, even in an CTD...

The thing with the msf figher seems to be either an missing texture or something else, but it still would resolve a lot of problems when I somehow got the logfile, like you can try to start a new game just to change like 2 - 4 systems and then just post the logfile in pastebin, and give me the link afterwards, if theres something really wrong, the logfile should output the needed information.

It should usually always have content, just try to refresh the file and it should have content in it, windows sometimes just doesn't show it has been updated for some reason.

I can only help you to an certain extend without any LOGfile, since many things are happening behind the curtains in the code of the game, it might even see OK in an visual-perspective, but if theres errors in the code, it usually will not notify you in any way in the game itself, but will output it in the logfile/scripterrors file instead.

tyrotrela 03-11-2016 01:36 AM

I believe the Log file is not working because i didn't install the mod using the bat exe.
But it doesn't work at all, maybe windows 10 is responsible, i have 0 experience with coding so i can't help you help me. Maybe run me through the manual installation more in depth, perhaps goblins patch fix screwed something up, though the game wouldn't run 1.12 without it, i have skidrow's pirated version btw. Furthermore i seem to never loose saved games whenever i reinstall this game and i can't find the save files, could be the culprit for the issues i'm having, just a thought.

nocalora29 03-11-2016 02:48 AM

@tyrotrela
 
Hm, alright first off, the save files are in GameDir\Profiles\YOURUSERNAME\Save\

When you consider reinstalling the game, please use this (Skidrow's) release:
MAGNET

If you have any Torrent client, it should add it to the downloads, atleast it works on me with BitTorrent.

Try to just install the Resources and after that the MAIN. (No additional patches/fixes, IIRC goblins patch IS included in the mod)

If still does not work, I will consider just uploading my game instead, that should solve every problem, if there is any with the .7z's, although it may take a while until I package all of the gigabytes that there are, but firstly I think it would be good to see if this release is any different from the skidrow release you have tried.

Oh, and did you try compatability mode, btw?.
Win7 and XP SP3 should work fine.

With all these problems Win10 brings us, I might have to set up an VirtualVM in order to find out if Win10 actually fucks things up here. win7 <3

And still, after all this stuff, the LOGfile not having content is actually the most strange part for me.

And don't worry about the .bat, it does not work eitherway, I still have to create an actual Installer instead of an simple batch.

tyrotrela 03-11-2016 02:59 AM

i did indeed download the game from that link, also im going to reinstall...fml for the 15th time the game and not apply goblin's patch since it's in the mod.

will try compatibility as well.

and there is a slight problem, in my profiles folder there is one file only... emptyfile ...just that, which is mighty weird since every time the game installs thats all i get, other than that when i open the game all the saves + my freaking saved OPTIONS!, which used to reset back when i first started this game are there.

EDIT: Strange thing is, game won't work after i install your mod, even though it's supposed to have goblins patch, it still crashes right after i either, load save, new game or tutorial, and i tried compatibility
win7 and nothing changed

EDIT#2: Installing the game in Games dir made my saves appear magically in the Profile folder and the game reset all options and i had no previous saves in game, however your mod still isn't applying patch 1.12 fix so i did it manually, maybe this time around the Log.txt will show something

nocalora29 03-11-2016 03:03 AM

Hm, I remember another user with the same save thing you mention here, I just don't exactly remember how he solved the problem.

Win10 must save these probably in some AppData folder or the in user documents, going to look into it.

Trying to replicate the problems in my SW3 Testbench ATM.

nocalora29 03-11-2016 03:27 AM

@Update
 
Alright, I found the two missing objects/textures problem now with the msf fighters and fixed them, still trying to replicate the other problems ATM.

I think im going to post the update today, since there has been more bugs than I initially thought.

EDIT: I have been playing until the heretic part, and the mercenary base did not disappear, it was there and I was able to complete the mission.

tyrotrela 03-11-2016 04:15 AM

Great, i'll do my part and try again to reach heretic and see for myself if it works now

EDIT: Mercs still dissapear, after ternie leaves the randevu point, i tried with exp.exe and x8.exe same results.

nocalora29 03-11-2016 06:29 AM

@Tyrotrela
 
I will look into this problem further a bit later, since I now have to leave my home for like 6+ Hours, I will post any available solution for this (when I come up with one) then, thanks for the patience eitherway, I know it isn't really that much fun to fiddle with an mod which is so incredibly unstable, and I know how annoying that can be.

I really do appreciate your patience in this.

@Regarding the Update for ------ tomorrow (saturday)
Heres the full list of New Weapons (Note: EVERY weapon has its own custom PFX)
*New Templar Weapons List
*(T) Marked = Turret compatible
-"Sancti Missionem / Holy Discharge" - Autocannon - Damage: 65 x16
-"Pulsans Sol / Pulsating Sun" - Pulse laser - Damage: 125 x7 (T)
-"Liquefacio / Desintegrator" - Particle accelerator - Damage: 1024 (T)
-"Coronam / Red Crown" - Beam laser - Damage: 80 x20 (It was tough to make an "consistent" beam, but I think this will work out) (T)
-"Sanctum Gladium / Holy Sword" - Gattling laser - Damage: 32 x32 (Thanks for the idea, Lotrek) (T)
-"Quies Sanctum Gladium / Pulsing Holy Sword" - Pulse laser - Damage: 512 x3 (T)
-"Pulsans Sol Super Turret / Pulsating Sun Super Turret" - Super Pulse laser turret - Damage: 175 x16 (every burst has its own Barrel)
-"Pulsans Sol Rapid-Fire Turret / Pulsating Sun Rapid-Fire Turret" - Rapid-Fire Pulse laser turret - Damage: 65 x2 (Constantly shooting/0.1 recharge time)
-"Anima Exterminans / Soul Destroyer" - Minigun - Damage: 25 x64 (Not yet Turret compatible)
-"Purpura Inferno / Purple Hell" - Heavy Plasma cannon - Damage: 780 x3 (Not yet Turret compatible)

Special credits go to StarRover for the Models(Specifically, the Super Turret model and the Rapid-Fire Turret model)

Demo vid is UP

tyrotrela 03-11-2016 06:53 AM

The mod is in pretty good shape so far, it's just incomplete and untested properly, since i have a lot of spare time i see no harm in contributing to the development of this mod.

PS the empty station bug is related somehow to removing fighters from the mothership and adding them to the second inventory slot which causes the shopping window to go blank, however it doesn't trigger all the time, and i might be wrong.

nocalora29 03-11-2016 06:13 PM

@All
 
Im going to have to delay the update that was scheduled for today to tomorrow, not due to me not having finished the new weapons & stuffs, they are finished, but mostly due to some heavy bugs, I try to squish every last one of them I encounter until then, So I just thought I'd let you guys here know.

Heres an Demo-Vid so you can see some new weapons (not all, but most of them)
VIDLINK

If anyone wants to see the new Weapons, or wants to know what exactly they are, Revisit my last post, I updated the weapons list.

@tyrotrela
I will let you know when I find an solution, searching ATM.

nocalora29 03-12-2016 04:33 AM

@Tyrotrela
 
Ok, I have found the problem with the achilles quest, the fix will be supplied within the update thats gonna get released Today.

nocalora29 03-12-2016 10:34 AM

@All
 
Update is released, it includes alot of Bugfixes, most of them were making the game completely un-playable from ground up.
*CHANGELOG*
Added New Weapons for the "Elite Templars"
Heres the full list of New Weapons (Note: EVERY weapon has its own custom PFX)
*New Templar Weapons List
*(T) Marked = Turret compatible
-"Sancti Missionem / Holy Discharge" - Autocannon - Damage: 65 x16
-"Pulsans Sol / Pulsating Sun" - Pulse laser - Damage: 125 x7 (T)
-"Liquefacio / Desintegrator" - Particle accelerator - Damage: 1024 (T)
-"Coronam / Red Crown" - Beam laser - Damage: 80 x20 (It was tough to make an "consistent" beam, but I think this will work out) (T)
-"Sanctum Gladium / Holy Sword" - Gattling laser - Damage: 32 x32 (Thanks for the idea, Lotrek) (T)
-"Quies Sanctum Gladium / Pulsing Holy Sword" - Pulse laser - Damage: 512 x3 (T)
-"Pulsans Sol Super Turret / Pulsating Sun Super Turret" - Super Pulse laser turret - Damage: 175 x16 (every burst has its own Barrel)
-"Pulsans Sol Rapid-Fire Turret / Pulsating Sun Rapid-Fire Turret" - Rapid-Fire Pulse laser turret - Damage: 65 x2 (Constantly shooting/0.1 recharge time)
-"Anima Exterminans / Soul Destroyer" - Minigun - Damage: 25 x64 (T)
-"Purpura Inferno / Purple Hell" - Heavy Plasma cannon - Damage: 780 x3 (T)
Special credits go to StarRover for the Models(Specifically, the Super Turret model and the Rapid-Fire Turret model)
-"TE Gunslinger" - Stronger version of the T. Gunslinger
-"TE Trident" - Stronger version of the T. Trident
-"TE Hrimturs" - Stronger version of the T. Hrimturs
-"TE Raptor" - Stronger version of the T. Raptor
-"E Butcher" Stronger version of the Butcher
-Added all of the New Templar Ships and Weapons to the Maintaince-Stations Menu, Page #3.


-Fixed an Story-related bug in achilles and Elio.
-Fixed missing Textures and missing objects on some new MSF ships.
-Fixed some additional minor bugs.

I be honest, making those Weapons for the Templars was goddamn fun, atleast more fun than lurking in the Basebuilding or AI-Agents code, I really need some distraction from these two projects.
I know these two projects seem a little more "important" but I just can't keep working on the same project through an extended amount of time, but that does not mean at all that im Not working on it, or will stop, but it means its just not Priority #1 on my list, just to clarify that about some who might wonder whats up with those two things.

Back to the UPDATE:
I thought i'd just let the Corporate Service's menu completely free for just one more update, so you can check out the elite templars in action without paying millions, I think thats "nice", but its most likely going to cost something in 0.6.2X.

Well... what can I say?, Have fun with the Update and report any Bugs/Errors, oh and one last thing: When you are at an spot where you usually change your mothership for another one (Story) and the game Buggs out or CRASHES, please give me your latest save-file and the (optional) LOGfile.txt, Two of the game breaking bugs I fixed were related to the new MSSwitchBlock system, I really have no Idea if there are more game-breakers later in the game, so please write your problems here in the forum and or PM me, there is even an huge chance that your save-file can be recovered, and its also possible to make you progress further in the story, without restarting.



!Download is at the frontpage in the Hotfixes section!

tyrotrela 03-12-2016 05:12 PM

So i made a pastebin account and uploaded my log in 3 files, how can i show them to you? i don't think it's a good idea to post them here since there is a LOT of stuff.

T Hritmurs can't be bought, the other new templar fighters can however, haven't tested the guns or turrets since i don't have cash but i will update once i have. cheers

Buying the new turrets instantly crashes the game.

nocalora29 03-12-2016 06:06 PM

Just paste the contents of the logs inside the Pastebin.com Paste thing, then send me the link.

These are only very small and minor bugs, I will be able to fix them in a few minutes at most, working on it atm, expect fix in max 10 minutes.

tyrotrela 03-12-2016 06:10 PM

http://pastebin.com/Yxm2wUMY part 1
http://pastebin.com/3Fkzck6B part 2
http://pastebin.com/Yxm2wUMY part 3

im going to upload the log after the new update to see whats wrong with the turrets and templar hritmurs, also i think the bursars quest is bugged now, after i kill squinty and go to the station, and kill the small wave of pirates i don't get the station selfdestruction promt. damn i have a lot of bugs...

http://pastebin.com/gwvVgyPh log post update

http://pastebin.com/nuc7iyr3 scrip errors post update

nocalora29 03-12-2016 06:23 PM

@All; @Tyrotrela
 
RC-2 of the 0.6.1.9AX Update is Released.

DL at the frontpage hotfixes section, or alternatively here: Download [RC3]

I have addressed the issues with the game crash at the templar ship menu, and some other minor missing textures which the LOGfile did gave out some warnings.

Other than that the LOGfile's seem clean.

NOTE: An Restart of the Campaign is NOT required.


EDIT: Would you go to the Data\Addons\@SW3_Expansion\Experimental Folder?, theres an file named "sw3_expansion_DebugUtilities", could you try replacing it with this?
FILE

This SHOULD avoid making the error.

tyrotrela 03-12-2016 06:43 PM

what error does it fix?
nvm, did i mention you are awesome?

nocalora29 03-12-2016 06:51 PM

The one that was in the scripterrors log, + the Templar menu crash.

tyrotrela 03-12-2016 07:05 PM

you did indeed fix the turrets and the fighter error. i will be on the lookout for more bugs

edit: no description available fro the turret i bough, also i think it may be a little op with the INSANE rof (12k )

nocalora29 03-12-2016 07:38 PM

Which turret specifically did you buy?, and the rate of fire thing is an bug with the game, it seemingly has problems displaying double numers like these ones "1.7xx", but it definitely isn't 12k haha, that would be the definition of hell tho :D

tyrotrela 03-12-2016 07:43 PM

the 3 cheapest ones have name/description errors and the 2 turrets that display errors are the 1.2mill and 700k ones. cant buy any other since, money... there is a silver lining, the pulsans sol rapid fire turret works flawlesly, no insane stats or descript errors
edit: once i can grind berserkers i will buy everything and test them out. also can you tell me all the availabale motherships for sale that work? id like to know if the ones i see at the maintenance stations are correct

nocalora29 03-12-2016 09:47 PM

@Tyrotrela
 
I can't find those with the description errors somehow, everythings seems to be "OK" for me, would be awesome if could post the names of them.

All motherships from the "Original Motherships" Tab should work, the ones in "Other" will mostly crash when you launch your pilots due to them not having any Hanger-Out Reference points, but the "Custom Motherships" Tab inside the "Other" tab does have use-able motherships indeed.

tyrotrela 03-12-2016 10:00 PM

well not for me, it just kicks me out ouf the station when i press the button, as for the turrets i am still working to get all of them, after i test every single one ill post a list of what's working and what's not.
I would really appreciate if you could find a fix for the custom mother ships.

Edit: it seems the T Gunslinger is not 150k is more like 300K, i don't know what's up because 20 minutes ago i bought 4 of them with 150k each, corrupt save?

nocalora29 03-12-2016 11:07 PM

Fixed most of these bugs now, I have uploaded RC-4 of the update now.

-Fixed: Custom Motherships
-Fixed: Price's for Templar Ships

tyrotrela 03-12-2016 11:20 PM

I will once again bust your balls and announce a bug... fighters with high maneuverability way too often get stuck in a spinning loop...after i bought the new TE gunslinger i have to more and more jump systems to reset my fighters... imo fighters don't need that much maneuverability since in a big fight there is not enough room to rotate and sometimes fighters bump into each other and they take too long to get back in position, even fighters with high maneuverability take too long to re-engage. note that i had tigers loop before but not crazy often. end rant

Edit: The back button has been disabled in the templar turret menu, when you are able send me a quick fix, and in return i will tell you which turrets need fixing. also the custom motherships are there now, i will try them out soon

nocalora29 03-13-2016 12:39 PM

Hm, kinda funny considering I just increased the maneuverability just about 1 on every TE Fighter, but yeah I will just reset them.

RC-5 Released.

-Fixed: Go Back Button in the Templar's Turret Menu.
-Reduced amount of chance that Templar TE Vessels will get stuck in the infinite loop bug.

tyrotrela 03-13-2016 04:03 PM

So, i was able to purchase turrets since the last update and it goes as thus:

Working: Pulsans sol rapid pulse, Pulsan super pulse, purpura inferno, Sanctum Gladium.

Working with rof bug: Anima exterminus, Coronam

Working with display bug: Quies sanctum, Liquefacio, Pulsans sol pulse laser

PS. Still cant buy the custom motherships, i can afford the Abbadon, but i get kicked out once i try to, however all this grinding allowed me to push the limit on the x8.exe. 3 hours working non stop without crashing, it does have problem loading the save in the same system but not in others, hope this helped

nocalora29 03-13-2016 04:12 PM

Working on it, will edit this post when RC-6 is out.

btw: what exactly do you mean by display bug?

Edit: RC-6 is out, the custom mothership should now indeed work.

And yes, your bug reports are indeed Very helpful.

tyrotrela 03-13-2016 04:20 PM

no name and no description, also do you mind telling me what is the purpose of the repair turret? i "attacked" one of my fighters while having only repair turrets and i got the uss turn hostile

nocalora29 03-13-2016 04:32 PM

Ok, I reuploaded RC-6 as RC-6.1

I have addressed most issues you mention, the only thing I did not do is the rof thing, I still have to come up with an idea how to work that out, and not reduce the actual 0.01 rate of fire of some weapons, try to ignore it for the moment.

Thanks for the report as always.
Added you to the frontpage credits btw.

nocalora29 03-13-2016 05:05 PM

I have no idea what the purpose of the repair turret in SW3 is, the only instance of them which got used is Star Wolves 1 in an story mission.

How did you even get an repair turret?.

All of the "FRIENDLY" Factions will ALWAYS go hostile to you if you attack yourself, Thats just how the game handles the relation stuff things, it thinks PLAYERFACTION is attacking PLAYERFACTIONS so it needs to go hostile with PLAYERFACTION, thats kinda... yeah, I can't fix that since its deep in the game code.

tyrotrela 03-13-2016 05:20 PM

I got 3 of them from the berserker carrier, the one guarding the precursor portal, they do seem operational, although they "may" work in fights by themselves, however with their minimal range not really worth it, you might want to consider working on those turrets since it would make tactical fights less reliant on the mother ship, at least in the early-mid stages of the game when money is scarce and pilots are not worth using.

On a side note, XT-24 causes crashing...
I appreciate the credits :D

nocalora29 03-13-2016 06:07 PM

Im going to look into both of those.

I have never ever used the repair turret, so I have to see how exactly it functions.

tyrotrela 03-13-2016 06:10 PM

I am stuck on saving ternie mission... I aforgot that my MS gets disabled and It's forcing me to use the Lion, however even with the Ms switch set to false i still keep the ramadanta(provided i get lucky with the crash) and thus im stuck with an immovable mother ship.

nocalora29 03-13-2016 06:27 PM

Im on it, it may take a little while tho, since the save ternie mission is an pretty huge chunk of quest-code, could you eitherway supply me with the LOGfile?, an alternative would be an save-file before the event occured.

EDIT: Msswitch set to false?, I replaced the old system with the new Messagebox system, where you can simply press OK or CANCEL to accept mothership switches.
Basically setting it to false/true has no effect at all anymore.

nocalora29 03-13-2016 07:38 PM

I removed the immoveable mothership thing, or rather spaced it out with "--"'s and it should be possible to move the Mothership now

Because im not entirely sure if it will solve this problem in any way, I just uploaded it as an Standalone fix HERE

It requires the newest RC6.1.

tyrotrela 03-13-2016 08:11 PM

Here's the thing, i got that message once, when i got the white trader ship, but not this time, and another weird thing, the cutscene when i change ships is bugged after the message as my cursor disappears and it's only fixable by alt+tab, and the camera also got stuck+ cursor vanished at the ship exchange with viper.

where can i upload my save? it's not possible with pastebin

tyrotrela 03-13-2016 08:31 PM

The ship exchange has to happen otherwise i don't get ternie, and if i don't get ternie...game over

latest log with the latest patch http://pastebin.com/qcsLdMHX

nocalora29 03-13-2016 09:52 PM

Oh dear god I found an performance eater bug, but thanks for the log, im going to look into it and see what causes the problem.

tyrotrela 03-13-2016 09:56 PM

i fear there will be more to come if i keep playing

nocalora29 03-14-2016 03:59 PM

I have uploaded RC-6.2, it will not fix the issues you were having, but it will make it easier to read the log file for me, to analyze the LOGfile, it would be very nice of you if you would just re-load an save-file before entering xt24/xt23 and just replaying to the part where you get stuck.

The FPS should have got an huge boost from the last RC.

DL AT FRONTPAGE

tyrotrela 03-14-2016 07:56 PM

i might have to restart the game with a fresh install, now im crashing even before i get to xt23/24
the crash happens while loading the next zone

the script error

error: `for' table must be a table
<string "DATA/Scripts/include/create_flight_2.script": line 113>

log: http://pastebin.com/m3hb0qU8

nocalora29 03-14-2016 08:40 PM

No it isnt that one, its kinda ok if it pops up in the logfile, its just impossible to avoid.

But this is the actual problem: "EXCEPTION_ACCESS_VIOLATION", god damnit, I hate it everytime I see this popup.... it just so frustrating because the game tries to read something or get an variable which does not exist, and does not even write it in the logfile what its actually searching for... ffs.

I will try my best to release RC-7, then you will have an higher success rate of the game... well not crashing.

I still have to give you an huge thanks, you helped to fix just soooo many bugs that I never thought did exist, since no one said anything, kinda tells you how much activity this forum really has, lol.

But, since it died on entering the xt81 system, im still going to search for any deprecated code in the system, also.

tyrotrela 03-14-2016 08:44 PM

so what should i do now? wait or try something? anything

nocalora29 03-14-2016 08:59 PM

You'll have to wait until I get it sorted out, I will make an post when im finished with it.

Lotrek 03-22-2016 03:56 PM

"kinda tells you how much activity this forum really has, lol."

<-- here!

Looking forward to RC-7 and I cross my heart I will back to bug testing once it's out.

ArtekXDPL 03-28-2016 07:43 PM

Mod not work, why?

Im uninstalled game, and deleted all files with game folder.
Installed game (version 1.1) next installed patch 1.12 (unprotected)
next Im copy you mod, to game folder, try start game but i see error "close program"

nocalora29 03-28-2016 10:45 PM

Dont install any different patches, not even the unprotected patch, an installation of 1.12 will work just fine, even SKIDROW's latest release will work (if you pirated it).

And you shouldn't be installing the mod right now eitherway, I recommend you to wait until I release an critical fix for this mod which will be named RC-7, I have no idea how long it will take, because as of right now the Story will break at an later point in the game when you install SW3.Expansion.

I hope you understand.


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