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| Star Wolves 3D space RPG with deep strategy and tactical elements |
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#1
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I looked into the zip and found a folder "Scripts\include\starrover_mk1\Ist\Sound". My game files also have that folder.
Judging from the error message I attached earlier, I think there was supposed to be a file in that folder but on both the zip and my HD, the "sound" folder is empty. As a test I bought all the fighters that are in GW's list at the maintenance station. I did come across an error regarding the Cavalier and the Butcher. When I attempted to place either one in a hanger slot I received the following pop-up in Russian. |
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#2
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Darn it, Its hard to keep out searching for these Russian texts, I Will edit this post with an Fix when I get it done tho.
That is correct, the sound folder is also Empty in the original Engine Patch & GUI Mod from StarRover Team / Valv_id. So its Ok I suppose, just Ignore the message in future Versions of the Mod. EDIT @Lotrek: Still working on Russian stuffs.
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Discord: Nocalora#6847 | SW3.Expansion Thread | SWX.MouseMovementFix | SWX.TUVMark+Src (.tuv editing Tool) | SWX.SLOTMark+Src (.ini Slots editing Tool) Last edited by nocalora29; 02-12-2015 at 02:04 PM. |
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#3
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nocalora29 I feel kinda bad coming back with more but you asked for it!
I did a full test of GW's Mothership mod and found the following: All Pilots have the correct templates! The Bastard fighter has a slot for missiles but when I tried to equip it I got "This device cannot be installed in this socket" The following "Other" Motherships have no interior template - the good ole "Scanning Process Aborted: Unknown Source" : Stone Arrow, Portal Transport, Alien Dreadnaught, Alien Frigate, Chimera, Super Chimera, Phoenix, Angor Frigate. I was unable to buy major caliber turrets - Option 13 Mothership Equipment. When I attempt to buy them I just get "[Wizzy] Make your selection..." No credit deduction, no inventory item. Subsequently, I was unable to test the Silver Arrow's 2 slots. Hope this helps and thank you for the work you are doing to keep the game alive! |
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#4
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Alright, I will look into it, Thanks.
Could you post also the Log files somewhere or Upload them when things like these occur?, Especially when Dialog options aren't working, Since they just call functions from the lua files from the Game. would help me alot These 2 files are important LOGfile.txt And ScriptErrors.log The Others motherships never Were supposed to have GUI Slots, but I can also make some for them, could be pretty hard on the Dreadnaught tho, but I will try.
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Discord: Nocalora#6847 | SW3.Expansion Thread | SWX.MouseMovementFix | SWX.TUVMark+Src (.tuv editing Tool) | SWX.SLOTMark+Src (.ini Slots editing Tool) Last edited by nocalora29; 02-11-2015 at 11:09 PM. |
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#5
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Here ya go.
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#6
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Quote:
In Editing the Other Motherships. Maybe you can get the files from the SW1 Mothership Mod . All the Motherships there have GUI Slots including Battleship & Dreadnaught (http://forum.1cpublishing.eu/showthread.php?t=16158) |
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#7
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Really good Idea!, I've added the gui slots Right away.
Thanks. EDIT @Lotrek: I Think I have fixed now all the problems that you Told me... need m0ar. BTW: I Also would like some Testing on the System Management script That I worked on, Try it out. You can configure the SysM_Kobra System from the Maintance Station Dialog. should there somwhere, then visit corrino and Fly to the Kobra system. Im wondering what the results will be with your Awesome testing Skills
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Discord: Nocalora#6847 | SW3.Expansion Thread | SWX.MouseMovementFix | SWX.TUVMark+Src (.tuv editing Tool) | SWX.SLOTMark+Src (.ini Slots editing Tool) Last edited by nocalora29; 02-12-2015 at 02:11 PM. |
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#8
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I've gone through GW's original script and the GW script you have in your version and I can see no difference with the GK turrets. I know in the previous version I was able to buy them.
Here is the snippet from Data\Scripts\include\GW that I am referring to: -------------------------------------------------------------------------------- ---- Buy MS EQUIPMENT section -------------------------------------------------- -------------------------------------------------------------------------------- function buy_THGK3() buy_ms_eq("THGK3"); end; function buy_TLGK3() buy_ms_eq("TLGK3"); end; function buy_TPGK3() buy_ms_eq("TPGK3"); end; function buy_TRGK3() buy_ms_eq("TRGK3"); end; function buy_ms_eq(eq_name) local tab_ms_eq = { {"THGK3",350000}, {"TLGK3",350000}, {"TPGK3",350000}, {"TRGK3",350000} }; local cost = 0; for k, x in tab_ms_eq do if (x[1] == eq_name) then cost = x[2]; end; end; if (cost == 0) then return FALSE; end; local cash = GetPlayerCredits(); if (cash >= cost) then mothership:AddModuleToInventory(eq_name, 1); SubPlayerCredits(cost); OutputToScreenLog("#UI_item_buy_ok",7); else OutputToScreenLog("#UI_buy_fail",7); end; end; I checked Data/Game/Modules and THGK3, TLGK3, TPGK3, TRGK3 are all there with complete parameters. All the referenced items are located in Data\TEXTURE\Interface\Module\32. As far as I can tell, the above script should work. I looked at the script in your mod used to buy the MD-5 black hole Particle Accelerator under option 9 Star Equipment: -- //////////////////////////// -- -- // Star Equipment Section // -- --//////////////////////////// -- function buy_RG4() buy_ms_eq("RG4"); end; function buy_ms_eq(eq_name) local tab_ms_eq = { {"RG4",75000}, }; local cost = 0; for k, x in tab_ms_eq do if (x[1] == eq_name) then cost = x[2]; end; end; if (cost == 0) then return FALSE; end; local cash = GetPlayerCredits(); if (cash >= cost) then mothership:AddModuleToInventory(eq_name, 1); SubPlayerCredits(cost); OutputToScreenLog("#UI_item_buy_ok",7); else OutputToScreenLog("#UI_buy_fail",7); end; end; Comparing the two scripts they seem identical with the exception of the item they are to buy. The black hole script works, the GK turret one does not. I am at a loss as to why at this point since they seem to be the same code. |
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