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Star Wolves 3D space RPG with deep strategy and tactical elements

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  #1  
Old 02-15-2015, 11:31 PM
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nocalora29 nocalora29 is offline
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Yeah, the bigger an Ship in this Game is, the more problems will occur Because of the Retarded pathfinding...

I Would like to say Thank You for your Testing to this Point, thats really nice of you

Sadly, the Logfile really just says Unknown Error, well.. too bad. My I guess would also be that Maybe some old code Caused this.

But Still: Thanks for the Testing Lotrek. You will be definitely in the Credits when this Mod comes out in its own Thread sometime and in the Readme file .
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  #2  
Old 02-16-2015, 12:24 PM
Lotrek Lotrek is offline
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NP. If nothing else, I think I've proven that I am all for the promotion of this game and hope to inspire the further propagation of it's type.

I figure I've given you enough unsolved errors and bugs for you to chew on for the next release. I'm not out for good, get 3.3 out and I'll dive back in
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  #3  
Old 02-19-2015, 10:03 AM
Zekito Zekito is offline
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Quote:
Originally Posted by nocalora29 View Post
Yeah, the bigger an Ship in this Game is, the more problems will occur Because of the Retarded pathfinding...

I Would like to say Thank You for your Testing to this Point, thats really nice of you

Sadly, the Logfile really just says Unknown Error, well.. too bad. My I guess would also be that Maybe some old code Caused this.

But Still: Thanks for the Testing Lotrek. You will be definitely in the Credits when this Mod comes out in its own Thread sometime and in the Readme file .
Hey mate, what is this SW3 Expansion mod from your signature? What does it do? Also, is GW's and Nanaki's mods included in it( Fleet mod and Mothership mod)?
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  #4  
Old 02-20-2015, 04:52 AM
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nocalora29 nocalora29 is offline
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Well, The Mod has some new Content, besides it also Include the Fleet Mod from Nanaki and Goblin Wizard's Motherships Mod.

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

The Mod has the following stuff:
-Custom Missions, can be Activated at Maintance Stations
-Escorts that can be Bought (Currently Free)
-Content from StarRover's Engine Update(Including AI Enahancements)
-Includes the GUI 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! (Deactivated on Custom Active Quests)
-Customizable System "Kobra". It can be Managed at an Maintance Station. (Experimental, Beware: High Lag when entering the System)
-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)
-Increased Max.Ship size of Random Contacts to somewhere around 5 - 9

Future stuffs
-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.)
-Basebuilding (In the workings, with Good outcomes until Now) Estimated Release Time: Test Build will be available This or Next Month [Oct-Nov 2015]
[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 (Escort an Highly valuable Pirate, Corporate, or normal Lawbreaker to an Prison Station, This Event will ONLY occur Local, meaning it will only spawn in when you are in an System where an Prison station is)
[Planned Systems: Not yet Planned]
-More Systems
-More Weapons
-More Modules
-More Custom Quests

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

Edit: 0.5.3G Test Build Released
Next: 0.6.0B Balance Build
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Last edited by nocalora29; 10-03-2015 at 12:26 PM. Reason: Updated List
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  #5  
Old 03-02-2015, 01:45 PM
Zekito Zekito is offline
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This all sounds like a great addition to SW3, downloading it for testing. Only one info is needed: Is your mod made for SW3 1.11 version, or, 1.12?

I have 1.11 English version, the Russian patch does not work for me..
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  #6  
Old 03-02-2015, 01:51 PM
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nocalora29 nocalora29 is offline
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Sadly it WAS developed on 1.12 Basis, but you COULD try it with 1.11, there shouldn't be too many issues on this. Try to Backup it before tho.
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  #7  
Old 04-07-2015, 02:53 AM
Walt11 Walt11 is offline
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umm how/where do I download nocalora29's mod? I try clicking the download links for the combined mod and voiceover mod but I always just end up at the MEGA site....
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  #8  
Old 03-02-2015, 04:37 PM
Goblin Wizard Goblin Wizard is offline
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Quote:
Originally Posted by Zekito View Post
I have 1.11 English version, the Russian patch does not work for me..
If both versions of the patch don't work for you, just unpack unprotected version, then copy LocData and Scripts folders overwriting files in your SW3 install directory. Done.
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  #9  
Old 05-07-2015, 11:07 PM
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nocalora29 nocalora29 is offline
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Default Problems 2.0

Hello there again, Once Again I've come back struggling with some Problems of mine regarding Scripting.

I hope somebody will be able to help me on this, I really want to get this working.

Here we go:
This Problem drives me Insane, I did try to fix it for quite some time now, but without success...

Maybe I just explain what im trying to do before going deeper into stuff:

I am trying to make an Script which generates Portal Blockades (Gate Blockades/huge Fleets of Random picked Factions defending an Portal) all over the Star Wolves 3 universe, these need to be Destroyed by the Player in order to get past Safely through that particular picked Portal. (They won't go away until they are Terminated)

I have them allready picking random Systems through an created function of mine which Selects them via RND in an lua table.

But the Core script I've written to make them Spawn and do everything else just Crashes the game instantly most of the time, with NO to me valuable information regarding the problem and cause of the crash.

- Well I can FORCE make an Blockade, through the Main Function.
But I seemingly can't make the Generator work... sadly :/

--Now lets get to the deeper Stuff

I have made an Function which gets Executed everytime the player changes an System, and with that Function, I attached another Function- (This method does not cause problems at all, it works most of the time) -which is the Initalization, the Generator, and the Core function of the Gate Blockade Script.

Load Order of these Function in Runtime:
SW3EXP_GateBlockades_Generate(); -> SW3EXP_GateBlockades_Init(); -> SW3EXP_GateBlockades_Slot1_Add(TargetPortal, Faction, SystemName); [IF PLAYER ENTERS AFFECTED SYSTEM]
SW3EXP_GateBlockades_Slot2_Add(TargetPortal, Faction, SystemName); [IF PLAYER ENTERS AFFECTED SYSTEM]
SW3EXP_GateBlockades_Slot3_Add(TargetPortal, Faction, SystemName); [IF PLAYER ENTERS AFFECTED SYSTEM]
SW3EXP_GateBlockades_Slot4_Add(TargetPortal, Faction, SystemName); [IF PLAYER ENTERS AFFECTED SYSTEM]
SW3EXP_GateBlockades_Slot5_Add(TargetPortal, Faction, SystemName); [IF PLAYER ENTERS AFFECTED SYSTEM]
SW3EXP_GateBlockades_Slot6_Add(TargetPortal, Faction, SystemName); [IF PLAYER ENTERS AFFECTED SYSTEM]

I really have no Idea why, but in the Script "sw3_expansion_GateBlockades.lua" it just crashes every time at the SW3EXP_GateBlockades_Init(); Function as soon as it passes through this IF:
"if cur_loc == GetQuestLabel("__SW3EXP@GateSys_Slot1_AffectedSyst em") then", (Including the other Slot ones), and the times it does not crash, it just doesn't execute the Code.

atleast thats the impression I got from it.

The Files of the Mod (Including the crashing ones of course) are here for DL for Further inspection.
Link


It would be really Awesome if someone would be able to help me on this Matter.

Another Note: These Slot's: "Slot1","Slot2" and so on.. are Simply the same Function in multiple script files, but with minimal altered code in order to make it possible to have Max. 6 Gates blocked at a Time in the universe, But for the problem solving right now, I want to get the First slot working, after that, It will be easy to apply the changes to the other Slots.

If it is any Help, here are the Files which have contact with the Gate Blockade script, or interact with them in some way.
Note: I use the followers.lua script basically almost as an Autorun for other Scripts.

Data\Scripts\include\Addons\sw3_expansion\
sw3_expansion_followers.lua [ Line: 306 ] <-- Loads the Gate Blockade script.
sw3_expansion_functions.lua <- Select Random System function & Select Random Group function
sw3_expansion_GateBlockades.lua <- Slot 1 / Core
sw3_expansion_GateBlockades_2.lua <- Slot 2
sw3_expansion_GateBlockades_3.lua <- Slot 3
sw3_expansion_GateBlockades_4.lua <- Slot 4
sw3_expansion_GateBlockades_5.lua <- Slot 5
sw3_expansion_GateBlockades_6.lua <- Slot 6

Final Note: I Deactivated the Slots 2 - 6 in the system.lst until the main Problem in the Core/Slot1 script is clear.

If there are any Questions left regarding How I did how and where, just tell me.


I Will keep trying to fix this, but I hope somebody with more Experience with this can help me out.
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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; 05-08-2015 at 09:36 PM.
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  #10  
Old 05-21-2015, 01:19 PM
Hettikus Hettikus is offline
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Hey, guys. I have a question about editing interceptors. I want to change slot types from missile to small guns.
What i did:

changed slots.ini for said interceptor.
changed IMD file for interceptor(changed rockets to small guns type via menu)

Weapons install fine, butthe interceptor does not fire them. Any ideas?
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