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

View Poll Results: What should I Prioritize on?
Basebuilding! 1 25.00%
Balancing! 0 0%
The Mod Manager! 0 0%
Asteroid ore-dropping! 0 0%
Intensive Bugfixing! 3 75.00%
Voters: 4. You may not vote on this poll

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  #1  
Old 10-08-2015, 09:47 PM
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nocalora29 nocalora29 is offline
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Join Date: Dec 2011
Posts: 518
Default @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 ^^
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  #2  
Old 10-12-2015, 02:08 AM
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nocalora29 nocalora29 is offline
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Default @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 .
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Last edited by nocalora29; 10-16-2015 at 04:43 PM.
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  #3  
Old 10-12-2015, 10:16 PM
York2016 York2016 is offline
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Join Date: Oct 2015
Posts: 1
Default 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.
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  #4  
Old 10-17-2015, 08:50 AM
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nocalora29 nocalora29 is offline
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Default 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!.
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Last edited by nocalora29; 01-01-2016 at 12:20 PM. Reason: Slightly edited ViewItemAmount Function.
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  #5  
Old 10-25-2015, 11:05 AM
Zekito Zekito is offline
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Join Date: Feb 2012
Posts: 37
Default

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
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  #6  
Old 10-25-2015, 02:41 PM
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nocalora29 nocalora29 is offline
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Default @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
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Last edited by nocalora29; 10-25-2015 at 05:47 PM.
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  #7  
Old 10-25-2015, 05:05 PM
Zekito Zekito is offline
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When trying to download hotfix, It says that the file is not available or removed.
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  #8  
Old 10-25-2015, 05:30 PM
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nocalora29 nocalora29 is offline
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Whoops, my Mistake!

Here you go: SW3.Expansion.v.0.6.0 HotFix #1 (Download) | 194.6MB
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Last edited by nocalora29; 10-25-2015 at 05:49 PM. Reason: Mistakes were made
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