Fulqrum Publishing Home   |   Register   |   Today Posts   |   Members   |   UserCP   |   Calendar   |   Search   |   FAQ

Go Back   Official Fulqrum Publishing forum > Fulqrum Publishing > Star Wolves

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

Reply
 
Thread Tools Display Modes
  #1  
Old 04-04-2010, 05:05 PM
Goblin Wizard Goblin Wizard is offline
Approved Member
 
Join Date: Oct 2008
Posts: 508
Default

Quote:
I don't know why but FILETYPE MODDING doesn't work at all for me. It gives "unknown file type MODDING" in the log.
Quote:
Originally Posted by Rastix View Post
wait for 1.12
Yeah! I've managed to avoid this problem. The solution is simple. You can place your "loc" files in the main ..\LocData\English folder. All files there have "FILETYPE STANDART" header so your new file won't mess up the whole folder. It works there even it's not right place (mine should be in the Trade folder). This folder holds core loc files so I think all files there are executed at the start of the game.
At last I've got clear log.

Last edited by Goblin Wizard; 04-04-2010 at 05:09 PM.
Reply With Quote
  #2  
Old 04-04-2010, 06:05 PM
Rastix Rastix is offline
Approved Member
 
Join Date: Jul 2008
Posts: 79
Default

Quote:
Originally Posted by Goblin Wizard View Post
Yeah! I've managed to avoid this problem. The solution is simple. You can place your "loc" files in the main ..\LocData\English folder. All files there have "FILETYPE STANDART" header so your new file won't mess up the whole folder. It works there even it's not right place (mine should be in the Trade folder). This folder holds core loc files so I think all files there are executed at the start of the game.
At last I've got clear log.
There are many ways to "avoid problem"

You can place all your loc-files in English folder
You can place all your text in ONE loc file
But all methods have their own issues


Quote:
Originally Posted by Goblin Wizard View Post
you place "wav" file in the ..\Data\SOUND folder.
position is the source of the sound e.g.:

will make horning mothership at max volume . You have to place it in the right function or create own trigger to activate it.

if you want to add this to trade station dialog you can search dockstation.script for function: "__TradeStationDock_Ok". This function is executed when you click "V" when asked for docking. Function should look like this:


As example I've added horn3_2.wav that exists in the sound folder

for "X" there is function:
between these two lines you can add another sound.
And you have tried this method?

Last edited by Rastix; 04-04-2010 at 06:09 PM.
Reply With Quote
  #3  
Old 04-04-2010, 06:31 PM
Goblin Wizard Goblin Wizard is offline
Approved Member
 
Join Date: Oct 2008
Posts: 508
Default

Quote:
Originally Posted by Rastix View Post
There are many ways to "avoid problem"
You can place all your loc-files in English folder
You can place all your text in ONE loc file
But all methods have their own issues
"ONE loc file". Which one? Any special?
Could you tell more about these issues? I've got clear log so I assumed that's all right.

Quote:
And you have tried this method?
Yes. I've tried. It works and gives clear log (I try to be serious when advising someone). I'm not so much interested in this so I haven't made more tests. I feel you have something to say about this, don't you?

Last edited by Goblin Wizard; 04-04-2010 at 06:33 PM.
Reply With Quote
  #4  
Old 04-04-2010, 08:51 PM
Rastix Rastix is offline
Approved Member
 
Join Date: Jul 2008
Posts: 79
Default

Quote:
Originally Posted by Goblin Wizard View Post
"ONE loc file". Which one? Any special?
Could you tell more about these issues? I've got clear log so I assumed that's all right.



Yes. I've tried. It works and gives clear log (I try to be serious when advising someone). I'm not so much interested in this so I haven't made more tests. I feel you have something to say about this, don't you?
No, not special. Simple "loc" with all dialogs placed in one file
Dialogs aren't working properly, sometimes players answers are played as npc answres and vice versa


Yes, i have something to say Your script isn't work properly. Activating docking procedures disabled wav file executing
Reply With Quote
  #5  
Old 04-04-2010, 11:00 PM
Goblin Wizard Goblin Wizard is offline
Approved Member
 
Join Date: Oct 2008
Posts: 508
Default

I've just checked and you are wrong. Docking at station doesn't stop wav file playing. Playing second wav file doesn't stop first too. I can't see why my script isn't working properly. It does exactly what I've expected.

Last edited by Goblin Wizard; 04-04-2010 at 11:12 PM.
Reply With Quote
  #6  
Old 04-13-2010, 07:24 PM
tomvd tomvd is offline
Registered Member
 
Join Date: Apr 2010
Posts: 11
Default

Thx a lot Nanaki, Random contact with major fleet was something which was lacking in the game !
Reply With Quote
  #7  
Old 04-13-2010, 08:19 PM
Nanaki Nanaki is offline
Approved Member
 
Join Date: Mar 2010
Posts: 338
Default

A bit of an update...

I have been studying the modded fleet random contacts script of the RealSW2 mod, All in all there is about 150 kilobytes worth of code, and unfortunately getting it to work with SW3 will not be easy, if possible at all. I studied the code a lot, and there are a lot of differences between it and similar SW3 code. Creating a hybrid of that and similar SW3 might be possible, but is far beyond my capabilities in lua.

The more I think about it, the more I am thinking I should tackle this problem in a different direction. Instead of trying to adapt a modded SW2 script to work with SW3, I think it would be easier to simply modify existing SW3 script.
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 07:57 AM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.