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| Star Wolves 3D space RPG with deep strategy and tactical elements |
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Thread Tools | Display Modes |
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#1
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Quote:
and change at least image_coord too (I suggest doing the same with text_coord to look better), so you can actually see that slot, so it's not hidden under existing one. I hope it's clear enough. you may have deleted InitTeamScript, if that's problem, we can upload it somewhere, it's better to backup "working version" of the game before modifying if that's not the problem, open ScriptErrors.log and you will know what are you doing wrong probably. also, if anyone found out, what's limit for weapons/modules/ships in FloodTradeStation? gotta try it with 1 less, but I have 80 kinds of weapon modules and it causes crashes at the select specialization window in new game.. |
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#2
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lol I'm not doing anything and those scripts are breaking..
got 2 errors -> replaced damaged script with backup -> 1 old error, 1 fixed error, 5 new errors lol I'm starting to think I have some virus.. Edit: I think I got it, I was missing 1 " in FloodTradeStations.script Edit2: The game is working, but once again, I can't DOCK at any station, even Trader window is empty.. error: attempt to index local `_market' (a string value) <string "DATA/Scripts/include/FloodTradeStations.scr...": line 294> but there is just function AddModules_Chance(_market, _good, Chance, maxn, _sell, _bye) if (Chance > RAND(100)) and (maxn > 0) then -- N=maxn; -- õÙ* Û¯Ý‗*¯Ù* þÓõÓÝݯү ýÓÛ±Þý¾ýÓ N=RAND(maxn)+1; _market:ModuleGoodsState(_good, N, _sell, _bye); end; end; and I don't know what's wrong in it since I haven't changed it ... EDIT3: restored backups, now I've got even more errors than before Last edited by sidius; 06-05-2010 at 12:45 PM. |
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#3
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Haha, you guys are the best.
Looks like I'm going to have to install photoshop after all. It's buyable like most Templar ships, and I've managed to change the colour of the lights on it (just testing/locating atm, lots of flares), but changing the texture kinda failed (see: screenshot). It's gone blue! Haha. Working on adding/moving system slots. Edit, second screen shot, JPG -> DDS, no alpha/vector layer. Super glossy. Hahaha. Edit2, meh fixed the gloss, and put some circles around the parts that are now whiter/changed, not all of it done yet. Removing some imperfections, will make the brown black, when I get the time. Got some stuff to do tomorrow. Quote:
And no there is no errors in the ScriptErrors.log. Quote:
Last edited by StarShatter; 06-05-2010 at 04:06 PM. |
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#4
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The most important file is LOGfile.txt. Look not only for ERROR lines but WARNING and even 1-3 INFO lines before an error. These lines can give idea when and why errors happen.
It's hard to say what's wrong but I can guess: ModuleGoodsState function needs table values not string values so I suppose there is an error in the table or lack of an information/entry in the table. But as I said only 1st error is important. Others are usually the result of the first. Paste your LOGfile and we'll have something to discuss. |
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#5
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I can still post the entire thing, it's long, if it's needed. (Probably just in an edit) Hmm, I'm wondering if there was an easy way to distribute these mods easier than just overwriting files (hinders the use of multiple mods) or going through and manually adding the contents of smaller mods to the bigger ones (one? the mother ship mod?). The only thing I can think of is some installer-like thing they used to use for Baldur's Gate II or a combination of all the mods. Side question: Do Templars appear in the story at all? |
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#6
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You should have this file. Restore a backup or use this CharacterSelect.zip.
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#7
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Heyy thanks heaps! Works again just fine. I couldn't find any copy of it in the computer bin, or a complete search of C:\ so god knows what I did with it.
Considering adding a few different kinds of Templar ship, just for variety later on in the game. Maybe even earlier tier ones. Make something of the work I've done so far. (I'd probably add these ships to Templar patrols just to be complete) I could go through and make all faction painted ships available in their black markets? Rather than nuking their supply ships. |
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#8
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Templars do make an appearance, have you checked the news items? They appear in the system mentioned. In certain storyline paths you'll even briefly meet them. Edit: Blackmarket (FTU market) availability would be convenient. There isn't much incentive to bother with blowing up faction convoys to obtain them, although I wouldn't mind if someone did this for really rare ships. Especially if we're flying with Nanaki's fleet mod (I really should check that out sometime soon). Last edited by Trucidation; 06-05-2010 at 03:58 PM. |
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#9
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I know about the news items.
Just more so in story lines. I've done NESF, and I'm part way through the InoCo story line (distracted with modding). Cause if all if all I change is the squads it shouldn't be effected to much. Other Templar ships I think would be cool:
I'll have a look at putting the ships in FTU warehouses tomorrow, pretty sure I know how already, just gotta test. Seems like we have someone doing just about everything lol. |
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