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Star Wolves 3D space RPG with deep strategy and tactical elements |
View Poll Results: What should I Prioritize on? | |||
Basebuilding! |
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1 | 25.00% |
Balancing! |
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0 | 0% |
The Mod Manager! |
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0 | 0% |
Asteroid ore-dropping! |
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0 | 0% |
Intensive Bugfixing! |
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3 | 75.00% |
Voters: 4. You may not vote on this poll |
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#1
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I have downloaded the file on mega and see its almost 4 gigs which seems substantial for a patch, looking forward to it. I do have some questions on your install instructions before I test it.
In the December post that links the Google drive version 0.70 you state it is an installer. I have finished downloading the Mega file and see that it is a zip file. The zip is labeled as 0.8.0, not the 0.7.0 version you state in the above post. In that zip there are two new exe files: Nocalora.x32.injector.exe and a new sw3cw.exe which would overwrite the one in the r9 version. Am I supposed to run that injector exe first or does it auto inject when i run the new sw3 exe? Also a note regarding possible obsolete inclusions: 1) Are the alternate exe files in the initial R9 download no longer supported (the x64 and the x8 versions) since they are not in the 0.8.0 zip? 2) You state "you CANNOT have any kind of difference in the file-system" in the December post and I was wondering if the missile mod that is included in the optional files in the initial r9 download is still compatible since it is not included in the optional folder in the newest 0.8.0 zip. As always, a fan! Last edited by Lotrek; 05-17-2020 at 11:18 PM. |
#2
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Since the download link somehow got killed off, along with the file off of my GDrive, I also lost the installer, and I don't really want to do another compression session, since xDelta patches take considerable time.
Because of this, I've decided to just post the complete mod at ver 0.8.0 alongside the game Its basically just 0.7.0 with some minor tweaks. The new way to start the game is completely via the Injector.exe, you know everything is good when you hear a certain sound in the Main Menu, its almost like a Trainer in that way. As for the obsolete files: - x64 is definitely obsolete, since it was only a Large Address Aware fix, its not that much of a loss. - The x8 speed functionality is now being patched in live during Injection. See (@Nocalora.x32/Config/MemPatcher.xml Code:
<PatchEntry name="8xSpeedFix" type="Patch" ofprocess="host"> <!-- Instruction Size: 2 Instructions. (XX XX) --> <!-- Affected Addresses: 0x004C602B - 0x004C602C --> <AtAddress>0x004C602B</AtAddress> <NewData>D9 CA</NewData> <OriginalData>D9 C9</OriginalData> </PatchEntry> - Missiles Mod has not been updated to work with this yet sadly. Although its just a matter of comparing the the modules/rockets.xml files of my mod and the missiles mod, I simply did not have the time to do it.
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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; 05-17-2020 at 11:47 PM. |
#3
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Ah ok so if I understand this right, you do not need any of the initial downloads as they are now included (as well as apparently the game files) in the 0.8.0 download?
I started the game with the injector exe and it went as you stated with the beeps. If quit the game, do I run a it again with the injector file or now that it is "injected", should I use the sw3cw.exe file? Horray, my first error! Just before entering the second sector, I pressed F5 (which is the standard key) to quick save. My game crashed with the following error in my logfile: (20:05:24) (ERROR) [ScriptError] Can't get ship or flight into Pilot_GetShip func! (20:05:24) (INFO) Dialog::Start: DATA\Scripts\Quests\MISSION_1\Dialog26.xml (20:05:2 ![]() (20:05:2 ![]() [ScriptSystem] AttachEvent: Trigger: tag = 28, class = "Trigger_InsideVolume", id = 3124 [ScriptSystem] AttachEvent: Trigger: tag = 28, class = "Trigger_InsideVolume", id = 3126 [ScriptSystem] AttachEvent: Trigger: tag = 28, class = "Trigger_InsideVolume", id = 3128 [ScriptSystem] Market Caravan Calculating chance of PirAtk ND [ScriptSystem] [GR]: Cleanup... [ScriptSystem] [GR]: GlobalRand: PlayerIsNearC328C Cleaned [ScriptSystem] Market Caravan Calculating chance of PirAtk ND [ScriptSystem] AttachEvent: Trigger: tag = 31, class = "Trigger_Timer", id = 3132 [ScriptSystem] AttachEvent: Trigger: tag = 31, class = "Trigger_Timer", id = 3360 [ScriptSystem] AttachEvent: Trigger: tag = 31, class = "Trigger_Timer", id = 3362 [ScriptSystem] AttachEvent: Trigger: tag = 31, class = "Trigger_Timer", id = 3364 [ScriptSystem] AttachEvent: Trigger: tag = 31, class = "Trigger_Timer", id = 3366 [ScriptSystem] AttachEvent: Trigger: tag = 31, class = "Trigger_Timer", id = 3368 [ScriptSystem] AttachEvent: Trigger: tag = 31, class = "Trigger_Timer", id = 3370 [ScriptSystem] AttachEvent: Trigger: tag = 40, class = "Trigger_FlightInsideObjectVolume", id = 3372 [ScriptSystem] AttachEvent: Trigger: tag = 39, class = "Trigger_FlightInsideVolume", id = 3374 [ScriptSystem] AttachEvent: Trigger: tag = 40, class = "Trigger_FlightInsideObjectVolume", id = 3376 [ScriptSystem] Market Caravan Calculating chance of PirAtk ND [ScriptSystem] error: attempt to index a string value |
#4
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I uninstalled completely, had to restart because some of the dlls were still running even though I was not running the game and it would not let me delete them. I did a fresh install only using the 0.8.0 files you linked. I started the game with the injector exe with no issues. Once the initial cutscene was finished and the initial msf dialogue choices made, I pressed f5 to quicksave and the game crashed. This is my latest logfile:
Log started: 20:49:45, Sunday, May 17, 2020 Engine version: 1.12 build 284.2331 (20:49:45) (INFO) Root::InitObjects() (20:49:45) (INFO) Init texture manager (20:49:45) (INFO) Init Mesh manager (20:49:45) (INFO) Init material manager (20:49:45) (INFO) Root::InitObjects() OK (20:49:45) (INFO) Game::InitApplication() (20:49:45) (ERROR) LocalizationManager::ReadLOCFiles('DATA\LocData\En glish\'): cannot load LOC file 'DATA/LocData/English/DialogGW.loc_d.loc' (20:49:45) (INFO) Root::ReleaseObjects() [EXCEPTION] 0x00495607 EXCEPTION_ACCESS_VIOLATION (The thread attempted to read from or write to a virtual address for which it does not have the appropriate access.) [EXCEPTION] [INFO] Memory Usage = 14.253906 Mb [EXCEPTION] [INFO] heapchk return = -2 HEAP Ok |
#5
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Update: I restarted after the crash to clear any loose files still in memory. I ran the injector file but the game did not start. I reboot my comp again, then attempted to start the game using the sw3cw.exe file. Again, the game failed to start.
The only thing I can think may be the issue is that when I initially started the install, I changed the profile to a new profile as I did not want to use your profiles game data. Perhaps by not using your profile, the game now refuses to start as it is defaulted to the new profile I created. Just an idea. |
#6
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Update 2: restarted, uninstalled. Fresh install start the game with the injector no problems. Used your profile and the only change I made was inverting the mouse. Got past the initial cutscene and chat with the msf. Tried doing a hard save and the game crashed and is not restartable.
(22:25:19) (ERROR) LoadTexureEx: can`t load texture file: DATA\TEXTURE\INTERFACE\CARCASS\32\pushkalind.dds [ScriptSystem] [StarRover] Case_Attack_mk1: GetShip() [ScriptSystem] [StarRover] Case_Attack_mk1: GetShip() [ScriptSystem] [StarRover] Case_Attack_mk1: GetShip() [ScriptSystem] [StarRover] Case_Attack_mk1: GetShip() [ScriptSystem] [StarRover] Case_Attack_mk1: GetShip() [ScriptSystem] [StarRover] Case_Attack_mk1: GetShip() [ScriptSystem] [StarRover] Case_Attack_mk1: GetShip() [ScriptSystem] [StarRover] Case_Attack_mk1: GetShip() [ScriptSystem] [StarRover] Case_Attack_mk1: GetShip() [ScriptSystem] [StarRover] Case_AttackFrontal_mk1: GetShip() [ScriptSystem] [StarRover] Case_AttackFrontal_mk1: GetShip() [ScriptSystem] [StarRover] Case_Attack_mk1: GetShip() [ScriptSystem] AttachEvent: Trigger: tag = 31, class = "Trigger_Timer", id = 1933 [ScriptSystem] [StarRover] Case_Attack_mk1: GetShip() [ScriptSystem] carcass_orientation_q: [ScriptSystem] x= -0.017, y= 0.714, z= 0.017, w= 0.699, id= 0; [ScriptSystem] [StarRover] Case_Attack_mk1: GetShip() [ScriptSystem] [StarRover] Case_AttackFrontal_mk1: GetShip() [ScriptSystem] [StarRover] Case_Attack_mk1: GetShip() [ScriptSystem] AttachEvent: Trigger: tag = 28, class = "Trigger_InsideVolume", id = 1941 [ScriptSystem] AttachEvent: Trigger: tag = 31, class = "Trigger_Timer", id = 1943 [ScriptSystem] AttachEvent: Trigger: tag = 28, class = "Trigger_InsideVolume", id = 1947 [ScriptSystem] [StarRover] Case_Attack_mk1: GetShip() [ScriptSystem] [StarRover] Case_Attack_mk1: GetShip() [ScriptSystem] [StarRover] Case_AttackFrontal_mk1: GetShip() [ScriptSystem] [StarRover] Case_Attack_mk1: GetShip() [ScriptSystem] [StarRover] Case_AttackFrontal_mk1: GetShip() [ScriptSystem] [StarRover] Case_AttackFrontal_mk1: GetShip() [ScriptSystem] [StarRover] Case_AttackFrontal_mk1: GetShip() [ScriptSystem] [StarRover] Case_AttackFrontal_mk1: GetShip() [ScriptSystem] [StarRover] Case_AttackFrontal_mk1: GetShip() [ScriptSystem] [StarRover] Case_AttackFrontal_mk1: GetShip() [ScriptSystem] [StarRover] Case_AttackFrontal_mk1: GetShip() [ScriptSystem] [StarRover] Case_Attack_mk1: GetShip() [ScriptSystem] carcass_orientation_q: [ScriptSystem] x= -0.064, y= 0.894, z= -0.134, w= -0.424, id= 0; [ScriptSystem] [StarRover] Case_Attack_mk1: GetShip() [ScriptSystem] [StarRover] Case_Attack_mk1: GetShip() [ScriptSystem] [StarRover] Case_AttackFrontal_mk1: GetShip() [ScriptSystem] [StarRover] Case_Attack_mk1: GetShip() [ScriptSystem] AttachEvent: Trigger: tag = 31, class = "Trigger_Timer", id = 1959 [ScriptSystem] [StarRover] Case_Attack_mk1: GetShip() (22:25:33) (INFO) Dialog::Start: DATA\Scripts\Quests\MISSION_1\Dialog1.xml [ScriptSystem] AttachEvent: Trigger: tag = 28, class = "Trigger_InsideVolume", id = 1961 (22:25:39) (INFO) Dialog::ExecuteLUAFunction: GoTo_Aurora_1 (22:25:40) (INFO) Dialog::Finish: DATA\Scripts\Quests\MISSION_1\Dialog1.xml [ScriptSystem] [StarRover] Case_Attack_mk1: GetShip() [ScriptSystem] AttachEvent: Trigger: tag = 31, class = "Trigger_Timer", id = 1979 [ScriptSystem] AttachEvent: Trigger: tag = 47, class = "Trigger_OnPilotInToBase", id = 1987 [ScriptSystem] [StarRover] Case_Attack_mk1: GetShip() [ScriptSystem] [StarRover] Case_Attack_mk1: GetShip() [ScriptSystem] [StarRover] Case_Attack_mk1: GetShip() [ScriptSystem] [StarRover] Case_Attack_mk1: GetShip() [ScriptSystem] [StarRover] Case_Attack_mk1: GetShip() [ScriptSystem] [StarRover] Case_Attack_mk1: GetShip() [ScriptSystem] [StarRover] Case_Attack_mk1: GetShip() [ScriptSystem] [StarRover] Case_Attack_mk1: GetShip() [ScriptSystem] [StarRover] Case_Attack_mk1: GetShip() [ScriptSystem] carcass_orientation_q: [ScriptSystem] x= 0.036, y= -0.798, z= 0.048, w= 0.599, id= 0; [ScriptSystem] [StarRover] Case_Attack_mk1: GetShip() [ScriptSystem] [StarRover] Case_AttackFrontal_mk1: GetShip() [ScriptSystem] AttachEvent: Trigger: tag = 31, class = "Trigger_Timer", id = 2030 [ScriptSystem] error: stack overflow [ScriptSystem] error: unable to recover; exiting |
#7
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OK I give up lol. Cannot get it to save or once crashed to restart it w/out a reinstall. I know you are on to other things and I feel like I am spamming you with bug reports for a mod you aren't invested in atm so I apologize for being a pest.
I'll try it again when you have the time and inclination to release 0.7.0 / 0.8.0 as a mod only download because I think that using your game files may be the issue. Idk, see you in June's "In development" pest post ![]() |
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