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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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  #261  
Old 12-24-2016, 07:35 PM
Lotrek Lotrek is offline
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https://drive.google.com/open?id=0B0...XdQVGppUnhjcWM

Game saved attached for the following bug:

In the Argon sector I took the quest to escort the two FTU Walrus to Al-Ariash. I take the portal to Aurora, which is the next step, and the two Walrus follow me. I am now stuck at the portal in Aurora and cannot move. I can launch fighters but they cannot move once they are in space. I have reloaded, quit game and loaded fresh and saved/reloaded a new save. I have tried manually attacking the Walrus but neither the mothership or fighters attack. I can open all function menus. I am currently flying the Radamanta with Bryna & KT as my "firmware"
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  #262  
Old 12-25-2016, 04:17 AM
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nocalora29 nocalora29 is offline
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Default @Lotrek

Could you please send a save before you entered said system?, a save which also is like 2+ Jumps away from said system would also be nice right now.

Because the damage is allready done at that save and I can't gather much info, the LOG wants to tell me the whole MQLE Structure has been purged (Saying there are no Quest Label's around at all) and that's pretty devastating.

Note: In the save you gave me I still can happily move my ships around without any problem whats-o-ever.
TL;DR: 1 Save before entering said system, and another one where you are 2+ jumps away from said system.

^^^^^^^^^^^^
That whole post only refers to the second savegame you gave me, still need to test a bit more with the first one.
Sorry for the delayed reply.

EDIT: I just updated MQLE to 1.6, which now enables me to load the entire Structure of MQLE and its QuestLabel environment from a simple .lua File, with that I could re-load the structure of it and the game did in fact work again after using hyperjumps to re-enter the system, but that still despawned the ftu ships.
I still really want to know what would cause MQLE to go haywire like that, hope to see those savefiles soon.
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Last edited by nocalora29; 12-28-2016 at 07:20 PM.
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  #263  
Old 12-28-2016, 07:20 PM
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nocalora29 nocalora29 is offline
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Default @Lotrek

Sooo, about the saves?
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  #264  
Old 12-29-2016, 09:56 AM
SARFAX SARFAX is offline
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Do I install [0.6.1.9P2] Enable Trucidation's Missile Mod before or after Expansion Mod [0.6.1.9P2]-RC2 Update?

Last edited by SARFAX; 12-29-2016 at 03:09 PM.
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  #265  
Old 12-29-2016, 10:55 AM
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nocalora29 nocalora29 is offline
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Default @sarfax

The order is not important, as the Files from the Missiles Mod do not Interfere with the files changed by RC2, but you should still install missiles mod and any optional ever After installing the thing its based on.

So yeah, after.
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  #266  
Old 12-31-2016, 12:02 PM
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nocalora29 nocalora29 is offline
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Default RC3 Released.

Expansion Mod 0.6.1.9P2-RC3 RELEASED.
---------------------------------------

SW3.Expansion.v0.6.1.9P2-RC3 w/ Optionals in Archive Release Download *Requires: MAIN,RESOURCES

---------------------------------------
Bug Fixed: MSSwitchBlock story crasher at Ahilles when you choose to Decline.
Bug not Fixed: The one Lotrek reported me.
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  #267  
Old 01-01-2017, 09:42 AM
Lotrek Lotrek is offline
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Quote:
Originally Posted by nocalora29 View Post
Sooo, about the saves?
Sorry, I was away for the holidays. I will be back this week and will look for them
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  #268  
Old 01-01-2017, 11:14 AM
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nocalora29 nocalora29 is offline
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Default @Lotrek

No problem, just was a bit concerned since you're usually very quick to respond :D
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  #269  
Old 02-07-2017, 04:14 AM
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Default /Progress Report | Feb. 2017 | "Going Serious"/

I thought I would do another Progress Report, so here it goes:

THE AI WORK:
Its going pretty smooth, even so much that the AI has its own tiny little behaving routines, like it would behave differently for all three available roles as a Relationship Factor: War, Neutral and Friendly, I don't just mean how the AI behaves in the Starmap, it will also do different things in-system (if you are in the same system as the AI itself) I would like to go deeper in details, but I can't.

The "PRESTUS" Corp:
A New Faction, a new Style... the prestus corp is where all my main work right now goes into, gotta make sure they become something unique.

As for their weaponry: They are mostly Equipped with Kinetic-Caliber cannons, but don't underestimate them, they may not be High-Tech, but their Engineers are Godlike, and it shows in Combat. They prefer Double up to Quad and More Cannons on a Turret and will tear enemies to shreds with it, if not proper counter-measures are taken.

They will have:
-A Unique Sector (up to 12 Systems huge)
-Their own Weapons and Custom Effects attached to their Weaponry to suit their Style
-Their own Modules
-Their own Ships
-Their own Story + A Custom Playable Story!

Conflict Events 3(tm)(R)(C)(stuff):
With Conflict Events 3 many of the older Problems involving CE2 will be fixed, such as Conflicts spawning inside the players, or destroying/interfering with important Story Objects.

Updated Modding API (Exe):
I fiddled a bit with the Executable of the game again (sw3cw.exe), and am working on some "tweaking" you might call it, but don't assume this is going to happen, im just saying it """"might"""" be possible to do such a thing.

Basebuilding:
Not much happened here.

RCFF:
On Hold for other Projects (PRESTUS CORP/AI)

HyperJumps V2:
I Don't think I've announced it yet, so im gonna do it now: With HyperJumps V2 I will try to fix alot of things that my original script struggled to do, like an actual "Cutscene/Sequence" while jumping from one play to another, and this time it will be a bit more Restrictive if you're not in dev mode, so you can't just break the story at any time when the game expects you to be in a certain place, not being able to jump somewhere.

SW3Cinema:
This is now a Finished Module, if you have any ideas on how to improve it, please post it in this Thread.

GateBlockades2:
I didn't even started working on this yet, I will when some other Projects will be finished.

Ship Paintshop:
In the future, this will be a module integrated inside the Maintance Stations so you can "Paint" your existing ships to another Factions colour.

Thats all I've got, I would have released another RC for 0.6.1.9P2, but seemingly no one found any Problems with it, so I think calling 0.6.1.9P2-RC3 a Successfull Hotfix would be adequate.

/Last Note/
Honestly, I don't even know anymore if I should drop this Complete Project once and for all, I don't even have the original spark of interest anymore I had in the beginning, but it feels to me as if I dropped the mod in the current State it is right now, it would more likely piss people off including myself and I think I would be way to unhappy it being in that state after that.
It isn't like I don't have the capabilities to do certain stuff, like the AI, its possible and almost easy to do so, but its just so incredibly time-consuming.
As you all might know, working on one thing and not trying out other things gets dull really, really fast, I could see myself easily starting a StarSector Mod as an Example, just because its a Fresh and new Environment, although its Java and I would have to learn it, it wouldn't really stop me from doing so, afterall, I never knew LUA and only learnt it by fragments and looking at other Users Code(Goblin Wizard/Nanaki) in this case, another factor probably might be for how many people this Mod even is, sure there are maybe like (at most) 10 people visiting these forums once in a while, but if you look at the current State of Star Wolves you might also see its Dead. Deader than Dead, like a Child that was left at home and their Parents never cameback for them, leaving them in a uncomfortable Situation where they would meet their inevitable Death. I knew it from the start that SW was a Dead game, I just hoped for some kind of move from the Publisher we all know and love or Hate(</3) "1C Company". But this "move" never came, a sequel to the Game was announced and everyone's hopes got up, but something happened. The Sequel never arrived, without any actual word or Info by any PR-Members of 1C the Project got Cancelled and no one ever talked about it (atleast no PR-Members from 1C). I just don't think its worth anymore to put that much effort into something that maybe at most 10 people can Enjoy.

This is not a farewell letter by any means, take it more as a Warning that this Mod may not reach its Final Version (atleast not by me).

If you want to know it that badly, I don't think this mods going to Survive 2017 if it's going at this Rate. I will try my best to push 0.6.2XPreview out in the coming Months or so, and I'll have to see from there if I want to Continue.

and IF the mod comes to a Dead end, will someone Pick it up? I would be ready to Upload my Complete WorkSpace[61,4GB] folder which Consists of:
-Easily more than HUNDREDS of 3D Space ship Models, all my self coded Tools in their latest versions, all SW Games in seperate folders, every SoundFX you can think of to fire off a high-caliber weapon/cannon, all kinds of additional Tools and lots of Instructions+Tutorials which I haven't posted online due to incomplete-ness.
But that only if someone wants to Takeover. I would give this person my Complete Support and tell him/her everything I could possibly know about SW Modding.

I would like to know how you guys stand on this.

Thanks for Reading, and have a Nice Day or Night.
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Last edited by nocalora29; 02-09-2017 at 12:44 PM.
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  #270  
Old 02-08-2017, 09:49 PM
oxygenes oxygenes is offline
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Hi. Life is bringing more important things than games.
This one i like quite enough, but by my oppinion, whole trilogia has bad karma, criminal element like Corsair would be punished, not involved into big politic. Heavy scripting at starting stages of SW3-CW made game uneasy for many players, so logical result was predictable, they abandoned game for ever. I still prefer SW1 because of nostalgia, but not played for many days. Russian mods to SW1 are quite interesting, but it is typicaly russian hardcore, if you set hard settings.
And for sw3 i asked myself long ago - quo vadis expansion mode? Your effort can be usefull, if you intend be programmer, otherwise it ends in your archives.
i tried create modified models, + changed size of big weapons to 1/2, because fighters looks ridiculous enough with original size, whole result was not bad, just some lasers had problem with regular firing, probably problem of "firing point". It could be fine at 1/3 size, but i am too leazy rework its again. Maybe another time.
Some of russians models are strange enough, but autor made big work, so criticism is not quite right solution, i must look on their web, if they are still alive.
I remember my first space games - Star Command and Starflight for Amiga
Actualy i try create ship models in Empyrion, but princip of the game is highly unreal, so my feelings are mixed.
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