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-   -   Modding SW3? (http://forum.fulqrumpublishing.com/showthread.php?t=13859)

sidius 06-05-2010 07:25 PM

hmm last time Greyhair mentioned someone I've lost half hour traveling.. I was heading to Shula (or smthing like that) to "upgrade mothership engines" or wtf, and it crashed when I entered portal.. besides, that Greyhair's friend wants 700 grands for clearing ID in that Hapha system lol

I've read that to get to InoCo storyline, you need to refuse to work for Triada in the beginning (in Candela, it's too late to start working for them in that X-54 system), but it may be the same, dunno, gotta try everything.

I can at least try my new Smilodon with 2 rockets, 2 smallguns, 2 bigguns and 3 systems, and my new Rapid-fire major caliber laser turret for Liger (I've set dispersion so high that I will have to get weapon firmware mk3 to hit at least capital ships :grin:

sidius 06-05-2010 07:27 PM

if you want to continue InoCo->Alex line without getting stuck, use InoCo fix:

1-Fire up your favorite plain text editor (windows notepad will do fine)
2-In your SW3 install directory open the file 'Data\Scripts\Quests\mission_8e\InoCoSecret_XT45.s c ript' with the text editor. (don't forget to make a backup of this file).
3-Search for "ship_uel1:SetGodMode();" (without the quotes)
4-Modify this line so it reads "ship_uel1_1:SetGodMode();" (without the quotes) (modification marked in red)
5-Save the modified file
6-Load your savegame (must be from before you arrived at the station and the dialog with the 'strangers' started).


Seems I cannot make a custom weapon type:
(ERROR) ModuleManager::FindElementByName - object name is EMPTY
(22:12:48) (ERROR) ModuleManager::CreateGameObject('') - element with specified name not found in file 'DATA\GAME\modules.xml'
(22:12:48) (ERROR) ModuleManager::CreateObject('') - game object not created!
(22:12:48) (ERROR) ModuleManager::CreateModule('') - module not created
(22:12:48) (ERROR) Inventory::AddModuleWithName: cannot create module with name = ''

[EXCEPTION] 0x0057fe85 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]

although it has the same name in modules and floodtradestations.. also if there was a mistake in script, it would be written in ScriptErrors.log.. which is empty right now.

Goblin Wizard 06-05-2010 08:26 PM

Quote:

Originally Posted by sidius (Post 162844)
if you want to continue InoCo->Alex line without getting stuck, use InoCo fix:

1-Fire up your favorite plain text editor (windows notepad will do fine)
2-In your SW3 install directory open the file 'Data\Scripts\Quests\mission_8e\InoCoSecret_XT45.s c ript' with the text editor. (don't forget to make a backup of this file).
3-Search for "ship_uel1:SetGodMode();" (without the quotes)
4-Modify this line so it reads "ship_uel1_1:SetGodMode();" (without the quotes) (modification marked in red)
5-Save the modified file
6-Load your savegame (must be from before you arrived at the station and the dialog with the 'strangers' started).

Check here There is some more fixes for InoCo path.

Quote:

Originally Posted by sidius (Post 162844)
Seems I cannot make a custom weapon type:

although it has the same name in modules and floodtradestations.. also if there was a mistake in script, it would be written in ScriptErrors.log.. which is empty right now.

You can add new weapons but you can choose only from existing types (Modules.xsd)

Trucidation 06-06-2010 01:31 AM

Was attempting to mod some new music in. Apparently I had the volume on too low, I thought it wasn't working -___-" Plus the damn menu music waits several seconds before actually starting to play.

Anyway, all you need is dbpoweramp converter and its ogg vorbis plugin - once installed all you need to do is open explorer, rightclick any music file and select db convert (and pick ogg vorbis format).

I decided not to bother including new menu music - all of us have widely different preferences. Finishing up on my missiles now, I made a mistake with some entries and restored the wrong backup, had to restart from scratch.

Does anyone know which file (probably a .loc) contains the system descriptions? You know, when you open the galaxy map and click on a system, that flavour text describing it which appears? I found that last week but didn't take note which file it was >__>

Edit:
Meh, found it -- the text was buried in the middle of something I was already looking at. \Data\LocData\English\m_location_spec.loc.

StarShatter 06-06-2010 06:37 AM

5 Attachment(s)
Took a break from my studies. (reaaaaly long practical report >_>)
And finished my attempt at textures!

Still have to do some balance/Inventory UI stuff. Then just compare my texture/lights with that of the actual Templar. I've only done this as a rough go at it. It's probably all gonna come together quicker after this one.

I figure my ideas are too "inside the square", too normal, so next up: Templar Dragon with turrets!

Edit, will need clean install as well... lol...
Well if you want it. I still plan to do some detailing. :D Enjoy. Hoping to find something Templar-ish to replace those stars with. I like them and it would be kinda sad to see them go. It's a bit of a hack job though...

sidius 06-06-2010 07:23 AM

nice textures StarShatter
feel free to upload DDS file :grin:

btw I haven't made a new weapon type, it's still TurretGK, so idk what could be possibly wrong there..
this is it - the rapid-fire laser major caliber turret - Eliminator:

<TurretGK name="TLGK4">
<short_name>#M_Name_TLGK4</short_name>
<hint>#M_Hint_TLGK4</hint>
<short_desc>#M_SDesc_TLGK4</short_desc>
<long_desc>#M_LDesc_TLGK4</long_desc>
<mesh_name>Turret_GK1_T</mesh_name>
<flat_image>Med_Turret_M205</flat_image>
<hit_points>20</hit_points>
<mass>100</mass>
<disable_trade/>
<cost>220000</cost>
<technology/>
<attach_type>ALL_SHIPS</attach_type>
<recharge_time>2</recharge_time>
<viewing_angle>10</viewing_angle>
<dispersion>0.2</dispersion>
<min_distance>5</min_distance>
<max_distance>125</max_distance>
<rate_of_fire>2</rate_of_fire>
<burst_count>16</burst_count>
<azimuth_rotation_speed>60</azimuth_rotation_speed>
<rise_angle_rotation_speed>50</rise_angle_rotation_speed>
<BulletParams>
<damage>36</damage>
<bullet_length>1</bullet_length>
<speed>100</speed>
<damage_type>LASER</damage_type>
<graph_type>LASER</graph_type>
<sfx_index>7</sfx_index>
</BulletParams>
</TurretGK>

StarShatter 06-06-2010 08:30 AM

Upon modifying the the Data\TEXTURE\Interface\Carcass\Slots\.ini, the inventory icons for the ship itself dissipated.

So I made some that fit the look of the ship. Put them in:

Quote:

Data\TEXTURE\Interface\Carcass\32
Data\TEXTURE\Interface\Carcass\Slots\64
Data\TEXTURE\Interface\Carcass\Slots\128

Under different names and changed the Carcasses.xml around.

But I couldn't get them to appear in game. :(

What am I doing wrong?

sidius 06-06-2010 08:52 AM

you need to give them the same name in 32, 64 and 128, and write that name into <flat_imagge>.. - if you want that image for stations

try to rename all 3 to "Smilodon_T.dds"
and write it as
<flat_image>Smilodon_T</flat_image>
to carcasses.xml

it works with all old ones, howerver idk how it behave when you put new one there (maybe there is a list of those you can use from there somewhere in some other file)

I'd like to have patrol Liger instead of MSF Liger, unfortunately I'm really noob in textures.

btw StarShatter, post that INI file, let's see what's wrong with it. but you have probably just renamed it -> easy fix, just rename it in carcasses too, in <mapping_name>

StarShatter 06-06-2010 09:52 AM

2 Attachment(s)
Hahaha, this is so sad, I just wrote a pretty heft post about everything I had done relating to these textures. Modified files and such.

Figured after looking through and seeing nothing is wrong, I decided to try it in game before I looked like an idiot.

I feel like an idiot.

Some how giving up and leaving it for a while fixed it. ._.

It's all in the zip in the previous post if you want to use it.
IMO the shields are too powerful, but I like lots of shields in preference to armour. Even though its more like a disadvantage (since you cant repair it @ 20+ hp/s). Meh, it's meant to be more of a self-sufficient tank anyway, good @ long range combat, but in a dog fight it just takes damage and fires missiles when possible.

Textures

Trucidation 06-06-2010 10:44 AM

Looking good there. Heh, I picked a (hopefully) better name for those missiles this time around. "Wind God Hidden Among The Leaves" doesn't quite trip off the tongue...

Say, what do I need to edit (in FloodTradeStations.script?) to make everything buyable there? It's a pain in the ass to try find which stations are selling my new missiles. If I can't buy them I can't test them, lol -__-"

Edit: I meant, in Elio (Grid Station). Do I just add to the Location_Sidelist for Elio, or what? No, wait. I can see the other missiles being sold if I redock, but SRM1 ("SRM-6E Piranha") doesn't seem to show up.

Edit: Okay, belay that - I went one system down (Hephaestus) and it crashed when I docked. lol, looks like I screwed something up in the entry.


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