![]() |
I did a clean install now and started a new game and noticed a minor bug. In the prologue mission where you have to visit the Copernicus Science Station, the intrasystem portals are not working. Very minor bug, hardly worth fixing but just so you know.
Log file if you want to see it. https://paste.ee/p/lJBaf |
Wait, this is a new game?, there is something really really wrong right now, expect Hotfix #3 in a couple of hours/minutes from this post now.
A new game will be most likely needed. This is not only due to the portals not working, the bank script goes haywire on everyone playing right now. EDIT: Hotfix #3 Released in the Combatability Release/Full |
Oh. I know I should have mentioned this before, but I did some simple memory editing to add moniez and skillpoints cause I am a dirty cheater. Hope it didn't affect that?
Anyway, just reinstalled from backups, applied the new patch and starting a new game. I just wish that the prologue mission wasnt that long... ;) Thanks for the super fast response btw. I'll play it through the prologue and then come back to attach the log if you want to see if it is producing any errors? EDIT: Now something weird is happening. When I start a new game start it does it with the best ship and hold full of fighters. Did you leave some debug bit on or something? |
Quote:
Quote:
EDIT: Hotfix #4 Released http://www.moddb.com/mods/sw3exp/dow...#downloadsform New game only Required if you do not want to stick around in the debug mode. |
Hmm. Did I break the game in the first system? Switched mothership to get through the prologue faster and it wont dock to the trade station anymore in the system. In the second system it did it though. It does seem to report some errors in the log? I tried it a couple of times.
You must be getting some headaches from squashing these bugs, would donate you some beer money if you have a paypal or something. ;) https://paste.ee/p/Rom4J |
Donation wouldn't really be legal in this case :D
Heres Hotfix #5, hopefully this is going to resolve the errors. http://www.moddb.com/mods/sw3exp/dow...#downloadsform |
Is there something wrong? I cant seem to trigger quests now in free roam. This is after the first NESF mission. I did not start a new game after the last hotfix, did that do that?
https://paste.ee/p/k7Rca |
I would just recommend Starting a new game altogether.
|
Hello.
I'm posting it here because I'm playing on this mod. I got a very annoying bug. I got Astarte mothership. When I leave every sector with it my shields 'disappear'. And that's not all. They don't renew. When I take off and put again shield system my shields reset, but when I leave any sector they disappear. I have this problem only with Astarte. Someone have an idea what could cause it? Video: https://www.youtube.com/watch?v=-8annNItqfU |
The Video doesn't show up, could you try to shorten it by using a link shortener?, like bit.ly or something similar so the forum doesn't recognize the video and embeds it, because as you can see it pretty much "corrupted" the thread here lol.
BTW: Because I can't see the vid, do you have full Health? because ships need to have full life in order to have the ability to regain shield power. |
I don't have full armor, but I mainly mean this dissapearing shield during jumping through the portal. As I said, I take off and put again shield system my shields reset, but after jump it disappear. Is that why I don't have full armor?
https://www.dropbox.com/s/l0f3v6qte5...hield.mp4?dl=0 |
This has to be part of StarRover's Armor Calculation Script, its just one of the things it has in it, so as far as I know its supposed to do that.
The script seemingly just "checks" the mothership HP and sees if the Shield realistically should be operating or should malfunction, since you've got below 80% HP the Script gets triggered and as such it nullifies your Shield. What isn't supposed to be happening, for one, is the reset that happens when you swap in a shield amplifier, that would kinda be like an exploit if you ask me, but theres not that much I can do about it, I might look into the Armor Calc script, but as its quite complex I don't know for certain if I can fix the exploit. |
Hmm, okay. Shield disappear after jump, so script is working, but this reset is... Too helpful. In a very easy way you can renev your shield in a sector with trade station without maintence station. https://www.dropbox.com/s/fuu2ex5pbz...hield.mp4?dl=0
And a question. Maybe I missed it, but where I can buy Fomalgaut? https://www.dropbox.com/s/d7t7s31s1g...lgaut.mp4?dl=0 |
The Fomalgaut can be found rarely at Market Carvans which usually Spawn in a System if you wait long enough.
|
/Progress Report | Apr. 2017 | "A New Faction"/
Hey there and welcome to the Progress Report of the 11th April, 2017.
-------------------------------------------------------------------- A NEW FACTION ------------------ As the Title probably hinted out, there is going to be a new Faction included in the upcoming Preview Version of 0.6.2X. [0.6.2XP]. That is because, there might be some feature that would simply take too long to release on the actual 0.6.2XP which is supposed to release eitherway quite a bit earlier than the real deal. So, a new faction.. pff... another one of the OP as f4ck factions? No, actually, they are pretty balanced in my mind, just a "tad" bit better than your average Corporation. The Faction is going to be the "Prestus Corporation". Some of you might have allready known about this, but others may not have until this point. Code:
-27 UNIQUE Weapons (Including Custom PFX/SFX and Stats and also Models)The Prestus Corporation's general PFX and tone is yellow-ish, just so you all know, almost to all of the New Weapons have fancy PFX which took much my of my time and effort to make and I hope you all will like it on Release, and there is another thing, at which I want to hint at: This Corporation in particular really likes Kinetic Cannons... no seriously, they REALLY Enjoy using those, which would hint at as Kinetic Weapons being their Favourite and main orientation in the Weapons branch... and im not only talking about simple Machineguns, im talking about the real stuff. *NOTE: Many of the Models and Textures are made by StarRover, but theres also a great amount of own textures in there. Main work made by StarRover: Models and the Textures associated with them, also "some" projectile Sprites from their "Retrospection" Mod. Tell me if anyone would like to see a "sneak-peek" of the the new weapons and their PFX/SFX. Last Note: This is going to be the absolute last Faction I will ever make for Star Wolves 3, after completing this project, I will stick to getting my other projects done. |
again sale for star wolves on gog.com :)
|
@hotfix #6
Hotfix #6 Released.
------------------ http://www.moddb.com/mods/sw3exp/dow...d-0619p2rc3h61 Changes: Repacked all contents of the Mod, because some textures and models were missing, there have been also some important changes which have not been shipped for a long time. It may be, that some problems and Issues that have occured to people may now be fixed with this repack. New Game Required: Not exactly sure, it would be optimal yes, but the game should be able to handle the new meshes and textures, since there arent any incompatible changes like for example modyfing the carcasses.xml, TL;DR: You don't -need- to. *Note: Allready corrupted save-games due to the Bank and JCounter script will not be fixed through this. Use the compatability options menu to fix them temporarily and then the repack should do the rest automatically, if anyone still encounters issues with the bank or JCounter script please let me know ASAP. |
Its uploaded now, had alot of internet problems while uploading so I had to re-upload it everytime the internet crashed.
DL: See previous post. |
|
Goddamn, I have never, ever made so many damn Ships, Weapons and Modules ever, especially not each with custom SFX and PFX.
This is insane, I can't wait to get this released. Just to get an idea of how much stuff has been Added: Carcass.xml (Pre Prestus Corp): 884KB Carcass.xml (After Prestus Corp): 918KB ShipDescriptions.xml (Pre Prestus Corp): 248KB ShipDescriptions.xml (After Prestus Corp): 302KB Modules.xml (Pre Prestus Corp): 311KB Modules.xml (After Prestus Corp): 423KB Projectiles.sfx (Pre Prestus Corp): 37KB Projectiles.sfx (After Prestus Corp): 66KB 102 New Sounds 104KB worth of Localization Im sure I will crack the 1024KB Mark in Carcasses.xml very soon. So overall, we have: -29 Bigguns (+4 Legendary Veeeeeery Secret and with only one way to get them). -37 Modules -12 Rockets (3 of every possible type except poison torpedos) -4 Smallguns -33 Ships (Interceptors, Bombers, Corvettes, Battleships, Carriers and Transports) --Note: The Ship amount is most likely still going to change to a higher amount before release. Im not 100% sure about the actual release date of the 0.6.2XPreview Update, but im sure it won't take long anymore. |
Good information.
Textures of Trizz'chek portals, super gate and ships works. I wanted to sell their systems and... Their price is more than 3.000.000 for one... Will their price be so high all the time or will you reduce it? And their Guns are pretty OP. Skilled hacker is really helpful with gaining them. My ships with them. :D https://www.dropbox.com/s/gsd666cfhp...18-46.mp4?dl=0 |
The thing is, they are supposed to be really hard to get, but I guess since the infinite fights one can find in the Tesla systems it might be easier to get than I thought...
Im gonna nerf the spawn rates a bit and also see on what I can do in order to make it harder to get these cannons. |
Important: Crash avoidance!!!
Do NOT grid-select NPC Stations, if you do that, the game WILL crash.
Im currently searching for a fix. |
Hi
i just little randomly dig into imd files, i was curious. It looks, that some models could by fixed. leviatan has shifted GBND and GELP, admiral_viktohoff and new_annabel has not set these boundaries. I know, it is very hard check all files. And i have question: is there some tool, which is able cover the ship model automaticaly? When you see model of hurricane, this idea is comming itself, do it manualy is work for prisoners. |
Quote:
Quote:
these 2 IMDs are not used as of now, so I won't mess with them that much, but they are from StarRover as you probably have seen in the name of the file. Quote:
I Agree its a pain in the ass to place all those GBNDs one by one, but I gained quite some experience from it and know how to use them very effectively by now, Im pretty sure if I would re-do the Hurricane gbnd's I could probably reduce it by 50%. |
well, these 2 imd from starrover can be forget.
imd leviatan shows in my 3dmax8 different place for model and GELP+main GBND i think, i have last version expansion pack |
Quote:
|
i tried it 3x, the same result, i can try do screenshot, if is possible
there are https://ulozto.cz/!cRGRVXaXADHv/screenshots-zip just choice slow download (pomalé stahování) |
Oh, Sorry I got mixed up a little bit, I thought we were still talking about the Hurricane haha, im extremely tired right now :D
Almost all of my WIP Models look like that, I usually begin by adjusting the Master GBND and the GELP, and sometime later I start placing the Turrets and at the end the actual smaller gbnd's. So yeah, the model is unfinished at the moment. |
when you are tired, misunderstanding comes easily, but good sleep can solve most of such problems.
May be you can share some experience, how made these little bugs called gbnd in effective way. Then i probably gain new energy to finish my model. :) there i post some screeenshots. https://ulozto.cz/!xJFDh6cfAISD/screenshots-zip |
Gotta say, that model looks awesome. It kinda looks like a prototype to the first Stalingrad Battleship.
Some tips about adding GBND spheres: -At first try to create huge GBND spheres that wrap around the biggest parts of the model (Always try to have as few Spheres as possible as its the main FPS eater of the SW Engine) -After you have the biggest parts inside one or two Big spheres, you can start by placing smaller GBND spheres around the edges which are not covered in GBND spheres yet, but do not over-do it, a model does not need to be COMPLETELY covered. Protip: Use as much Copy&Paste you can while doing this step!. -The last part of GBND creation would be to just try to optimize it and make sure the turrets you are going to place will not get blocked by the spheres. <- a little bit of in-game testing is usually required for this. |
i took some lessons for doing gbnd :) and tested on model of excalibur from stargate mod. Cutting off, resizing and other dirty tricks were used. New model (by size can be corvette) is little raw, but as joke is fully functional. Textures could be better, but i have still no idea (and knowledge too) about it, so its remains from mod.
there is zip https://ulozto.cz/!ePZc4qGDnWWe/justice-zip |
There is compact version of battleship Stalingrad, you can test it.
edit: fixed settings of textures https://ulozto.cz/!P2BlVzg4ApAa/linkor-cbs-zip |
Just tested it, it works great.
But I have noticed one thing, I see there are alot of Flares inside the IMD Module, but they aren't exactly working, right?. In order to make them work, you have to manually remember what flares you want to keep and export them with IMD Editor v3 from the original model and then re-import them for the new model. Its the only way to work with flares, as the exporter for 3ds max doesn't function correctly with flares. One more question: Do you want me to include this ship in the mod?, I even have an Idea where it would be nice to use it. You will, of course be Credited. |
yes, i now this feature of exporter, just i not checked it all, i primary tested firing capability of turrets and eventualy fix properties of textures comparing with original.
I have no idea, if the rest of not working flares is necessary for now, may be, when i accumulate enough of patience, will check it again. Or if you have own idea, how made this model visualy more attractive, there is no obstacle from my side. I do not intend take this model with me into wooden pyjamas, so you can add it into mod of course. :) |
Quote:
i am not shure, where and what you saw. |
Quote:
Heres the CRC-Check of the file: ED0EAAA2 Go make one of yours to see if its different. |
file size 592352 in TC
; Generated by WIN-SFV32 v1.0 ; (Compatible: Total Commander 9.0a) linkor_CBS.IMD 7C3566DA i did it for first time, so you can decide. |
Today i checked mod STAS (probably russian author) again, there is rocket modul for big ship. Looks like turret, just static. I have some idea, how it convert into "fullblood" rocket turret, just technical solution is little strange.
I have no idea, if similar turret is functional yet, may be i want invent wheel for second time. |
Yeah the file is different then, could you upload the newer one?
I experimented with Rocket Turrets a long time ago, but I didn't managed to make one, good luck. |
Right file is already in my previous post, just reload it again. You were simple too quick and take first version and then probably not checked post again. :)
|
i explored mod New civil war (StarRover) too, here author included besides others model Nova-battleship, but just little part of model (3kB imd), the big part (650 kB is missing).
Observing mechanism of model (small part is invissible) i got some ideas for rocket turret. using common (THC1) as carrier for rocket modul. burst is set to 0 range is set ala rocket barrel´s imd can be hidden or replaced with rocket launcher imd, just optical effect, turret is still able firing shells into barrel/rocket imd will be insert point for rocket modul, this way rocket modul will follow movement of turret´s gun barrel. Real problem starts, when we want control it from user menu, because engine consider it like pure gun tower. How to "tell" to turret´s gun barrel, that there it has allowed rocket modul too. Unfortunately, i am not good scripter, so content of the next lines is behind my practical knowledges. Within mothership menu could by created extra window/frame (like kind of next fighter), where will be insert icon of rocket turret and this will activate extra window for rocket modul of rocket turret too. it could probably demand changes in files .xsd (directory XMLSchema) and others too. you buy rocket turret, place it and rockets will be reloaded through new window as usualy or may be buy full and sell empty rocket turret, if reload will not work. or icon of empty rocket tower will be deleted by script if it will be impossible, there is still possibility create load/unload functions by script. I was read on StarRover forum, there boys plans run mod Retrospection on engine of sw2-ciwil war. There was comment, they have functional script for teleportation particular modules from mothership into fighter via script and hot key. Similar way could be probably solved reloading of rocket modul conected into gun turret. i know, it is just theory, but may be someone more experienced can confirm or refuse this idea. |
I think the first right step would be to see if the game launches a rocket at all if you attached it to a turret, and then if it works, one can take on the GUI Problems of it, but I think changing how the game utilizes the GUI is impossible because it would require some changes which aren't possible with the .scr and etc files in GUI\, The engine itself would have to be modified in order for it to load new xmlschema parameters.
Quote:
EDIT: Nice to see they used some of my ships, including all of the eve ships (even the ones which arent finished) and the NOVA Battleship. Glad to see them in use for another mod. |
ok, here is notice about script
http://starrover.ru/forum/viewtopic....1217&start=120 18.04.2017 12:50 by Michael Moon |
Mounting other (rocket) imd into turret gun barrel is not problem, all attachments are displayed correctly, problem is activate rocket gunpoint via gui menu.
when you observe small guns, there is just small gun point inserted via imdeditor into imd of fighter, no imd of small gun with gunpoint is needed. i tried it on model of naginata, there you can see, that model looks the same with inserted gun or without it. I edited naginata imd, deleted all parts connected to smal gun, remains just little holes in body of fighter. With inserted small guns fighter was able shoting, no gun was visible, just fire and outgoing bullets. And little from another theme, i explored model of Motherstone mamaship (STAS mod). It looks like some joke, has double and triple parts in imd, textures look unusual too. So i decide made my own joke, Arba-stone mothership :) Need finish ref. points, gbnd, etc. there is just screenshot. https://ulozto.cz/!G5sSsLhJMXHD/screenshots-zip |
Quote:
Seems you're pretty good at merging ships together :D |
It is nice, when i can see, that my creations enjoy others, but my amateurish metods i will better keep in secret. :)
to theme rocket turret. Rocket point in fighter imd is enough to start fire rockets, though rockets are generated somewhere inside fighter. Easy can check, when use rocket launcher without valid gunpoint. Gunpoint in RL-imd just override starting place and can be use to adjust starting point of rocket more precisely. |
So i finished serious joke arba-stone model. Two flies were killed by one shot.
This model is on theme Red Hammer too. Guns and little bijouterie are ommited, there can be different opinions for it and it is no big problem add parts by own choice. download here https://ulozto.cz/!HVWQWwfqYS7v/arba-sa-zip |
it is time to upgrade speed :)
Racing truck with nitro charger or just cargo ship with cargo extender? screenshots https://ulozto.cz/!jjZU98xNYm9A/screenshots-zip |
My vote's on the nitro charger :D
|
hmm, racing is tempting :)
there is truck´s imd, could be added some pad below cargo modul. and + screenshots for another version of arba, some more armored :) https://ulozto.cz/!vmJmoKLVIjgb/arba-truck-zip |
Here are screenshots of another arba. There is a lot of options and i have no decision for final shape.
download https://ulozto.cz/!rShcouDQ6dxs/screenshots-zip |
i need some hint about mirroring objects. Working in blender is nice, but mirrored part is transparent and textures are like on inner side of object, when game run.
The same result is in 3ds max8 too, but i am not much familiar with this soft, i use it just for boundaries and shields. |
Im afraid I can't help so much on this. I only use 3DS Max to convert ships to the IMD format and make them useable for SW, but anything other than that is out of my league. Although I did try to use Blender one time, I had to leave it as every Model I tried to export would make the whole model Blue-shiny -ish at the end ingame
Maybe you could try to use a referenced IMD Model in order to make the mirror-effect? Its a Reference with the name "Module" and it has a IMDFile without extensions(.) as the parameters. |
ok, thanks for effort.
i find some orthopedical way to force work this feature :) for simplicity i tested it on model of engine "mship_addgear02L.imd", it can be found in my models. 1. import imd into 3dmax 2. choose desired part A (in our case is just one part inside imd) 2. just do mirror (copy+ i did not tested) = part B 3. import imd A again 4. switch both part A, B into editable mesh 5. merge (attach button) B into A (1. click on part A, then via menu attach/attachlist select part B.) - result must be 2 parts in one with name of A. - This way part B inherit properties of part A. If need , then delete original part A. 6. Export as obj (as imd game crash)! 7. Make imd via imdeditor (still missing gbnd, gelp,...) 8. test displaying of model in game and for blender, i modify models with textures only (because i still was not capable learn, how add texture to clean model), all models finish via imdeditor = raw imd model ready for 3d smax, there are added GBND and GELP, then again imd editor to finish ref. points, textures, guns,... little complicated, but i have no better (faster) way, when consider my knowledge about used programs. |
i did little changes for linkor, fixed holes visible in detailed view, reduced number of parts = simpler settings for texture´s properties in imdeditor.
download https://ulozto.cz/!2JgpYLgtf8wq/linkor-cbs-04-zip |
there is next variation of Arba family
https://ulozto.cz/!bhfVFzqLggWu/arba-astrolab-jpg Quote:
|
The Heavy Transport does not follow the Mastif after switching the mothership.
|
Do you mean the Transport in the Ahilles system?
If so, are you still able to progress normally though? Because I remember having messed with the mission code quite much to make that part playable. |
Yes and the meeting with Phantom does not triger.And in Gredos I could not pass throught the Intrasystem Portal
|
Thanks for reporting that. I will look into it.
|
Hotfix #8 will most likely be released sometime today.
|
Is there any way to deactivate the SW3.Expansion Story Switch Blocker?
|
Lelystad CALLE
Hello,
as it seems that ModDB is not active anymore I will post the bug here: after installing your mod I get no loot markers anymore. Userstory:
I tested a clean SW3 installation too and there they are showing up. This is the most relevant line of the log in my opinion: (11:04:57) (ERROR) GUITexture(ingame_main)::CreateRectanglesFromINI(( null)) - texture description with name '' not found! fulllog: https://pastebin.com/ZDKTRpfh Thanks in advance. greetings secustor |
|
Is there anyway to post something?
|
I think I might have bricked the game on the help from the new empire -mission, I can't seem to get the trigger set off when I reach the placid docks station.
https://paste.ee/p/uimpK :edit: I completed the mission using a different route and it was fine. |
Could you post a savegame before you entered the system where you couldn't get the mission trigger to get off?
I guess I can work with the log, but having a savegame always helps me to get a look at the effects first hand HOTFIX #8 A Little bit delayed. should be out either Today or Tomorrow though! |
HOTFIX 8 RELEASED
Download: http://www.moddb.com/mods/sw3exp/dow...#downloadsform Note: This does not replace the Hotfix #7. They are both independent fixes. This Hotfix fixes the MSSwitch prompt in the Ahilles system. Its now possible to go any route early game. EDIT: Due to a folder existence issue, please create a folder named "Autogen" in your main star wolves game directory. |
HOTFIX #10 RELEASED
Download: http://www.moddb.com/mods/sw3exp/dow...-rc3-hotfix-10 Hotfix #9 has become deprecated due to some recent events and is now Hotfix #10. >Fixed Missing item marker texture |
Hey all,
I've not been around in an age - wow, five years - but just logged on to see this mod in development. I notice that version 1.12 is ideally required to play this - I assume that's the latest version of the game. However, I was wondering if this mod worked with the GoG version, which has a separate version numbering scheme of course. I wondered if the replacement .exe would play nice with a (potentially) different file structure, depending on what the GoG guys actually changed. Cheers, Scoob. |
After an unexpected encounter autosave the pirates mercenary and Ternie disaper from system and I did this with a new profile.
|
thats extremely odd.
I think I need a savefile before you entered ahilles to solve this one. |
1 Attachment(s)
If I take Heretic's offer it works but the FTU's SOS does not trigger.
|
Quote:
Aslong you use the new exe you should be good to go. If you encounter any problems while installing let me know ASAP. |
HOTFIX #11 RELEASED
Download: http://www.moddb.com/mods/sw3exp/dow...-rc3-hotfix-11 [ Changelog ] -Fixed story bug Reported by SARFAX -Some minor missing files referencing enginefx pfx files. |
Quote:
Ok, GoG version of game installed & backed-up, just in case. Main mod and Hotfix applied. Game Launched and settings tweaked, currently just sat watching the action on the menu screen :) Update: Early-game playing very well, it's been a while (more than a while!) since I last played, but the starting area feels much more alive. Through luck, I've gained quite a lot of loot and could potentially buy a ship if I sold it all, however, I'm hesitant in case I break the plot. I recall said plot gives me a larger vessel at some point as a loan, but events lead to me keeping it... I've progressed a little, I now have the Pirate Mastiff Mothership. I do have a query however, my Mastiff's shields don't recharge at all, so I've taken a lot of hull damage over a couple of minor skirmishes. This makes life a little harder, but not insurmountable. Additional feedback: I'm unable to repair the Mastiff at Maintenance Stations. I select the "Repair" option, but get told that I need to keep still, and the repair cancels. Lack of shield recharge and no repairs is a problem! Note: sometimes the repairs start but are cancelled, other times they don't start. I do not appear to have control of my ship to hit "S" to stop it. The Dock menus appears before the ship has completed its approach to the station, maybe this is why the game think the ship is moving? I'll keep trying... Right, when the repair doesn't even start, I cannot even dock at the Station again, I reload to try again. If however the repair does start - which seems pot luck - and I exit the menu and repeatedly press "S" to stop, it will sometimes cancel the repair part way - but ALL money is taken - or it'll complete. Over several attempts I have managed to repair my ship, but it's very hit or miss. I just noticed that after a successful repair - albeit one I was charged twice for - my shields are now recharging! Hope my feedback is of use, I confess to not having read this entire thread, so apologies if I'm repeating what others have already said. Scoob. |
@Scoop: The thing with the repair should be easily fixed, Im gonna do so right away and get Hotfix #12 up and running.
You should be OK changing Motherships after you get the Astarte with proper license plates. after that you can change motherships until you get to a point where you can get a new mothership from some mercenaries which have taken over a system IIRC. Thats the only spot which I wouldn't call "safe" from now on. Although I have had made many fixes in the past I don't know the current status of that place. Oh and yeah, feedback like this is absolutely of use. Thanks for telling me. |
Quote:
Ah, I do dimly recall there being another mission where you can get a better Mother ship - I believe that's optional though? I have a faint recollection of refusing the new ship one time, as I'd already upgraded. One thing I will say, using the GoG version as my base game, I've had zero crashes or freezes thus far, and am using the sw3cwEXP.x64.exe. I might switch to the x8Fix.exe - which I assume is also LAA - for more consistent 8x behaviour. For the record, in case it has any value, here are my basic system specs: 2600k @ 4.4ghz GTX 1070 32gb DDR3 1600 2x 500gb Samsung 850 EVO's in RAID0 W10 Pro Playing at 1920x1200. Scoob. |
8xFix sadly isn't LAA. I can debug the x64 to also include the 8xFix of course.
It will be included in Hotfix #12. I smiled a bit because of the 32GB Ram, but then I reminded myself that I also have 32GB RAM, but DDR4 in this case :D But damn, your PC is a powerhouse. lovin it. |
Hotfix #12 RELEASED
Download: http://www.moddb.com/mods/sw3exp/dow...-rc3-hotfix-12 x64-8xFix.exe should be finished a bit later, havin some problems right now. |
Quote:
Heh, I actually used to play around with Ram drives a lot, so 32gb of ram was essential. However, since I got the ram games are somewhat larger! It used to be that a 16gb Ramdrive would hold anything. It's a good PC, the 2600k with a modest OC is still allowing me to play pretty much anything I want, so I'm happy. Btw: A question if I may... I have the Astarte now, which I notice has EIGHT ship slots, however I can only carry six crew. Basically, I'm currently full crew-wise, having "AI" to Pilot the MS - it sees enough combat that skills/levelling will be worth-while - as well as Joker and Astra, who I hired to pilot my hand-me-down Fighters until the level up. So, can I have the technically nine crew I'd need for eight Fighters plus the MS Captain? Scoob. |
It just has 8 ship slots for its own sake.
its still kinda impossible to have beyond 6 pilots. Although I would like to try my skills to change that, its still gonna take a while before I can start on that project though. Way too many other things to work on right now. If in theory you somehow would get a seventh and eight pilot, the game would NOT allow you to have all of them docked. you may have them temporary outside our mothership and you could control them with ease. Last time I did that the game deleted the pilots who couldn't fit in the 6 pilot slots above the hangars. |
Ah, I thought it might be teasing me of some future feature - I don't recall the Astarte having 8 ship slots previously, though I might just be miss-remembering it. That said, I'd not normally be able to get extra crew from Goblins Shipyard mod you integrated :)
Thought: as we can buy the Butcher, which is too large to dock, in theory this might work? I always thought it might be a good feature to be able to control multiple large ships, but I suspect that expecting too much out of the engine. Scoob. |
Future feature.... Well there is a special script im working on from time to time called the "Group Manager"
It will basically allow you to "kinda" have more than six pilots. It will give you the ability to switch between different groups of pilots. and the pilots one doesn't currently control would be following you around or do other stuff one will be able to set as option. As for the Multiple large ships idea: You can't really give a pilot a "Bigship", atleast not Player-controlled Pilots. They can only fly "Interceptor" Class ships. They arent even allowed to drive corvette ships, which kinda sucks. The way this can be avoided is to basically force-change the definition of these ships to "Interceptor", which required to copy paste the entire ship a second time in the Carcasses.xml and then, of course, replacing the definition with the new compatible one. |
Sounds interesting. So, you could give orders to one group of 6 for example, then flip to the other group of 6 for direct control, while the original 6 go about their business... certainly has the potential to expand player options. I'd imagine that legitimately allowing for additional crew slots isn't something modding supports then? Rather you'd need to tweak the code more directly.
When I last played, many years ago as I already mentioned, I do remember playing with an early version of Goblin Shipyard. I recall being able to buy and fly a Butcher, which is a larger corvette-class ship. It basically behaved just like a Fighter, even docking where it clipped through a docking port it would never fit through lol. I guess part of me imagines an almost Homeworld-esque option with the player controlling multiple motherships, some carriers, other pure destroyer with no ship docking...likely asking too much though :) As an aside, I notice base building appears to be in - is there a guide somewhere as I'd quite like to play around with this? Scoob. |
Basebuilding's quite .... "explosive". Kind of needing an total rework tbh as it was made with quite old and bad code.
I think its pretty straight forward: Visit the Mod Menu by pressing "N" and then navigate to Base Building Tab. From there you have either the option to Build a Base (Please be careful to NOT press it a second time after you have build a base once, there is no error checking in place to avoid a disaster) and the option to manage stuff. You should know that there are many unfinished features in it, and I didn't touch the Basebuilding in quite a while, its one of those projects I plan to finish / extend after getting my main projects done first (A Campaign for a New upcoming faction), there are some other projects also which I absolutely need to finish before continueing to work on smaller things, other projects like the CPU-Agents which are designed to behave like the player, and also some other. Most of these major featueres are supposed to be included in the next Big version 0.6.2X. Before that gets released tho theres going to be a Preview Version in order to showcase the stuff thats allready in place. --- EDIT: Oh and if you encounter some problems with the Repair at some maintance stations you can Access the ASRS Plugin Config section in the Mod Menu -> Plugin Configuration and set the "Disable Drives" to True. or if it still doesn't work you can just switch to the vanilla repair system by Toggling the Plugin altogether. |
Hey. Not had time to play today, but just wanted to say thanks for the update - I'll apply hotfix #12 before I start my next play session. I'll also have a peek a base building. The planned features sound awesome :)
Scoob. |
i did try convert .mdl file from rebel galaxy into obj format, but nothing works.
i used programs noesis, crowbar and this web http://greentoken.de/onlineconv/. is there used some different mdl format? |
is it the same mdl that been used for the half life engine?
|
hmm, i do not know... i had half life years ago, played only 1. stage, did not liked much. So i have no possibility compare mdl files for now, but there is may be something like pin on steam, but if you have gog version, can be problem. Or authors of rebel galaxy did own format mdl.
well, i can set options for half life and try. edit: using crowbar is pinned to steam ERROR: The game's model viewer, "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\hlmv.exe", does not exist. Possible causes: The game's SDK or Authoring Tools has not been installed (usually via Steam Library Tools) or the path given to Crowbar (via Set Up Games button) is incorrect. i do not use steam games, i prefer gog, so this program i can exclude. |
could you give me a sample .mdl file of yours? I can try to get some more info about this.
|
if you diged into rebel galaxy .pak file, you know this ship :)
https://ulozto.cz/!0jMxROf2gXwD/human-frigate-zip |
A Quick look with a hex editor seems that the .mdl files used by rebel galaxy are Unity 3D "Mesh Serializer 2" 3d models.
It seems to be an Open Source format, and some insightful info can be gathered here: http://wiki.unity3d.com/index.php?title=MeshSerializer2 |
Thanks, i did see this info in mdl, but i little underestimated it and had hiden hopes made things by easy way. I have not experience with unity yet, though i found similar files in SOSE, simply there was not urgent need work with such format. Yesterday i got idea check one of models, so my amateurs troubles started. :)
|
i did some experiments with models from rebel galaxy
https://ulozto.cz/!Z1HsNCS5QNHa/tennhausen-jpg https://ulozto.cz/!a7DJvFKXFUPi/tennhausen2-jpg |
Thats awesome, how did you do it?
|
i myself rather dont know :)
It looks, that model has 2 or more bodies opticaly as one with different textures layers, you can see it in my zip, where you reckognized unity. I observed some kind dynamic change of appearing of others textures, when ship is damaged or wheathered, but diffuse (main) textures are somehow ripped for individual bodies. Fortunately, most of texture is on one body and small part on second, so there just must be defined which is right for our purposes (i did it visualy in game). For example starting corvette has 3 bodies covered in one, tennhausen has 2 bodies, ... i was still unable made progress with unity, so i used old program 3d ripper, but this works on 32 bits only. extract from ripper (many objects captured) import into 3dmax8, here is important define body, which we need, rest can be deleted (practice). then i exported as obj (as imd was not working) and open imported in blender. we can see dual or triple body. can be used some trick for reckognize these parts in game environment. For example dual is set as paralel bodies, one part is changed(size), then export as obj. Imdeditor convert it into imd + set adequate texture. in game we can decide, which part is "right" and in editor (3dmax or blender) we can delete other, then resizing, setting orientation adequate for x,y,z axis, etc... For start I did small test with ripper in SOSE, there is just few objects from start of game and we can give command for destroying itself. I believe, that right learning for unity can speed up whole process. For first aproach could be enough, i am still in first stage of it. There is test for SOSE https://ulozto.cz/!8wuaezldelLc/cargo-jpg |
I remember EVE Online models also had an similiar approach to apply the textures to the models.
I think im also going to try some things to get the .mdl to work. |
After some further digging around in the PAK file, I have successfuly extracted every model in the game, but sadly with no way to open them.
Even though they supposedly are MeshSerializer.1.41 Models, the developers have most likely changed the format a bit. I think the only way to get all the Models from the game now is 3D Ripper, which would take quite a while to get all the ships. If you are still eager to get some proper help on the custom MeshSerializer Format (namely "MeshSerializer_Runic") you should ask for help either at Xentax or ZenHax. Im sure the guys over there would be way more effective in getting this format reverse engineered and exported. |
| All times are GMT. The time now is 11:13 AM. |
Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.