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For rebel galaxy is there big mod from darphnix, this mod allows ride more ships, fighters include. Works on steam and gog version too. For ripping purposes i did little mod for this big mod, it allows review and buy almost all models from start, price is just 500 credits, this is real cheat, if you intend play game. :) If you want try, then names for mod pak files can have format data2.pak, data3.pak,... Just you must check, if has set date from older to newer, otherwise older datax.pak with higher number will be ignored.
Several models you can find on merchant, mercenary, independent or pirates stations too. Just have neutral or friendly status. Ripping is simplified, when you are alone in space, so just flay away from others objects and then capture screen. And for unity, i will reconsider, if it is worth effort for several models, which i want try in SW. There is my addon for darphnix mod, it can be made for vanilla game too, but this was simplest way for me. https://ulozto.cz/!yS7zKiS4Sf0H/data3-pak |
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After mod installation i noticed these is new ship used mainly by patrol units, "elephant". May i ask where can i buy it?
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I noticed there is a new ship used mainly by patrol units - Elephant. How to obtain it?
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[Demo Video]
Small Demo on the new Systems of the Prestus Corporation.
Video - YT Followup-video #2 will be done when the time is right. |
little play with blender :)
https://ulozto.cz/!y3KykNQ6dd38/zver-test-jpg |
Looks dope. You could definitely make a ship-pack of all your mixed models sometime in the future. :)
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there is my old idea, hangar for linkor, just knowledge for blender was still weak :)
https://ulozto.cz/!uDLkLs5HULzs/linkor-hangar1-jpg https://ulozto.cz/!5Spn5CDUZ3tI/linkor-hangar2-jpg https://ulozto.cz/!wGQKMPDNCXZm/linkor-hangar3-jpg hangar is taken from mastiff |
Wow, this Hammerhead HX looks very interesting. I'll test him (of course if I will be able to buy it ;) )
And I found missing texture: http://www.youtube.com/watch?v=3unJP...ature=youtu.be |
it looks like probably missing modul Turret (wrong name or missing imd), missing texture is allowing display modul itself
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@kolomas
Thanks for notifying me about it. Going to roll out HotFix #13 in the next few minutes.
EDIT: Hotfix #13 RELEASED http://www.moddb.com/mods/sw3exp/dow...-rc3-hotfix-13 ALSO: There will be a GoogleDrive Mirror to all current and future Releases. There is also going to be a Video Showing all the new ships at hand in the very near future. |
Google download links are messed up in first post, link on full version somehow downloads latest hotfix and link on hotfix downloads full version.
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Battleship or cruiser, class will depends on size, hangar can be placed on bottom side
https://ulozto.cz/!sBkh7ZKYntgS/lion-battleship03-jpg https://ulozto.cz/!dUfMGw826Ujj/lion-battleship04-jpg |
@Arneth
Thanks for the info, fixing it right now
@Oxygenes: That looks really neat! |
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Re-decided to re-install this beautiful mod year later and still crashing at launch. :(
Normal exe starts fine, exp exe (both non64 and 64) crashing with dark gray screen. GoG version (read somewhere in this thread that it supposed to work too) with russian language (not sure if that matters, but just in case) Im not sure what to attach so just to be safe... |
Could you tell me if there is a MapInitialization in the data folder? if so, could you post its contents to pastebin or something similiar?
This has most likely something to do with the way the game tries to read the new Addons\ folder and stuff, which is solely made by modifying the MapInit file. |
Yep, its there.
https://pastebin.com/NbGnGQ88 |
Are you sure that you have installed the mod correctly?
This seems just very bizzare to me. |
Install order: RESOURCES -> MAIN -> MAIN OPTIONALS* -> UPDATES -> UPDATES OPTIONALS* -> HOTFIX -> HOTFIX OPTIONALS*
Unless this is outdated and i didnt miss Resources step, everything is installed correctly. Though, now i am crashing with c++ error, and im afraid to use GoblinWizard fix because it might break ru localization... |
I think the ru localization is the problem here.
The Localization files are tied to the exe, and I did not find a proper changing method yet. So you would need the Complete English LocData specifically, plus a slightly changed default.cfg file. I can supply you with both of these, gimme some minutes. EDIT: Here you go: https://openload.co/f/cZ1xReolgYI/SW...h.LangPatch.7z Just install this first, and then re-do the installation for the expansion mod. This should work. If it still somehow doesn't, I would have to do some more research about what files are affected by language. |
Localization is definitely the problem, i just installed eng version, and it worked... (not the thing you gave, entirely other installation)
Just want to point out, russian translations were/are stored in English folder, lines are just replaced (kinda weird) |
Its not only in the LocData folder, theres also some russian related stuff in the TEXTURE\Interface and \GUI Folders.
But im glad you got it working on your end. |
After a bit of investigation, the problem is in .loc files. I just replaced couple words with translations and it didnt crash.
Seems like the problem is in FILETYPE headers. Standart works fine, but when locations with DYNAMIC pop in, thats where the apocalypse begins. I could manually change for myself, but... the strings are encoded... And google doesnt tell how to decode it... |
Star Wolves Devs used a Custom made Encryption tool to protect the localizaton made by their Translator team.
I have made an experimental little tool to decrypt the text with help of the Encryption key hidden in the game exe, but it still isn't capable of successfuly decrypting the text as of yet. |
Hey, I've been really enjoying this mod so far, but selecting the "scrap contract" option in the system retake contract causes my game to crash. FTU contracts seem to be cancelling properly, but this one doesn't. Can anything be done to fix this?
ScrapDynMission_SystemRetake_Patrol [EXCEPTION] 0x0040a95b 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 = 186.757813 Mb [EXCEPTION] [INFO] heapchk return = -2 HEAP Ok |
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some new jokes:
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and next two
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Bob_elb wrote: "I noticed there is a new ship used mainly by patrol units - Elephant. How to obtain it? "
you can add it by script or it probably will appears in shop, when progress of game will be adequate. |
Oh I didn't notice that message from Bob_elb. I wonder if it was hidden due to 1C's Spam prevention :rolleyes:
Actually the only way to get one is to wait in a System for a Caravan to spawn in. Only they can sell them at the time. @ALL: IF YOU ARE A NEWLY REGISTERED USER, YOUR MESSAGES ARE HIDDEN!. YOU EITHER HAVE TO PM ME OR CONTACT ME ON STEAM |
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welcome on the board :)
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Oh my, where can I buy a cabin on this ship? :D
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Hmm, i do just models, release and technical details are matter of "story tellers" (nocalora29 and if you have russian versions SW-x too, Protok St). It seems, that it will be 2 different lines.
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I was thinking in last time about putting Trizz'tek (probably correct) guns and systems into Formalgaut. 3x their booster weapon system or even 4x and it would be flying army.
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view more from the front
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HOTFIX #14 RELEASED.
--------------------- ModDB + GoogleDrive links in first post. INFO: Version 0.6.1.9P2-RC4 will be Released very soon. It will contain all the fixes of the lastest Hotfix and an Updated AddonLoader. |
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modified cargo
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Quote:
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@Oxygenes: It looks very neat. The front seems a little bit "flat", but it still manages to look great.
@ALL: 0.6.1.9P2-RC4 Going up TODAY EDIT: Upload finished. |
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-The front seems a little bit "flat"- yes, but may be this new look brings to you better dreams :)
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There you can look closer, but i was lazy do spheres. Textures can be changed for different view.
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another beast from the wood ), but just schematic for now, model will be completed into imd, if you will like it.
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Seems solid. It would make a great Military-grade cargo vessel.
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and there is with textures
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@temporary
Google drive links will be down temporary from approx 10.08 [dd.mm] to the 12.08 [dd.mm]
edit: Looks really great, I like it. |
Mod Crashes
Hi!
Was happy to found the XPE MOD version from 04.08.2017 in the mod database. But.... the game crashes in the first mission at the start right after a few minutes. BUG: Crash after Triad ships get killed. error in @StarRover and @PPHooks. Pls tell me if you want the error log. Looking forward to next version :) Cheers, val |
Bug report
Hi!
Do encounter following bug after installing the MOD and running the first mission (happens after a minute or so) http://textuploader.com/do8al (This link is valid for 2weeks) Would appreciate any help, THX |
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I finished my old model (no ref. points). Who wants fly on part of the portal, it is time to try. )
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I really like your models, honestly. They seem so simple, but at the same time, they perfectly fit the world of Star Wolves and are quite brilliant.
Really appreciating the work you have done. I will try my best to find a nice play for all of them. @ALL: RC5 RELEASED Google Drive links DOWN until further notice. ALSO: Im thinking about introdocuing xDelta patches in the near future. It would improve file size by 90% in most cases. |
firstly i wanted do fighter, but wings looked strangely thick for such little unit, so eventualy i did big corvette or cruiser, depend on size. Model can contains hidden holes in textures, i finished it without deep checking.
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New navy cargo - Sergej. It can be in KFNI colours too.
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prisoners goes to school :)
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Hy there!
Had some RL stuff going on, but Im back for some more bughunting. Nocalora, any story path that needs to be tested in the coming weeks? :) |
@EmileKhadaji
Welcome back.
As far as I know there shouldn't be any problems in any of the story paths... yet. |
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little try for alien cruiser
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Wow, it looks cool. I hope that have less turrets than original ^^
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big has 14, this one i do not know, may be 5-8 (+ 1-2 big guns?). It it just optical model without spheres and ref. points, so in 3dsmax or with imdeditor can be completed by personal opinion.
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@ nocalora29 - model swexp-bentus in my pack has some strange lines in imd. But i have older pack, so it is possible, that you could fixed this in newer.
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new militia corvet
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I think I have fixed that line thing from the bentus model some while ago, not sure though. I will have to look into that later.
The militia corvet looking really nice. |
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something like bident, just little dark
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little modified tiger, added 2 places for rocket + 1 for big gun(rocket) + 2 small engines on wings
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excalibur for Logan (mod Red Corsair), still just visual form
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Hi all,
I've a problem with a Maintance Station where I've only 11 options (at Fighters/Mothership Buy Menu). The rest are probably hidden because I don't have access to EVE ships. Can fix it somehow? |
@Dark Sector
Hello Dark, Do you mean that the options go well beyond your screen resolution?
otherwise, it would be nice of you to make a picture with snipping tool or something (Native inbuilt win program, if you didn't know it) |
@nocalora29
Yes, that is exactly it.
You can see it well in the picture:"canteen",before and after the purchase of pilots. I checked all the resolutions and all is the same. https://drive.google.com/file/d/0B-t...hHOFZiZjg/view https://drive.google.com/file/d/0B-t...dPcUhqWDg/view https://drive.google.com/file/d/0B-t...1zTFAtemM/view https://drive.google.com/file/d/0B-t...dSbHZWMVU/view https://drive.google.com/file/d/0B-t...9HYU5YTXc/view https://drive.google.com/file/d/0B-t...9pNmFYb3c/view |
I see, I will supply a fix for that ASAP. (most likely reducing the max options to like 9 or 10)
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Release candidate #6 released.
Download
Issues Fixed: Capped max items showing in the dialogs to 11 @Dark Sector: Let me know if that solves it for ya |
@nocalora29
Yes, it works.
thanks for your help |
@Dark Sector
Always glad to be of help.
If you encounter any more issues let me know ASAP. |
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new try for corvet, not finished yet. Previous is more like fighter than corvet :)
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model for corvet is ready
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You ships and fighters are amazing! If in game would be a new type of Maintence Station, even in one sector with them...
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I was focused just for ships (fighters) now, station are different (and probably harder to remade, i have no idea) kind of problem, but if remains time and will, i eventualy take for such object too. And which model of station you mean (name of imd)? I do not play game, just use environment of the 1. mission in sw1 for visual testing.
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I mean a new option in Maintence Station or (for example) Berserk Station with this option. By this option I mean shop with your fighters. I did not mean a new creation of station.
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Is this an suggestion to being able to trigger the maintance station dialog with fighters/pilots?
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Probably...
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Should be possible, I can definitely make this an option.
I will let you know how it goes |
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I finished model Excalibur for Logan from mod RC, now has added 2 new pads for big guns, but if you are too greedy, you can use original too (2G+3R (+3Sys)). Original engines and texture were changed in such way, to be liking to me more.
+ finished Moonwalker, inspired by model of Mamont from mod, but "original" looks somehow strange for me :) |
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There is little changed model of Scolm. Original is strange for me. :grin:
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Looks a bit more interesting than vanilla scolm, thats for sure.
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i did small corrections for moonwalker - patched little holes + it looks bit smoother, but still i am unshure about coeficient for material. There i used the same as for file i_mamont.imd. If someone will find better combination = model will be looks more atractive, you can send it here.
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if you afraid, don´t go into deep dark forest, over there is hidden hungry beast. :)
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Better make sure not to go out in the dark then.
By the way, Do you think you could make an heavy modified Stalingrad? I know you did one already, but im thinking about making it a -little- bit longer than the standard one and adding alot of more armor plates on to it. What I have in mind is just a really heavily modified Stalingrad/Linkor which should be a tad longer than a usual one. I could try to make one myself, but I thought since you have more experience working with the models directly I guessed I could ask you. |
Hmm, i can try put some new views on linkor, just i go on little trip, so by end of the september i probably go back.
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A trip?, Sounds great. Enjoy yourself :D
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/Progress Report | Sept. 2017 | "Relief"
This one Line
setglobal("IW_RA_"..CurResAst["RAID"].."_PlayerIsNearFunc", function() IW_RA_SelectNearestResourceAsteroid(%CurResAst["RAID"]); end); Just saved me regain my sanity. It might not seem like much. But with this function, I am finally able to attach functions to triggers with PARAMETERS/ARGUMENTS. I have gone to INSANE lengths to try this, but after 4 hours with all types of clunky code I managed to get this up and running with the line above. ... ..... ......... so.... yeah thats everything. Every huge project I had worked on has been halted due to this limitation I had encountered, which I now have solved. I guess the only real interesting progress report is that I can continue to work on major stuff once again (AIX/CPU Players, RCFF) Expect an legit interesting progress report in October. Until then! edit: thanks for censoring Admin! |
*Cheers on* Woo wooo!
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Hello guys
It's so fun to discover after so many years that you're still working on your own mods for this game Good job and good luck Have fun |
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@Gui Durandal : welcome back :)
there is another bird from stormcrow family - Albatros |
Notification
I have managed to get RCFF up and running perfectly now, what I would love to see are some custom user made templates for RCFF to be used in upcoming versions which will include the working version of RCFF.
Heres the latest template that can be worked with: https://pastebin.com/i9Kjp6rF The old tutorial for RCFF is still correct and can be used to understand this newer template. Of course im going to include and make massive amounts of rcff-templates myself for the later release, but I would still enjoy seeing someone other than me creating some rcff templates. |
RELEASE CANDIDATE #8 RELEASED.
Download: http://www.moddb.com/mods/sw3exp/dow...mod-0619p2-rc8 BEWARE: This is an Beta-Fix(tm), so you do NOT need it if you don't have any problems with your current game. |
Quick question: I am reinstalling the game and mod and was wondering if I still need to install the [8X Speed Fix] [EXE] on mod db. It has not been updated since 2016 and you don't mention it on the first page of this post. Also you have two links on MOD DB for it.
I would suggest cleaning it up by either: a) It is no longer needed or valid so delete the two links on mod db. b) Update the first page to note that it is still a valid patch, it's install order and delete one of the links on mod db to prevent confusion. Your ever adoring fan Lotrek |
I just released an Tutorial Article which addresses this, I wonder when the ModDB Admins approve it...
The "Full" Mod release has the three most important .exes inside of it, but they are also seperately uploaded so its easy to just get them instead of the whole mod all over again. It also covers the basic use of Optionals and such. |
Have to re download your mod, and try it out again, to see what progress has been made. Keep up the good work nocalora29 :-D
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OK fresh install of game, mod, latest patch & the missile mod optional. I attempted to start the game using all three exe programs and get differing log file crash warnings:
Log file EXP.exe Start Log started: 04:43:02, Tuesday, October 10, 2017 Engine version: 1.12 build 284.2331 (04:43:02) (INFO) Root::InitObjects() (04:43:02) (INFO) Init texture manager (04:43:02) (INFO) Init Mesh manager (04:43:02) (INFO) Init material manager (04:43:02) (INFO) Root::InitObjects() OK (04:43:02) (INFO) Game::InitApplication() (04:43:02) (INFO) STARTED 3D system INIT (04:43:02) (INFO) <Used HAL device> (04:43:03) (INFO) D3D9_RenderKernel::Init: MultiSampleQuality = 3 (04:43:04) (WARN) D3D9_RenderKernel::Init: probably Hardware or Mixed VertexProcessing is not supported, using Software emulation... (04:43:04) (ERROR) D3D9_RenderKernel::Init: cant create Direct3DDevice9 (04:43:04) (ERROR) DX Error (0x8876086C): Unknown error: #2156 (04:43:11) (INFO) STARTED 3D System RELEASE (04:43:11) (INFO) COMPLETE 3D System RELEASE (04:43:11) (INFO) STARTED 3D System RELEASE [EXCEPTION] 0x00405bd7 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 = 22.578125 Mb [EXCEPTION] [INFO] heapchk return = -2 HEAP Ok -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Log file: 8xexe Start Log started: 04:36:57, Tuesday, October 10, 2017 Engine version: 1.12 build 284.2331 (04:36:57) (INFO) Root::InitObjects() (04:36:57) (INFO) Init texture manager (04:36:57) (INFO) Init Mesh manager (04:36:57) (INFO) Init material manager (04:36:57) (INFO) Root::InitObjects() OK (04:36:57) (INFO) Game::InitApplication() (04:36:57) (INFO) STARTED 3D system INIT (04:36:57) (INFO) <Used HAL device> (04:36:58) (INFO) D3D9_RenderKernel::Init: MultiSampleQuality = 3 (04:36:59) (WARN) D3D9_RenderKernel::Init: probably Hardware or Mixed VertexProcessing is not supported, using Software emulation... (04:36:59) (ERROR) D3D9_RenderKernel::Init: cant create Direct3DDevice9 (04:36:59) (ERROR) DX Error (0x8876086C): Unknown error: #2156 (04:37:19) (INFO) STARTED 3D System RELEASE -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Log file from x64.exe Log started: 04:40:57, Tuesday, October 10, 2017 Engine version: 1.12 build 284.2331 (04:40:57) (INFO) Root::InitObjects() (04:40:57) (INFO) Init texture manager (04:40:57) (INFO) Init Mesh manager (04:40:57) (INFO) Init material manager (04:40:57) (INFO) Root::InitObjects() OK (04:40:57) (INFO) Game::InitApplication() (04:40:57) (INFO) STARTED 3D system INIT (04:40:57) (INFO) <Used HAL device> (04:40:57) (INFO) D3D9_RenderKernel::Init: MultiSampleQuality = 3 (04:40:58) (WARN) D3D9_RenderKernel::Init: probably Hardware or Mixed VertexProcessing is not supported, using Software emulation... (04:40:58) (ERROR) D3D9_RenderKernel::Init: cant create Direct3DDevice9 (04:40:58) (ERROR) DX Error (0x8876086C): Unknown error: #2156 (04:41:24) (INFO) STARTED 3D System RELEASE (04:41:24) (INFO) COMPLETE 3D System RELEASE (04:41:24) (INFO) STARTED 3D System RELEASE [EXCEPTION] 0x00405bd7 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 = 22.535156 Mb [EXCEPTION] [INFO] heapchk return = -2 HEAP Ok |
Can you start the game normally without the mod?. Because this really doesn't look like a mod error to me.
Could you try to reinstall DirectX8 and 9? seems like it got some problems making use of it in the log. |
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I did some rough starting variants for choice, others can expres their opinions too. Some pieces can be added on back part. Or if you have own version too, we can compare.
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and next variation on theme i_mamont.imd
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Had a little problem. After start of a new game.
https://www.dropbox.com/s/9stj48rezz...Gfile.txt?dl=0 |
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