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-   -   [SW3] [MOD] - The SW3.Expansion Mod - 0.5.3G (http://forum.fulqrumpublishing.com/showthread.php?t=229453)

nocalora29 10-10-2017 08:28 PM

looking into it right now

EDIT: Could you try to go into the file "Addons\@Fleet_Mod\Config.lua" and set "__FM_EnableExtendedLog" to FALSE

Make sure you also have a folder named "Autogen" inside your main game, alternatively, you can try to install the latest beta-fix on the moddb page.

EmileKhadaji 10-11-2017 10:43 AM

Done it, and also changed to the x64 exe. Still experiencing random crashes.

https://www.dropbox.com/s/9stj48rezz...Gfile.txt?dl=0

oxygenes 10-11-2017 12:06 PM

@EmileKhadaji EmileKhadaji
have you this settings Primary surface dimension: 1024 x 768?

i had similar problem, when used my own shopping menu in mod RC.

EmileKhadaji 10-11-2017 01:02 PM

Quote:

Originally Posted by oxygenes (Post 716843)
@EmileKhadaji EmileKhadaji
have you this settings Primary surface dimension: 1024 x 768?

i had similar problem, when used my own shopping menu in mod RC.

Yes, thats the standard resolution I use. What should be it?

nocalora29 10-11-2017 01:42 PM

Thats a very unsettling crash condition. Im gonna do a repack though and it will go up sometime today.

It IS completely random, right?. Could you give me a save file just a little bit before a crash occurs? if that would be possible I think I can gather some more info on the actual reason why it occurs.

BTW: It would also be nice if you could install the optionals inside RC8 which enable MQLE and MGVE. After that, can you please replay the game a bit to a point where it crashes again and then give me the log file again? It has the potential to give me some more info, also.

EmileKhadaji 10-11-2017 02:04 PM

It is random. Atleast I was unable to find any reason to why.

Installed the optional. Also here is the save file.

It happened this time when I approached the caravan. And after some purchase "refresh dialog".

https://www.dropbox.com/s/e9lf2a2t1i...0%232.sav?dl=0
https://www.dropbox.com/s/9stj48rezz...Gfile.txt?dl=0

Also I will change the resolution to see if anything else happens.

Btw. When the caravan is under attack a big stutter comes into play. Due to the massive space battle.

Edit: crashed the same as I written before.

Edit 2.0: Changed resolution to 1360x768 and crash after comfirming docking to caravan.
https://www.dropbox.com/s/9stj48rezz...Gfile.txt?dl=0

oxygenes 10-11-2017 02:13 PM

Quote:

Originally Posted by EmileKhadaji (Post 716844)
Yes, thats the standard resolution I use. What should be it?

nothing special, just was curious. I use 1280x1024. If you have wide monitor, you can manualy adjust parameters in file default.cfg.

edit: i see. i am late )

oxygenes 10-11-2017 02:36 PM

2 Attachment(s)
there are screens of new parts for station.

nocalora29 10-12-2017 05:56 AM

WARNING: There is something severely wrong with the latest Patch RC-8, I have not yet figured out what exactly is wrong with it, but fact is, its messing up the game for alot of people ATM.

RC9 is going up real soon to address this issue. I guess the only thing one can do now is to wait it out until I get the fix up and running.

I guess thats what I get for not using proper version control.

nocalora29 10-12-2017 06:02 PM

RELEASE CANDIDATE #9 RELEASED.

Sadly it isn't possible to make an xDelta or even a simple Patch.
Fixed issues would be the frequent crashes early on in the first system "Corrino"

Save game compatability cannot be granted, therefore, be careful.

EmileKhadaji 10-12-2017 06:38 PM

Thanks, will start testing tomorrow

oxygenes 10-13-2017 10:05 AM

2 Attachment(s)
little joke.
if you take close view on model I_SNK_Viking from mod Retrospection, you can see 2 alien pilots inside.
First is visible from front, second from rear.

nocalora29 10-16-2017 12:58 PM

@Oxygenes: The Battleship modules you have shown are quite something, I really could imagine a version of the Linkor which is just slighty longer (thanks to the modules you managed to seperate from the model) and maybe some more armor plates, like the 2 near the engines at the end of the ship.

Kinda funny though that the alien pilots can be seen, makes you think it was extracted from another game, which I also have done plenty of times, so I don't think its a big of a deal.

@All: The Status of this mod is now, suprisingly even to me, completely UNKNOWN. I have no idea if the mod works anylonger. I know for sure it works on my end, and also on an Testbench running Win7 Ultimate flawlessy.

I have uploaded an repack just recently, but on ModDB I have also got some reports suggesting there are still things causing CTD's, but most interestingly, this time its the Market Caravans. Which work with no problems on my end, also.

Its REALLY frustrating, because some reports just state that something happened, but don't go into the details, nor give me any kind of savefile or even a logfile. Which are even stated in the Troubleshooting section in the Install Tutorial article linked on ModDB, which just irritates me, and because of that, the game gets corrupted early on due to false variables/non existing ones.

TL;DR: If the mod works for you, on your end. with no CTD's. PLEASE just post an BIG OL' OK in red or something with a big smiley face after the OK or something similiar, so I know it works for you. Because Seemingly my Install Instructions are just too complicated for some people.

oxygenes 10-16-2017 08:34 PM

3 Attachment(s)
@nocalora29: ok, i will do next screen a we will see )

There is modified Lion, 6 turrets, added hangar. But ref. points for hangar must be set + added record into file mshipHangarDispatcher.script. GBNDs can be used from original.
+ 2 main big guns can be added, i hope, there will be place for it.

oxygenes 10-17-2017 12:52 PM

3 Attachment(s)
Another variation for i_mamont. There is room for 4 big guns inside wings, rockets can be added by opinion.

nocalora29 10-17-2017 01:07 PM

Really nice, the modified lion especially looks there impressive.

oxygenes 10-18-2017 08:45 PM

2 Attachment(s)
so linkor is eventualy little more armored and longer )

nocalora29 10-18-2017 11:52 PM

This is incredible, it really is. Absolutely perfect for what I had in mind, thank you.

oxygenes 10-20-2017 04:24 PM

3 Attachment(s)
inspired by model Canonir from mod Orion - joke-freak Artilerist )

nocalora29 10-21-2017 12:46 AM

Haha, that would be a terrifiying defence platform, if it could be used as that.

@ALL: There will be no interesting things in the next couple of weeks related to the mod. Since Im migrating to Win10 due to some former technical problems with my old win7 installation. RIP Win7Ultimate. you will be missed.

The migration will most likely take a week or two, since im not really a "small" or casual user. So I have hundreds of things I need to reinstall and or modify for it to work with win10.

Zekito 10-21-2017 04:59 PM

nocalora2, I would advise you (for the love of Star Wolves :) ) not to migrate to Win 10!

As I had a lot of experience on some other sites with the users who have Win 10 ( I am mostly known on TWCenter as ElvenKind) I can tell you that you will experience many issues with User Account Control, ownership of your own folders and files, renaming files, modding those files, setting up your home theater, or your sharing devices etc.

I am still on Win 7 Ultimate, and I think I will stay on them til they come knocking on my doors with an order from a judge, to migrate to some other new Win OS.

Alternatively, I would rather take the Linux road. I don`t know how much of Star Wolves (or other games) is Linux compatible.

The future will tell, and maybe someone will make Linux more compatible with the old/new games and their required software/hardware.

nocalora29 10-22-2017 12:22 AM

Most of those flaws I have managed to patch out with major tweaking already. Tools like Unlocker and other stuff will let me have some serious permissions on my system. so thats not a problem. SW runs quite fine on it actually.

The main reason why I HAD to upgrade was DirectPlay. I guess I must have had some virus for a short time which destroyed some of the dlls, or atleast messed with the Registry enough to make DirectPlay almost unusable. I would have never upgraded to Win10 without a reason.

oxygenes 10-29-2017 08:02 PM

5 Attachment(s)
Triodyn - or another view on Gunslinger MK2 )

kolomans 10-30-2017 07:02 PM

Nice concept. You can change it a bit by turning middle part by 90 degrees to the left or to the right and it looks like missile carrier. ;)

oxygenes 11-02-2017 09:14 AM

2 Attachment(s)
@kolomans
hmm, it can be too, just i like it more as i did. :)
but you have chance too, install Blender, grab the file and try create something (no offence)

i downloaded last exp. pack (from 12-10-2017), there i check old Bentus, strange "thing" on nose was again, so i did little correction. Hope, author will be not angry, model is more centralized too.

kolomans 11-02-2017 05:09 PM

@oxygenes
I wondered about it, but in this year A-Levels. I need to learn a lot, so maybe when will have some free time... ;)

oxygenes 11-03-2017 08:51 PM

@kolomans
hmm, you must study, great. ну, желаю тебе успехов! :)

nocalora29 11-06-2017 05:38 AM

@oxygenes: thanks for the fixing the model for me. I was sure I had the proper model somewhere but I must have lost it somehow.

@All: Stay away from Win10. Even AFTER hundreds of customizations and modification to this goddamn OS, even AFTER using the LTSB Variant of this OS which is mostly free of Bullshit and crapware, yes even after all those things combined: This Operating System is a piece of "Sh~!" (No curse words, aimirite?, moderators?) Just DO NOT upgrade to it if you enjoy even ONE of those following things: Gaming, Modding, Programming, Debugging, Modelling, Texturing, (Gaming with old games) <- Don't even think about doing the last part.

If you enjoy one of the things I mentioned, chances are that you will be disappointed beyond believe. Please note this is based on my personal experience with Windows 10 and I DO NOT recommend doing an upgrade while still having a chance of reinstalling Win7 or any other OS while you still can.

I was actually pretty excited to see what Win10 can do and to see how much Micro$oft has improved its Alltime OS, but yeah... lets just say they didn't have the most sane person in the R&D section when adding xBox DVR to their OS, I won't describe the bull~~~~ involving that particular parasite of a module inside the OS itself.

TL;DR: Upgraded to Win10. Didn't like it. Downgraded to Win7.

@Zekito: After all, I kinda wish I would have never bothered with Win10 to say the least. It didn't make matters much worse for SW, but more for my Personal Sanity.

@EXPANSION PLAYERS (ATM): Beware: Game might Crash if you use the "Hard" difficulty at random intervals. Please avoid playing on hard for the time being. Fix will be provided shortly.

oxygenes 11-09-2017 05:56 PM

4 Attachment(s)
there is modular cargo ship (original model is from 2008 year), engines can be turned in blender or similar prog. Resized it probably can be fighter too. :grin:

oxygenes 11-10-2017 07:22 PM

4 Attachment(s)
another modular cargo (original is from 2015 year), textures can be changed

kolomans 11-11-2017 09:34 AM

@oxygenes

Thank you.

I can say, that these both modular cargos ships can suit very well in Fort Russ sector. This would looks like preparations to a large military convoy ^^

Nanaki 11-11-2017 08:27 PM

One of the things I felt Star Wolves was missing were decent mass produced capital ship and corvette designs. Third game did help a lot with the Lion, Astarte, and Mastiff, but does not go anywhere close to the needed number of designs.

nocalora29 11-12-2017 03:50 PM

Absolutely. But the corvettes are the hugest joke in terms of how many are available.

I mean theres pretty much only 2: The Cavalier and the Butcher, nothing else (AFAIK)

Thing is, their designs are pretty interesting and I would have loved to see some more corvettes with equally nice designs, SW in general had pretty awesome "to look at" ships.

oxygenes 11-13-2017 05:19 PM

2 Attachment(s)
little joke - space fuel station

nocalora29 11-13-2017 08:19 PM

I have a really funny idea what to do with such a model, please share it with me :D

Im just going to create a Plugin to enable actual requirement for Fuel, otherwise the player won't be able to move the Mothership, that would be a pretty cool thing for a Hardcore mode or something like that.

oxygenes 11-13-2017 08:32 PM

1 Attachment(s)
ok, show us your idea :)
2 other modules are in SW2CW directory.

nocalora29 11-13-2017 10:37 PM

Thanks, the model is really simple and it works flawlessly (even though it doesnt have GBND spheres)

Once I finish one of my new modules to generate new Objects randomly in the galaxy, I'll use it to Spawn Refuel Buoys around the universe, so they will be at different locations each time you start a new game.

When the Fuel-Plugin is Enabled, the Player basically has 100% Fuel at the start of the game, and it gradually decreases by 1 every X seconds, default has been set to 30, but it can be lowered easily, to make it harder.

Most of the Code is already written and the only thing I need to do is to finish up the IW_RA System which will spawn the Fuel Buoys around the universe.

I will probably be finished in the following weeks, and when I am, I will post some Videos showcasing the results.

nocalora29 11-14-2017 10:09 PM

Announcement
 
RC-10 Going up in the next couple of Days.
-----------------------------------------
Changes include:
-Fixed NPC Stations (Don't crash anymore when Selected)
-Fixed Cinema Vector coordinates which lead to invalid spawns
-Added new Options to Cinema

I know its underwhelming, but I can't include much more in this Candidate, as it would require too many elements from 0.6.2X/P

0.6.2XPreview is coming, and It won't take that long anymore.
I understand if its really annoying to hear stuff like "its coming its coming", or "SOON(TM)" all the time, but I can't help it.

All I can say for now, is, that there have been many difficulties in the workflow till now, luckily, I got them sorted now, and since then there has been alot of Progress made and I can't wait to show the good stuff.

A Huge Thank YOU to everyone still being around and checking in from time to time!

-----
PS: I will try my best to release the XPreview version before 2018. And If I won't make it in time, the least I can do is to release what I have ready. Think of 0.6.2XPreviewPart1

nocalora29 11-26-2017 12:48 AM

RC10 RELEASED.

ModDB: SW3.Expansion.0.6.1.9P2-RC9 to RC10 Update
Download

oxygenes 11-30-2017 12:37 PM

4 Attachment(s)
there is possibly kind of portal

added texture

oxygenes 11-30-2017 01:36 PM

4 Attachment(s)
and another portal :)

oxygenes 11-30-2017 01:57 PM

4 Attachment(s)
now little change

nocalora29 12-12-2017 01:05 PM

@all
 
ModDB: SW3.Expansion.0.6.1.9P2-RC9 to RC11 Update
Download
RELEASED

Addressed Issues: Several CTD's. Jumpcounter now fixes itself after detection of broken jump values. Market Caravans are useable once again.

@Oxygenes: from what game is this Model?

mrben87 12-13-2017 10:15 PM

First of all thank you for all your hard work, This amazing game gets better everyday thanks to modders like yourself.

Just checking to see if the main file on the fist page is fully up to date or I need to apply any patches that are in these comments.

oxygenes 12-17-2017 01:52 PM

2 Attachment(s)
@nocalora29
you did not ask exactly, which, but all 3 last models are from rebel galaxy.
@ all
There is strange observed problem. Light goes through models, when model is finished in 3dmax8 - for example finished model in blender is converted via imdeditor_v3 into imd file and then imported into 3dmax, where are added spheres (+ ref. points) too. when exported as imd and tested in game, model looks not good, when light source is behind it, light goes direct through model. Have you such experience?

1. cargo ship - just blender model converted into imd file
2. mothership with added spheres in 3dsmax

nocalora29 12-17-2017 04:00 PM

@oxygenes
 
As far as I know the light depends on the model's GBND Spheres but also Normal maps.

Gonna test out with it a little bit sometime later.

GriMarkz 12-27-2017 09:19 AM

Can someone upload the mod files on a torent or something? My internet connection is not that stable.

nocalora29 01-06-2018 08:05 AM

@All
 
ModDB: SW3.Expansion.0.6.1.9P2-RC9 to RC12 Update RELEASED
Download


Addressed Issues were some newly discovered Insta-Game over Functions in the saving ternie mission. It is now possible to ignore those scripted death events by enabling FreedomKillerBlock.

Zekito 01-09-2018 04:39 PM

Happy New Year to you all, and best wishes to your family and friends!

nocalora29, what version do I need to download to have/test everything installed? I`m little bit confused with all those version numbers.. :grin:

nocalora29 01-09-2018 08:59 PM

@Zekito: Happy new year and the best wishes to you too :grin:

All you need would be the game version 1.12 (Steam or Retail) and the latest [FULL]-RC9 Release and the latest RC Patch [RC9 to RC12]
TLDR; http://www.moddb.com/mods/sw3exp/dow...-mod-0619p2rc9 and http://www.moddb.com/mods/sw3exp/dow...p2-rc9-to-rc12

@GriMarkz: Sorry for the late answer, but your message was hidden due to being a new account. I Can't offer torrent links, but I can split the Mod in some more parts. I'll split it in 3 and upload to Zippyshare as Mirror links.
EDIT: Here (This does not include the latest Patch, which shouldn't be a problem, because it is not huge)
Part 1: http://www4.zippyshare.com/v/KHU6wIk8/file.html
Part 2: http://www4.zippyshare.com/v/RYOg86yw/file.html
Part 3: http://www4.zippyshare.com/v/7AvbQMjz/file.html

@mrben87: The Mod is in 2 main parts right now. The "FULL" version, which get released very rarely, usually once a huge update comes out it will get an update. And then theres the usual RC-Patch for the latest FULL version. So in the end all you need is the latest "FULL" version and the latest RC-Patch which both are on the first page and always updated.

@All: I wish the Admins/Moderator could make a sticky or some kind of notification for users which are newly registered. Because as it stands now YOUR POSTS ARE HIDDEN IF YOU ARE A NEWLY CREATED ACCOUNT ON THIS SITE. PM me if you fear I don't see your post at all (IIRC pms bypass this)

Zekito 01-11-2018 10:22 AM

I`ve successfully installed your mod, and, I want to know is this correct:

Initial ship is labeled as a walrus as opposed to the vanilla Unitrans tug. When I select it to see its layout I get: "Scanning process aborted: Unknown source." Do I need to change some file, or this is how it is supposed to be?

Did I install it correctly? I am very good with installing mods (good with PC parts and programs etc.)

I unzipped Full RC9 release and Patch (the ones you provided the link for) in my main Star-Wolves Civil War folder, the one with data folder etc.. and, I am using that 8x.exe which you made available.

nocalora29 01-11-2018 02:52 PM

The GUI for the walrus is indeed not set, so the game resolves this by replacing it with a standard error texture. Somehow it isn't possible for me to change the GUI for the walrus specifically, the game will just destroy itself once I do. So I just thought I'd leave it without GUI, since its only a replacer for the starter ship anyway without any real value to it.

You can safely ignore the error.

oxygenes 01-11-2018 02:59 PM

5 Attachment(s)
New ships for new year )
There are 3 ships as alternative for Butcher class corvette - place for 4 BG, 1Turret +(4 rockets)

nocalora29 01-11-2018 04:04 PM

Looking really nice, good job!

Zekito 01-11-2018 06:21 PM

I am having fun with this mod, only issue I have is that the shields on my mothership are not regenerating, I have that 300+ system with 1 point regeneration (Scutum).

And the shields for all other ships do not regenerate. Even the enemy and mercenary ones. Is this on purpose?

nocalora29 01-12-2018 01:39 PM

@Zekito: Are the ships in their state possible damaged?

Due to StarRover Team's Armor Calculation script it is so that if your hull gets damaged enough it will eventually stop regenerating shields as it simulates the damaged ship to be "critically damaged" and unable to regen shields.

If they have full HP though, please give me your LOGfile.txt in the game folder by uploading it to pastebin or similiar.

Zekito 01-12-2018 03:05 PM

Yes, the ships are in a damaged state (their armor is damaged).

So, if I disable it via that optional script which is in Optionals folder, my shields would regenerate again, even in my current savegame?

Edit: Yeah, I just tested it, and it works. I know it does feel more realistic with that script, but, sometimes shield is all that stands between glory or death. :grin:

oxygenes 01-17-2018 10:02 PM

4 Attachment(s)
Shark - pirate corvette aka Butcher

Zekito 01-23-2018 06:54 PM

nocalora29, how can I change/mod those autosave intervals? They autosave every minute?

nocalora29 01-25-2018 01:22 PM

@Zekito
 
Sorry for the late response. You can change those Plugin options submenu in the modmenu (N)

Zekito 01-26-2018 11:59 AM

I`ve got an issue with my current save: If I jump to any other system, and go through it, somewhere in the middle of the system the game stops/gives an error message. Here is a log file and last two saves (save file named "3" is in a system where the game still works, and after jumping to another system, it does not work anymore).

https://drive.google.com/file/d/1GnI...ew?usp=sharing

I am using 8x.exe file, and, had changed the autosave interval in the Plugin options. Maybe that has something to do with it?

nocalora29 01-26-2018 07:21 PM

Thanks for the save file Zekito, im going to look into it asap. The combination of the save files (2) and the log is just perfect and everything I need.
This should be a example of how to do a good job sending out error reports.

EDIT: I see what the problem is. It has to do with the unconsistent GetQuestLabel variable receivement. In this case a Number has turned into a String. Which caused the game to crash while doing an arthimetric comparison.

It is easily fixed, since its a frequently executed Script it will fix itself when replaced with another file.
Download: http://www92.zippyshare.com/v/7WLjfCKG/file.html (Cant access ModDB ATM)

Zekito 01-27-2018 12:36 PM

Thank you for your quick reply and fast fix, but, it did not work. I`ve downloaded the file, extracted it, copy+pasted data folder into my main game folder, overwrote all folders and files when asked, and, tried both of my saves. In both cases it still gives the error message.

Do I need to start a new campaign, or, delete some additional file to make it work? I don`t want to start a new campaign, if not necessary. :)

nocalora29 01-27-2018 12:53 PM

Try to reload lua via the compatability menu, or additional try to configure the auto save plugin again.

Zekito 01-27-2018 12:57 PM

Just tried to reload lua via compatibility menu ,and it still crashes. tried to configure autosave interval, and it still crashes.

Only difference now is that it crashes inside the current system where I was prior to jumping to any other system (that is happening after reloading lua).

Do you want another fresh log file and save game?

Edit: Here is another log file along with two new saves, and, my profile files which you can use to reload my save game ( Just creat a folder named Zeki in your Profiles folder, and put inside profile.info and Zeki.cfg files). https://drive.google.com/file/d/1OoG...ew?usp=sharing

I had deleted my old Main.cfg file, and copy+pasted yours which you had uploaded, and the game does not crash while in the current system, only when I jump to any other system.

nocalora29 01-27-2018 02:38 PM

Try this: http://www70.zippyshare.com/v/0ySYntpE/file.html
I've added a new option to the ASAS Menu, try the Fix SQL Config option.

If nothing happens, try reloading LUA prior to executing the option (If you pressed on it before doing that, reload the save file)

This is pretty much the only thing left to try, other than reloading the First-Time-Configuration which may result in unknown things.

Zekito 01-27-2018 05:00 PM

It works! I`ve tried the Fix SQL Config option, and jumped to Golconda system, where I already had two crashes, and it worked.

I think the problem was the autosave interval, since at an approximate time of the previously encountered crashes, now the game autosaved successfully.

nocalora29 01-27-2018 05:57 PM

The problem was the game tried to do a number comparison with a string (which was a number prior) and a number Which results in a crash.

But im glad the fix works now. It basically resets the important SetQuestLabel config to actual numbers + Adds proper conversion from SQL to Number SQL.
Im going to update the ModDB page with the update once I can access it again.

nocalora29 02-01-2018 01:38 AM

Announcement
 
Hey there!

Just wanted to check back in and tell you about some of the stuff I've been working on in the last few months.

Overall I have focused into making the Prestus Corporation Design a bit more interesting, creating their Homeworlds one by one gradually. The E-Templars also got some sweet GFX improvement.

But to be completely honest here, there nothing too much exciting to really tell you guys about, I have been working on a LOT of smaller things, and only working on the bigger things the lowest amount of time. I do hope it will still redeem itself due to the details Im working on, like a new module called IndustrialWolves which will be an Addon to BaseBuilding extending the ability to farm asteroids, claim them and go to war with other factions for them. They of course aren't just any normal asteroids, they are "Resource Asteroids" which spawn around the universe in random Systems with random positions AT NEW GAME START, so it will be a new experience each time you replay the game.

Enough of that, let me just tell you here that I've been on Pause with the Development of Expansion Mod for most of the time, actually. I have had much more fun Modding other games meanwhile, like the indie game "Duskers" on steam (Check it out!), I plan to Release a Modloader for this game, which I think is really cool since there is no way to mod the game as of now without my Modloader. After testing phase is complete (one of my friends helps me with it) I'll be releasing it on Reddit and on the Steam forums for the Game. Kinda excited about that...

I also do have another Project going for the game called "SCP: Secret Laboratory" which is another small Unity Indie game, which I also have modded very Heavily, so heavily in fact, that I made a completely Revamped Modloader just for it, since its a MP Game I had to squeeze out of every bit of IO Performance I could get out of it. I got so into modding it that me and my group of friends most likely have the most popular Server in there out of all, just due to its Modded Serverside settings. To anyone wondering about the Servername: its "DankMemes Network [Playercount]. Funnily enough the Game itself did not support Playercount in the title until I made it possible with some Public Binaries, meanwhile we aren't the only server which uses them, and I think its very cool other people enjoy my work, and to actually SEE that while browsing the Serverbrowser is something entirely else than im used to.

I think its a really great experience to show my work to so many people at once, even in Multiplayer in a game thats very fresh and well alive.

I guess what I want to say is that, I'll most likely continue to have a Pause on Expansion Mod until Im done with that Game, and then.. we'll see. I actually would like to slowly start working on the Expansion Mod again, but I don't want to get out of the Code I've written for SCP:SL too much, since its a really complicated cluster of code overall. I have never worked with Threading , UDP Protocols at all, not even in such a huge combination of them, this was needed to achieve good performance while integrating more and more of my Modloader to the game, but also other things.

This may seem like a huge textwall, but in the end, all I want to say is that the Development of Expansion Mod is on hold, until im satisfied with these Projects I mentioned.

Thank you for reading, and thank you for your Patience, for those who are still left around here.

**ABSOLUTE CLARIFICATION: THIS IS NOT A SIGN THAT THIS MOD IS DEAD, THE DEVELOPMENT WILL CONTINUE ONCE IM DONE WITH OTHER PROJECTS**

Lotrek 02-11-2018 08:46 PM

You have to take a break and play other things or you box yourself in and get burned. Have fun and we'll be here when you get back to this. AS always, thanks for keeping this alive!

Zekito 02-20-2018 04:44 PM

Thank you for your commitment and time in making this mod, and I hope to see more stuff from you.

Been having a blast playing, those NEW Templars are bad ass fighters, and their stuff is super expensive, had to go back twice already to make enough money for their weapons and systems. with their weapons, my enemies just vaporize in front of my eyes. :)

oxygenes 02-28-2018 07:30 AM

There is many interesting models in mods for SoSE-Rebelion on Moddb.com, all of them easy reviewed by 3D Object Converter. And eventualy i extracted models from Tomorrow War, so together with Homeworld-s models there are plenty possibilities for modding SW.

Protok St 03-07-2018 03:39 AM

Hi, all )
It's cool that we still do something and watching the progress for that great game!
Glad to see that your project is going on, Nocalora!
And Oxygenes, thank you for your work with models =)

Lotrek 03-08-2018 06:38 PM

Hello Protok St
I have been following the Bounds of Consent. Anthology on Mod DB and am quite interested. Being the local SW3 dev troll, I feel it is people like you and Nocalora that go above and beyond that keep this franchise alive.

Keep up the good work and I look forward to a release!

nocalora29 03-12-2018 04:22 PM

I Thought I'd share a little thing I've bruteforced together with some apps I've created for SW specifically. Here is a Lua Table containing every possible "Path" from any System to any System, and additionally another Table which contains all Systems and their "Neighboring" Systems aswell.

Link to the Generated Files: http://www48.zippyshare.com/v/P8tfoEaz/file.html

Here is a small CMD-Based Tool which can be used to create these files: http://www27.zippyshare.com/v/hKYzDTEs/file.html
Note: As this was a tool made fairly quick, please make sure the location of where you put the program in does not have SPACES in its path.

And here are 2 Functions to utilize the 2 Tables:
Code:

--Returns the shortest path to a System
function AIX_GetPathToSystem(FromSystem, ToSystem)
        local PathToSystem = AIX_PAIC_CompiledPathsTab[FromSystem]["Paths"][ToSystem]; -- The last "Location" inside a Path is the Target System. Always.
        return PathToSystem;
end;
--Returns a table filled with Neighbor System of TSystem
function AIX_GetNeighbors(System)
        local NeighborsTab = {};
        NeighborsTab = AIX_PAIC_PathsTab[System]["Destinations"];
        return NeighborsTab;
end;


... and yes this will be used by the AI Players, I've been working on this for quite a while now, glad it turned out to be working as intended afterall.

Kami-sama 03-13-2018 11:40 PM

I decided to give the mod a try. New game works flawlessly but if I try to continue where I left off before I installed the mod it lags immensely, like 0.5 fps. Is the mod incompatible with vanilla saves or there's something wrong with mine?

nocalora29 03-14-2018 12:51 PM

IIRC it isn't save compatible to games prior to the mod installation, so: No, sadly.

nocalora29 05-19-2018 03:26 PM

RC 17 RELEASED


ModDB: SW3.Expansion.0.6.1.9P2-RC9 to RC17 Update
Download



There have been multiple missing textures and Models, I included them in this RC.

Lotrek 05-21-2018 11:47 AM

Woot
I want to give 17 a whirl but I noticed you had updated the files that are part of the OPTIONAL folder. Specifically, I use the missile mod and I see you updated the Modules.xml and Rockets.xml in 17. Can I still overwrite them with the files found in the enable.missile.mod folder that comes with the base RC9 from Oct 12th or do those optional files need to be updated for this release?

I hope that makes sense. You know me, pain the the arse but I mean well :)
Yours,
Lotrek

nocalora29 05-21-2018 03:09 PM

Oh damn, you're right. Let me Release RC18 to fix the Missile Mod Support. It won't break the game if you still play it, until you meet Prestus Forces.

Never a pain, but a relief knowing that there are also others noticing when I've made a mistake, and are ready to point that out.

EDIT: Since RC18 could take a bit longer than I imagined, here is the Support mini Patch for RC17: https://drive.google.com/open?id=13K...e17fqoXoM-JjGQ
These are the modified xml files to be able to support the Missiles Mod.

Scoob 06-02-2018 04:43 PM

Hi all,

I've not been around for quite some time, but I'm really happy to see this excellent mod is still being worked on. I just loaded my old - started in RC3 - save and things appeared to be working just fine. I'm *totally* lost of course as I cannot remember quite where I was lol, but I recall I was quite late-game so had the uber ship & lots of decent equipment. However, I think I'll restart :)

May I ask, are there any plans to update the initial post with more current details of what the mod contains? No problem if you prefer to focus on modding rather than documenting - I totally get it - but I'd love to be up to date on what to expect. I recall being quite confused (fairly easy to achieve lol) when first trying this mod & my time away has left my memory fuzzy at best.

Anyway, keep up the great work, it's good to see this old game still being supported and improved in this way.

Scoob.

nocalora29 06-02-2018 11:51 PM

@Scoob
 
I do want to update the front post, but I'd like to do it once I get some other stuff done first.

Instead I'll just post the major new stuff the current version thats new here:
-New Corporation: The Prestus Corporation
-4 New Systems associated with the Prestus Corp: XT79, Tandrum, XT107 and XT-640. There are WAY more to come, but I have decided to create a Map Editor to make the creation process easier. Alongside with the Editor it will also be used to make a Custom Storyline/Campaign with actual new Gameplay Mechanics for the Prestus Corp. More details will be revealed once 0.6.2XPreview gets Released.
-Many many many undocumented bugs fixed, one of the biggest bug fixes is the JumpCounter finally not currupting mid game and destroying games, I wish I could name all of the fixes right out of my head, but its just that Im not really actively working on the mod as of now, more so on the Editor.
-SW3Cinema: A Battle Simulator. Accessable by pressing F9, and F9 again once in the System.

The real "juicy" stuff is still in the unreleased builds and it will all be included in the next huge Update 0.6.2XPreview or 0.6.2X. The Juicy stuff would be:
-BaseBuilding v2.0: Rewrite of the Basebuilding System with way more features than the original.
-RCFF: Finally finished and working Framework (Its actually finished already, but isn't in the released versions)
-CPU Players
-ConflictEvents3: Final version of Conflict Events which will spawn conflicts of differenct factions randomly on the map.
-GateBlockades2: A System which will randomly create well... Gate Blockades at Portals in Systems supported by different factions and or Threats, which must either Expire or be Destroyed in order to access the Portal.
-"Unfinished Business" Custom Storyline: This Story takes place after SAM's return and is supposed to be a fitting conclusion for SW3.
-"El's Hell" Custom Storyline: Short storyline with Hardcore difficulty telling a "not-to-be-taken-seriously" story involving El from SW1 wanting to kill you at all costs.
-DynamicMissions2: Rewrite of the Dynamic Missions system also with more Features
-ShipPaintshop: A Paintshop which will enable the player to re-paint their Ships to other variants, example: Wanted a InoCo Yari instead of a lame player based one? No problem!
-IndustrialWolves: This will be a Industrial based Mod which will be connected deepily with the Basebuilding2 System that enables many fun features, one feature would be enabling the player to create Asteroid Mining Stations around specific "Resource Asteroids" around the whole Map which will add the Asteroid's specific Resources to the Player Faction's Stats.
-A yet Unnamed planned story involving the Prestus Corporation, it will be the first custom story I will create as its way up the priority ladder on my list.
-Much more not that important stuff which will make an appearance once its there.

I do agree it must be disappointing to see that so little has changed over such a amount of time, but that is due to the fact that this Mod isn't the only Project im working on since a good while.

Scoob 06-03-2018 12:19 AM

Hey nocalora29, thanks for the response.

Sounds like you've got some interesting things planned.

Funny story... When I posted earlier (about 10 hrs ago) I just planned to update my game, tinker a bit, then move on to other things. However, I've not stopped playing since!

This is testament to the quality of your mod, plus I've not had a single crash / issue so far, so your bug fixing work has certain paid off.

Can't believe how totally hooked I've become again.

Looking forward to the 0.6.2 version, whenever you're ready to share it.

Scoob.

Bob_elb 06-30-2018 01:54 PM

Hey, I'm amazed by the amount of work that you done for this mod.
Though I have one question, are you planning to make new ships and equipment more accessible during main storyline? I don't know how to get prestus/templar/trizzchek eq other way than just adding them by script, or I just missed something. It would be cool if it will be possible to add them to trade stations/market caravans or just to goblin's maintenance station shop. Is it possible?

nocalora29 07-01-2018 05:49 AM

@Bob_elb
 
Quote:

Hey, I'm amazed by the amount of work that you done for this mod.
Though I have one question, are you planning to make new ships and equipment more accessible during main storyline? I don't know how to get prestus/templar/trizzchek eq other way than just adding them by script, or I just missed something. It would be cool if it will be possible to add them to trade stations/market caravans or just to goblin's maintenance station shop. Is it possible?
Accessing the Prestus Equipment/Ships is not possible by any normal means as for now, the same goes for the Trizzchek Stuff. The only exception being the Templars. To get to buy their stuff you have to visit their Homeworlds and go to the "Nanite" System, there is a Shop in the middle of the System. But of course there will be ways of retrieving (Prestus/Trizzchek Equipment in future releases of the Mod, I just can't give quite a good ETA at this time.

Incase you don't know how to access their homeworlds: Visit Charon once in a while.

KoresDMinev 10-27-2018 04:10 PM

Its that time of the year again. My annual SW and SW3 playthrough. I see you are still working hard on the mod, and great many thing planned for it. I wanted to ask, since you already made a few op ships, could you add and the ships (moustly corvettes but not too op) from the "Klever" mod from the first game. Of course if the Klever team themselves have nothing against it. And a few motherships like the "Stone Turtle" and "Red-hammer" (aka pirate arba with 4 turrets)
https://media.moddb.com/cache/images...0x2000/rst.jpg

From here you can find the said mod as well as all other SW1 mods
http://www.elite-games.ru/starwolfs/sw1/mods.shtml

P.S. Seems like someone else is still modding this game and making interesting stuff
https://www.moddb.com/mods/bounds-of-consent-anthology

P.P.S. Keep up the good work. I love everything you made so far. Can i hope to see all this and/or the planned major update in time for chirstmas? Hope i am not needy/greedy. Thank you.

edit: I can provide images of said ships if needed and I can help with the translation from Russian to some extent

nocalora29 10-28-2018 01:53 PM

@KoresDMinev
 
Quote:

Its that time of the year again. My annual SW and SW3 playthrough. I see you are still working hard on the mod, and great many thing planned for it. I wanted to ask, since you already made a few op ships, could you add and the ships (moustly corvettes but not too op) from the "Klever" mod from the first game. Of course if the Klever team themselves have nothing against it. And a few motherships like the "Stone Turtle" and "Red-hammer" (aka pirate arba with 4 turrets)
Funnily enough the meshes from the Klever Mod are already inside this Mod's Resources. But I haven't implemented them yet into anything, but I think its time to finally add them somewhere, so they get used. So this will be definitely included in RC19.

Quote:

P.P.S. Keep up the good work. I love everything you made so far. Can i hope to see all this and/or the planned major update in time for chirstmas? Hope i am not needy/greedy. Thank you.
If I would have more time to work on this mod I would definitely say yes, but as it stands I really don't have as much time as I used to have, sadly. The only right answer to this would No.

But I will try to release some kind of Update eitherway around that time, whether its going to be a huge one, or a small one.

KoresDMinev 10-28-2018 05:31 PM

I just finished reading all the posts to this moment and i see a lot more than what i was thinking is going on. Dont feel pressured to put out an update and always work on your own pace. Just to let you know, there are a few "phantoms" here, just like my former self, patiently waiting for all the stuff you make.
Thanks again.

KoresDMinev 10-28-2018 07:00 PM

Well...started a new game fresh install and the game crashes when i try to dock with Placid dock station. This is the first bug aside from the "Free Time forever" bug i had long ago. Here is a link with the log and the last 2 saves (one is an autosave second before the game crashes)

https://mega.nz/#!bwElFYoI!BIiCCRNWh...obLHLDgFhODnV4

nocalora29 10-29-2018 12:55 AM

@KoresDMinev
 
Excellent job putting together the neccesary files for me.

After some minutes of inspection I can safely say the issue lies with the lack of ALL configuration from the mod. When I dumped the MQLE Configuration I only found 2 entries, normally it would have like 1000~

My best guess would be that something is wrongly installed. Make sure the InitTeamScript.script (Data\) file is the one from the Mod's, and that you are using the sw3exp executable.

KoresDMinev 10-29-2018 08:22 AM

I reinstalled the InitTeamscript, with the exe you said, tried from the older save i sent you and crashed on the same place. Is there something more specific in the mod instalation than simple unpacking in game folder. Do I need a new game or a new reinstall of the whole thing?
Thanks for the fast reaction.

nocalora29 10-29-2018 03:09 PM

Just for clarification: You installed the "[FULL] Expansion Mod [0.6.1.9P2RC9]" Release and after that the "Expansion Mod [0.6.1.9P2]-RC9 to RC17" Update, right?

If not, I would advise to do so.

KoresDMinev 10-29-2018 03:20 PM

Yes everything is installed. Just started a new game playing from the 8x-fix exe, and i just passed the place where it crashed before (placid dock station) and i havent changed anything since my last post. Just a new game. weird :confused:
Edit: some playing later i get a random crash with no reason. I am entering aurora after getting the arba mothership, and just after i pass the patrol station on my way to placid dock, it crashes. here are the last two saves and the log.

https://mega.nz/#!esdyCQJA!At99cxxSu...K_bVIZo_dJXKNw


Edit 2: I think i have a lead. Every time after after i change the time of the autosave feature from 1 min to something else and get near the placid docks it crashes. Hope this is of some help. Will try playing without touching it

Edit 3: Yep, its from the autosave plugin, if i dont touch it game works fine, just passed the second crash position.
Side note...in Aurora near the Patrol station there seems to be a floating texture placeholder. Its as big as a tiny asteroid.
Will inform you if something new pops up.

nocalora29 10-30-2018 01:31 AM

@KoresDMinev
 
I think I managed to fix the problem, but I can't say for sure. Here is a small test bugfix patch: https://www107.zippyshare.com/v/PlJ22QaM/file.html

It only tries to fix the issue with ASAS/The saving plugin, I will look into the texture problem later.

KoresDMinev 10-31-2018 05:36 PM

I just noticed something strange. Aside from the merchant caravan in Corrino (which got destroyed by pirates) I havent seen any, or random conflicting parties. Aside from that everything works fine. Do I have something bugged or do I need to trigger something?

nocalora29 10-31-2018 07:37 PM

They are temporarily disabled, because I wanted to rewrite it as Conflict Events 3.

You can re-enable it by going into the sw3_expansion_init.lua file and replacing "SW3EXP_CE3_Initialize();" with "SW3EXP_InitConflictEvents2();"

that would do it.

KoresDMinev 11-01-2018 03:21 PM

No bugs to report, just want to say how amazed i am from what you did with the Prestus corporation. Ships are very interesting, It would be awesome if you can buy them at a few key locations all over the map. Same goes for the weapons. The description of one of them where instead of using the said weapon you have a better chance at killing an alien flagship with bare fists had me in tears. 11/10 description. Now I am off to see the Templars. I remember the op TE ships, but i maneged to catch a glimpse of a TEHP and i am speachless. To this moment i was thinking that the TE and the Klever mod corvettes were op but this takes op to a whole new level. The effort, the dedication and the time you spent on making them is noticeable from very far away. I am having fun just reading the descriptions, cant wait to try them. You must have had tons of fun making them.
Decided to see whats the big deal behind the MSF Ramadanta BR.....I should have recorded that moment. Buying the ship and turning to shoot at an incoming Stone Arrow, without checking the equipment, and then out of nowhere massive purple beam and explosion resulting in instant kill and me being mindblowed. Truly you have outdone yourself. I feel like I am playing this game for a first time again, and that means a lot to me. Keep doing what you are doing because this is absolutely amazing. Thank you and sorry for the wall of text.

Edit:Is there any trade station in God's Throne and in the inner system? And is there any point of interest besides the "Magister" buoy? The Trizz'check (hope its not wrong) sure are op and awesome looking. Really, TEHP-X.....and i was thinking the TEHP were overkill....How can i get a few? :D

nocalora29 11-02-2018 01:09 PM

First of all: It is really great knowing that there are people enjoying that what I have created, thank you.

The only place to buy the Ships from the Templar's is Nanite, there is a custom trade station in the middle of the System. It is a dialogue driven Ship, as I still haven't figured out how to actually make legitimate Star Wolves style shops. But I guess I will learn on how to do this soon enough, because I definitely plan to make the Prestus stuff buyable the normal way in their Homeworlds.

The "Magister" is something like a God to the Templars, and as soon as I get to the point where Custom Stories are on my to do list, I'll be able to explain and show their relevance in the overall picture in the Expansion Mod. The buoy itself only relays messages from the Magister to the Templars, its a one-way comm system. But at the time of writing the buoy doesn't do much other than exist in the current public release.

But the first Custom Story will be about the Prestus Corporation's Past.
There are many pieces of Lore I want the player to experience, not in their actual CURRENT Equip/Setup but in the PoV of a Prestus Corp. Captain.

I have most of the relevant Gameplay mechanics related to this working as intended, and I imagine it to be in a very similiar Style to the game "World in Conflict".
It I'll different from the usual Style of Star Wolves, but considering the following Custom Stories I'll add will be in the vanilla style gameplay, I think its fine, even if one dislikes this kind of gameplay.

KoresDMinev 11-02-2018 04:07 PM

Whole new stories....count me in. I am very interested in what you have planned for the Templars story. Maybe an all out war with the trizz? Dont tell me, i dont want spoilers.
Side note: I dont know if this is a bug but on the "bastard" fighter (from SW2) the light weapon slot and one of the rockets slots doesnt work. They dont fire.

nocalora29 11-04-2018 11:08 AM

@KoresDMinev
 
Quote:

I dont know if this is a bug but on the "bastard" fighter (from SW2) the light weapon slot and one of the rockets slots doesnt work. They dont fire.
Oh, thanks for mentioning that. The fighter is going to be fixed in the next RC.


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