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Star Wolves 3D space RPG with deep strategy and tactical elements |
View Poll Results: What should I Prioritize on? | |||
Basebuilding! |
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1 | 25.00% |
Balancing! |
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0 | 0% |
The Mod Manager! |
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0 | 0% |
Asteroid ore-dropping! |
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0 | 0% |
Intensive Bugfixing! |
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3 | 75.00% |
Voters: 4. You may not vote on this poll |
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#1
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Yeah I know Im a Necrophile for doing this but its been bugging me for too long
is it possible to get various big ships to handle like fighters(meaning docking/undocking from the motherships and usable by pilots) I saw Goblin do something like this in his mothership mod with the Alien frigate but Id like to see some other frigates in my fleet like the Chimiera or the Stone Arrow (Big fan of X3 style combined fleets here) If it iss then how can I do that myself? |
#2
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Before anyone asks why most to all Laser FX have a "Stripe" as I may call so at their origin of a cannon barrel, its because 0.6.1.9P's "projectiles.tuv" has some invalid texture coordinate values, but it will get Fixed in the next Hotfix hopefully.
As to counter this problem I have to fiddle the code of my tuv editor a little bit, it could take a while.
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Discord: Nocalora#6847 | SW3.Expansion Thread | SWX.MouseMovementFix | SWX.TUVMark+Src (.tuv editing Tool) | SWX.SLOTMark+Src (.ini Slots editing Tool) |
#3
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Hotfix #11 Released.
The only change was a fix for the "White Stripe" Texture problem I have mentioned in the previous post, nothing other was changed/Altered.
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Discord: Nocalora#6847 | SW3.Expansion Thread | SWX.MouseMovementFix | SWX.TUVMark+Src (.tuv editing Tool) | SWX.SLOTMark+Src (.ini Slots editing Tool) |
#4
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I have had this a bit of an "crazy" idea to make a TD gamemode for Star Wolves 3, I would imagine this would work out perfectly in the style of "Legion TD" (A Cookie to everyone who knows that map from Warcraft III), where you basically "build" certain units (In this case fighters/bombers/Capitals) and each wave they exit out of "building" mode and become real units that just try to fight off the Incoming Creeps.
Just YT Search for Legion TD and you will know how I envision a TD for this game to look like. But im curious if anyone else thinks thats a good idea, I might be the only to to think it would be fun afterall. ... So please guys!, give me your input on this. HOW IT WOULD WORK: I Would mostly use the same method I have used for Basebuilding, show a dialog that just contains alot of Buildable Units, and a "Upgrade" Button that lets the nearest unit that your current mothership is near at upgrade at a cost. (To know how much a upgrade for a specific fleet costs, I would have to just make another button that shows the price for the nearest upgradeable fleet) Creep Paths: Easily done with a simple "Patrol" Command. The units that get to the final point get deleted and as a result the player gets minus lives. Location: Also easily done, I would just have to create a new empty system thats designed for these TD's. You know the fun part?: If I do this right, making user-created levels/stages would be pretty easy too.
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Discord: Nocalora#6847 | SW3.Expansion Thread | SWX.MouseMovementFix | SWX.TUVMark+Src (.tuv editing Tool) | SWX.SLOTMark+Src (.ini Slots editing Tool) Last edited by nocalora29; 11-08-2016 at 03:19 AM. |
#5
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Installer Versions of 0.6.1B[Main+Resources] and 0.6.1.9P2 are Released as of now.
Please report any problems with them.
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Discord: Nocalora#6847 | SW3.Expansion Thread | SWX.MouseMovementFix | SWX.TUVMark+Src (.tuv editing Tool) | SWX.SLOTMark+Src (.ini Slots editing Tool) |
#6
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SW3Expansion.v0.6.1.9P2-RC3 Hotfix #1 Released
______________________________________ Fixed an Issue where a player could get stuck in the Gideon System. Download: Page 1 OR ModDB Page of the Mod
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Discord: Nocalora#6847 | SW3.Expansion Thread | SWX.MouseMovementFix | SWX.TUVMark+Src (.tuv editing Tool) | SWX.SLOTMark+Src (.ini Slots editing Tool) |
#7
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Hey.
At a bit of a loss here. Installed the latest version and both patches. Multiple attempts, 3x on clean installs. Attempt to start a new game and letting the intro run, or skipping it, the game crashes with a runtime error at 1/3rd of the way loading into the first system. Using the Gamersgate retail version with the 1.12 patch installed. Have I missed a step somewhere? |
#8
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Heres another PR.
In my spare time I worked on something called MGVE, which is just like MQLE, but this time, it is for Global's. #Snippet# HTML Code:
-- ***** ** ** * *** ***** * ** ***** ** -- ****** ***** ***** * **** ****** * ***** ****** **** * -- ** * * ***** ***** * * *** ** * * ***** ** * * **** --* * * * ** * ** * ** *** * * ** * ** * * * ** -- * * * * * *** *** * *** * * * -- ** ** * * ** ** ** ** ** * ** ** -- ** ** * * ** ** ** ** ** * ** ** -- ** ** * * ** ** ** ** ** * ** ****** -- ** ** * * ** ** ** ** ** * ** ***** -- ** ** * ** ** ** ** ** ** * ** ** -- * ** * ** ** ** *** ** ** ** * * ** -- * * ** ** * **** ** * * * -- **** * ** *** *** *** * **** * -- * ***** ** ******* ** ******* * *********** --* ** *** ** *** * ****** --* ** * -- ** * ** -- * -- * --ooooooooooooooooooooooooooooooooooooooooooooo -- V E R S I O N :: 1 . 1_IR -- A U T H O R :: Nocalora --SW3EXP.Framework :: 0.6.2X --ooooooooooooooooooooooooooooooooooooooooooooo -- Monitored Global Variables Environment (MGVE) -- Replaces Functions: [MGVS, getglobal] --##### W A R N I N G /// W A R N I N G /// W A R N I N G ##### -- -- Warning: Do NOT Modify MGVE in any shape or form, only Proceed if you know what you are doing. -- --##### W A R N I N G /// W A R N I N G /// W A R N I N G ##### --Function VarNames -- "IDAL" = I-D Associated Link --Amount of Total Globals existing. __MGVE_GVAmount = 0; --Amount of Total Global writes (MGVS -> MSGV) __MGVE_GVWrites = 0; --Amount of Total Global reads (getglobal -> MGGV) __MGVE_GVReads = 0; --Amount of Total Global deletes (Delete a Global -> MCGV) __MGVEGVDeletes = 0; --Allow the Real-Time OutputToScreenLOG LOG of existing MGVE Variables __MGVE_LiveDebugMenuEnable = TRUE; --Main Data Table containing all information about current existing MGVE for Diagnostic purposes __MGVE_DataTable = {}; --Allow to Dump the Data in the Data Table into a AUTOGEN file __MGVE_DumpDataTable_ExtendedLOG = TRUE; --Allow the load of an GV Environment from a Table __MGVE_LoadGVTableEnable = FALSE; --Allow the Deletion of the complete MGVE Space when using the LoadGVTable Function. __MGVE_LoadGVTableClearMGVEEnable = FALSE; --Allow the Deletion of the complete MGVE Space when using the LoadGVFromFile Function. __MGVE_LoadGVEnvironmentFromFileClearMGVEEnable = TRUE; --The GV Environment Loading Table __MGVE_LoadGVTable = { {"Developer_Mode", "False"} }; --Simple Settings Section --Allow LOGging of MGVE (Recommended Value: TRUE) --// WARNING: Only disable this if you know what you're doing __MGVE_SGCLOG = FALSE; -- == I N S T R U C T I O N S == -- -- __MGVE_LoadGVTable: -- If Enabled, this table will allow you to Load Global Variables from a Table. -- - Uses: Default-Restoration, User-Sharing of Global Variable Environments, BackUp of Important Global-Space Data, Diagnostic Utilities. -- -- __MGVE_LiveDebugMenuEnable: -- If Enabled, this will Show a Real-Time OutputToScreenLOG Textblock with the following variables shown: -- "__MGVE_GVAmount, __MGVE_GVWrites, __MGVE_GVReads, __MGVE_GVDeletes". -- -- __MGVE_DumpDataTable_ExtendedLOG: -- If Enabled, the function "MGVE_DumpDataTable" will not only Output the MGVE in the LOG, - -- but also in a seperate file, in the AUTOGEN folder. -- -- == I N S T R U C T I O N S == -- --+-------------------------+ --|+ Functions + + + + + + | --+-------------------------+ --MGVS Replacement ( MSGV(VAL1, VAL2) = MGVS(VAL1, VAL2) ) function MGVS(GlobalName, GlobalContent) if (__MGVE_SGCLOG == TRUE) then LOG("[MSGV]WRITE: '"..tostring(GlobalName).."'='"..tostring(GlobalContent).."', MGVE_id = "..__MGVE_GVAmount); end; setglobal(GlobalName, GlobalContent); setglobal("__MGVE_IDAL:"..GlobalName, __MGVE_GVAmount); setglobal("__MGVE_IDAL:"..__MGVE_GVAmount, GlobalName); --//Diagnostics tinsert(__MGVE_DataTable, GlobalName..":"..tostring(GlobalContent)); __MGVE_GVAmount = __MGVE_GVAmount + 1; __MGVE_GVWrites = __MGVE_GVWrites + 1; end; --getglobal Replacement ( MGGV(VAL1) = getglobal(VAL1) ) function MGGV(GlobalName) if (getglobal("__MGVE_IDAL:"..GlobalName)) then local GetIDAL = getglobal("__MGVE_IDAL:"..GlobalName); if (__MGVE_SGCLOG == TRUE) then LOG("[MGGV]READ: '"..tostring(GlobalName).."'='"..tostring(getglobal(GlobalName)).."', MGVE_id = "..GetIDAL); end; else --No Idal -> \ if (__MGVE_SGCLOG == TRUE) then LOG("[MGGV]READ: '"..tostring(GlobalName).."'='"..tostring(getglobal(GlobalName)).."', MGVE_id = !!! NO IDAL LINKED !!!"); end; end; --//Diagnostics __MGVE_GVReads = __MGVE_GVReads + 1; return (getglobal(GlobalName)); end; --ClearGlobal Replacement ( MCGV(VAL1) = ClearGlobal(VAL1) ) function MCGV(GlobalName) if (getglobal("__MGVE_IDAL:"..GlobalName)) then local GetIDAL = getglobal("__MGVE_IDAL:"..GlobalName); if (__MGVE_SGCLOG == TRUE) then LOG("[MGGV]DELETE: '"..tostring(GlobalName).."'='"..getglobal(GlobalName).."', MGVE_id = "..GetIDAL); end; setglobal(GlobalName, nil); setglobal("__MGVE_IDAL:"..GetIDAL, nil); setglobal("__MGVE_IDAL:"..GlobalName, nil); --//Diagnostics __MGVE_GVAmount = __MGVE_GVAmount - 1; __MGVE_GVDeletes = __MGVE_GVDeletes + 1; else --No Idal -> \ if (__MGVE_SGCLOG == TRUE) then LOG("[MGGV]DELETE: '"..tostring(GlobalName).."'='"..getglobal(GlobalName).."', MGVE_id = !!! NO IDAL LINKED !!!"); end; setglobal(GlobalName, nil); --//Diagnostics __MGVE_GVAmount = __MGVE_GVAmount - 1; __MGVE_GVDeletes = __MGVE_GVDeletes + 1; end; end; --Looping function to show the MGVE Variables in Realtime function MGVE_LiveDebugMenu() if (__MGVE_LiveDebugMenuEnable==TRUE) then ClearScreenLOG(); OutputToScreenLOG("[MGVE] Deletes: "..__MGVE_GVDeletes,0.318712); OutputToScreenLOG("[MGVE] Reads: "..__MGVE_GVReads,0.318712); OutputToScreenLOG("[MGVE] Writes: "..__MGVE_GVWrites,0.318712); OutputToScreenLOG("[MGVE] Exist: "..__MGVE_GVAmount,0.318712); Timer_Seq(0.318712, MGVE_LiveDebugMenu); end; end; --Function to Dump the Data Table to a AUTOGEN file function MGVE_DumpDataTable() LOG("[MGVE] BEGIN DUMP DATA"); for Data, CurData in __MGVE_DataTable do LOG("[MGVE] '"..CurData.."'"); end; if (__MGVE_DumpDataTable_ExtendedLOG)==TRUE then local game_path = GetUserFolder(); local input_filename = game_path.."Autogen/_AUTO_MGVE.lua"; SaveToFile(input_filename, __MGVE_DataTable, "MGVE_Data"); end; LOG("[MGVE] END DUMP DATA") end; --Function to Toggle the Real-Time LOGging of MGVE function MGVE_Toggle() if (__MGVE_LiveDebugMenuEnable==TRUE) then __MGVE_LiveDebugMenuEnable = FALSE; elseif (__MGVE_LiveDebugMenuEnable==FALSE) then __MGVE_LiveDebugMenuEnable = TRUE; else return FALSE; end; LOG("[MGVE] GV Live Debug Active: "..__MGVE_LiveDebugMenuEnable); end; --Function to Load A Stored GV inside a Table function MGVE_LoadGVEnvironmentFromTable(xTable) LOG("[MGVE] BEGIN LOAD FROM TABLE..."); if (xTable) then --Delete whole GV Environment if (__MGVE_LoadGVTableClearMGVEEnable~=FALSE) then LOG("[MGVE]: Deleting MGVE..."); MGVE_DeleteGVEnvironment(); LOG("[MGVE]: Deleted MGVE."); end; LOG("[MGVE]: Accessing Table-Loader..."); local ProccessedItems = 0; SplittedStr = {}; for Objects, CurObject in xTable do if (type(CurObject)~="number") then SplittedStr = strsplit(CurObject[1], ":"); MSGV(SplittedStr[1], SplittedStr[2]); LOG("[MGVE][TABLE-LOADER]: Asserted GV: "..SplittedStr[1].." with Value: "..SplittedStr[2].." from Stored GV Table"); ProccessedItems = ProccessedItems + 1; else LOG("[MGVE][TABLE-LOADER]: Number Received, skipping..."); end; end; LOG("[MGVE][TABLE-LOADER]: Job Done. Proccessed: "..ProccessedItems.." GV-Values."); else return FALSE; end; LOG("[MGVE] END LOAD FROM TABLE"); end; --Function to Delete the complete current Monitored Quest-Label Environment function MGVE_DeleteGVEnvironment() LOG("[MGVE][DELETER]: BEGIN MGVE DELETION."); for Objects, CurObject in __MGVE_DataTable do MCGV(CurObject); LOG("[MGVE][DELETER]: Deleting: "..CurObject); end; LOG("[MGVE][DELETER]: Job Done."); __MGVE_DataTable = {}; LOG("[MGVE][DELETER]: END MGVE DELETION."); end; --Function to Load the MGVE.Load File. function MGVE_LoadGVEnvironmentFromFile() LOG("[MGVE]: BEGIN LOAD FILE."); --Delete whole GV Environment if (__MGVE_LoadGVEnvironmentFromFileClearMGVEEnable~=FALSE) then LOG("[MGVE]: Deleting MGVE..."); MGVE_DeleteGVEnvironment(); LOG("[MGVE]: Deleted MGVE."); end; LOG("[MGVE][FILE-LOADER]: Loading File..."); ExecuteScriptFile("DATA/Addons/@MGVE/MGVE.Load.lua"); LOG("[MGVE][FILE-LOADER]: File Loaded!..."); --Proccess Numerical Table __MGVE_ProccessedNumericalTable = {}; SplittedStr = {}; for Objects, CurObject in __MGVE_LoadNumericalTable do LOG(CurObject); SplittedStr = strsplit(CurObject, ":"); --SplittedStr[2] = gsub(SplittedStr[2], "%s+", "") --if (SplittedStr[1]) then LOG("Split 1 is something!"); end; --if (SplittedStr[2]) then LOG("Split 2 is something!"); end; --LOG("Split 1:"..SplittedStr[1].." Split 2:"..SplittedStr[2]); tinsert(__MGVE_ProccessedNumericalTable, {SplittedStr[1]..":"..tostring(SplittedStr[2])}); SplittedStr = {}; end; --Proccess END --Reload MGVE with MGVE_DATA_TABLE LOG("[MGVE]: Re-Loading MGVE..."); MGVE_LoadGVEnvironmentFromTable(__MGVE_ProccessedNumericalTable); LOG("[MGVE]: MGVE Reloaded."); LOG("[MGVE]: END LOAD FILE."); end; #Snippet# HTML Code:
--WARNING: This embedded Autorun has a Higher load Priority than SW3 Expansion's GetFollowers() Init Hook, so if - -- - you use this Autorun, make sure it doesn't rely on SW3EXP Functions -- "Addon Name", "Content-Type", {Table of Functions to be Executed} __AddonsList = { --Addons {"MGVE", "Addon", {"LOG4GV_Clear"}}, {"MQLE", "Addon", {"LOG4QL_Clear"}}, {"StarRover", "Addon"}, {"SW3_Expansion", "Addon"}, {"Motherships_Mod_0.27", "Addon"}, {"Fleet_Mod", "Addon"}, {"Plugins", "Addon"}, --Core Scripts {"Data/Scripts/", "Core"} }; ![]() RCFF: MAJOR progress done, it will be probably done in like at most like 3 - 4 weeks, I wish I had more time to work on this mod tho, it really sucks. But be assured that Progress is made, and the Mod is still being worked on. ALSO: I Plan to release a Experimental Build which is basically 0.6.1.9P2H1 but with MQVE and the new Addonloader in the following weeks, to see if its stable. Note: An Official Repo of the Script Code of the Mod will go online in the near future, might depend on how tricky its going to be to set one up. Thanks 4 Reading!
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Discord: Nocalora#6847 | SW3.Expansion Thread | SWX.MouseMovementFix | SWX.TUVMark+Src (.tuv editing Tool) | SWX.SLOTMark+Src (.ini Slots editing Tool) |
#9
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The free time quest stays forever(freedom kill block doesnt do anything). This bug exists for a few epdates now. Also my last post about this bug+some motivational speach is nowhere to be seen
P.S. I can provide SAVE files but I have no idea how. |
#10
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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.
__________________
Discord: Nocalora#6847 | SW3.Expansion Thread | SWX.MouseMovementFix | SWX.TUVMark+Src (.tuv editing Tool) | SWX.SLOTMark+Src (.ini Slots editing Tool) Last edited by nocalora29; 07-31-2017 at 09:03 AM. |
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