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Star Wolves 3D space RPG with deep strategy and tactical elements

View Poll Results: What should I Prioritize on?
Basebuilding! 1 25.00%
Balancing! 0 0%
The Mod Manager! 0 0%
Asteroid ore-dropping! 0 0%
Intensive Bugfixing! 3 75.00%
Voters: 4. You may not vote on this poll

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  #1  
Old 01-18-2016, 12:35 PM
Lotrek Lotrek is offline
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I am not having an issue with the x 8 fix. Well other than the time I tried to use it in Kobra, yea pretty sure the internet died a little when I did that. Anyway, I am using win 10 with a steam version of the game.
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  #2  
Old 01-28-2016, 09:49 PM
-Ivo- -Ivo- is offline
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First of all: Keep up the good work! This all looks very tasty to me

So I was wondering how exactly I'm supposed to install the SW3.Expansion.0.6.1B.. In the "Release Newest" section there is no link.. seems like you can only download the older versions. Also: When can we expect the next build? I was just about to start this game again and I would love to try out your mod.

Greets, Ivo
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  #3  
Old 01-28-2016, 10:21 PM
-Ivo- -Ivo- is offline
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Just FYI:
When I started a new game with your 0.6.0B and the Hotfix, I wound up with a Mothership that had maybe 50 turrets which made the mothership menu completely unusable. Did I miss something?
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  #4  
Old 01-29-2016, 02:54 AM
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nocalora29 nocalora29 is offline
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@Lotrek: Shesh.. Kobra?.... wonder how that worked out, rip universe, it was an very early experiment on how the game handled certain stuffs, with no thought given into peformance, I wonder why I even released an useless system like that... well atleast you can watch it get completely destroyed by Random contact Pirates after a (long) while in slow-mo.

@Back to All:
Version 0.6.1B of SW3.Expansion is now out, with the main thing which is different from all the other Releases is that it now has been Split into 2 Archives instead of a single huge one, because the file size of one would just get too huge.

Due to the Filesize exploding (The unpacked Mod is now like 1,50GB huge), and it absolutely AMAZES me that 7Zip could Compress the whole 1,50 Gigabyte to just 287MB!.

So.... why did the filesize explode?, well I just have gone a little too far Adding ships and stuffs where many of them don't have any use yet, but trust me on this, they will find their use soon enough, because I don't want people to Re-download all of the Megabyte I would like to see if I can establish some kind of SVN Repository with this, but it could take a while.

---WHATS NEW!!!!?---
-*Bugs(Main Feature)
-*Early Access(TM) Basebuilding!
-*The Respawn works now! (For Realz!)
-*Some new Ships
-*EVE Hurricane and Abaddon now Buyable (Seriously, you would have to farm like 4 hours for this)
-*Free money is gone D: (You can still activate it by going through the xml's)
-*STRiNGEDiT (A tool where an User can select the Name of certain Objects)
-*NUMEDiT (A tool where an User can select an Number)
-I just can't take these names Seriously, but its atleast something.
-*Updated MSSwitchBlock (Now an prompt will appear when you are close to being switched, this should solve ALOT of Issues people were having)
-*Decreased Mercenary amount of 24 to something smaller to avoid Crashes, it may still happen.
-*Note on the Basebuilding: Beware, if you build more than 1-2 Military Dockyards the game will go Apeshit in terms of Lag, I recommend using only one until I've nerfed the amount of fighters they Spawn to a more Reasonable amount.

This is what you need to be able to build anything: Supplies!, you can buy them at any Maintance Station.

.
...
This really took far longer than it should have, due to me just getting way too often distracted from this project.
It frustrates me a little bit that I still didn't fix most of the Known Bugs.... goddamn.

Last Note: For anyone willing to test in the version, please send me your Log file after you've tested it, even if there are no Errors(Haha, obviously there will be) there are many things which could go wrong and aren't being shown to you in-game, and Thank you everyone to still hanging be here to this day, to see that this mod has actually reached version 0.6.1 from literally zero is quite amazing tbh, still 4 main versions to go until Release, but even tho its only 4 (or more depending on mini-versions) there are still so much features to add and Bugs to fix, all this would have been never achieved without the help of this Community.
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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; 01-29-2016 at 02:37 PM.
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  #5  
Old 01-29-2016, 09:30 AM
-Ivo- -Ivo- is offline
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I was just testing the new build!
When you start with your walrus mothership and you open the Hangar Menu, it just says "Scanning Process Aborted: Unknown Source"
Seems that broke the game for me, I cannot modify my mothership.
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  #6  
Old 02-22-2016, 05:10 PM
Areneth Areneth is offline
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Hello,

I'm getting a runtime termination when using your modified exe files.
Installed through bat, exe's copied manually.
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  #7  
Old 02-22-2016, 10:05 PM
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nocalora29 nocalora29 is offline
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Try copying all of the files manually, the batch is famous for not working most of the time.

If it still doesn't work, tell me what version you are trying to install the mod on, and did you install any other patches except just the standalone steam 1.12 version?, and also the LOGfile.txt inside the main game folder would help me find the problem here, too.

Just copy its contents into http://pastebin.com/ and give me the link to it.
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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; 02-23-2016 at 02:06 AM.
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  #8  
Old 02-23-2016, 06:46 PM
Areneth Areneth is offline
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Did manual copy, same runtime crash.

The version is 1.12 (tho im unsure, because it pirated), did not install anything additional.
Problem might be with repack, will try to download the other one.

Here is my log.
http://pastebin.com/CHXgFCUK
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  #9  
Old 02-25-2016, 01:12 PM
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nocalora29 nocalora29 is offline
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Default @Areneth

Well, I've tried to install an completely new installation of SW using Skidrow's Release.

and it turns out it works without any problems, well nothing like that happened of what you have described, kind of an silly question but I have to ask this:

Did the original game .exe work even before you installed the mod?, if it really did work before applying the mod's files, there must have been something something that corrupted the .7z archive while you were downloading, or some files just were wrongly installed, thats also an possibility.

Oh and make sure you run the newest installment of 7Zip, since the .7z file format can only be read perfectly by very few other Archivers, WinRar has the capabilities it seems, I don't know of any other tbh.

The last possible reason as of why it doesn't work could be just some missing DLL's, like not having DirectX 9 Jun2010 which sw3 seemingly uses, I don't say it needs to have this version, but its likely.

Eitherway, I hope you resolve this issue ^^.

PS: Heres the Magnet Link for the Release I've used.
MAGNET
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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)
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  #10  
Old 03-08-2016, 11:11 PM
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nocalora29 nocalora29 is offline
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Hey everyone, Im just announcing that there will be an Minor update this week, which addresses mostly Bugs and The Templars and also polishment of the "Elite Templars", I have some plans for the Templar faction, I also plan to actually make some new systems which the Templars completely control, but it won't make it into this update.

-They also have been integrated into the Corporate Service Menu, with an respectable price.


And also, if anyone else has got Ideas for interesting high-tech weapons/Missiles, let me know ASAP.

-Credits also got updated, check them out if you want to know who created those badass sounds.

*New Templar Weapons List
*(T) Marked = Turret compatible
-"Sancti Missionem / Holy Discharge" - Autocannon - Damage: 65 x16
-"Pulsans Sol / Pulsating Sun" - Pulse laser - Damage: 125 x7 (T)
-"Liquefacio / Desintegrator" - Particle accelerator - Damage: 1024 (T)
-"Coronam / Red Crown" - Beam laser - Damage: 80 x20 (It was tough to make an "consistent" beam, but I think this will work out) (T)
-"Sanctum Gladium / Holy Sword" - Gattling laser - Damage: 32 x32 (Thanks for the idea, Lotrek) (T)
-Next up: Whatever I come up

I will just leave this here...
YT-VID-LINK
YT-VID2-LINK
it took me a really long while to actually learn how to create new PFX for weapons, it definitely took too long, but it was worth it
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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; 03-10-2016 at 03:59 AM. Reason: New weapons
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