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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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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.
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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) |
#2
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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**
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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; 02-01-2018 at 12:44 AM. |
#3
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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!
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#4
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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. ![]() |
#5
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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.
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#6
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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 =) |
#7
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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! |
#8
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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.
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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; 03-12-2018 at 03:28 PM. |
#9
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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?
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#10
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IIRC it isn't save compatible to games prior to the mod installation, so: No, sadly.
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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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