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Star Wars Mod - continued
Attached is an 1.20 update for the Star Wars mod.
This update has more items and a few small quests added. I am trying to add two major quests, but I can't get them to work correctly right now. |
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I know this is a stupid question, but where do you put the .rar file? I have it in the general game folder and it isn't listing on the Mod list.
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The .rar file is a compressed file. You will need a program to decompress it.
Afterwards, place the files in the general Weird Worlds directory. |
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1 Attachment(s)
I have attached the v1.60 of the Star Wars mod.
I have added some music, an item or two, a major quest, and the Hutt race. Once in a while, I would find a star system without a name, but I can't find why it is doing that. |
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I applaud the effort you've made with this mod, though I do have one small point of criticism:
The battle music. The first two lines from the operatic opening to the phantom menace "the duel of the fates" gets on my nerves. so i've changed it. but other than that, good work |
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Yeah, the music can do that. I couldn't find anything else.
Originally, I was only going to have that music playing when the Episode IV and Episode VI Death Stars were in battles, but I couldn't swing it. I will be doing one more version of the mod, which I was planning on changing some of the sound work. (It will be some time before I do the the next mod. Most of my time is now used for designing a board game.) If you find anything else annoying or some mistakes, please let me know. |
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Amazing mod, well done! Having lots fun playing it...
So many great items, I love the star charts too! :-) Wish I could add new weapons to the empty slots. You must have worked really hard making this, wow. |
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It seems it is only me, but after selecting the mission the game crashes badly for me... Any Idea why?
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Oh yeah, happens for me as well, I think you have to accept the settings that are set as default then it doesnt crash. I also managed to work it with a couple different settings, but you can't play with large x 3.
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I am very excited to try this mod, but it crashes for me everytime I begin, regardless of the settings. It crashes after the intro dialogue "your request for a ship has been granted, blah, blah." The combat simulator works fine, though.
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I got the MOD working, so here's a bit of feedback with what I am finding.
1. The Z-95's seem to be way more effective than the X-Wings - in ANYTHING. My Z-95's ripped a Star Destroyer to shreds in seconds while my X-Wings could barely dent a corvette in combat. It doesn't matter what I take on, the Z-95's kick ***, the X-Wings get blown out of the sky in two seconds. I think it should be the other way around. 2. Capital ships seem to be completely useless against fighters. Shouldn't they be able to mount guns that work better against fighters? I can't seem to mount many of the guns that would be useful against fighters and the Flak guns seem to be of little use, especially since I can only find one of them. 3. With the Bith fighters having the teleporting ability of the Zorg, it makes them almost unbeatable in combat. They take a few shots, jump to a new location and by the time my ships can get their guns pointed at them, their shields have gone back to full. Anyways, I can tell you've done a lot of hard work on this mod and it is lots of fun, but I think it's a bit unbalanced in combat. Keep up the good work. If I can help with anything, let me know. |
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1) I didn't see anything that was preventing the X-Wings from being effective. The difference between the Z-95's and the X-Wings is a computer system and photon torpedoes, which is identical to the movies.
2) Yes, the capital ships need to be outfitted with the correct weapons to battle fighters. Some weapons can't target fighters, because the fighters are too small and fast. (I tried to make it as realistic as possible. They made similar comments during the movies.) 3) Yes, the Bith fighters are viscious in their own right. You need to kill them before their capital ships get within range. |
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Are there any progress on this mod? The crashes are really annoying and this great mod does not deserves this... I'd love to play it but I'd rather not if it freezes my sysstem... Please cure this!
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Can you be specific about when it crashes?
Is it at a specific place on the map? A specific point, when the game is loading? Are you having other problems? (I am not experiencing any crashes, when I play the mod.) |
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I'm running this on a Mac, so people playing the game on Windows machines may be getting something different.
This mod freezes–-which is to say, I get the pinwheel cursor and the application becomes unresponsive, requiring a force quit-- for me when I click the "start" button in the mission selection screen. The console offers this: 8/27/08 5:48:18 PM [0x0-0x22e22e].com.digitaleel.weirdworlds[2793] ERROR: audio_loadasset can't find combat/wp_flakshot.wav 8/27/08 5:48:18 PM [0x0-0x22e22e].com.digitaleel.weirdworlds[2793] ERROR: File not found: graphics/items/s_subspace.jpg While wp_flakshot.wav is present (I don't think it's the problem, anyway), s_subspace.jpg has gone missing. In an attempt to prevent it's deletion, I installed the mod fresh and locked every single file in the mod folder. It didn't help. I hope this helps. |
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Charliecooper: The mod crashes just after when I pick my ship and the staff gives me the assignment...
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I stand corrected. Today it crashes every time I attempt to start a scenario, no matter what the ship. Still no errors though.
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Aha! (I hope). I bumped up the numbers per the suggestion in a thread elsewhere, and I'm running again.
Thread: http://forum.shrapnelgames.com/showthread.php?t=38598 Incidentally, even running the program under IDA Pro didn't reveal anything that looked like a significant issue in the debugger. |
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Well that lasted exactly until I stopped and restarted WW. Now it's back to locking up again. Looking at the stdout file, it cuts off in the middle of fleet entries, so there may still be something to the numbers issue.
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I am not able to reproduce the problems you are experiencing.
I will make the previously posted changes, when I have more time. |
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Also, I've run into problems with passengers. It's not uncommon for this mod to force you to take so many passengers you wind up stuck, unable to "sell" them trade them, or otherwise discard them. Can't move or really do anything else at this point. In the last game, I had six passengers. You need to fix that. Anyone know how to adjust the range at which a summoned ship comes in? That Mon Calamari ship really wreaks havoc on fleets since it's quite insistent that it's going to land right in the f****** middle of my ships which get pushed around out of firing position. Quite irritating. |
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1 Attachment(s)
OK, I have uploaded Rebel Alliance v1.62.
I've made some changes. I have cleaned the code and reloaded the standard map information, instead of the larger maps I was using before. Also, I removed the battle music I was using. When I have more time, I will find different music. |
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