Space Pirates and Zombies

Space Pirates and Zombies

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WarStalkeR 21. mars 2015 kl. 22.02
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[MOD] Fight for Universe: True Origin (v0.93.3)
Before everything and Not to be Forgotten: Fight for Universe: True Origin should be played on INSANE difficulty. Or at least started on it...

Story so Far
Rez. Rez is power. Whoever controls flow of Rez, controls everything. Rez attracts people, explorers, researchers, magnates. Attraction of Rez so powerful, those even whole corporations are built only on idea of gathering Rez. But now it attracted something more deep and unknown, something more powerful, something that this galaxy never seen. And it's up to you to discover it...
(At the release of the v1.00 will be replaced by the trailer).

Download Links
Fight For Universe v0.93.4 - lets say it is a very good beta.
https://drive.google.com/file/d/1V-dqHG7FNVPhqWgshdohfOL7BCVnEz3g/

Chapter 4 Broken Save Game for Debugging - (almost) all modules and enough resources to test them. Enjoy (or suffer)!
https://drive.google.com/file/d/1eZIeSURs-XosYoo0OA638tY6GWIROW8i/

Mod Features
  • Procedural functions that will show true parameters' values. Thanks Stonechimes!
  • Some static parameters used more dynamically and effectively.
  • Revised ships' and stations' mount points for more deep customization.
  • New types of turrets, which allow players to refit their ships as they want.
  • More advanced usage of damage types and resistances in armors and shields.
  • Tweaked and improved research bonuses for creation of total carnage.
  • Reworked old and completely new weapons, armors and other modules.
  • Freedom of choice, now you have 80+ weapons and 60+ modules to choose from.
  • Reactors affect ships' explosion parameters. Hmm... Antimatter Reactors... Hmm...
  • Independent Defense Force ships, that have something to do with this story... probably...

TODO List
  • Implement brain-wiping storyline in to campaign.
  • Make IDF ships unlockable based on storyline progressinon.
  • Find and fix all unfound bugs. And improve features by the way.

Installation Notes
  • To unpack mod you need something that supports 7zip archives. I suggest to use this (ad-free, freeware and so far best compression) tool: http://www.7-zip.org/download.html
  • Before installing new version of mod, don't forget to remove previous version of mod completely, i.e. delete "FightForUniverse_TrueOrigin" folder from "mods" folder completely.
  • Archive files itself now contains two folders: "game" and "mods" so if you are interested to install only mod, then copy "FightForUniverse_TrueOrigin" from "mods" folder in to your Space Pirates and Zombies "mods" directory.
  • (Very Suggested) If you are interested to install graphics side mod, just copy and overwrite "game" directory that in your Space Pirates and Zombies folder. Important: It overwrite original game files! Make backup if necessary! (If not install this part, Research Screen will be a little bit screwed up).
  • In order to check research requirements for turrets & weapon, check it in the Research Screen and not in list of all modules.
  • Save folder location in Windows 7: c:\users\%username%\appdata\roaming\minmaxgames\spacepiratesandzombies\b_save\
  • Never change the name of the mod's folder! Some parameters are bound to a certain path and folder's name. Doing any changes may result in mod's instability and crashes!

Usage Notes
  • You need to start new game, since this mod is mostly incompatible with original save games.
  • For now all IDF hulls are still unlocked from the very beginning. For sake of testing. Don't use them if possible.
  • Don't be greedy, don't mount over 9000 Mass Bombs - I can do nothing with engine's limitation.
  • Please, try as long as possible to play on INSANE difficulty. And try to enjoy it too :)

Avoidable Bug
Bug that occurs some times, but can be easily healed:
Sometimes, even if you unlocked all required technologies and acquired all required blueprints, certain module still not unlocked and grayed out. In order to bypass/heal that bug, you must go to your mothership's location, save game, exit to main menu, exit game and load saved game. After these actions, earlier grayed out and locked module should be unlocked, usable and have its own defined color.

How to report Bugs & Crashes
Everybody who encounters error or something that didn't worked as intended, while playing my mod, before posting "X is not works!" follow these steps:
  • Upload here your console.log file, that reside in: steam\steamapps\common\space pirates and zombies\
  • Upload your last save prior to error, that reside in: c:\users\%username%\appdata\roaming\minmaxgames\spacepiratesandzombies\b_save\. Please, don't forget that save consists from 2 files: sg_%NAME%.cs.dso and si_%NAME%.cs - I need both of them for analysis.
  • Make an detailed description of actions you made and error that followed them. I'm not a telepathic and can't find reason behind the crash without your help.
  • Don't ask me for help and tell me that there is error if you edited some of my mod files or added other files/mods to my mod, it's your own fault!
  • Use http://pastebin.com/ to upload console.log and post here only link to it.
  • Use http://imgur.com/ to upload any screenshots and post here only links to them.

Additional Information
Sist redigert av WarStalkeR; 10. juni 2020 kl. 9.00
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deltatchief 18. mai 2015 kl. 16.44 
ATTN TO PEOPLE HAVING CTD ISSUES: From the SPAZ forum topic for this mod, a poster did some debugging and found that if you turn effects slider to 0, it'll be fine. I have all other settings maxed and the game looks great still.

I do have one question though. I've had my eyes locked on the completed recipe for the Nanometric Compression Chamber for awhile. I finally got hull 6 just now, but to my surprise when I wen to place the chamber on my utility slots, it is still greyed out!! Is this a known issue? Is it disabled? Please let me know! Thanks!
ignis 18. mai 2015 kl. 20.21 
Effect slider only affects one of CTDs causes. It still crashes very often on zombie fights and pretty often everywhere.

Tech requirements are a bit messed up. Sometimes requirement in item description does not match one from tech tree, and there is a bug when having tech level does not enable item. Second can be fixed by save-load cycle.
yeah I am getting mad CTD when fighting zombies during story missions, it CTD 3 time when I fought that UTA mothership in the core
As well as trying to do the mission taking candy from a zombie. Seems that when I destroy one of the rez targets the zombie explosion spawn effect is causing the zombies to crash the game.
Sist redigert av Epic The Incandescent; 18. mai 2015 kl. 21.25
deltatchief 19. mai 2015 kl. 18.31 
Opprinnelig skrevet av ignisru:

Tech requirements are a bit messed up. Sometimes requirement in item description does not match one from tech tree, and there is a bug when having tech level does not enable item. Second can be fixed by save-load cycle.


Where do I find the Tech Tree? If it is in the hangar, then I can't see the requirements because the tech is not contained within that window and there is no way of scrolling. Is there a specific file I can view with the tech requirements?
well you could hover over the various tech levels themselves, thats what I do. I love this mod but it clearly doesnt love me, damn ctd in the zombie areas. This error "CreateEffectAtPosition has been given an invalid Datablock!" I get this error in the taking candy from zombie mission constantly, I did beat it once but it seems the spawn effects do not like my cloaked bomb sniping shenanaigans
Sist redigert av Epic The Incandescent; 19. mai 2015 kl. 21.59
LordNSR 31. mai 2015 kl. 9.34 
i believe 1 of the CTD is caused when you get your beacon low hp while infested.
for the most part the undead areas and any area with heavy as ♥♥♥♥ missile fire is crash city for me
WarStalkeR 4. juni 2015 kl. 22.20 
Having a hard time finishing work on DSO Decompiler (it only partially decompiles DSO files of SPAZ), yeah my C++ skills suck big time. So, if somebody has serious C++ skills and have free time - I'm really need your help!

CreateEffectAtPosition - is core Torque's Function that tries to create effect that probably was removed by me during "Datablock Cleaning" procedure. t2dSceneGraph::pickRadius() - is also core Torque's Function, probably somewhere I've put 0, where it shouldn't be. I will check again step-by-step each datablock I removed. Maybe some of them are hardcoded and can't be removed in a simple way.
Sist redigert av WarStalkeR; 4. juni 2015 kl. 22.23
Opprinnelig skrevet av WarStalkeR:
Having a hard time finishing work on DSO Decompiler (it only partially decompiles DSO files of SPAZ), yeah my C++ skills suck big time. So, if somebody has serious C++ skills and have free time - I'm really need your help!

CreateEffectAtPosition - is core Torque's Function that tries to create effect that probably was removed by me during "Datablock Cleaning" procedure. t2dSceneGraph::pickRadius() - is also core Torque's Function, probably somewhere I've put 0, where it shouldn't be. I will check again step-by-step each datablock I removed. Maybe some of them are hardcoded and can't be removed in a simple way.
what file would I need to open to find said blunder? I would like to help you figure out the issue since I do like the mod a great deal.
deltatchief 5. juni 2015 kl. 15.23 
Opprinnelig skrevet av WarStalkeR:
Having a hard time finishing work on DSO Decompiler (it only partially decompiles DSO files of SPAZ), yeah my C++ skills suck big time. So, if somebody has serious C++ skills and have free time - I'm really need your help!

CreateEffectAtPosition - is core Torque's Function that tries to create effect that probably was removed by me during "Datablock Cleaning" procedure. t2dSceneGraph::pickRadius() - is also core Torque's Function, probably somewhere I've put 0, where it shouldn't be. I will check again step-by-step each datablock I removed. Maybe some of them are hardcoded and can't be removed in a simple way.

I too would love to help! I have a background in C, C++, and C#. If you PM me the files to take a look at, I'll give it a shot in debuggin the situation. I may also need a save file where the crashes are consistantly happening.
oh I can provide one of those, just go pick a fight with any of the sci stations or UTA level 3 bases for longer then 5-8 minutes and you will see your crash. The zombies are pretty much guarnteed crash on missions that involve you breaking lots of zombie infested objects(astroids/stations)
Sneed Fartbuckle 14. juni 2015 kl. 9.51 
Im suffering from random crashes, is any one else getting this? or is there like a work around or fix?
Montiblanc 14. juni 2015 kl. 17.42 
i guess it was a safe call to keep the previous version xD
WarStalkeR 31. juli 2015 kl. 10.27 
Opprinnelig skrevet av deltatchief:
I too would love to help! I have a background in C, C++, and C#. If you PM me the files to take a look at, I'll give it a shot in debuggin the situation. I may also need a save file where the crashes are consistantly happening.
Thanks for volunteering to help me with DSO Decompiler! I'm (and entire SPAZ modding community) counts on you :)
deltatchief 31. juli 2015 kl. 17.37 
As of right now, what you asked is a bit out of my league and would take more time than I care to understand the depths of what needs done. If anyone has C++ experience and indepth compiler programming knowledge along with being able to quickly ramp up on the differences between revisions of 2 versions of roughly the same project, please speak up.
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