[MOD] Explore and Salvage v1.0 (4.0 Update)
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
is there a chance we can get ultra dangerous alpha version that might blow up our pcs?
X4 Advert Redesign : https://www.nexusmods.com/x4foundations/mods/899
Split Voice Overhaul : https://www.nexusmods.com/x4foundations/mods/598
Split Voice Overhaul : https://www.nexusmods.com/x4foundations/mods/598
-
- Posts: 1244
- Joined: Fri, 8. Nov 13, 22:35
What? xDPrivata wrote:is there a chance we can get ultra dangerous alpha version that might blow up our pcs?
Worst thing that could ever happen to you is getting very low fps, maybe, if your pc is very old, you might get a ctd.
Good thing is that i used a multiplier which can be set by the user.
This hopefully helps to avoid too slow frame rates.
I was just loling about the exploding pc part but what I ment was would you share alpha builds of this ?iforgotmysocks wrote:What? xDPrivata wrote:is there a chance we can get ultra dangerous alpha version that might blow up our pcs?
Worst thing that could ever happen to you is getting very low fps, maybe, if your pc is very old, you might get a ctd.
Good thing is that i used a multiplier which can be set by the user.
This hopefully helps to avoid too slow frame rates.
I actually have high fps and never suffered from fps issues even on day 1
X4 Advert Redesign : https://www.nexusmods.com/x4foundations/mods/899
Split Voice Overhaul : https://www.nexusmods.com/x4foundations/mods/598
Split Voice Overhaul : https://www.nexusmods.com/x4foundations/mods/598
-
- Posts: 1244
- Joined: Fri, 8. Nov 13, 22:35
Ya, the whole wip thread is just about that.Privata wrote:I was just loling about the exploding pc part but what I ment was would you share alpha builds of this ?iforgotmysocks wrote:What? xDPrivata wrote:is there a chance we can get ultra dangerous alpha version that might blow up our pcs?
Worst thing that could ever happen to you is getting very low fps, maybe, if your pc is very old, you might get a ctd.
Good thing is that i used a multiplier which can be set by the user.
This hopefully helps to avoid too slow frame rates.
I actually have high fps and never suffered from fps issues even on day 1
I'll reach a point soon where i can't go on without feedback. ^^
I just need to finish some things, then you guys can try the alpha.
right thanks ! have an argnu flavored cookie ?....
X4 Advert Redesign : https://www.nexusmods.com/x4foundations/mods/899
Split Voice Overhaul : https://www.nexusmods.com/x4foundations/mods/598
Split Voice Overhaul : https://www.nexusmods.com/x4foundations/mods/598
Wow Socks you have been busy since last I popped into the forums - really liking this idea. Is it possible for your debris fields to spawn in the temp zone created when entering empty space? Maybe you've already mentioned this and I missed it, if so, well my bad...but seriously, great idea, love the concept of actually being able to explore.
-
- Posts: 1244
- Joined: Fri, 8. Nov 13, 22:35
Ya.. i really have been busy. ^^dijital wrote:Wow Socks you have been busy since last I popped into the forums - really liking this idea. Is it possible for your debris fields to spawn in the temp zone created when entering empty space? Maybe you've already mentioned this and I missed it, if so, well my bad...but seriously, great idea, love the concept of actually being able to explore.
There are 4 types of fields which can spawn. Each type has different chances to spawn and different properties. (Type 1 is the smallest and might spawn a wreckcount about 1-15 wrecks, while type 3 spawns fields between 1000 and 2000 wrecks (all depending on the multiplier, the player chooses))
All of them are spawned when the player changes his zone.
This can be flying from one zone into another or leaving a highway.
3 types despawn once the player leaves this zone to prevent the game from slowing down.
The last type are the bigger fields which have a fixed location, they only despawn and reset once a player leaves the sector.
They will stay regardless of the zone the player is in.
Last edited by iforgotmysocks on Thu, 30. Jan 14, 15:14, edited 1 time in total.
-
- Posts: 1244
- Joined: Fri, 8. Nov 13, 22:35
Progess looks indeed very good, i think i'll release at the weekend.
New changes:
- temporary types of trashfields stay for a couple zonechanges so the player won't see stuff despawning infront of his face, just because he went into another zone by accident.
- lootdrops spawning/despawning works correctly
- some small bugs fixed
EDIT:
And i finally ran into some problems which would take a little more time.
Its most likely not gonna be released today, sorry guys.
New changes:
- temporary types of trashfields stay for a couple zonechanges so the player won't see stuff despawning infront of his face, just because he went into another zone by accident.
- lootdrops spawning/despawning works correctly
- some small bugs fixed
EDIT:
And i finally ran into some problems which would take a little more time.
Its most likely not gonna be released today, sorry guys.
I had an idea , would it be possible that , in the debrie and/or astroid fields that there a chance of getting nebulas? as it realy adds to atmosphere , or gases or particles.
X4 Advert Redesign : https://www.nexusmods.com/x4foundations/mods/899
Split Voice Overhaul : https://www.nexusmods.com/x4foundations/mods/598
Split Voice Overhaul : https://www.nexusmods.com/x4foundations/mods/598
-
- Posts: 1244
- Joined: Fri, 8. Nov 13, 22:35
I tried adding fog a while ago, but it didn't work out yet.Privata wrote:I had an idea , would it be possible that , in the debrie and/or astroid fields that there a chance of getting nebulas? as it realy adds to atmosphere , or gases or particles.
I'm staying on this but it most likely won't be part of the first release.
allright np.
anyway its going to be epic when this is out , I feel that your mod will add to that exploration aspect that is somewhat present but unfinished in the vanilla game.
anyway its going to be epic when this is out , I feel that your mod will add to that exploration aspect that is somewhat present but unfinished in the vanilla game.
X4 Advert Redesign : https://www.nexusmods.com/x4foundations/mods/899
Split Voice Overhaul : https://www.nexusmods.com/x4foundations/mods/598
Split Voice Overhaul : https://www.nexusmods.com/x4foundations/mods/598
-
- Posts: 1244
- Joined: Fri, 8. Nov 13, 22:35
Don't expect too much yet. ^^ I wouldn't release it in that state normaly.
I just have to do it to get some information about the performance on other pcs, but it is very far from being a releasable, stable version.
I most likely have to rewrite it couple times until i found a good way to go through with this.
I just have to do it to get some information about the performance on other pcs, but it is very far from being a releasable, stable version.
I most likely have to rewrite it couple times until i found a good way to go through with this.
well I dont mind using my pc as a test subject (its quite powerfull)iforgotmysocks wrote:Don't expect too much yet. ^^ I wouldn't release it in that state normaly.
I just have to do it to get some information about the performance on other pcs, but it is very far from being a releasable, stable version.
I most likely have to rewrite it couple times until i found a good way to go through with this.
all I need is some ruins or astroids and npc spawns and im good for 100s of hours
X4 Advert Redesign : https://www.nexusmods.com/x4foundations/mods/899
Split Voice Overhaul : https://www.nexusmods.com/x4foundations/mods/598
Split Voice Overhaul : https://www.nexusmods.com/x4foundations/mods/598
-
- Posts: 1244
- Joined: Fri, 8. Nov 13, 22:35
Just to keep you posted, i'm dealing with a "last" problem currently.
Sadly this one leads to a crash, and i have no idea what it triggers. :/
Thats what i get in the debug log, once the crash happens, and no, it is not about any npc spawning or despawning in the mod, because the error also happens if i do not spawn any npc.
[General] ======================================
[=ERROR=] Invalid case. CommanderSet event retrieved for an newcommander which is no longer attached to the gamegraph. [ Stefan ]
[General] ======================================
If somebody may have seen this one before, i'd be glad for a hint.
Sadly this one leads to a crash, and i have no idea what it triggers. :/
Thats what i get in the debug log, once the crash happens, and no, it is not about any npc spawning or despawning in the mod, because the error also happens if i do not spawn any npc.
[General] ======================================
[=ERROR=] Invalid case. CommanderSet event retrieved for an newcommander which is no longer attached to the gamegraph. [ Stefan ]
[General] ======================================
If somebody may have seen this one before, i'd be glad for a hint.
is it not that it saved a part of the temp zone and is trying to call upon it?iforgotmysocks wrote:Just to keep you posted, i'm dealing with a "last" problem currently.
Sadly this one leads to a crash, and i have no idea what it triggers. :/
Thats what i get in the debug log, once the crash happens, and no, it is not about any npc spawning or despawning in the mod, because the error also happens if i do not spawn any npc.
[General] ======================================
[=ERROR=] Invalid case. CommanderSet event retrieved for an newcommander which is no longer attached to the gamegraph. [ Stefan ]
[General] ======================================
If somebody may have seen this one before, i'd be glad for a hint.
X4 Advert Redesign : https://www.nexusmods.com/x4foundations/mods/899
Split Voice Overhaul : https://www.nexusmods.com/x4foundations/mods/598
Split Voice Overhaul : https://www.nexusmods.com/x4foundations/mods/598
-
- Posts: 1244
- Joined: Fri, 8. Nov 13, 22:35
is there any progress on the mod?
hope everything is allright
hope everything is allright
X4 Advert Redesign : https://www.nexusmods.com/x4foundations/mods/899
Split Voice Overhaul : https://www.nexusmods.com/x4foundations/mods/598
Split Voice Overhaul : https://www.nexusmods.com/x4foundations/mods/598
-
- Posts: 1244
- Joined: Fri, 8. Nov 13, 22:35