[MOD] Capital Ship Bridge

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Litauen
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[MOD] Capital Ship Bridge

Post by Litauen » Sun, 14. Sep 14, 23:27

Image

Mod adds bridge to the capital ships (L and XL) and provides Crew taxi service.

Version history:
Minor update to previous version by Armodeus and alexalsp (link).
2.49 DE and RUS language update, and a display bug fixed (alexalsp link).
2.47 Passenger Engineers can now repair the Skunk (alexalsp link).
2.46 alexalsp update for Armodeus version (link).
2.40_updated Armodeus update for Rebirth v4.0 (link).
2.40 Vulture, Albatross, Crane, Phoenix, Condor bridge placement fix
2.35 IT/RU lang for taxi service, Onil bridge fix, Fields of Opportunity maps
2.30 Crew taxi service
2.20 Crew quarters, Albion sector maps
2.15 Far Out sector map, Dyn.Galaxy Map multi-language support
2.11 Fix for Styrvok Viewing Platforms
2.10 Viewing Platforms
2.04 Guns
2.00 Dynamic Galaxy Map
1.95 Static Galaxy Map
1.92 Announcements fix + pancakes
1.90 Hack Terminals
1.81 Hull/Shields text placement fix for 3.00beta
1.80 Holo Monitors for the Captain
1.73 Boosting announcements, clean debug log
1.70 Working doors/airlocks
1.60 Hull/Shields Dynamic Announcements
1.51 Less frequent announcements
1.50 Bridge announcements
1.46 Shield generator's sound disabled, new bridge ambient added
1.45 Fix to Fulmekron/Construction Vessel bridge placement, attempt to solve rare falling problem
1.42 Fix for better/faster environment drawing
1.41 Fix for active NPCs locations
1.40 Skunk in the garage, captain's room, engineer's room, more NPCs
1.31 Starting position fix for the player
1.30 Landing platform with Skunk is back, position fixes on all ships for better view
1.24 Security and operators
1.20 Sitting crew, Skunk button, less lights, holo display, more monitors
1.10 Workplaces with monitors
1.00 Initial release

Known problem with flickering shadows. This is engine's limitation. Can't do nothing at the moment.

NOTE: When removing mod, do not save in the bridge.

Link for the older v2.40: Download/Subscribe from Steam (see above for updated versions).

POPULAR REQUEST to implement active consoles/monitors/radar/etc - Don't know how to do it yet.


Edit: Hyperlink added to a post with an update for this splendid mod provided by Armodeus and alexalsp - Sparky
Last edited by Litauen on Sat, 28. Mar 15, 16:54, edited 34 times in total.

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NZ-Wanderer
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Post by NZ-Wanderer » Mon, 15. Sep 14, 00:31

Thank you Thank you Thank you :D

** Rushes off to subscribe and look at my brand new bridge :) **

Sparky Sparkycorp
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Post by Sparky Sparkycorp » Mon, 15. Sep 14, 01:02

Super :)

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NZ-Wanderer
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Post by NZ-Wanderer » Mon, 15. Sep 14, 01:54

And here is the first view of my newly captured Titurel from the brand new bridge :)

http://cloud-4.steampowered.com/ugc/535 ... 8E098DAD2/

So far I have crossed 2 galaxies on it, and it really feels like I am on a proper bridge rather than a landing platform...

Amazing work :thumb_up:

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Earth Ultimatum IV.
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Post by Earth Ultimatum IV. » Mon, 15. Sep 14, 10:55

I have two questions:

Uninstallation - can I simply delete the mod to make everything normal?

Is this bridge on all capships, or just on the Titurel?

UniTrader
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Post by UniTrader » Mon, 15. Sep 14, 11:04

Earth ultimatum IV. wrote:I have two questions:

Uninstallation - can I simply delete the mod to make everything normal?

Is this bridge on all capships, or just on the Titurel?
1. i wouldnt recommend to be on a bridge during removal, and it is probably better to fly around in the Sector to unload/remove all bridges before (they are created on demand and are not persistent) - but yes, you can remove it ;) (same aapplies to installation)

2. the Bridge is replaced on all Capships, but just tested on the Titurel ;)
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)

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NZ-Wanderer
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Re: [MOD] Capital Ship Bridge

Post by NZ-Wanderer » Mon, 15. Sep 14, 22:14

Litauen wrote:Suggestions welcome.
One little suggestion if I may :)
Have a ramp going down to the very front and a walkway around the glass area so that we can wander down and look out from the very edge :)

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Nikola515
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Post by Nikola515 » Tue, 16. Sep 14, 02:07

Finally :D

Thanks man I think im going to start playing XR again :wink:
It's not world hunger because we can't feed poor,it's because there will never be enough to feed the rich .....

oldviper585
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Post by oldviper585 » Tue, 16. Sep 14, 02:38

Small problem. The 5 star crew mod does not work with your mod. Had the same problem with the remove boarding cut scene mod. Any ideas?

Thanks

Old viper

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Aken_Bosch
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Post by Aken_Bosch » Tue, 16. Sep 14, 10:56

:o Now that's talking about mods :lol:

Wonderful work, even in those early stages! I still cannot test this first hand (waiting for 2.5 to go official), but seeing from the video and feedback it's definitely the next thing to subscribe in the workshop...by the way, just discovered also your Station Announcements mod, instant classic :D, kudos for that also!

Would not surprise me if, with a bit more of polish, this mod goes the way of NESA (being integrated as part of a next build of the game, that is)...I'm wondering if linolafett noticed this yet....

Keep up the work! (and btw...did you really learn to edit a complex model in blender in two days? I've not been able to modify a cube in a year of trying :D)
Image

Sparky Sparkycorp
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Post by Sparky Sparkycorp » Tue, 16. Sep 14, 11:27

Aken_Bosch wrote:(...I've not been able to modify a cube in a year of trying :D)
Don't feel bad - as Borg, your subconscious probably prevents you improving on perfection :)

You're right about those announcements, they are great. With them audible outside stations, I sometimes find myself slowing down to listen to them before boosting off to a highway :D

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NZ-Wanderer
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Post by NZ-Wanderer » Tue, 16. Sep 14, 13:27

Just noticed that in ONE day you got 101 subscribers to your mod :) - great work...

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NZ-Wanderer
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Post by NZ-Wanderer » Tue, 16. Sep 14, 16:37

Just made my very first ever video :D

Showing off the new bridge..

http://youtu.be/Be8iCM8BzRY
Last edited by NZ-Wanderer on Wed, 17. Sep 14, 01:04, edited 1 time in total.

Privata
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Post by Privata » Tue, 16. Sep 14, 16:48

The Capital Ship Bridge mod changed everything for ever....

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Litauen
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Post by Litauen » Tue, 16. Sep 14, 17:06

@NZ-Wanderer
One little suggestion if I may
Have a ramp going down to the very front and a walkway around the glass area so that we can wander down and look out from the very edge
if you go down from the ramp you would see holes in the model currently, so maybe in the future

@oldviper585
Small problem. The 5 star crew mod does not work with your mod. Had the same problem with the remove boarding cut scene mod. Any ideas?
I checked the code of this mod and could not see any code which could interefere with the bridge mod. What happens when you use these mods together?

@Aken_Bosch
(and btw...did you really learn to edit a complex model in blender in two days? I've not been able to modify a cube in a year of trying)
I had experience with 3DMax many years ago, so Blender with some online tutorials is quite easy to grasp

@Sparky Sparkycorp
You're right about those announcements, they are great. With them audible outside stations, I sometimes find myself slowing down to listen to them before boosting off to a highway
Really? I was not aware of this that announcements are played OUTSIDE the stations. Should you be in the station when they start and then quickly leave the station to hear them?

Can I use this sentence as testimonial in the Station Announcements page?

---

Currently dissecting Skunk cockpit, will try to master some platform from its parts for the monitors in front of empty chairs:

Image

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