[MOD] Hiigaran Crossroads v2.2 (GV 4.30+ : TO/HoL/CWIR Optional)

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birdtable
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Post by birdtable » Sat, 31. Jan 15, 15:35

I was wondering with all the construction going on in these sectors on initial entry to Hiigaran space does it remove a number of available specialist agents throughout the galaxy....?

Solved ... Another mod appears to have drained specialists .. using beta 3.20 cleared problem.

Hlaoroo
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Post by Hlaoroo » Thu, 5. Feb 15, 05:49

I'd like a clarification please. The gates are unlocked by visiting the 'clusters'. Does this mean I must visit at least one zone or sector in each system or does it mean I must fully explore every zone in each system?

I have visited every system in my current game and the gates have not opened. I'm hoping I need to explore more and that this isn't a conflict with another mod I'm running. Like Transcend for example :)

Thanks.

Exavier724
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Post by Exavier724 » Thu, 5. Feb 15, 15:31

Hmm. Sounds like you might have something conflicting.
Are you having trouble finding the gates or are they just closed so you can't traverse through them?

The gates are coded to open when you enter the "Cluster" the connected gate is in.

If in a new game the cluster you spawn in (Albion for the campaign or Free Trade... or i think omicron for the other starts) should open before your ship even loads... If you have the log enabled an entry will show up in it.

If added to an existing game the first gate that opens will be for whatever cluster (Albion, DeVries, Omicron, Maelstrom) your ship is sitting in on game load.

After That, or if using Transend or another custom cluster as a start, the gates open the first time you visit each of the clusters after the mod is installed. If you have already been there before the mod is installed, just go through an active jumpgate to that cluster should trigger my script to open the Hiigaran gate for it.

I'll have to go back an verify compatibility as I have only tested it with with the Original version of Transend (for other cluster mods anyway). After my saves broke when he discontinued the original one and created No Highways & With Highways versions as separate mods I hadn't reinstalled them.

Currently working on improving the AI jobs & add a few more verification checks on Gates & Stations to account for some stalls. Though having the gates fail completely is a new one on me.

EDIT: Also what other mods do you have installed? I have about 30 myself that I know don't conflict but I will check any you have that I am missing.
EDIT2: Will consider looking into dumping a comment in the ingame Logbook on game load for which gates are open.

w.evans
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Post by w.evans » Thu, 5. Feb 15, 16:19

Just to confirm compatibility: I installed both Hiigaran Crossroads and Transcend with Highways to an existing save that started in X:R 3.00 with neither, and gates to both Hiigaran Crossroads and Transcend are open.

Hlaoroo
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Post by Hlaoroo » Thu, 5. Feb 15, 20:03

Thanks for your reply!

I used the Transcend No Highways : Empire start.

My other mods are : Automated emergency jump, Butterranges, Mission computer, Galaxy station range, More crew, Transcend, Remove boarding cutscene, Show Skills, TAF, UFO, WWX, YAT

I did jump the gun on Transcend sorry. It's similarity jumped out to me.

Since it would take me a while to go back and check every gate (I had the time to check Albion and Devries) I just looked at my save file.
clustergate_hiigara_bt active="0"
clustergate_hiigara_lf active="0"
clustergate_hiigara_ls active="0"
clustergate_hiigara_ss active="0"

And I don't know what this stuff means but it's all the other references I could find if it helps at all.
Hiigara_Gates script cues are all state="complete"
Hiigara_Init script cues are state="complete"
Hiigara_Life script cues are stat="complete"
Hiigara_Station script cues are state="waiting"

I don't quite know what all that means though :wink:
I don't know how to check if the events to open the gates have fired.

Exavier724
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Post by Exavier724 » Thu, 5. Feb 15, 20:53

Hmm.
Looks like something caused the gates to all close again after the Gates cues completed. Which is odd since the only mods you have that I don't are Butterranges, Transend, Remove Boarding Cutscenes, and UFO... and besides Transend activating its own gates, none of those should touch them.

Could you do me a favor and see if it happens when you start a new game (or if you still have a save prior to adding Crossroads)? Nothing spectacular needed, just start it and fly out to one of the Hiigaran gates and see if its open then see if after its saved/reloaded again (new slot recommended) the gates are still open.

Have some time this weekend planned to try and finish up the AI Jobs rework I am doing with some of the invasion code from WWX (With BR's permission) to make things move around a bit more (Dynamic patrols w fewer ship groups rather than spawning a ship group per zone). I'll see if i can add a couple of Logbook Notifications & Rechecks for when a saved game loads.

Hlaoroo
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Post by Hlaoroo » Fri, 6. Feb 15, 00:24

I started a game as Argon Merchant with the same mod list. The Omicron gate was closed. I took a look at the save game and it looks similar except all the cues not dealing with Argon/Omicron are still "waiting" while the Argon/Omicron are "complete". The station cues are "complete" except the _do ones are all "canceled".

Oh, and this

Code: Select all

<connection connection="clustergate_hiigara_ls">
<component class="gate" macro="props_gates_anc_gate_b_macro" connection="space" knownto="player" id="[0x1cb7]">
<listeners>
<listener listener="[0xae72]" event="killed"/>
</listeners>
<movement>
<offset>
<position x="-24472.375" y="14662.229" z="-39816.063"/>
<rotation yaw="-90.00001"/>
</offset>
</movement>
<offset default="1"/>
<animations>
<animation part="anim_plasma_02">
<part time="299.941"/>
</animation>
<animation part="anim_streaks">
<part time="305.081"/>
</animation>
<animation part="triggerpart_eventhorizon">
<part time="259.919" sequence="mode_inactive"/>
</animation>
<animation part="anim_fx_twirl02">
<part time="299.921" sequence="loop"/>
</animation>
<animation part="anim_fx_twirl01">
<part time="299.921" sequence="loop"/>
</animation>
<animation>
<texture>
<channel channel="1">
<value time="299.941" property="v_offset"/>
<value time="299.941" property="u_offset"/>
</channel>
</texture>
<texture>
<channel channel="1">
<value time="305.012" property="u_offset"/>
</channel>
</texture>
</animation>
</animations>
<hull min="1000"/>
<gate active="0"/>
<connections>
<connection connection="connectionui"/>
</connections>
</component>
</connection>
where the rest of the gates, and ALL of them in the main subject game are like this

Code: Select all

<connection connection="clustergate_hiigara_ss">
<component class="gate" macro="props_gates_anc_gate_b_macro" connection="space" id="[0x3b22]">
<offset default="1"/>
<hull min="1000"/>
<gate active="0"/>
<connections/>
</component>
</connection>
------------------------------------

Then I disabled Transcend and started up a new game as Argon Merchant.

Still closed.

The _ls gate is expanded like the example above. The rest are like the smaller snippet. Hiigaran Life and Gates are "complete" for Argon/Omicron but this time everything in Hiigara_Stations is "waiting".


I can load up just Hiigaran Crossroad and add mods one at a time to see if I can find anything else. But I'll have to get around to it later. I'd gladly strip out some other stuff to see this mod in action.

Thanks again.

Exavier724
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Post by Exavier724 » Fri, 6. Feb 15, 00:50

I actually would expect the "Stations" script to get to a waiting stage in a short term as its a multi-step script that sorta has to wait on the CV to get into position, get set up, then construct, and cycle through multiple modules.

Also for the other gates I would expect them to be closed on a new game unless you took the time to fly to that cluster and trigger their opening.

Why the one in Last Stand isn't opening properly. Did you actually fly out to see if the gate there would let you through?

If you do anymore tests do me a favor.
Go to Steam > Library > Right click on Game > Properties > General Tab > Set Launch Options :
-debug all -logfile debug_rebirth.log

After you run the game and verify if the is still closed when you try to fly through it, use www.pastebin.com to post me the first say 200 or so lines of the log that gets generated in My Documents / Egosoft / X Rebirth/ PayerID.

That would actually be more accurate in saying what failed specifically. Or at least it will tell me if the gates actually get opened and something else closes them for some reason.

EDIT: Actually if you would be willing to run your previous Argon Merchant test again with that I would appreciate it :)

Hlaoroo
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Post by Hlaoroo » Fri, 6. Feb 15, 01:55

Ahaha... ahhh... OK This is kind of embarrassing. The problem was a misnamed directory. Yeah... I'm so sorry. How that happened I can only guess.

Here is the pastebin
http://pastebin.com/pAnbd2n1

I've told Steam not to auto-update mods because I'm not running the 3.2 beta until it isn't a beta. I don't know if this made unsubscribe/subscribe not work which I tried a while ago. So I backed up the old mod and then deleted it from extensions manually. Started a new game and the gate was open! The pastebin up there is from the backed up version just like I posted with before.

I took a look at the backup and the directory was:
hiigarancrossroads'
Notice the '

Ugh.

I might have accidently put that in when I was deleting an old mod I got from Nexus that was conflicting with the Teladi DLC (which is why I started playing again).

The game couldn't find the mod directories. I'm surprised the game could still start really.


Again, sorry. I put you through a wild goose chase. That was silly of me. You've been a stand up dude though. Thank you so much! Now I will actually play the mod.

Exavier724
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Post by Exavier724 » Fri, 6. Feb 15, 02:12

Lmao No Prob. I've made alot of similar mistakes in just editing the thing :P

The game is actually pretty forgiving with faulty mods depending on the fault. Most of the scripts will just have their node skipped and ignored, which may completely fubar anything its linked into, but still lets the game load lol

Hope you enjoy it.
The next version is going to have some improvements for the AI fleets. Currently once all 4 gates are open 2 of the sectors can get a little crowded since the default game you basically assign the Job to a zone. The WWX scripts are letting me set up actual patrols (Spend 20min here then go visit the next random zone on your patrol list). So I don't need to spawn forces in every zone :)

Though I will add some more feedback to the Logbook if I can. Not alot, but at least a notification so people know whats been opened.

w.evans
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Post by w.evans » Sun, 22. Feb 15, 23:44

Hi Exavier,

Playing this in X:R 3.50 Beta 1. Are NL and LI supposed to build Habitations (I mean the broken down Canteran habitation stations) in Sparkling Desert?

Exavier724
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Post by Exavier724 » Wed, 25. Feb 15, 00:41

The 4 Habitats are actually initially spawned and permanent. They arn't constructed out of the economy and the owner factions are deliberately set to non-primary factions.

Essentually they are there primarily as a place to pick up hireable NPCs if you piss off the major factions that build stations in the cluster. And maybe do a little Energy/Food trading with them to help you get started until one of the other factions builds a supply station for those resources locally :)

w.evans
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Post by w.evans » Wed, 25. Feb 15, 00:47

Oh ok. Cool. Was just wondering because it was shortly after I had opened DeVries and the broken-down Canteran and Reiver habitats were still fresh in my mind the first time I saw the LI and NL habitats, and thought that I was hallucinating.

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alexalsp
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Post by alexalsp » Wed, 4. Jan 17, 12:49

russian lng

https://yadi.sk/d/WhicKJYC36sFcs

:P

In the folder - extensions\hiigarancrossroads\libraries\

empty file sound_library.xml

Code: Select all

General] 0.00 ======================================
[=ERROR=] 0.00 LIBXML2: file:///extensions%2Fhiigarancrossroads%2Flibraries%2Fsound_library?ext=xml%20xml.gz line 1, error 4: Document is empty

[=ERROR=] 0.00 LIBXML2: file:///extensions%2Fhiigarancrossroads%2Flibraries%2Fsound_library?ext=xml%20xml.gz line 1, error 4: Start tag expected, '<' not found

Exavier724
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Post by Exavier724 » Sun, 15. Oct 17, 04:26

So its been a while since I have been active on the forums or the game. Is there actually anyone still using this mod & monitoring for updates?

Finally got myself a new machine that can handle X Rebirth for more than a few hours and have more or less been rebuilding the mod from the ground up to fix the list of glitches and add some additional stuff to it, including gates to the DLC clusters & proper CWIR Support.

The update will break saved games though since I literally had to rebuild/relocate all the zones to fix some of the bugs that were caused by zones being too close together (such as mining ships wandering to zones that actually have no resources).

So I guess I should say this is fair warning to anyone playing a game with it. Update is getting closer to being ready :)


EDIT: Also I am considering adding a gamestart option to the mod for an empire builder that starts with a couple of CVs and spawns right in the middle of the cluster. Anyone got any suggestions on what would make it unique compared to the other gamestarts?

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alexalsp
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Post by alexalsp » Sun, 15. Oct 17, 11:59

Yes. These mods have a future. I've waited a long time to update. :wink:

Exavier724
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Post by Exavier724 » Mon, 16. Oct 17, 04:08

Well I hope you like what I have planned for the update. This will be a massive update to the mod. I am sure I am missing things from this list so if there are any glitches/bugs/oddities not list that should be looked at please let me know. Here is the current status :)

Fixes:
- (Done) Jumpgate alignment. I finally figured out the stupid quinterion rotational values so the gates no longer spit ships out upside down. This will reduce traffic jams since capital ships no longer have to pull into the outbound lane, park in the gate, and then roll 180 to align before actually going through.
- (Done) Zone Overlap & Resorces. Zones have been spread out more so they no longer overlap like they use to. Among other things this corrects the issue were Mining Ships thinking some of the zones have resources when in reality the false information is coming from an overlap with another zone.
- (Done) Stuck NPC Traffic. Also caused by overlap issue where some of the patrols would get stuck because they would be in both the source & destination zones at the same time causing them to never really doing anything. Also affected mining ships.
- (Done) NPC Combat traffic adjusted to be more efficient with fewer wingmen to help on computing resources. Please note this gets offset somewhat if you enable CWIR.
- (Done) NPC Trader Cargo Baskets are now empty when spawned. No more freebie wares, the traders will actually have to go get it from somewhere now.
- (Done) Readjustment of all resource regions to try and optimize their affect on peoples machines. I originally sorta spawned them with default values and left them. Dense fields look neat but using an 80km radius field when you don't need to really kills processing.

Additions:
- (Done) 4x pirate specific zones (with station & patrols)
- (Done) Significant increase of Player & NPC Build Locations (To support CWIR zone control gameplay). I will have to actually count them later but pretty much every zone in the cluster got at least 3 player accessible build locations & many got npc only locations as well.
- (Done) 2x New Gates (Teladi & Home of Light both linked)
- (Done) M Trader Adjustments. These have now been divided into two groups, Import & Export. Importers will buy 0-2 gate jumps but sell only in Hiigara, Exporters will buy only in Hiigara but sell 0-2 gate jumps. Build a Warehouse will let the M traders transfer goods between the two groups as a galactic trade hub.
- (Done) L Traders reduced to offset the gain of the M traders as galactic couriers.
- (Done) NPC Pre-built habitats replaced. There is now an NL Civ Shipyard & Johnferson Civ Boatyard in their place. A little more useful place to sell finished products to.
- (Done) NPC Factional Stations reduced from 4 per gate to 3 per gate. Civilian Shipyards removed from their control since the "neutral" factions operate them now.
- (Done) NPC Factional Stations now hard spawn rather than built from CV. The old code I was using for CV based construction didn't work properly OOZ. Not an issue in the Vanilla Game but CWIR generally killed them off before the station ever got built if player didn't visit frequently. Its still dynamic so they won't show up until the gate opens.
- (Done) Teladi & HoL only get a single NPC Factional Station for each of their gates. These gates will only activate if you actually have the DLC installed. If you don't have the DLC then they will remain closed.
- (Done) Two new bypass highway sets. These function similar to the HoL highway seamlessly transitioning between sector & cluster highways allowing you to rapidly get from jumpgate to jumpgate without using all the micro highways to visit all the zones in between.
- (Done) Multiple additional Jump Beacons. The way jumpdrives are targeted lets the code find the closest beacon to their destination when jumping. Each gate has its own beacon on the "exit facing" side to help speed up leaving the sector. Extra beacons were also added to Outskirts so Pirates & CWIR Invasions don't have to follow predictable routes.
- (Done) Additional non-resource regions to add actual clouds and gasses to areas that should be blanketed by nebula rather than just a greenish color shift. Also adding actually debris & wreckage fields to the zones named Karos Graveyard & Debris Field.
- (Done) Empire Builder style Game Start to spawn in Hiigaran Clusters with a collection of CVs.
- (Done) M Trader Consolidation to follow the same formatting I used for the combat ship jobs.
- (Testing) Verify all the new text strings have proper entires in the Language Files
- (Testing) Custom Background/Skybox for the cluster
- Proper CWIR Support. This is a big one since that mod more or less extends the life of the game and makes it more fun. I have code in place that detects if CWIR is installed.
--- (Done) If CWIR is detected all the gates will be forced open, all NPC stations will be spawned so CWIR can classify stating ownership of Hiigaran Zones properly.
--- (Done) If CWIR is detected all NPC Combat Jobs are reset to a more aggressive Defense/Invasion oriented set designed to follow CWIR's example.
--- (Done) CWIR Inspired NPC Combat Jobs actually utilize the new ship types that are added by CWIR's Player Shipyards components. Pirates also get the new toys so beware.
--- (Done) Patch to CWIR's location decoder so that CWIR invasion mechanics will actually recognize sections of Hiigaran Space and being of interest to the main waring factions. Those default stations might actually get blown away during a war.
--- (Done) Patch to CWIR's station check to include Hiigaran Space as potential location for additional NPC stations & NPC build locations to encourage expansion.
--- (Done) Player Accessible Build Locations added to the "incoming" side of the jumpgates. If a specific faction is giving you alot of issues, such as xenon invasions, then build the PMC inspired Overwatch Command Station that CWIR makes buildable on this spot. Not guaranteed to kill everything before they jump away but should make for an effective blockade.
--- (Done) Invasions not targeted to Hiigara CAN & WILL used the cluster as a shortcut. This is mostly noticeable with the Xenon trying to kill everyone as the cluster offers a useful shortcut to every major cluster in the game. They do use it heavily.
Last edited by Exavier724 on Sun, 5. Nov 17, 03:15, edited 3 times in total.

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alexalsp
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Post by alexalsp » Mon, 16. Oct 17, 13:33

multilingual support?

When will the mod be updated? In Steam the old version.

Exavier724
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Post by Exavier724 » Mon, 16. Oct 17, 15:07

I don't particularly trust google translate so Multi-lingual Support is based on whoever wants to translate the t files for me. I think currently the mod has German Support already and someone posted a REussian translation a page back I need to review and add.

Mod will be updated when all the things labeled "testing" above are finished. Well that any anything new that someone points out should be fixed before I get done :)

Exavier724
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Post by Exavier724 » Tue, 17. Oct 17, 13:04

List above updated.
3 of the CWIR Support items are going to require a bit more work than I was expecting but I hope to get them into a functional state for stress testing by the weekend. I'm going to have to write my own version of the job control file CWIR uses because there is NO WAY I am going to parse that thing out to figure out where to patch in my code.

The other components are easy enough to patch my zone identifiers into. So all thats left is 1 new script, 2 function patches, and 3 very tedious tasks (alot of copy/paste mostly) and I will be able to get the update loaded to steam :)

EDIT: Minor delay... I just figured out how to alter the skybox so the cluster might actually get something a little more unique than just a Maelstrom clone.

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