[MOD] X Rebirth Lost Sectors v1.5.0

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KrYcHokE
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Post by KrYcHokE » Mon, 17. Oct 16, 22:55

l1amk1ng: turn off updates
[ external image ][/img]

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Marvin Martian
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Post by Marvin Martian » Tue, 18. Oct 16, 08:07

KrYcHokE wrote:This deco turret( I can create real turrets for M ship but it dont work without defense officer( need some script making.
maybe it would enough to patch the <set_turret_targets/> command into fight.attack.object.fighter
alternitive only a handler for incomming missiles and attackers could make use of <set_turret_targets/> at smallships

OOZ it should be already includet in the calculation

l1amk1ng
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Post by l1amk1ng » Wed, 19. Oct 16, 00:00

OH MY GOD IT FINNALY WORKSSSS!!!! IM SO HAPPY THANK YOU BOTH KrYcHoKE AND Marvin Martian YOU HELPED A LOT :)

roy35150
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Post by roy35150 » Thu, 20. Oct 16, 19:20

Very good Mod :)

Thank u.

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KrYcHokE
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Post by KrYcHokE » Fri, 21. Oct 16, 22:43

Marvin Martian wrote:maybe it would enough to patch the <set_turret_targets/> command into fight.attack.object.fighter
alternitive only a handler for incomming missiles and attackers could make use of <set_turret_targets/> at smallships
Upd
Now it work, bu only for ships with purpose 'fight'

Code: Select all

<diff>
 <add sel="/aiscript/attention/actions/do_while[@value='$target.isoperational']/select_flight_behaviour" pos="after">
        <set_turret_targets object="this.ship" target="[$target]" additional_targets="$additionaltargets" />
</add>
</diff>

j2965919
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Post by j2965919 » Thu, 27. Oct 16, 23:30

in the sector SO.ES.5 the game is pink, the place have a station from argon colonist,

the other places looks good (os linux)


i had to rename LostSectors folder in all lower case to make the game load the mod.

maybe is it related ?

UniTrader
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Post by UniTrader » Thu, 27. Oct 16, 23:49

just peeked into the files - seems the author used varying casing in the internal file structure, but for linux compatibility every file and folder name refering to game core files has to be lower case..

refer to this topic listing the requirements in detail: http://forum.egosoft.com/viewtopic.php?t=380912
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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KrYcHokE
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Post by KrYcHokE » Tue, 1. Nov 16, 18:16

j2965919: Linux support will be added soon.

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ezra-r
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Post by ezra-r » Tue, 1. Nov 16, 18:56

KrYcHokE wrote:j2965919: Linux support will be added soon.
thumbs up for that!

Is it possible to disable the new skunk upgrades and just get the new sectors?

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KrYcHokE
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Post by KrYcHokE » Tue, 1. Nov 16, 19:41

ezra-r wrote: Is it possible to disable the new skunk upgrades and just get the new sectors?
Yes, remove weapon trader patches from Setup_LS.xml, but why? Do not buy if you do not need it.

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ezra-r
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Post by ezra-r » Tue, 1. Nov 16, 20:22

KrYcHokE wrote:
ezra-r wrote: Is it possible to disable the new skunk upgrades and just get the new sectors?
Yes, remove weapon trader patches from Setup_LS.xml, but why? Do not buy if you do not need it.
Why?

My obsession to get saves as clean as possible, but it's just an obsession due to the constant debugging I have done with this game, no worries.

Thanks for the answer!

raim792
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Post by raim792 » Tue, 6. Dec 16, 12:18

Hello,
What can be the cause. Stations empty, no freight.
Shipyards have no ships?

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KrYcHokE
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Post by KrYcHokE » Tue, 6. Dec 16, 13:05

raim792 wrote:Hello,
What can be the cause. Stations empty, no freight.
Shipyards have no ships?
Hi, only in new system? Shipyard not build ships or not have it for building? Eny mods installed? Win version of game?

raim792
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Post by raim792 » Tue, 6. Dec 16, 13:58

Hello,
Only new system.
Shipyards not for construction. 0, ship owner.
Latest Patsch. 4.
Mods: automated_emergency_jump
Carrier.
Cwir
Center_stage,
Csp,
Encyclopedia,
Mm_docks,
Repair_docks_for_capship_mod
Rsp
mm_tradenetwork

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KrYcHokE
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Post by KrYcHokE » Tue, 6. Dec 16, 22:27

Linux version of game?

Infector
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Post by Infector » Wed, 7. Dec 16, 02:44

I got a similar problem with the new shipyards and factories. The staff on the stations doesn't spawn properly, but i think that it is connected to the introduced "badplutarch" faction in center stage mod, which comes without a proper definition for shiptraders for that faction among other bugs.

btw.
your teladi builder seems to use the same name as the one introduced by the TOBS Mod and seems to overwrite their Overwatch MK II Station with your tradestation, but i didn't take a deeper look into that.

Your Xenon Q are beasts :D

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KrYcHokE
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Post by KrYcHokE » Wed, 7. Dec 16, 09:14

Thanks) I try to fix it conflicts.

Upd.

Hmm... I try lost sectors with center stage and dont see eny problems, stations have wares and shipyards build ships

Infector
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Post by Infector » Thu, 8. Dec 16, 17:56

Maybe it's just a problem with existing savegames which added your mod after center stage.

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KrYcHokE
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Post by KrYcHokE » Thu, 8. Dec 16, 18:36

After installing my mod need start new game. It not save compatible.

Infector
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Post by Infector » Sat, 10. Dec 16, 00:41

I found these in my logfiles:
[General] 4322.30 ======================================
[=ERROR=] 4322.30 [XLib::TextBreak] No suitable position for line break found: extensions\lostsectors\assets\props\enginesystems\props_enginesystems_engine_m_sp_data\
[General] 4322.30 ======================================
[General] 4326.39 ======================================
[=ERROR=] 4326.39 [XLib::TextBreak] No suitable position for line break found: extensions\lostsectors\assets\props\enginesystems\props_enginesystems_engine_m_sp_data\
[General] 4326.39 ======================================
[Scripts] 4335.38 *** Context:md.MainMenu.SectionHandler_Nav<inst:84f0fa>: Next section: gMainNav_menumap
[General] 4349.42 ======================================
[=ERROR=] 4349.42 Positional::InitPartAnimations(): Failed to retrieve the master animation value for part 'part_door_lock' in template 'units_size_m_nathan_liquid_transporter'. Skipping construction of animated value for this part.
[General] 4349.42 ======================================
[General] 4369.97 ======================================
[=ERROR=] 4369.97 Positional::InitPartAnimations(): Failed to retrieve the master animation value for part 'part_door_lock' in template 'units_size_m_nathan_liquid_transporter'. Skipping construction of animated value for this part.
[General] 4369.97 ======================================
and:
[=ERROR=] 5779.54 Positional::InitPartAnimations(): Failed to retrieve the master animation value for part 'part_door_lock' in template 'units_size_m_nathan_liquid_transporter'. Skipping construction of animated value for this part.
[General] 5779.54 ======================================
[General] 5794.57 ======================================
[=ERROR=] 5794.57 Positional::InitPartAnimations(): Failed to retrieve the master animation value for part 'part_door_lock' in template 'units_size_m_nathan_container_transporter'. Skipping construction of animated value for this part.
[General] 5794.57 ======================================
[General] 5794.57 ======================================
[=ERROR=] 5794.57 Positional::InitPartAnimations(): Failed to retrieve the master animation value for part 'part_door_lock' in template 'units_size_m_nathan_container_transporter'. Skipping construction of animated value for this part.
[General] 5794.57 ======================================
[General] 5804.24 ======================================
[=ERROR=] 5804.24 Positional::InitPartAnimations(): Failed to retrieve the master animation value for part 'part_door_lock' in template 'units_size_m_nathan_energy_transporter'. Skipping construction of animated value for this part.
[General] 5804.24 ======================================
[General] 5817.14 ======================================
[=ERROR=] 5817.14 Positional::InitPartAnimations(): Failed to retrieve the master animation value for part 'part_door_lock' in template 'units_size_m_nathan_liquid_transporter'. Skipping construction of animated value for this part.

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