[REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various

The place to discuss scripting and game modifications for X4: Foundations.

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

ziplock815
Posts: 310
Joined: Wed, 8. Oct 14, 20:30

Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.4) - "Engines Mod" (2.0) - "X4RSGE" (3.06)

Post by ziplock815 » Fri, 11. Nov 22, 01:14

Good news
Almost everything looks great now. Just wish you'd rework Loomanckstrat's legacy into that dark and scary system like in X3 with that creepy music I remember was played in Uranus too.
Anyway, there's a small issue with cool looking-rapidly-rotating-big-moon orbiting gas giant that doesn't obscure the light when it's between you and the sun of Loomanckstrat sector so star shines through it like there's no obstacle. I'm sure it's vanilla problem because sometimes suns shine through some of the ships, especially when you are inside L\Xl ship's crew quarters, but maybe you'll find a solution :)

Newinger
Posts: 249
Joined: Mon, 11. Mar 19, 11:18
x4

Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.4) - "Engines Mod" (2.0) - "X4RSGE" (3.06)

Post by Newinger » Fri, 11. Nov 22, 06:48

Realspace wrote:
Fri, 11. Nov 22, 00:30
[this is really the last of the last things.
:lol: Well let's hope. Today I return to my gaming PC and looking forward trying your newest version.

Realspace
Posts: 1372
Joined: Wed, 15. Nov 06, 10:21
x4

Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.4) - "Engines Mod" (2.0) - "X4RSGE" (3.1)

Post by Realspace » Fri, 11. Nov 22, 15:16

I've made a quick update for two little but very significant changes I realized had to be done after starting a new game, before all so they are applied at start:

1) Regions redone in shape (nothing you'll see) to reduce memory usage. Saves had gone back to be bloated to 2gb. To be expected, now that resources are all on map and are saved in memory. After reworking the shapes, save file is back to normal 1gb. It is double vanilla, which is good considering we have at least 3x the nr. of sectors
2) I've reduced patrols A LOT. They were really too much, interfering also with missions aka they kill anybody before you even arrive :D ..I am seeing that they are still too much, will reduce further in next patch

I am uploading the file and from here on I've splitted the cat (compressed archives) in two so any update will be just a small patch
This also helps those who want to change things in params and regions. Those files are in Ext_02, very small to unpack and repack...and sorry, I forgot to delete the thick border of systems, I use it in my game for testing. Will change in next patch.

...btw, this is v3.11 released in 11.11. I think it will bring luck :mrgreen:

XRSGE 3.11 >> https://www.nexusmods.com/x4foundations/mods/507
Last edited by Realspace on Tue, 15. Nov 22, 00:05, edited 1 time in total.

ziplock815
Posts: 310
Joined: Wed, 8. Oct 14, 20:30

Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.4) - "Engines Mod" (2.0) - "X4RSGE" (3.1)

Post by ziplock815 » Sat, 12. Nov 22, 18:07

I'm a little bit depressed now. I definitely love Terran DLC music (when it plays in Terran/Pioneer sectors), but it keeps playing in ALMOST every sector somtimes changed by split and pirate music tracks and very seldom by a pair of old x3-x2 tracks :evil:
I've used your instructions to set dependency of Legacy music mod in content.xml file, but nothing changes except of loading screens. :rant:

I find it quite strange that I hear the same music most of the time because in sound_library.xml I see you've added lots of old tracks. Could it be that some files're missing? :gruebel:

No more not working superhighways though :)

P.S. In encyclopedia it's said thet Herron's Nebula is a system with two stars: white dwarf and neutron star, but I don't see the second this time. I remember it was in President's end. Did you delete it for some reason? :cry:

Newinger
Posts: 249
Joined: Mon, 11. Mar 19, 11:18
x4

Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.4) - "Engines Mod" (2.0) - "X4RSGE" (3.1)

Post by Newinger » Sat, 12. Nov 22, 22:48

Nice work on the new version.

There is a non-working gate from "Belt of Aguilar VI: Flashpoint" (in the north of sector), going to Antigone / Sandwell.


Also, the super highway from planet Sandwell going south (to Antigone Memorial) is behaving very strangely. There are hundreds of ships going through it and trying to near the high for more than 100 kms makes my ship come to a hard stop like an invisible wall.

I assume this is due to the high-way being one way - it seems this creates a massive traffic congestion. Leading to FPS of 2-3 and strange behavior. I somehow managed to fly through the highway with autopilot, but I had to set a guidance mission to a nearby station instead and then switch to the highway while the AP was active already... very strange.

By the way ... I said the SP is one-way ... but on the other side, in Antigone Memorial, it seems to be two-way.

Another thing: In the encyclopedia Antigone Memorial shows a negative amount of resources: -1975 of Ice

Realspace
Posts: 1372
Joined: Wed, 15. Nov 06, 10:21
x4

Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.4) - "Engines Mod" (2.0) - "X4RSGE" (3.1)

Post by Realspace » Sun, 13. Nov 22, 10:34

Thanks for reporting, will take a look. That shws is 2-ways so maybe one has bug. One ways are only in abandoned/un-owned systems..as it should be. Normal systems are all 2ways, assuming the factions keep them working. Did you start a new game? I tried continuing a save but seems the gates don't update as I expected. Maybe it requires several save/load's
ziplock815 wrote:
Sat, 12. Nov 22, 18:07
P.S. In encyclopedia it's said thet Herron's Nebula is a system with two stars: white dwarf and neutron star, but I don't see the second this time. I remember it was in President's end. Did you delete it for some reason? :cry:
No it has not changed. It is two stars ..will look. Small but significant (for immersion) details as this are easy to be missed by my eyes focused on major things. Thanks

For music you can try disabiling any other mod. Something is interfering. You can see in mapdefaults that legacy terran music is played only in terran space. In other systems there is a compilation of different legacy tracks

Newinger
Posts: 249
Joined: Mon, 11. Mar 19, 11:18
x4

Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.4) - "Engines Mod" (2.0) - "X4RSGE" (3.1)

Post by Newinger » Sun, 13. Nov 22, 14:31

Realspace wrote:
Sun, 13. Nov 22, 10:34
Did you start a new game?
Yes, of course. I will always start a new game until your mod is final before bothering actually playing for longer.

ziplock815
Posts: 310
Joined: Wed, 8. Oct 14, 20:30

Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.4) - "Engines Mod" (2.0) - "X4RSGE" (3.1)

Post by ziplock815 » Sun, 13. Nov 22, 17:48

Realspace wrote:
Sun, 13. Nov 22, 10:34
Thanks for reporting, will take a look. That shws is 2-ways so maybe one has bug. One ways are only in abandoned/un-owned systems..as it should be. Normal systems are all 2ways, assuming the factions keep them working. Did you start a new game? I tried continuing a save but seems the gates don't update as I expected. Maybe it requires several save/load's
ziplock815 wrote:
Sat, 12. Nov 22, 18:07
P.S. In encyclopedia it's said thet Herron's Nebula is a system with two stars: white dwarf and neutron star, but I don't see the second this time. I remember it was in President's end. Did you delete it for some reason? :cry:
No it has not changed. It is two stars ..will look. Small but significant (for immersion) details as this are easy to be missed by my eyes focused on major things. Thanks

For music you can try disabiling any other mod. Something is interfering. You can see in mapdefaults that legacy terran music is played only in terran space. In other systems there is a compilation of different legacy tracks
Started a new game too because my ship started to act strange when using superhighways.
About music - do you think Legacy music mod can interfere? I'll try to disable it.

Realspace
Posts: 1372
Joined: Wed, 15. Nov 06, 10:21
x4

Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.4) - "Engines Mod" (2.0) - "X4RSGE" (3.1)

Post by Realspace » Sun, 13. Nov 22, 18:25

That's normal. The old position of a superhighway is stored in the save. Then the new map changes its position. So your autopilot knows where to go even if the point of entrance does not coincide with the old mesh. This is expected but should rectify within some saves/reloads by realligning meshes. But when changes are many maybe this takes longer or even does not work, I don't know. Future patches will not alter the map or just a single gate if I need but that is updated so no new start will be needed from here on.

About music, oc that mod interfers. You need no music mod, for legacy music. The complilation is already very wide. I converted a lot of x3 tracks into .ogg. Different is if you want other kind or third part music. But legacy is included.

craig m
Posts: 16
Joined: Wed, 13. Aug 08, 20:28
x3tc

Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.4) - "Engines Mod" (2.0) - "X4RSGE" (3.1)

Post by craig m » Mon, 14. Nov 22, 13:33

with the latest patch i ran the game to see the changes with the jobs for the DLC races, on start there still only spawning 10-15 economy ships compared to the several hundread that the original races spawn, stations are lower too, thay do slowly increase there economy ships but still only to about 100 ships after 2 hours in game.
there is a extra way to help biist them by using deadairs fill script but this effects all races so leads to a total increase for all races.

Realspace
Posts: 1372
Joined: Wed, 15. Nov 06, 10:21
x4

Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.4) - "Engines Mod" (2.0) - "X4RSGE" (3.1)

Post by Realspace » Mon, 14. Nov 22, 14:15

Ok, thanks..so this lets only the last solution i e. to replace the entire jobs file as I did with god. Will add this in next update, that comprises bug fixes for the above reported gates/shw and new sectors in Tharkas Cascaede

-------------------------

And here it is:
XRSGE 3.12
https://www.nexusmods.com/x4foundations/mods/507

Corrected not working gate in belt of aguilar
Corrected missing shw in Antigone Mem
Added 2 sectors to Tharka's Cascade system
Remade jobs file, it replaces all so no station nor ship should be missed.

I checked pirate sectors in a new start and they seem to have plenty of stations

craig m
Posts: 16
Joined: Wed, 13. Aug 08, 20:28
x3tc

Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.4) - "Engines Mod" (2.0) - "X4RSGE" (3.1)

Post by craig m » Mon, 14. Nov 22, 22:22

just started a new game now to test the jobs update, with a new start nearly all economy ships are gone for all races but will it build up over time now?

Realspace
Posts: 1372
Joined: Wed, 15. Nov 06, 10:21
x4

Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.4) - "Engines Mod" (2.0) - "X4RSGE" (3.1)

Post by Realspace » Tue, 15. Nov 22, 17:42

This is strange. I see a lot of stations. Could it be that the DAir mod sees only vanilla economy? Or maybe has a limited range in sector scanning? Sectors are huge now. The DAir mod could be limited to vanilla range. Do you use other economy mods? I will take some time to check.

.... for now, people don't enter Neptune!!! its rings will kill you. :roll: Solved, in next patch

wanderer
Posts: 278
Joined: Wed, 6. Nov 02, 20:31
x3tc

Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.4) - "Engines Mod" (2.0) - "X4RSGE" (3.1)

Post by wanderer » Tue, 15. Nov 22, 18:02

Realspace wrote:
Tue, 15. Nov 22, 17:42
.... for now, people don't enter Neptune!!! its rings will kill you. :roll: Solved, in next patch


Well, maybe its a good thing... that we have some regions where you will be killed - IF you travel to far? Or to near a region?
As of now there is no real danger in the sectors. So, for what do we have (eg) Nav beacons - if not to show a way, or a dangerous zone. (And for npc travel, well there's the filter options in the menues -> 'Avoid dangerous sectors', or setup such sectors to avoid.)

B.t.w. Rebirth had such sectors - eg. you had to find a way around dangerous zones. If traveling into it, first shields, then hull then 'game end' message...

Realspace
Posts: 1372
Joined: Wed, 15. Nov 06, 10:21
x4

Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.4) - "Engines Mod" (2.0) - "X4RSGE" (3.1)

Post by Realspace » Tue, 15. Nov 22, 18:47

There were these regions in solar sectors. It caused the terrible lagging we experienced in version 1. I tried reducing them and they still caused it. I've been struggling with that issue for months, trying anything. Well, I can try to use the same damage regions we have in some xenon sectors.

I also placed several mined areas, not friend/foe, in unowned sectors.

I also think that these damage regions work only for the player. I don't know...maybe I'd prefer to increase hostile ships. As the mod increases sectors, a lot of encounters should happen out of the vanilla confort zone of 300km :mrgreen:

I use Encounters by Moonrat as it reduces the amount and reworks the logic. Vanilla should spawn many more
Last edited by Realspace on Tue, 15. Nov 22, 20:14, edited 1 time in total.

craig m
Posts: 16
Joined: Wed, 13. Aug 08, 20:28
x3tc

Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.4) - "Engines Mod" (2.0) - "X4RSGE" (3.1)

Post by craig m » Tue, 15. Nov 22, 19:23

Realspace wrote:
Tue, 15. Nov 22, 17:42
This is strange. I see a lot of stations. Could it be that the DAir mod sees only vanilla economy? Or maybe has a limited range in sector scanning? Sectors are huge now. The DAir mod could be limited to vanilla range. Do you use other economy mods? I will take some time to check.

.... for now, people don't enter Neptune!!! its rings will kill you. :roll: Solved, in next patch


i tested it with just deadairs dynamic wars so i could see the numbers of military and economy ships.
most of his mods are compatable from what i have tested all but DeadAir Jobs. it will give massively overpopulate the universe with ships and slow the fps down to a crawl.

Tassekaffe
Posts: 50
Joined: Thu, 10. Feb 22, 19:33
x4

Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.4) - "Engines Mod" (2.0) - "X4RSGE" (3.1)

Post by Tassekaffe » Thu, 17. Nov 22, 16:10

both lite and ultimate versions look so fu... fantastic.
sadly there is always a but... as TOA is a total cluster****(pun intended) performance wise on my old pc(and i didn´t like the rest either) TOA had to go...
but without it the ancients mod is not working(even with your patch),the tech is is all there but the sector is empty,meaning the startquest leaves you looking for a station thats not there....
and the ZYA sectors when playing custom start(ZYA looses war)the sectors all end up with read texts as names on the map.

other than that its awesome work on your part,a shame you have to do EGO´s job...

Trajan von Olb
Posts: 545
Joined: Wed, 4. Feb 04, 21:39
x3tc

Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.4) - "Engines Mod" (2.0) - "X4RSGE" (3.1)

Post by Trajan von Olb » Fri, 18. Nov 22, 23:27

Hi,

first of all THANK YOU for the high resolution backgrounds - in 4K on a 40" screen everything else is unbearable :-)

But: I am confused! If I play "normally", i.e. without X4RSGE, which (latest!) version exactly can I use? I want all the announced improvements, if they are visible in the "Normal" universe. Where can I download the right version?

Also I'm thinking about a reboot WITH X4RSGE and of course VRO (never again without!), therefore to the current state and understanding:
- Are there still problems with race missions?
- Do I need an engine version adapted to VRO? Does it exist? If so, does it automatically include ship extensions like XR_ShipPack?
- Can I play all the mission series of the main storylines at all? For example, the HAT plot, Ter plot, Segaris plot, etc.... Will that work?

Thanks for the answers...

Greetings

Trajan von Olb

Translated with www.DeepL.com/Translator (free version)
Mein Traum vom Glück ist der Traum von einer anderen Menschheit. (S. Lem)

Newinger
Posts: 249
Joined: Mon, 11. Mar 19, 11:18
x4

Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.4) - "Engines Mod" (2.0) - "X4RSGE" (3.1)

Post by Newinger » Sat, 19. Nov 22, 08:41

Trajan von Olb wrote:
Fri, 18. Nov 22, 23:27
- Are there still problems with race missions?
- Do I need an engine version adapted to VRO? Does it exist? If so, does it automatically include ship extensions like XR_ShipPack?
- Can I play all the mission series of the main storylines at all? For example, the HAT plot, Ter plot, Segaris plot, etc.... Will that work?

The storylines SHOULD work but this mod has been very much a work in progress over the last months and at least I am hesitant still to start a real full game right now, because in such a large mod and complex game it is inevitable to stumble upon more bugs. So you can play, but expect unwanted surprises and be not sad if you can't continue a save. (The mod developer may see it differently, as he was quite optimistic in the past already a few times that everything works, but then it showed it does not.)

The engine mod does not automatically upgrade other mod's ships, neither VRO's nor XR Shippack's nor other's. Separate compatibility patches would be required. So far only the ship variation expension got one, but it is a bit outdated.

Don't know about racing missions, but at least I expect them to be more difficult if used with the engine mod.

Note that the engine mod is in theory not exactly required to play, but due to the very large distances A LOT of patience would be required if played without it.

Bozz11
Posts: 253
Joined: Fri, 23. Nov 18, 08:54
x4

Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.4) - "Engines Mod" (2.0) - "X4RSGE" (3.1)

Post by Bozz11 » Sat, 19. Nov 22, 12:22

Newinger wrote:
Sat, 19. Nov 22, 08:41
Trajan von Olb wrote:
Fri, 18. Nov 22, 23:27
- Are there still problems with race missions?
- Do I need an engine version adapted to VRO? Does it exist? If so, does it automatically include ship extensions like XR_ShipPack?
- Can I play all the mission series of the main storylines at all? For example, the HAT plot, Ter plot, Segaris plot, etc.... Will that work?

The storylines SHOULD work but this mod has been very much a work in progress over the last months and at least I am hesitant still to start a real full game right now, because in such a large mod and complex game it is inevitable to stumble upon more bugs. So you can play, but expect unwanted surprises and be not sad if you can't continue a save. (The mod developer may see it differently, as he was quite optimistic in the past already a few times that everything works, but then it showed it does not.)

The engine mod does not automatically upgrade other mod's ships, neither VRO's nor XR Shippack's nor other's. Separate compatibility patches would be required. So far only the ship variation expension got one, but it is a bit outdated.

Don't know about racing missions, but at least I expect them to be more difficult if used with the engine mod.

Note that the engine mod is in theory not exactly required to play, but due to the very large distances A LOT of patience would be required if played without it.

From my testing it also breaks the AI, the S and M ships don't seem to be able to use the new engine modification and they struggle a lot in fighting.
Without the engine mod, the economy is going to collapse or the shipyards take tons of hours to get supplies...

The idea of the mod is great, but this game is not made for sectors that are this big and it also doesn't really make any sense since lore wise the factions can move gates around so they would anyway just dropp the gate in the most valuable area and not build economy stations to far away...

my suggestion would be to make this wonderfull map but without huge sectors, maybe sectors that are 2 or 3 times bigger than vanilla but not more.

Post Reply

Return to “X4: Foundations - Scripts and Modding”