Page 57 of 63

Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Posted: Thu, 16. Nov 23, 15:16
by Realspace
ziplock815 wrote:
Thu, 16. Nov 23, 14:03
You ideas are all good, it is indeed what one should implement. By playing Rebirth again I see the details. Ego had good ideas on XR, a petty that so much hate was put on that game.
As I told, some more rpg elements and a better general conception of the "on foot" part, in the form of Mass Effect (not the shooter part), it'd had made of it a very solid game.

Problem is only the time it'd require to add all those things. Yes I've seen the videos by Weasley, I even think I can replicate what he did but it is beyond my time and energy. Such a project would require a team.

Importing XR sectors is quite easy, I even did it for test (and btw I am using some assets to improve the skybox in X4) but the real magic is done at the level of general design, i.e. the layout of regions and placement of zones. If I can replicate Rebirth's regions (I am testing, some are not applied) well that can be done. Backgrounds are already there, I mean MY backgrounds for Rebirth, which I've redone and can be used in X4 too.

Stations are a lot more work, if Weasley's files were at least available..

As for now, I've done a "more playable" version of REM for X4. It reduces top speeds at the half, by leaving accelerations the same (so quite high). This should help the AI more.
This will be then used in a eventual version of XRSGE with sectors redone in the way I discussed above. But is also good now if using highways.

REM 5.0 :arrow: https://www.nexusmods.com/x4foundations/mods/848

Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Posted: Sat, 2. Dec 23, 13:00
by ziplock815
Realspace, could you tell if there's some way to remove fog in some sectors in orbits of populated planets, for example Belt of Aguilar Brig Hub?

Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Posted: Fri, 5. Jan 24, 04:07
by Realspace
I am working on an updated version of the mod. Something had to be done for performance, fps, compatibility, correct patch structure. My approach of overhauling everything has led to many issues (remember the plots?) and makes the mod incompatibile with future ego updates. And since I will not be modding forever...at least I'll be leaving the mod usable in the future.
I had to re-code a lot, even if it will not show (well, many changes will be evident). The new version will allow to use many other mods that previously conflicted, as those changing economy, FCOW, DeadAir's etc and is by default compatible with any incoming new ego plot.
For the happiness of Ziplock, most of the sector-wide fogs will be gone. Vanilla clusters keep the vanilla regions and connections (few changes), while xrsge clusters act as system's expansion. By default the added sectors will be quite empty of stations, which are in the vanilla sectors. But with any mod increasing god/jobs they are populated. One can choose performance or populated galaxy. By default the performance is very very good. I rework vanilla regions to be lighter. So f.i. Second contact's orebelt is redone to eat less fps than vanilla. This optimisation was already in previous version but other negative factors shaded the fps gain. These factors are no more. I have even 90fps with my old rx580.
This galaxy layout means one can play as in vanilla or decide to explore the internal expanse of a system. No huge distances to cross unless you decide to explore a system. Best of both worlds. So REM is no more needed for that aspect only. Many systems have the (vanilla) gates close to main planet but also other gates far in deep space that, f.i., can be used for a smuggler/pirate playthrough. Those require a long route.

Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Posted: Fri, 5. Jan 24, 18:17
by NitramAkloh
That sounds promising. Looking forward to upcoming updates. :)

Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Posted: Tue, 9. Jan 24, 16:20
by Realspace
Image
----------------------------------------------------------------------------------
XRSGE SEVEN

:arrow: https://www.nexusmods.com/x4foundations/mods/1140

Mod is to be considered BETA.
Based on the structure of the previous version, no big issues are expected except bad positioning/rotation of gates or missing gates.
NEW GAME is required oc, too many connections are very different from previous.
REM is not needed, you can play even with vanilla engines because vanilla gates are 99% untouched. But internal accelerators and secondary gates are thousands kms away.

This version has only a little boost to trade jobs and production stations, to cope with the bigger universe, while having additional trade stations, shipyards etc. It is very conservative, so just a + 10-15% of both. If you want a more massive war-ready game, you can use other mods such as DeadAir's god mod, etc to increase the economy.

A glimpse of the new map:
Spoiler
Show
Image
By default, vanilla highways are disabled (superhighways work normally). If you want them back, open XRSGE\maps\XU_ep2_universe folder and delete the file zonehighways.xml before starting a game.

Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Posted: Wed, 10. Jan 24, 01:54
by ziplock815
Oh, that's good news. And finally no sector-wide fog :D Thank you very much! Now I'm really happy :) That was the one and only thing that stopped me from playing X4 sometimes (except of dark ambient zone music, still hate it, but not as much as fog :lol: )
The are a few things that could make me even happier: if you could please bring back highways in argon prime and the void - too great distances. To travel to shipyard in Argon prime I must fly 5000 kms in my 2000 m/s elite :| (playing without REM)
And some new nebulae to frontier\lost colonies sectors (x3 style in old boron sectors like Lucky planets for example). That would be awesome. I don't lose hope :mrgreen:

P.S. Do I understand correctly that there're still 400+ sectors in this version? I've revealed a map using cheat mod to take a look. In your screenshot it seems like there are not as many sectors... Hope I've installed everything right.

Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Posted: Wed, 10. Jan 24, 14:31
by Realspace
There are +187 clusters. The map looks smaller because I compacted everything, achieving a mix of vanilla map and XRSGE. Core systems being more packed together while frontier being far.
Previously also vanilla clusters had more internal subsector, you know the superhighway going to the planet etc. These are no more.
Vanilla sectors have no new highways because 1. you can still play with vanilla highways if you want and 2. their gates are very close, vanilla distances. But yes I can re-add some basic highway for those planets that have orbital stations. The idea is that you can play by ignoring those stations, f.i. in Argon Prime shipyards are both in the center and in the orbit.
The idea is that you can play vanilla (while the expansion provides immersion) without having to cross the distances, or you can decide to explore and it takes time. Having both worlds without forcing any specific style.

BTW I've updated to version 7.01. There were many regions missing in Terran, Pirate and Boron sectors. No new start is needed for 7.00 -> 7.01
:arrow: https://www.nexusmods.com/x4foundations/mods/1140
I've also changed the planet in Rolk's Demise, download the patch in STARS page:
:arrow: https://www.nexusmods.com/x4foundations/mods/507

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

How is your game's performance with XRSGE 7.0?

Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Posted: Wed, 10. Jan 24, 17:55
by ziplock815
Big thanks for the update. It's good you remade some boron worlds. I always thought that boron planets need more love to them since even unmodded X3 planets look a lot more realistic than X4. Btw it would be nice If you added some X3 boron tracks to boron sectors aside from vanilla playlist.

Performance is great, haven't experienced any issues yet except of small stuttering in the beginning, but I think it's normal.
Anyway, glad you've decided to return to X4 modding. Can't even imagine the game without your mods.

Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Posted: Thu, 11. Jan 24, 02:48
by Realspace
XRSGE 7.0.2
* various gates fixed
* various small bugs fixed
* added highways in Path to Profit, Argon Prime and Ianamus Zura
:arrow: https://www.nexusmods.com/x4foundations/mods/1140

Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Posted: Thu, 11. Jan 24, 11:07
by Bozz11
Sonra planet doesn't have a model, it's just a blue circle, I reinstalled the mod 2 times and still same issue.

Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Posted: Thu, 11. Jan 24, 15:31
by katerdrops
There are still many goals and accelerators missing, e.g. Omicron ad, Ketzer's Downfall III to VI, I

Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Posted: Fri, 12. Jan 24, 00:45
by thorstein92
Realspace wrote:
Wed, 10. Jan 24, 14:31
2. their gates are very close, vanilla distances.
Hi i downloaded x4rsge (both v6 and v7) yesterday mostly because vanila universe felt like "pocket dimension" where everything is close to everything.

Comparing to new sector distances - distances between gates in vanila sectors really feel weird. (15s v 200s between gates)

I think 6.0 (albeit extreme without engines mod) was much better just because distances between points of interests felt much more consistant.

Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Posted: Fri, 12. Jan 24, 10:19
by Realspace
Bozz, planets in all Sonra sectors are ok. You must have a corrupted mesh or another mod interfering. Anybody else having that issue?
Katerdrops I can't understand what sectors you name. Omicron A's accelerators are fine. So are omicron b and c. Yes there can be some missing accelerator, just please report the sector and I will fix it.
Thorstein, v.6 is good to go, you can play it if you prefer. The mod was quite settled. V.7 is for those playing without REM and for compatibility/performance.
I may move some (vanilla) gate a bit further but the idea is to keep both worlds in Seven, i.e. vanilla and xrsge 6's internal systems, so I don't want to overdo.

I've uploaded XRSGE 7.0.3
:arrow: https://www.nexusmods.com/x4foundations/mods/1140
Fixed several missing accelerators
Fixed missing planet in Barren Shores: Merhunes
Added highways in Barren Shores and Aladna Hill

Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Posted: Fri, 12. Jan 24, 13:36
by Bozz11
I don't know if you get enough credit for your work, but man your sectors look amazing... I mean they are tons of mods adding sectors for x4F but nothing comes close to your work... It's really fantastic work and I don't think I can thank you enough for all the work you have done on this mod over the years.
Thank you mate, you make the game amazing.

Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Posted: Mon, 15. Jan 24, 09:18
by Realspace
Not many but those I receive are very good, as is yours, thank you :-)
Did you solve the argon prime glitch? I can repack STARS, maybe is missing the new material. Argon prime is a custom model I did. No glitch here. Did you update STARS?

Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Posted: Mon, 15. Jan 24, 11:38
by thorstein92
I really enjoy your mod too :)

Btw. could you maybe modify quests with a timer in v6?
Especially race ones. Getting time good enough for engine modification research seem impossible.

Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Posted: Mon, 15. Jan 24, 12:55
by Realspace
Ehm...I think it is better I don't mess with plots more than what is strictly needed :D :D :D

I've updated REM.
L and XL ships had very fast travel mode, which works well in huge sectors but makes catching them with an S ship impossible. So I made all travel speeds similar among all classes of ships. In the range 5000-8000, high enough to cross the sectors, not too high to spoil immersion.
Ideally L and XL ships should use some kind of jump engine. I don't use them bc they cause a lot of errors.

REM 5.0.1 :arrow: https://www.nexusmods.com/x4foundations/mods/848

NOTE: Despite being REM 5 very forgiving (half speed from 4.x) the AI still has some problem when docking. Even the smallest inertia makes the AI stupid. I tried several changes in the aiscripts but none seems to make a difference. In version 5.0 the problem is much less present thou, so yes the pilot can take longer to dock but he does dock eventually, while in previous version he could get stuck almost forever. Any mod that makes instant dock/undock (teleporting ships) could help a lot, I seem to remember that there is one in the Nexus

Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Posted: Mon, 15. Jan 24, 14:16
by Bozz11
The issue was caused by the patch for Stars, I reinstalled Stars without the patch and it works.

Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Posted: Mon, 15. Jan 24, 18:54
by thorstein92
I currently play v6.2 without highways, with simple x3 travel speed, distances feel right; no issue with docking AI ships.
My save is 20h deep.
Sadly AI economy is pretty much dead (i do not use deadair fill to ductape that), Xenons have 8000 ships when factions about 500. It is really hard to snipe a moment in wharfs to order something more than single scout.
i blame too small number of refined materials and hull part traders - all hull parts, claytronics factories are resource starved, despite refineries are full.
On my end i'm thinking to rather increase cargo bay than ship speed. Because Xenon count i'm afraid to add deadair jobs.

Maybe you could add 1 M trader as subordinate to every refinery and hull parts/claytronics factories spawned in worldgen? It seems only wharfs/shipyards starts with assigned trader, all others depend on opportunity trades. And opportunity trades don't work that well with so large distances.

Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Posted: Mon, 15. Jan 24, 20:19
by ziplock815
Performance issue: low fps in Matrix 67a and Ministry of Finance First Flight because of lots of mines/asteroids
Also, some descriptions of some sectors are no longer relevant (for example The Reach)