X-Tended -Terran Conflict V2.2 Released. [06/09/2013] (X3:AP prototype available)

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Killjaeden
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Re: X-Tended -Terran Conflict V2.2 Released. [06/09/2013] (X3:AP prototype available)

Post by Killjaeden » Fri, 25. Sep 20, 17:04

Xaritscin wrote:
Sun, 13. Sep 20, 01:06
stuff
Not sure what your plan is honestly :gruebel: Do you plan to make XTC ships available in vanilla AP, or do you want to make XTC usable in AP (which the prototype already does).
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Re: X-Tended -Terran Conflict V2.2 Released. [06/09/2013] (X3:AP prototype available)

Post by Xaritscin » Sun, 11. Oct 20, 01:53

I want to understand enough of the mod so i can move all the content into AP rather than having to distribute files among the folders. in addition, i want to make a fork of the mod that enables some of the stuff from Albion Prelude like the Stock Exchange (havent seen it work so far in my playthroughs) along with seeing if some of the errors reported can be fixed (i know how to fix the error text in the launcher but no idea about the issues with the Terran Katana, would need to obtain one on the first place because the files dont seem to have anything problematic).

i also want to see if i can merge stuff from other mods with Xtended to give more meat to the simulation it already has going on. not sure how long it will take me but im trying to start from somewhere.

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Re: X-Tended -Terran Conflict V2.2 Released. [06/09/2013] (X3:AP prototype available)

Post by Aydan » Thu, 15. Oct 20, 13:27

If you want to use some ships in AP, you'll have to port them over manually one by one. There are some unique naming conventions concerning ships, weapons and turrets which were introduced to the XTC exclusive universe to match the newly written god module and jobs file (expanding universe). Merging something into the mod has to be done also manually, as long as the later patches did not change the naming. Be also careful adding new jobs to see the ships zipping around the universe, as they may get jobs not fitting their role, storagewise i.e. New wares, especially ship equipment from a different mod, have to match the droptable formula as they need to be included there also. If not, the best outcome would be it'll never drop when a ship is destroyed, worst case is that the game crashes every time a ship ist destroyed (because there was a XTC unique way of loot dropped added afaik). Best way would be to not add any ship extension/ware to NPC ships and make them only usable for player race only.

Adding the stock market functionality is a bit easier, as you just need to add some new NPCs the stations, which can be done in half an hour if you know where to look at. Don't know if they need to be adapted or just call the generic TWare files which haven't changed that much since the wares are almost the same.
Anyway, merging is possible, but it needs to be done manually, there's no automated shortcut.

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Re: X-Tended -Terran Conflict V2.2 Released. [06/09/2013] (X3:AP prototype available)

Post by unknown1 » Thu, 22. Oct 20, 23:51

Is it normal to have the ''Artificial Life'' option greyed out? XTC v2.2a ...not AP!

I read in the manual about option in the AL menu but mine is greyed out , can't access those options. Is this normal ?

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Re: X-Tended -Terran Conflict V2.2 Released. [06/09/2013] (X3:AP prototype available)

Post by Axeface » Fri, 23. Oct 20, 03:15

unknown1 wrote:
Thu, 22. Oct 20, 23:51
Is it normal to have the ''Artificial Life'' option greyed out? XTC v2.2a ...not AP!

I read in the manual about option in the AL menu but mine is greyed out , can't access those options. Is this normal ?
AL only works once the game has been saved and reloaded, try that.

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Re: X-Tended -Terran Conflict V2.2 Released. [06/09/2013] (X3:AP prototype available)

Post by KrYcHokE » Sat, 20. Mar 21, 22:59

Hi, do someone who worked on xtc still have original versions of xtc race logos?
I mean those:
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And other races too.

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Re: X-Tended -Terran Conflict V2.2 Released. [06/09/2013] (X3:AP prototype available)

Post by alexalsp » Fri, 16. Apr 21, 09:22

Good day. In folder S, in cat/dat 15 there are wav files with voice of sectors names . Who can give tekt for these files?

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Re: X-Tended -Terran Conflict V2.2 Released. [06/09/2013] (X3:AP prototype available)

Post by Killjaeden » Sat, 24. Apr 21, 12:55

KrYcHokE wrote:
Sat, 20. Mar 21, 22:59
Hi, do someone who worked on xtc still have original versions of xtc race logos?
Maybe enenra might have an idea - i think he is around from time to time. Maybe write him a PM. I dont remember who created them (my guess is either enenra or AragonSpeed), but if you want to use them, you need to get their permission.
alexalsp wrote:
Fri, 16. Apr 21, 09:22
Good day. In folder S, in cat/dat 15 there are wav files with voice of sectors names . Who can give tekt for these files?
What is "give tekt" supposed to mean ?
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Re: X-Tended -Terran Conflict V2.2 Released. [06/09/2013] (X3:AP prototype available)

Post by Herman2000 » Sat, 24. Apr 21, 16:26

Killjaeden wrote:
Sat, 24. Apr 21, 12:55
What is "give tekt" supposed to mean ?
My guess is that was supposed to mean "text". They asked around about that on the Egosoft Discord server, so I directed them here.

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Re: X-Tended -Terran Conflict V2.2 Released. [06/09/2013] (X3:AP prototype available)

Post by alexalsp » Sat, 24. Apr 21, 16:26

What is "give tekt" supposed to mean ?
File wav = text.

Or where they are registered and where are the text identifiers to which they refer to.

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Re: X-Tended -Terran Conflict V2.2 Released. [06/09/2013] (X3:AP prototype available)

Post by Killjaeden » Thu, 29. Apr 21, 00:13

alexalsp wrote:
Sat, 24. Apr 21, 16:26
What is "give tekt" supposed to mean ?
File wav = text.

Or where they are registered and where are the text identifiers to which they refer to.
I think it was 7211-L044.xml in t folder. Load in the X editor.
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Re: X-Tended -Terran Conflict V2.2 Released. [06/09/2013] (X3:AP prototype available)

Post by alexalsp » Thu, 29. Apr 21, 11:31

Killjaeden wrote:
Thu, 29. Apr 21, 00:13
alexalsp wrote:
Sat, 24. Apr 21, 16:26
What is "give tekt" supposed to mean ?
File wav = text.

Or where they are registered and where are the text identifiers to which they refer to.
I think it was 7211-L044.xml in t folder. Load in the X editor.
Thanks, but I need to find the number of the sound file and what text id it refers to. I cannot understand many sound files by ear because of their not very good quality.
Where are these bindings spelled out?

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Re: X-Tended -Terran Conflict V2.2 Released. [06/09/2013] (X3:AP prototype available)

Post by Killjaeden » Sun, 9. May 21, 15:15

alexalsp wrote:
Thu, 29. Apr 21, 11:31
Thanks, but I need to find the number of the sound file and what text id it refers to. I cannot understand many sound files by ear because of their not very good quality.
Where are these bindings spelled out?
Like i already said, its in 7211-L044.xml. Page id 350007 are all sector name with id's, and page id 7211 are the sound file numbers (in \s folder) to the sector id's.
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Re: X-Tended -Terran Conflict V2.2 Released. [06/09/2013] (X3:AP prototype available)

Post by alexalsp » Sun, 9. May 21, 18:36

This is not true. I already knew where to find the list of sectors, but it does not help to match WAW files with sector identifiers.

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Re: X-Tended -Terran Conflict V2.2 Released. [06/09/2013] (X3:AP prototype available)

Post by Killjaeden » Mon, 17. May 21, 23:46

alexalsp wrote:
Sun, 9. May 21, 18:36
This is not true. I already knew where to find the list of sectors, but it does not help to match WAW files with sector identifiers.
... comrade i just told you...please. Read, carefully and check out the files.
Killjaeden wrote:
Sun, 9. May 21, 15:15
Like i already said, its in 7211-L044.xml. Page id 350007 are all sector name with id's, and page id 7211 are the sound file numbers (in \s folder) to the sector id's.

<page id="350007" title="Boardcomp. Sectornames" descr="Names of all sectors (spoken by Boardcomputer)" voice="yes">
<t id="1020516">Rhonkar's Dismissal I</t>
<page id="7211" title="XTC" descr="XTC spoken sector names">
<t id="1020516">555</t>
Now open 555.wav and listen what it says. It says Rhonkars Dismissal 1 ...
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Re: X-Tended -Terran Conflict V2.2 Released. [06/09/2013] (X3:AP prototype available)

Post by Tyrant's Bane » Sun, 25. Sep 22, 00:13

Hello Everyone,

After many many years I decided to get back into X3TC and my favorite mod. Been playing it again for almost a month now and have finally earned enough notoriety and cash to buy a Headquarters. Only problem is that all the commands to reverse engineer or build ships seems to be missing :?

I thought at first it might be another mod affecting it, but ruled that out when I made a secondary clean install and tried again. Commands were still gone. Is there something I am missing or a way to add the functionality back in somehow?

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Re: X-Tended -Terran Conflict V2.2 Released. [06/09/2013] (X3:AP prototype available)

Post by alexalsp » Mon, 26. Sep 22, 09:42

Killjaeden wrote:
Mon, 17. May 21, 23:46
alexalsp wrote:
Sun, 9. May 21, 18:36
This is not true. I already knew where to find the list of sectors, but it does not help to match WAW files with sector identifiers.
... comrade i just told you...please. Read, carefully and check out the files.
Killjaeden wrote:
Sun, 9. May 21, 15:15
Like i already said, its in 7211-L044.xml. Page id 350007 are all sector name with id's, and page id 7211 are the sound file numbers (in \s folder) to the sector id's.

<page id="350007" title="Boardcomp. Sectornames" descr="Names of all sectors (spoken by Boardcomputer)" voice="yes">
<t id="1020516">Rhonkar's Dismissal I</t>
<page id="7211" title="XTC" descr="XTC spoken sector names">
<t id="1020516">555</t>
Now open 555.wav and listen what it says. It says Rhonkars Dismissal 1 ...
Yeah. Thanks, I'll take a look. :oops:

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Re: X-Tended -Terran Conflict V2.2 Released. [06/09/2013] (X3:AP prototype available)

Post by zazie » Tue, 27. Sep 22, 14:32

@Tyrant's Bane:
Don't remember the exact mechanics of the HQ in XTC. But in Vanilla game you had to reengineer ships first before you could build them in HQ. The process of reengineering put the blueprint into the HQ-queue. Players were - in other words - able to build ships they had the blueprint of.
This explains why your "Build"-option ist greyed out.

For reengineering you have to be aware that a ship must be docked at the HQ and the player mustn't sit in that ship! If you want, e.g., to build rare Hyperions at the HQ, you must first enter such a ship, let it fly to the HQ and give then the order to reengineer it. Don't forget that this process will NOT keep overtunings.

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Re: X-Tended -Terran Conflict V2.2 Released. [06/09/2013] (X3:AP prototype available)

Post by Killjaeden » Sat, 12. Nov 22, 17:35

Tyrant's Bane wrote:
Sun, 25. Sep 22, 00:13
Hello Everyone,

After many many years I decided to get back into X3TC and my favorite mod. Been playing it again for almost a month now and have finally earned enough notoriety and cash to buy a Headquarters. Only problem is that all the commands to reverse engineer or build ships seems to be missing :?

I thought at first it might be another mod affecting it, but ruled that out when I made a secondary clean install and tried again. Commands were still gone. Is there something I am missing or a way to add the functionality back in somehow?
Late reply, but the vanilla ship building was deactivated, because we have a custom script ("POSY") for that. It allows building on player owned Shipyards/Wharfs, check out the manual for this. However i'm not quite sure if the HQ counts as a shipyard and can produce.
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xtended terran conflict 2.2

Post by DasViereck » Wed, 21. Dec 22, 19:44

Is there a compatible version from xtended mod 2.2 for X3terran conflict to use the offical Bonuspack? Without it i can t play the game, when i install it, the mod launches red, what means that there are scripts overwritted, not good or?

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