X1: Past and Future Mod (Total Conversion)

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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SS_T
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x3ap

Post by SS_T » Thu, 2. Apr 09, 00:50

Today I have done a strain test of the mod to test if it CTD, so far so good. But I also took some screenshots for you with the latest fixes including making the lens flares smaller. I have deliberately tried not to show and more features of the mod, you just have to find out when you try it.

Warning!!! 1024 x 768 images:
http://media.moddb.com/images/mods/1/12 ... n00086.jpg
http://media.moddb.com/images/mods/1/12 ... n00126.jpg
http://media.moddb.com/images/mods/1/12 ... n00098.jpg

Warning!!! 1600 x 1200 images:
http://media.moddb.com/images/mods/1/12 ... n00150.jpg
http://media.moddb.com/images/mods/1/12 ... n00148.jpg
http://media.moddb.com/images/mods/1/12 ... n00142.jpg
http://media.moddb.com/images/mods/1/12 ... n00140.jpg
http://media.moddb.com/images/mods/1/12 ... n00139.jpg
http://media.moddb.com/images/mods/1/12 ... n00134.jpg
http://media.moddb.com/images/mods/1/12 ... n00131.jpg
http://media.moddb.com/images/mods/1/12 ... n00129.jpg
http://media.moddb.com/images/mods/1/12 ... n00128.jpg
http://media.moddb.com/images/mods/1/12 ... n00127.jpg
http://media.moddb.com/images/mods/1/12 ... n00152.jpg
http://media.moddb.com/images/mods/1/12 ... n00166.jpg
http://media.moddb.com/images/mods/1/12 ... n00164.jpg
http://media.moddb.com/images/mods/1/12 ... n00163.jpg
http://media.moddb.com/images/mods/1/12 ... n00158.jpg
http://media.moddb.com/images/mods/1/12 ... n00157.jpg
http://media.moddb.com/images/mods/1/12 ... n00153.jpg

-------------------------------------
1600 X 1200 IMAGES TAKEN ON:
-------------------------------------
1600 x 1200 x 32 resolution
High Texture Quality
High Shader Quality
More Dynamic Light Sources
Ship Colour Variations
AQC
8x Antialiasing
16x Anisotropic Texture Filtering
Glow Enabled

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

Nice lot of images there, i'm mainly bug fixing now so hopefully not to long untill the release. I just hope I don't get stopped :)
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SS_T
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Post by SS_T » Sat, 11. Apr 09, 14:26

X1: Past and Future mod
For X3: Terran Conflict
Built on Combat Mod 3 and RRF

Warning!!! This is a beta release so there might be still some more bugs that I have missed.

Information

This mod combines all the x time periods into one, there is xbtf, x2, x3, x3tc and some future type of ships that can be bought, captured and blown up by you.

One of the main aspects of the mod you will notice especially in the screenshots is the graphics. I have tried my best to give the x3tc graphics new life and tried to make them as I imagined the X series should be.

You may of tried ulfius's combat mod, well if you liked it or not you going to have to use it in this mod. The CMOD 3 is the main component of the mod providing new weapon effects, longer battles and better performance. Basically just good combat. Thanks to ulfius for allowing me to combine it. (see what the combat mod does).

Thanks to LV for allowing me to use his RRF mod, it provides good battles between the races and brings the combat mod more to the game ;).

Beta Features:

- Sorry no XBTF/X1 Ships yet.
- All argon X2 ships in game.
- Two 'future' argon ships available.
- A xbtf style map providing more battles but with better performance and no khaak or terrans.
- Improved graphics
- As this is the first version I had to start of small that's why I don't have all the x2 ships in game ;).
- I will let you find the rest....

Latest Screenshots:

[ external image ][ external image ][ external image ][ external image ]

Download:

Main Download Download (EXE) [110mb file size] {Moddb mirror}
Mirror download: Download (EXE) [110mb file size] {[blocked due to google malware warning] mirror}

Problems?

Please us the Tech Support area.

Thanks to:

- Ulfius for the Combat Mod
- LV for the RRF mod
- DIGSIN for the converted EMP mod
- TXU for the continued support
- Moddb for the advertising and hosting.

Please note:

- The mod may not be save game compatible so I suggest you back them up, as I don't actually play TC I didn't have a save game to test it with so if anyone would like to try it with the save game and report back it would be helpful.

- Some mods and scripts may not be compatible but I haven't tested any, thats why we have a beta ;).


- Unfortunately I cannot update my first post because i'm have to use a different account because I can not log in to the other. Sorry about that.


________________________________


Installation Instructions:
  1. Download the mod
  2. Open the exe
  3. Go though the exe and make sure the path to x3tc is correct
  4. Once finished the install, start x3tc
  5. Go to select mod, the x1pf
  6. Press ok, then have fun (hopefully)
Planed for future versions:
  • All x2 ships in game
  • More future type ships
  • Scripts such as the bulk shipyard
  • More work done to the HUD and Icons
  • Hopefully different music
  • Missions
  • Stuff like that ;)
Last edited by SS_T on Mon, 13. Apr 09, 12:44, edited 1 time in total.

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SS_T
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Post by SS_T » Mon, 13. Apr 09, 12:38

So its been a couple of days now since the beta release and I have had good interest on moddb, back on the front page of there site again. But I haven't heard much from the users of the TXU and here, how is it :)?
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Locksley
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Post by Locksley » Mon, 13. Apr 09, 14:51

A bit slow on the forums theese days :p

Interesting mod; and I would think that it would apeal to those more oriented towards action as it would seem you spent some time getting more performance out of TC.

With less(?) sectors and modified Job files and ofcourse Cmod3 you can releave some strain on the CPU.

I've basically just started playin TC so it is not yet time for me to try new mods; but I will get there :D

Thanks for all your work!

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SS_T
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Post by SS_T » Mon, 13. Apr 09, 23:46

Locksley wrote: With less(?) sectors and modified Job files and ofcourse Cmod3 you can releave some strain on the CPU.
I wouldn't say I went with a lot of performance tweaking as some of the new effects do take some GPU power and I have added some ships. The main game starts I haven't changed so its a player choice but I personally prefer a small universe with more combat :)
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Street21309
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Post by Street21309 » Thu, 16. Apr 09, 01:07

Everythings running good except for one thing...Cant get some of the custom graphics for the weapons to work. For example instead of the CMOD3 Gauss Cannon smoke trail...Its just a yellow bullet and nothing else.

The second I go to the original game (With no mods) The weapon effects work, but the moment I load up this mod they dont work.

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SS_T
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Post by SS_T » Thu, 16. Apr 09, 01:10

ok, I will see if it is a mistake I made :P. Although you are the first to report the problem :)

EDIT: yep I have the same problem, thats one thing I forgot to test because I didn't actually edit the lasers :oops:.

I will try and fix the problem tommorow :o
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Street21309
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Post by Street21309 » Thu, 16. Apr 09, 01:30

LOL

Good thing I brought it up to ya then SS_T bro =P

I know its quite a few of the lasers but the Gauss Cannon was the one I could name off the top of my head.

Treelor
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Post by Treelor » Thu, 16. Apr 09, 07:04

So, let me tell you a big that's much more scary than it is dangerous.

I was flying about in my Colossus in Aladna Hill, trying to get gunz for my fighters. I look at the sector map and see a bunch of "Kha'ak Mercury |X2|", then followed by an X2 Centaur and a pair of X2 Mammoths.

The Kha'ak are trying to freighter rush me, with REALLY OLD FREIGHTERS.
Needless to say, I shat my pants.

There were about 30 or so ships D:

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SS_T
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Post by SS_T » Thu, 16. Apr 09, 11:37

LOL

Good thing I brought it up to ya then SS_T bro =P

I know its quite a few of the lasers but the Gauss Cannon was the one I could name off the top of my head.
I will compare files with the combat mod and see what I have changed, I got a feeling that it is the effects file causing the problem.
Treelor wrote:So, let me tell you a big that's much more scary than it is dangerous.

I was flying about in my Colossus in Aladna Hill, trying to get gunz for my fighters. I look at the sector map and see a bunch of "Kha'ak Mercury |X2|", then followed by an X2 Centaur and a pair of X2 Mammoths.

The Kha'ak are trying to freighter rush me, with REALLY OLD FREIGHTERS.
Needless to say, I shat my pants.

There were about 30 or so ships D:
I guess the khaak like the x2 ships then :D, tbh I don't know why they are using them :?: :)
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Street21309
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Post by Street21309 » Thu, 16. Apr 09, 17:29

LMAO....Needless to say those Kha'ak dont stand a chance against a modern Colossus =P

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SS_T
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Post by SS_T » Thu, 16. Apr 09, 18:01

X1PF Beta Version 1.1
For X3: Terran Conflict
Built on Combat Mod 3 and RRF

Warning!!! This is a beta release so there might be still some more bugs that I have missed.

Update Information:

This is a vital update for the graphics or the mod. On the 15/04/2009 I was notified by Street21309 who said:
Street21309 wrote:Everythings running good except for one thing...Cant get some of the custom graphics for the weapons to work. For example instead of the CMOD3 Gauss Cannon smoke trail...Its just a yellow bullet and nothing else.

The second I go to the original game (With no mods) The weapon effects work, but the moment I load up this mod they dont work.
So I went in game to see if there was a problem with the mod, I immediately found out it was something I over looked when I tested it.

The fix was easy, I just basically rewrote the effects file. The difficult bit was trying to make the patch small enough and in the end I failed as the effects file was in the main 352mb archive which I had to include so sorry about that.

Download:
Download X1: Past and Future Beta 1.1 from ModDB
Mirror download from external site: Download (EXE)

Please note:
  • You DO NOT need to install the prvious version for this to work. This is a complete mod.
  • You DO NOT need to uninstall the previous version as this installer will over write the existing files.
  • The mod may not be save game compatible so I suggest you back them up, as I do not actually play TC I did not have a save game to test it with so if anyone would like to try it with the save game and report back it would be helpful.
  • Some mods and scripts may not be compatible but I have not tested any, that is why we have a beta [ external image ].
Change log:
- Fixed graphics
- Updated to the latest Combat Mod 3.

Installation Instructions:
  1. Download the mod
  2. Open the exe
  3. Go though the exe and make sure the path to x3tc is correct
  4. Once finished the install, start x3tc
  5. Go to select mod, the x1pf
  6. Press ok, then have some fun I hope.
Planed for future versions:
  • All x2 ships in game
  • More future type ships
  • Scripts such as the bulk shipyard
  • More work done to the HUD and Icons
  • Hopefully different music
  • Missions
  • Stuff like that [ external image ]
New XDownloads: http://xdownloads.co.uk

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Street21309
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x3tc

Post by Street21309 » Fri, 17. Apr 09, 03:41

Coolies

Will download and take it for a spin soon. Will let you know if I come across anything else outta wack =P

Treelor
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Post by Treelor » Fri, 17. Apr 09, 03:50

Don't try to fix the Gauss Cannon "glitch". I think it's more realistic for it to not have a smoke trail in space - for there to be smoke, there's gotta be heat, and in space it'll dissipate really quick.

There's a suggestion I also made on the ModDB comment section, but I don't think you've seen it.

For the X2 ships, have you thought about adding a script in that adds them to currently existing shipyards instead of editing the galaxy map? That would still allow people to purchase X2 ships without forcing a game restart.

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Street21309
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Post by Street21309 » Fri, 17. Apr 09, 07:19

Another thing to consider is the X2 Variants of the Colossus and Titan are a wee bit too fast and agile. Considering they would be like a light destroyed and light carrier. Say speeds of around a max of around 75-90. Other than that, everything else is good except for adding the ships to a shipyard as what Treelor said.
Freespace X3TC Mini-Mod
[ external image ]

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SS_T
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Post by SS_T » Fri, 17. Apr 09, 12:10

Treelor wrote:Don't try to fix the Gauss Cannon "glitch". I think it's more realistic for it to not have a smoke trail in space - for there to be smoke, there's gotta be heat, and in space it'll dissipate really quick.
Maybe so, but I don't particularly want to mess with the weapons atm. I might release a plugin to remove the smoke in the future or someone else can. But for now I will stay with the terran conflict and combat mod style.
Treelor wrote: There's a suggestion I also made on the ModDB comment section, but I don't think you've seen it.

For the X2 ships, have you thought about adding a script in that adds them to currently existing shipyards instead of editing the galaxy map? That would still allow people to purchase X2 ships without forcing a game restart.
I didn't edit the map I used a MD script to add them to a new shipyard in argon prime and ore belt iirc. I did see your comment on moddb, and I will be sorting something but the latest update was to fix the graphics problem ;).
Street21309 wrote:Another thing to consider is the X2 Variants of the Colossus and Titan are a wee bit too fast and agile. Considering they would be like a light destroyed and light carrier. Say speeds of around a max of around 75-90. Other than that, everything else is good except for adding the ships to a shipyard as what Treelor said.
The x2 ships have the same stats as in x2 ;). I could slow them down if nessesary but in doing so they would lose there only advantage over the x3 ships except the X2 argon M1 which hold 130 ships.

thanks for all your comments they have been helpful so far :)
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SS_T
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Post by SS_T » Fri, 17. Apr 09, 19:32

X1PF beta 2.0 trailer released, see here: http://www.moddb.com/mods/x1-the-pirate ... er-release

It shows a couple of the new x2 ships and effects aswell as some of the features you haven't seen if you haven't played the mod ;)
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SS_T
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Post by SS_T » Wed, 6. May 09, 00:32

Latest

I have been on the most boring 2 week course I have ever been on probably as a punishment for being on job seekers allowance for too long. So I didn't do much to the mod :(.

News

  • The mod has been on the mod video spotlight for the first time see here
  • 94 X1PF Beta 1.1 mod downloads via moddb
  • 82 X1PF Beta 1.0 mod downloads via moddb
  • 4GB of bandwidth used since 11/04/2009 to 05/05/2009 just for the mod


Development News

Xenon M1 (COMPLETE)
Xenon M2 (COMPLETE)
Xenon M3 (IN PROGRESS)
Xenon M4 (IN PROGRESS)
Xenon M5 (IN PROGRESS)

ARGON FSTS (IN PROGRESS)
ARGON FSTS Cockpit (IN PROGRESS)
ARGON FSTS Front Turret (IN PROGRESS)
ARGON FSTS Big Turret (IN PROGRESS)

Shipyard Script (IN PROGRESS)
Mass Shipyard Script (SUGGESTED)

HUD (TO DO)
MENU (TO DO)
MUSIC (TO DO)
EFFECTS (IN PROGRESS)

Testing (TO DO)

If you have any suggestions or comments I'm happy to hear them :)
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SS_T
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Post by SS_T » Tue, 19. May 09, 00:23

Finished the xenon ships :), but the reason for this post:

I'm allowing you the public to alpha/beta test the mod, there is a reason for this please read: http://www.thexuniverse.com/forum/showt ... adid=15889

I will not be doing any of the alpha work over here, so if you want to help me test it please can you sign up at the TXU so you can use the project tools.

I will still keep you informed here of any stable releases or media :)
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SS_T
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Post by SS_T » Wed, 20. May 09, 13:51

More testing images: 19/05/2009


[ external image ] [ external image ]

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