[MOD] X2 Ship Callback Mod V2 {V1.08} [4/6 3.1 compatible][Cockpit version added]

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

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Sir Squallus
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Post by Sir Squallus » Fri, 15. May 09, 03:42

Maybe..
Now its for shure running with more than 30 FpS, there are not many X games out there hwo con say this :lol:

killerog
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Post by killerog » Fri, 15. May 09, 14:33

Im ok for Fps get 30 in X2-X3TC.

When i get back to day ill start work on the AP gunner and get the next version up.
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Sir Squallus
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Post by Sir Squallus » Fri, 15. May 09, 16:19

Thanks.

killerog
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Post by killerog » Sat, 16. May 09, 00:41

Mods not ready for 2night but heres a pic of the repaired AP Gunner ::

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As you can see it has 8 fighter weapons up frount and 4 heavy m6 turrents, giving it that slightly bodged back together upgraded look.

Hope you like :D

I also have the old/damaged version in the game.
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Sir Squallus
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Post by Sir Squallus » Sat, 16. May 09, 03:19

:o Is´nt she Pretty...

unknown1
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Post by unknown1 » Sat, 16. May 09, 20:32

Hi killerog...nice to se you doing an amaizing work>Thanks for adding the Gunner.remembers me the good old days of X2.i played it for almost 2 years,day and night , ammasing the ultimate fleet.You are doing an excelent job...
now for sir Squallus:m8 if you have an yahoomessenger adress or skype please send it to me so we can excange some memmories.I like to see such devoted peoples for this great serries.See ya in the X univesre :lol:

killerog
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Post by killerog » Sat, 16. May 09, 20:34

Updated Op with new version.
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Sorkvild
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Post by Sorkvild » Mon, 25. May 09, 00:11

Keep up the good work man! I've been looking for such mod since many, many days. It really hits the spot. Express, Titan, Hydra - absolute must have. Looking forward to see Split, Paranid and Teladi ships as well. I really miss old corvettes in TC game.
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SLeeZeCoRe
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Post by SLeeZeCoRe » Tue, 2. Jun 09, 13:47

Can I use this as a false patch and rename it to [numerical].dat/cat as I'm already running XXXL factories.

killerog
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Post by killerog » Tue, 2. Jun 09, 15:48

You should be able to. I dont think either edit the same files.
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SLeeZeCoRe
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Post by SLeeZeCoRe » Tue, 2. Jun 09, 20:57

It worked, its now 11.dat/cat.

Good to see the good old ships flying about, I spawned a few NPC patrols using Titans and Centaurs, any idea if the NPC's will start using their own without my help?

killerog
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Post by killerog » Tue, 2. Jun 09, 22:27

not at the moment as i havent created (or looked into how to create) jobs for the new ships. Its on of my next few jobs once i get some free time again.
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SLeeZeCoRe
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Post by SLeeZeCoRe » Tue, 2. Jun 09, 22:33

:D

xiriod
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Post by xiriod » Fri, 5. Jun 09, 09:38

I tried some of the ships, not all, but so far the old Titan is the only one that works correct with turrets and all when camera dummies are concerned. Other ships have their cameras attached inside the model.

The AP Gunner had only one of the forward gun barrels projecting laser fire though.

The Utilize and Repair Debris script would be perfect with at least the Titan and AP Gunner as those two are real wrecks in the universe. :)

killerog
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Post by killerog » Fri, 5. Jun 09, 13:29

xiriod wrote:I tried some of the ships, not all, but so far the old Titan is the only one that works correct with turrets and all when camera dummies are concerned. Other ships have their cameras attached inside the model.

The AP Gunner had only one of the forward gun barrels projecting laser fire though.

The Utilize and Repair Debris script would be perfect with at least the Titan and AP Gunner as those two are real wrecks in the universe. :)
hmm thats strange, i tested each ship before i put them in to make sure all the turrets/weapons worked fine.

Can you list the broken ships please? Would make it easier for me and others to test them.

Can anyone else test some of the ships to see if this a a mod problem or a problem localist to xiriod game.
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