[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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xiriod
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Post by xiriod » Fri, 5. Jun 09, 14:30

killerog wrote: 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.
I just tested the Colossus and the AP Gunner. I have 3 other projects I am working on so I stopped there. Titan's camera dummies worked wonders, and the ship too.

But the two others had their camera's in centre ship. So I guess it's in the scene file. I am at work now though, so I don't have the files available.

killerog
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Post by killerog » Fri, 5. Jun 09, 14:39

Ok Ill check the scene files out today.

Maybe im just going mad and forgot to check them. :shock:
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killerog
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Post by killerog » Fri, 5. Jun 09, 15:34

Updated Op with new version.
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TylerEvarts
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Post by TylerEvarts » Sun, 7. Jun 09, 19:15

I know this is a dumb question, but... O cant seem to figure out how o install the beta version that you have created. Tried using Cycrows plugin programs but no luck. Please help me, it would be highly appreciated. Great work on the mod by he way! :D

killerog
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Post by killerog » Sun, 7. Jun 09, 19:17

Just extract the file you download to the main X3:TC folder (where X3.exe is). It should create a few folders, if its installed you will receive a message in game.
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SLeeZeCoRe
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Post by SLeeZeCoRe » Sun, 7. Jun 09, 21:02

2 things...

1. the Old Titan is still a shitstorm for bad guys :lol:

2. any chance of having this thrown in from Roguey (if he's still about for permission). He was nice enough to make it for me, I miss it. It should fit into TC just fine.

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http://roguey.freewha.com/gaming/pc/x3/ ... php?id=243



I'm prepared to beg :P

killerog
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Post by killerog » Sun, 7. Jun 09, 21:24

Ill give him a shout, see if he dosnt mind.

Should be an update later 2 night if i finish what im currently working on.
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killerog
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Post by killerog » Sun, 7. Jun 09, 23:38

Updated Op with v0.05.

As far as i can tell this ships shoudl be used by the ai. If someone sees the ai using a ship can they please tell. Thanks :wink:

@SLeeZeCoRe : ive emailed Roguey about that ship.
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Kasabian
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Post by Kasabian » Mon, 8. Jun 09, 02:08

Old X2 ships are something I sorely missed and was disappointed not to see included in X3 or TC.

It makes more sense to have a few of the old style ships floating around, after all the time frame is set not that long after X2. I have not tried the mod yet, I am unsure if I should wait for the final version or not.

I have a few questions if you do not mind.Will you be adding the X2 voice files for the ships and adding details to the encyclopaedia? Also will you add X3 ships, like the arrow, etc. (I may be wrong about the arrow not being present, but I never saw it) Also, can we reverse engineer these ships?

I was not that impressed with TC when I first played it and almost instantly stopped playing it. But with the latest patches it is shaping up nicely and with the genius that is this mod I will most definitely start playing it properly again. :)

killerog
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Post by killerog » Mon, 8. Jun 09, 02:16

I cant see any reason not to try it out now, more people testing it the faster i can have a nearly bugless release.

I will be adding details to each ships but thats quite low on my list at the moment. Not sure about the sound files, i will have to take a look into it.

Tomorrow i should be relesing the next version which just includes paranid and xeon ships, plus any fixes to bugs i find.

I could use some ideas for balancing the X2 ships so they fit in to TC.
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Kasabian
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Post by Kasabian » Mon, 8. Jun 09, 02:33

I know it would help you test, but I do not have much spare time and if a patch to your mod required restarting the game, it would not be good for me. That is why I am thinking of waiting till you feel the mod is nearly complete. :)

I am not keen on the Roguey ship, quite an ugly one that and does not really fit in too well, will it be optional? Because I can not say I would like having it in the game. I am more into having Egosoft only, proper X ships.

I am looking forward to seeing your Paaranid and Xenon progress tomorrow. :)

killerog
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Post by killerog » Mon, 8. Jun 09, 02:37

Hopefully my mod will never need a restart(not for a long while yet).

That ship like all ships will be avaible to buy. But i will not let the ai use it, so it will only appear if you buy it.
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killerog
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Post by killerog » Mon, 8. Jun 09, 21:17

Updated op.

@SLeeZeCoRe: Roguey has given me permission to use his model so expect to see it in the next version.
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SLeeZeCoRe
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Post by SLeeZeCoRe » Mon, 8. Jun 09, 22:03

Cheers geeza :D

I found the original pic I made...

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Roguey used the Dragon hull instead of the Nemesis, but I won't argue coz I tried some model mods my self and discovered a talent for sucking.

I agree with him changing it from a fast under shielded M3 to a slow M3+ :D

StormMagi
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Post by StormMagi » Wed, 10. Jun 09, 03:54

killerog wrote:I cant see any reason not to try it out now, more people testing it the faster i can have a nearly bugless release.

I will be adding details to each ships but thats quite low on my list at the moment. Not sure about the sound files, i will have to take a look into it.

Tomorrow i should be relesing the next version which just includes paranid and xeon ships, plus any fixes to bugs i find.

I could use some ideas for balancing the X2 ships so they fit in to TC.
The only thing I can think of since I have not played X2 myself would be to drop ships down a class (and adjust weapons accordingly) or perhaps cut the weapons/shields/speed to be subpar compared to the current generation ships.

Also an extra DL link for the mod :) http://tinyurl.com/ml9au6
MOD XR Show Skills

Flying spaceships since 1993.

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