[Mod] Apricot Merge Mod v2.07 [For TC v3]

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killerog
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Post by killerog » Sat, 1. Aug 09, 00:33

apricotslice wrote:X2 callback will be in the Merge Mod.

I'm open to persuasion on the engine colours and trails, if you would like to bring it up in the merge mod thread. :D
Got a bit confused with all these threads on the merge mod/superbox lol.

Well its errr... cool :D It can be easily made to fit in with any other mods that you include (the final tships for example can be easily changed). And it will be included with my X2 callback mod anyway.
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apricotslice
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Post by apricotslice » Sat, 1. Aug 09, 00:45

I already have X2 callback dissassembled and ready to merge.

Whats involved with adding the engine colours and trails ?

killerog
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Post by killerog » Sat, 1. Aug 09, 00:47

At the moment it involves changing 1 value of each ship in tships, editing particles3 and adding 1 tex/true texture and a few dds textures.

Some of which will be in the x2 mod you have depending on what version you are using.
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apricotslice
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Post by apricotslice » Sat, 1. Aug 09, 00:54

Ah. Since I will be extracting only the X2 ships from the mod, all the vanilla ships will be unaffected.

I'm not intending to make changes to vanilla ships, as we have 2 patches still to come we know about, and there is a 50/50 chance one of them will change tships again.

If the X2 ships have them, that at least gets them into the game.

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Post by killerog » Sat, 1. Aug 09, 00:57

Depends if you don't mind a change to tships that egosoft will not change.

But yes the X2 ships have them.

Edit :: later version of my Mod (and the current one) also make changes to the vanilla ship scene files. The full blown mod could be added to the superbox as a separate mod if ego want.
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apricotslice
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Post by apricotslice » Sat, 1. Aug 09, 01:01

Thats the problem. We cant guarentee Egosoft wont change the vanilla ships. Even if they just make the odd small changes, its too hard to identify them and manually make the same changes in the mod. If egosoft change their file, its easiest to cut and paste their new file into the mod one. So anything changed on vanilla ships would be lost.

killerog
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Post by killerog » Sat, 1. Aug 09, 01:04

Ok.

Its just my thinking that egosoft will not change the particle trail value from 1 in any of there patches, if they did it would make my mod changes to tships useless anyway.

As my edit in my above post suggest it may just be easier to add this mod as a separate one.
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apricotslice
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Post by apricotslice » Sat, 1. Aug 09, 01:05

It doesnt matter what they change, thats the problem. If they issue a new patch, it will overwrite existing vanilla completely.

Marodeur
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Post by Marodeur » Sat, 1. Aug 09, 17:11

apricotslice wrote: Besides, even if they are rejected from the superbox, a full merge mod will be released here anyway. It will simply mean 2 versions.
Ah ok. I thought its only for the superbox. ;)

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Axeface
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Post by Axeface » Sat, 1. Aug 09, 20:39

So you have it in writing here apricot. You (apricotslice ;p ) have full permission to do with the Thanatos and Lusca as you please.
Ships are 100% my design and no one else's material was used (Other than ego textures ofc).

Thanks a lot :)

Gammel
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Post by Gammel » Sun, 2. Aug 09, 04:25

apricotslice wrote:Copyright is an issue being followed up by Cycrow
What does this mean exactly? He's trying to figure out if its possible to use copyrighted ships or not?
If that's the case, then I really think it should contain magrathean monkey's ships.
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apricotslice
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Post by apricotslice » Sun, 2. Aug 09, 04:50

Thanks Axeface :)

Gammel, it means he was following up with authors as to origin of models. If the models are not public domain, or do not have the permission of the author or breach copyright in any way, they cant be included in the superbox.

What are "magrathean monkey's ships" ?

Gammel
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Post by Gammel » Sun, 2. Aug 09, 05:04

http://forum.egosoft.com/viewtopic.php?t=168652

I never suggested them in the first place, because I didn't think copyrighted stuff would be accepted.
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someone else
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Post by someone else » Wed, 5. Aug 09, 11:32

XXL Factories and Orbital Weapon Platforms - v2.0 by Mutant Dwarf.

in theory it is not 2.1 compatible, but no issues reported so far. (imho is easy to check and add compatibility)

Mutant Dwarf looks disapperared, but this mod would be really really cool to add to the box. :D
Trade, Fight, Build, Think, Modify.
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apricotslice
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Post by apricotslice » Wed, 5. Aug 09, 11:52

I'm in 2 minds about that one.

I'll have to look at the scripting and determine how much change is needed. That kind of addition will require another change as well to accomodate which also means changing a few things already done. Could be a lot of work.

Personally, I tried the XXL factories in X3, and then abandonned them. I found them h*ll to get started production. As much as I dislike having so many stations, egosofts implementation of stations I actually agree is the best way.

Edit : The scripts look like they need no work at all, CC is already merged, so merging the factories files would just impact 1 of my scripts I think. I've pm'd for permission to use the mod.

In the meantime, v2.00 is uploading now at just under 100mb zipped. I'll update the OP when its ready for downloading.

Gridd
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Post by Gridd » Thu, 6. Aug 09, 03:09

First off, Great work with merging everything that you can. Thanks.

Just ran a quick test, started regular USC Commander, (not sure why) enabled script editor and such. Spawned a couple ships to check things out and , , (None) Of the ship can dock Anywhere (at least in the sector) Neptune I thing. With vanilla and mod ships. Not sure if something happened during the merge..

Thanks none the less though.

Gridd

Edit: also couldnt find any A,C, etc Beam Commands in the hotkey setup.
Edit 2: I may have resolved the docking and ships issues, but Now have a read text error in navigation and general,,
one of them is-- 2011-1301 and 1314

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apricotslice
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Post by apricotslice » Thu, 6. Aug 09, 07:06

Check if they are terran or atf stations.

Terran rank should be high, and docking should be ok.

But atf rank is looked up. I'm not sure if that is linked to argon rank, which at game start is neutral, or if its linked to the FF rank. No sure on that one.

But its possible that at game start, atf rank is too low to dock at atf stations.

Even for a terran start !

Edit : I didnt see your edits until I went to do an edit :)

I cant test USC Commander, its not active on my game yet.

Edit 2 : Have you done the save and load asked for yet ? The hotkeys are not set up until the 2nd load.

Edit 3 : 2011 is not a registered text file. I can only assume your game has a script loaded that is using the same commands as something in the mod. Probably Beamdock and Jump to Derelict I'd guess. Check what scripts you have loaded and what resources they use.

Edit 4 : Confirmed, there is a problem with docking. :(

Edit 5 : Errr....only some of them seem to have a problem. This is bizzare.

What did you do to resolve your docking issue ?

Edit 6 : Issue resolved. Corrupt Dummies.txt in the cat/dat. :(

someone else
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Post by someone else » Thu, 6. Aug 09, 10:59

http://forum.egosoft.com/viewtopic.php?t=226092

a mod that adds a single cool ship. not updated from a long time though.
Trade, Fight, Build, Think, Modify.
Ship Rebalance Mod
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apricotslice
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Post by apricotslice » Thu, 6. Aug 09, 11:03

I think that one kills itself in the first paragraph. Sorry.

someone else
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Post by someone else » Thu, 6. Aug 09, 11:09

try asking permission to the mesh author.
Maybe the "upcoming game" was never released (not so strange) and he is ok with Egosoft adding it to superbox.
This is a merge mod... it should include all cool things done... :D
Trade, Fight, Build, Think, Modify.
Ship Rebalance Mod
OOS Rebalance
Resized Aldrin Big Rock
SIDE/TOP/FRONT Ship Size Comparison
Remember young Padawan: money stolen can be, time cannot.

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