The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.
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Cuddly_Tomato
- Posts: 52
- Joined: Sat, 22. Nov 08, 13:27
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by Cuddly_Tomato » Sun, 3. Jan 10, 19:50
Killjaeden wrote:Can anyone confirm the download link is broken
*confirm*
Dammit!
Is it hosted anywhere else at all?
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DannyDSC
- Posts: 7070
- Joined: Sun, 5. Dec 04, 20:32
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by DannyDSC » Sun, 3. Jan 10, 19:58
very very very gooood work!!! I've posted your announce in the italian forum
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Imp.-
- Posts: 623
- Joined: Wed, 6. Nov 02, 20:31
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by Imp.- » Sun, 3. Jan 10, 23:44
Hm, something goes wrong at the upload, but now all download are OK
@Danny
Thanks for inform the Italian community
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FluffyNinja
- Posts: 10
- Joined: Sun, 28. Nov 04, 13:19
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by FluffyNinja » Sun, 10. Jan 10, 23:19
You guys don't hang about!
Does the new hotfix replace ITS_X3TC_CP_Patch_3-3a or should it be loaded as well?
I'm assuming that I'm installing it correctly as it appears to be working. I've got the cat/dat files numbered to load in the following order..
1) ITS_X3TC_CP_Basis_3
2) ITS_X3TC_Full_CP_25
3) ITS_X3TC_CP_Patch_3-3a
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Imp.-
- Posts: 623
- Joined: Wed, 6. Nov 02, 20:31
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by Imp.- » Sun, 10. Jan 10, 23:49
FluffyNinja wrote:You guys don't hang about!
Does the new hotfix replace ITS_X3TC_CP_Patch_3-3a or should it be loaded as well?
I'm assuming that I'm installing it correctly as it appears to be working. I've got the cat/dat files numbered to load in the following order..
1) ITS_X3TC_CP_Basis_3
2) ITS_X3TC_Full_CP_25
3) ITS_X3TC_CP_Patch_3-3a
Yes replace the old Patch 3-3a with the new 3-4. Thats all.
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Commander Zane
- Posts: 284
- Joined: Thu, 3. Aug 06, 05:23
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by Commander Zane » Wed, 13. Jan 10, 13:34
I remember how awesome the unique Argon canopies were on Reunion but
this is truly outstanding.
I'm curious, how did you get the screenshot of the back of Scimitar's canopy when its default view is at the front?
Personally I'd like to see a unique canopy for the Venti, but I guess if two of the OTAS ships have been done this would be at some point expected?
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Imp.-
- Posts: 623
- Joined: Wed, 6. Nov 02, 20:31
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by Imp.- » Wed, 13. Jan 10, 14:10
Commander Zane wrote:I remember how awesome the unique Argon canopies were on Reunion but
this is truly outstanding.
I'm curious, how did you get the screenshot of the back of Scimitar's canopy when its default view is at the front?
Personally I'd like to see a unique canopy for the Venti, but I guess if two of the OTAS ships have been done this would be at some point expected?
At the moment I work on my old argon M1 and M2 Bridges. They in the next Patch
The scimitar backseat are not in the game, but in the mod. Its in my new CP_turret folder and can use for turretviews. The view is to little for a frontview and I will not work with the TCockpit file in my mod.
You are free to bring it in your Game with the X3-Editor
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Anubitus
- Posts: 693
- Joined: Fri, 21. Jan 05, 00:44
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by Anubitus » Thu, 14. Jan 10, 06:50
hi
i was wondering.. i have a cockpit mod installed, wich i like very much.. but i love this one aswell, would it be possible to use both mods..? i know they use the same file names but what if i changed the names..? would that work..?
example
change this
Code: Select all
ships\argon\cockpits\argon_m3_cp_scene
to this
Code: Select all
ships\argon\cockpits\argon_m3_cp2_scene
EDIT: i've tried this and it doesnt seem to work.. the cockpits dont show up in the game..
how can i make this work..?
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Requiemfang
- Posts: 3206
- Joined: Thu, 16. Jul 09, 12:24
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by Requiemfang » Thu, 14. Jan 10, 09:43
merging the two mods together would PROBABLY make it work...
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Skite
- Posts: 268
- Joined: Thu, 21. Dec 06, 20:19
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by Skite » Thu, 14. Jan 10, 11:04
One thing I've always hated about cockpitmods is that they never allow for numeric hull/shield display... Which is totally a must if you are off capping. (Knowing when the enemy shield is under 10%!)
Does your mod allow correct placement of numeric hull/shield display, or does the texture get spread over the given area?
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Imp.-
- Posts: 623
- Joined: Wed, 6. Nov 02, 20:31
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by Imp.- » Thu, 14. Jan 10, 16:48
Skite wrote:One thing I've always hated about cockpitmods is that they never allow for numeric hull/shield display... Which is totally a must if you are off capping. (Knowing when the enemy shield is under 10%!)
Does your mod allow correct placement of numeric hull/shield display, or does the texture get spread over the given area?
Sorry i must decide me. I can't make two version. And with the status-line I have more room for different CP-design. I hope you understand and accept this situation.
@ anubitus
You can combinat mor than one CP-mod. But I don't know what you mean in your qoute:
The Cockpitscene entry in the Tship or the scenefiles in the mods.
And wich Mod you will combine. It gives not so many and in my mod are all included, I think
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Commander Zane
- Posts: 284
- Joined: Thu, 3. Aug 06, 05:23
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by Commander Zane » Thu, 14. Jan 10, 18:59
Yeah the displays won't show numbers well, especially with the status bars that bend like on the Scimitar.
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Skite
- Posts: 268
- Joined: Thu, 21. Dec 06, 20:19
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by Skite » Thu, 14. Jan 10, 19:54
The problem is that the creators of the cockpits - no offence - made two different 'slots' for the regular bar displays, where the numbers will be stretched on the entire 'slot', not even cut in half, as far as my experience goes. It would be a better solution if the entire display was a one-piece, that way, numbers could potentially still be readable, even if they're a bit moulded out of shape, as is the case with the Scimitar's arc.
Does that make sense?
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Imp.-
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- Joined: Wed, 6. Nov 02, 20:31
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by Imp.- » Thu, 14. Jan 10, 22:43
Skite wrote:The problem is that the creators of the cockpits - no offence - made two different 'slots' for the regular bar displays, where the numbers will be stretched on the entire 'slot', not even cut in half, as far as my experience goes. It would be a better solution if the entire display was a one-piece, that way, numbers could potentially still be readable, even if they're a bit moulded out of shape, as is the case with the Scimitar's arc.
Does that make sense?
I will think about it.
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Anubitus
- Posts: 693
- Joined: Fri, 21. Jan 05, 00:44
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by Anubitus » Fri, 15. Jan 10, 07:00
imp wrote:
@ anubitus
You can combinat mor than one CP-mod. But I don't know what you mean in your qoute:
The Cockpitscene entry in the Tship or the scenefiles in the mods.
And wich Mod you will combine. It gives not so many and in my mod are all included, I think
with my quote i ment both the path to the scene file and the cockpit entry in TShips file, as both need to be the same to use the cockpit..
the mod im using atm is
http://forum.egosoft.com/viewtopic.php? ... ht=cockpit
i saw that u have implemented this one into ur mod aswell, altho when i enter the game, the cockpits of the buster, nova and so on are changed to new ones, wich i like ofc, but are the ones from PSCO1"s mod still included..? have you renamed them..? i d like to use PSCO1's argon m4 cockpit for turret vieuws.. also i have some custom ships i wanna use some of his cockpits for..
thanks
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Imp.-
- Posts: 623
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by Imp.- » Fri, 15. Jan 10, 20:30
Anubitus wrote: with my quote i ment both the path to the scene file and the cockpit entry in TShips file, as both need to be the same to use the cockpit..
the mod im using atm is
http://forum.egosoft.com/viewtopic.php? ... ht=cockpit
i saw that u have implemented this one into ur mod aswell, altho when i enter the game, the cockpits of the buster, nova and so on are changed to new ones, wich i like ofc, but are the ones from PSCO1"s mod still included..? have you renamed them..? i d like to use PSCO1's argon m4 cockpit for turret vieuws.. also i have some custom ships i wanna use some of his cockpits for..
thanks
It's not quite correct. Thats right that some argon CP are double. The discoverer use 3 different version. 2 from me and one from PSCO1. But for now I forgotten wich version use wich CP
The same by discoverer. The nova only by me, PSCO1 has no CP for this. The eclipse only use PSCO1 CP. Look at the list in my start topic.
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Skite
- Posts: 268
- Joined: Thu, 21. Dec 06, 20:19
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by Skite » Sat, 16. Jan 10, 19:33
Imp.- wrote:I will think about it.
Oh, I didn't mean to push it onto you. Was just getting some information.
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Okachi
- Posts: 12
- Joined: Tue, 15. Dec 09, 20:14
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by Okachi » Sat, 16. Jan 10, 21:14
Ive downloaded the cockpit basis 4 and ive installed it (ive installed it in the mods folder because i cant read german and guessed it went there) and since i activated it in mods it just keeps Crashing every time i try to load up a game save. Please could you tell me what i am doing wrong.
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Imp.-
- Posts: 623
- Joined: Wed, 6. Nov 02, 20:31
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by Imp.- » Sat, 16. Jan 10, 22:58
Okachi wrote:Ive downloaded the cockpit basis 4 and ive installed it (ive installed it in the mods folder because i cant read german and guessed it went there) and since i activated it in mods it just keeps Crashing every time i try to load up a game save. Please could you tell me what i am doing wrong.
Are you using an other mod before? And when wich mod is it?
You can use only one mod. When you activate my mod, then the other mod was deactivate.
My mod is not gameplayrelevant. The best is you pack the ITS_X3TC_CP_Basis_4.cat/dat in the X3 mainfolder and give him the next count of this files in this folder.