[AL Plugin] Revelation, by Litcube - V 0.85b (Beta)

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

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Kadatherion
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Post by Kadatherion » Wed, 14. Jul 10, 07:31

Ahah, well, it's just that I don't see many other possible fulfilling rewards around as long as one needs to keep things as much vanilla as he can :P


Anyway, an interesting thing that should testify your theory about the 0m/s issue is correct and is related to the engine itself rather than just CPU power: I followed your suggestion (thanks for pointing that thread out!) and edited my jobs file much like what Jaga_Telesin did (but following another suggestion there with the unflagging of set average speed for traders so that halving their jobs number wouldn't hurt the economy in the long run).
Fired up the game and after a while the OCV strikes back in force; jumped to Gannet and took part in the battle. The M5s still showed the stopping issue (especially a wing of Decas that got in later, the very first Ns didn't seem to be affected, but most of the enemy fleet had still to jump in when they arrived), but overall I had MUCH better frame rates than before as it seems the CPU was definitely less strained.

So, even with more system resources free the issue repeated itself quite like before, apparently unaffected by that improvement and as such unrelated to the CPU.

SLeeZeCoRe
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Post by SLeeZeCoRe » Wed, 14. Jul 10, 13:27

I wouldn't worry about going mad with rewards anyway, I've got a Baldric and a Caiman stuffed to the gills with missiles and guns from popped OCV ships, and a J, K, and 3 LX's have been claimed off them.

As for CPU load, I'm running a slightly overclocked E5200 which is a pretty bottom of the barrel chip and I've not really had any bad slow downs even IS (I do believe there are currently about 20 cap ships patroling at the mo).


Ok edit time, there are now 100+ Neutral/Friendly Capships plus figther support.

Can't really go in there now lol.

Guest

Post by Guest » Thu, 15. Jul 10, 03:40

The false patch contains the "view" for your galaxy map only. It will flatten everything. I'm hoping to get some help on simply keeping the vanilla map's contoured and akward style, but adding the Omicron Channel sectors in there for those who don't like flat maps. If anyone can lend a hand, please do.
i have used gmax to splice your sectors into the normal map. i also made those a little more 3D and added sector name boxes (B1X-Y). would you like me to email it to you?

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Litcube
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Post by Litcube » Thu, 15. Jul 10, 03:42

sergoba wrote:i have used gmax to splice your sectors into the normal map. i also made those a little more 3D and added sector name boxes (B1X-Y). would you like me to email it to you?

Absolutely! That would be appreciated.

Can you PM it to me?

Wintersdark
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Post by Wintersdark » Fri, 16. Jul 10, 07:47

This looks fantastic, I'll have to give it a try! I'm a huge, huge fan of your mods.

Anything that makes the universe more alive is good to me. Particularly when one can have multiple "players" in the game at once - I've just started running your PhanonCorp mod as well.

The whole notion of competing corporations pursuing their own interests, Improve Races with Hot War stirring things up between the default factions, and now this pursuing an armageddon-esque scenario too... Everyone caught up in their own machinations while doom lurks just out of sight.

Fantastic!



More! More! =)

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Litcube
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Post by Litcube » Fri, 16. Jul 10, 07:51

@Wintersdark: Thought I was the only one in Vancouver who played X3. :)

@sergoba: Thanks for the file! I'll package it tomorrow.

StarCrack
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Post by StarCrack » Fri, 16. Jul 10, 07:54

i'm not far off in victoria

Wintersdark
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Post by Wintersdark » Fri, 16. Jul 10, 08:15

heh there's 3 people in one thread. Who knows how many there really are =)

I'm curious. Is it possible - well, more accurately, practical - to build a second instance of PhanonCorp, that can run simultaneously using the other spare race, obviously with a different starting sector and independant assets? So we've got not one but two competing corporations... which also compete with each other?

It'd be absolutely fantastic if both were neutral to everyone (as PhanonCorp is now) except at open war with each other.

Guest

Post by Guest » Fri, 16. Jul 10, 13:17

your welcome

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Litcube
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Post by Litcube » Sat, 17. Jul 10, 18:42

Also included in the OP:

Thanks to sergoba, who has spent time creating the Omicron Channel Sectors with the Vanilla style map: if you DO NOT want your Universe map to be flattened, use this 12.CAT file instead of the one contained in the download above: Vanilla Style Galaxy Map For Revelations

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Yacek
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Post by Yacek » Sat, 17. Jul 10, 22:01

Litcube wrote:Also included in the OP:

Thanks to sergoba, who has spent time creating the Omicron Channel Sectors with the Vanilla style map: if you DO NOT want your Universe map to be flattened, use this 12.CAT file instead of the one contained in the download above: Vanilla Style Galaxy Map For Revelations
Very good, because somehow this new map of the sectors does not approach, but the problem is, this alteration does not include the sector the player received after the story New Home. We simply do not have it on the map. You are able to fix it?

PS. There is also its sectors added the story Aldrin (5 sectors).
X3:AP 3.1+XRM 1.30d+MSP 1.7+LoCo 2.01+IR 2.0
Zapraszamy wszystkich chętnych na forum XUDB, gdzie znajdziesz FAQ, opisy skryptów, modów i fabuł, oraz Mamut HQ.
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Wintersdark
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Post by Wintersdark » Sat, 17. Jul 10, 23:15

Litcube wrote:Also included in the OP:

Thanks to sergoba, who has spent time creating the Omicron Channel Sectors with the Vanilla style map: if you DO NOT want your Universe map to be flattened, use this 12.CAT file instead of the one contained in the download above: Vanilla Style Galaxy Map For Revelations
hmmm an observation:

12.cat? My vanilla 2.7 installation has up to 13.cat/dat's. I'm aware of how the naming conventions/fake patching process works, I'm just wondering at your choice of 12 as the original name. Does your X installation (when clean) only have 11? What version?

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Yacek
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Post by Yacek » Sun, 18. Jul 10, 08:30

Patch 2.7.1 adds file 12.dat/cat
But the numbers of files, dat/cat added to the mods, do not matter, you know, after that they always change their numbers to another number, file dat/cat in our game directory. I installed this mod as 20.dat :)
X3:AP 3.1+XRM 1.30d+MSP 1.7+LoCo 2.01+IR 2.0
Zapraszamy wszystkich chętnych na forum XUDB, gdzie znajdziesz FAQ, opisy skryptów, modów i fabuł, oraz Mamut HQ.
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Wintersdark
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Post by Wintersdark » Sun, 18. Jul 10, 09:31

Yacek wrote:Patch 2.7.1 adds file 12.dat/cat
But the numbers of files, dat/cat added to the mods, do not matter, you know, after that they always change their numbers to another number, file dat/cat in our game directory. I installed this mod as 20.dat :)
Yeah, I understand how the naming works - I've this installed as 17 myself. I just found 12 as the current filename curious, as that's a number already taken by X3TC. Made me wonder if Litcube was running 2.7.1 or what.

SLeeZeCoRe
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Post by SLeeZeCoRe » Sun, 18. Jul 10, 22:18

I noticed something with the map management, the unknown sector in Patriachs Retreat has disappeared.

Can someone go have a look, if only to test where its this mod or another I can narrow it down too.

Its either 175,0,0 or -175,0,0 lol

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