[MOD] IEX - AP/TC Sector Visual Enhancement - IEX 1.5b (27/07/2014)
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
I'm mostly only running the Galaxy Editor at the moment, however I loaded my AP savegame and it seemed OK.
When both X3TC 3.2 & AP 1.1 came out I checked the files in "types" and the xml map files for changes and I could not see anything that looked like it'd trip the mod up. Not sure what files "MARS" may use...?
Your issue is the first since the patches were released... is anyone else out there having the same problem? IEX 1.0c is now over the 350+ download mark and so I'd kinda' think that if it was a generic problem I'd be receiving more reports?
When both X3TC 3.2 & AP 1.1 came out I checked the files in "types" and the xml map files for changes and I could not see anything that looked like it'd trip the mod up. Not sure what files "MARS" may use...?
Your issue is the first since the patches were released... is anyone else out there having the same problem? IEX 1.0c is now over the 350+ download mark and so I'd kinda' think that if it was a generic problem I'd be receiving more reports?
- TheRealBix
- Posts: 400
- Joined: Thu, 2. Jul 09, 14:34
IEX extends the "Types" files and so I'd suspect that you might have problems if you have objects in-game that no longer have a valid reference point. You could try and see what happens. I'll have another look to see if anything could have screwed up.... no one else has yet reported problems with specifically IE/IEX. I have seen elsewhere on the forums other savegame issues that might be related to yours and so it might be something else...?TheRealBix wrote:I installed those mods as false patches. If I remove them, i will normally be able to launch my saves or not ?
'Cause I tried, but nothing :/[/b]
- TheRealBix
- Posts: 400
- Joined: Thu, 2. Jul 09, 14:34
This should be something that have changed with the update, no ?objects in-game that no longer have a valid reference point
MARS use Tships files in the false patch, so I don't think MARS is the problem. And this cannot be scripts, so it should be IE/IEX.
I read in IE topic that a new start is required (but not in IEX). This can be the problem ?
ps : Sorry for my bad english, I'm so tired ^^
- TheRealBix
- Posts: 400
- Joined: Thu, 2. Jul 09, 14:34
The OP states "Although a new game start is not required, the best effect will be seen within new games."
This statement is true. Some of the mod. replaces existing textures and object files and so this would be seen if the mod. was installed into an existing game. However to experience the best effect a new game start is required as the 'x3_universe.xml' has been altered. It is only with a new gamestart that this is utilised.
This statement is true. Some of the mod. replaces existing textures and object files and so this would be seen if the mod. was installed into an existing game. However to experience the best effect a new game start is required as the 'x3_universe.xml' has been altered. It is only with a new gamestart that this is utilised.
You could try using this: http://forum.egosoft.com/viewtopic.php?t=311794Black147 wrote:Jonas:
There is. I hope
See here: http://forum.egosoft.com/viewtopic.php? ... 82#3804182
[ external image ]
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
Nice to see both mine, others & connary's work being made compatible with XRM... I believe that in this area, 'imitation is the highest form of flattery' (as long as the originators receive approriate credit). I'm slowly working on planet textures (due to RL and 'other' activities) and will probably release something (at least partly done) soon.
I've built myself an 'awk' tool that converts the universe xml files to something I can easily compare differences between. When I release IEX 1.1, so that any modifications to IEX compatible versions elsewhere (eg. XRM) doesn't involve a complete re-work, would it be useful for a text file to be included showing the changes to stars/nebula/planets/moons between the versions ?
I've built myself an 'awk' tool that converts the universe xml files to something I can easily compare differences between. When I release IEX 1.1, so that any modifications to IEX compatible versions elsewhere (eg. XRM) doesn't involve a complete re-work, would it be useful for a text file to be included showing the changes to stars/nebula/planets/moons between the versions ?
May i ask, why is "the best effect will be seen with new game starts"?
What exact things are lost if i use this and load a savegame? Any visual stuff or just universe layouts?
I'm planning on using this with the XRM, so i assume just the vanilla sectors will get their appearance changed while the actual layout and stuff remains the same.
Can i then just load my XRM savegame and get all the visual fluff of this mod?
Thanks
Edit: reading the latest posts, i assume i'll have to wait for the compatability guy to upload his changes
What exact things are lost if i use this and load a savegame? Any visual stuff or just universe layouts?
I'm planning on using this with the XRM, so i assume just the vanilla sectors will get their appearance changed while the actual layout and stuff remains the same.
Can i then just load my XRM savegame and get all the visual fluff of this mod?
Thanks
Edit: reading the latest posts, i assume i'll have to wait for the compatability guy to upload his changes
CPU: Intel i7 6300k RAM: 32gb GPU: nVidia 1070 6gb VRAM
If the mod. is used without a new game start, only new textures or objects within IE/IEX having the same internal file name or number as before will be displayed in-game. Some effort has gone into the selection of backgrounds and stars/planets/moon so that each sector looks better than before (I hope). The ethos followed is that the 'new' sectors more closely follow their own sector description, and provide a greater variety and continuity of space environment. An existing game won't benefit from all of this work. This is because all the 'sector map objects' are positionally fixed and are not changed between game-saves when different mods. are swapped in/out. For example, it is possible that a 'new' nebula may be strangely in-front of a planet due to it's changed shape, and some planet colours may clash with their new backgrounds.Baleur wrote:May i ask, why is "the best effect will be seen with new game starts"?
If a new game start is made, all the additional changes to the x3_universe.xml map will be incorporated and this extends the range, number and position of stars/planets/moons, and it includes many extra backgrounds. There are many new internal 'objects' within IEX and only upon a new game load will these be displayed in-game. A new game will change the numbers and types of stars & planets and their positions against the defined background and make it persistant between saves. (This is why if you remove a mod. from an existing save-game, it may not function correctly or look odd).
I hope that answers your question. Let me know if you're still unsure of the differences...
IndeedMoonrat wrote:Nice to see both mine, others & connary's work being made compatible with XRM... I believe that in this area, 'imitation is the highest form of flattery
I use simple Notepad++ compare plugin to show side by side comparisons. Works well in most cases.Moonrat wrote:I've built myself an 'awk' tool that converts the universe xml files to something I can easily compare differences between.
Maybe. Dunno, my idea was to use above mentioned Notepad++ method to find and hand edit less extensive changes. Otherwise just do a complete re-export using my own or Jack08 script. Also: you have a PM.Moonrat wrote:... would it be useful for a text file to be included showing the changes to stars/nebula/planets/moons between the versions ?
After studying the XRM IEX-compatible 'TSuns.txt' and 'Lensflares.txt' files... In the spirit of spacefarer harmony I have made the following changes which will be included within the next version of IEX.
TSuns.txt
TSuns.txt
- Now 100% functionally identical to the XRM compatible version. There were no changes to suns, only an indexing change due to 'Lensflares.txt' containing additional content.
- Now more closely matches the XRM compatible version but with the vanilla engine effects resurrected.
ie. the new entries for #35 -> #44 are included but the vanilla engine effects #10 -> #15 remain (for now).
NOTE : I may include several alternate 'Lensflares.txt' files in the future so people can opt for the engine effects they most they prefer.
It sounds like the 'fried egg' bug might be because the XRM 'x3_universe.xml' map file is using an incompatible object with the wrong type of background?
May be the background needs to be changed there for something less eggy? IE/IEX in TC & AP displays no such issue as far as I'm aware of.
That said, I'm always interested to hear from those involved in other mods who might have ideas to make mine more compatible... But I'm not promising anything tho' as often there's fundamental incompatibilities between different mods, sorry. But I'll try where possible.
May be the background needs to be changed there for something less eggy? IE/IEX in TC & AP displays no such issue as far as I'm aware of.
That said, I'm always interested to hear from those involved in other mods who might have ideas to make mine more compatible... But I'm not promising anything tho' as often there's fundamental incompatibilities between different mods, sorry. But I'll try where possible.
As threatened Moonrat ... voila le [AP] XRM 1.16 - IEX 1.0c Compatibility patch.
Guaranteed without fried eggs.
Guaranteed without fried eggs.