[MOD] TC -> X3 Reunion performance callback
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[MOD] TC -> X3 Reunion performance callback
This small, simple mod is born out of effort to improve TC performance by reducing some of the demands placed on mid-range computers by Terran Conflict.
I "threw" this mod together quickly, with virtually zero testing. Therefore, I make no claims for its abilities in any way. All I can say, is in my case, this mod more than doubles my FPS compared with vanilla TC 2.0
If this mod improves your computers ability to run TC, then great. If not, then nothing lost. Many complex variables determine how well TC (and this mod) runs on your computer.
Download here (3.2 MB)
Instructions: Decompress in TC main director. Folder "mods" should be created. Click "Select Mod Package" from X3-TC launch dialog box; pick "tc_reunion_callback" as the active mod.
This is what I did:
1. Remove all Terran, ATF, and Aldrin related entries in Jobs.txt, and reduced number of Jobs to X3-Reunion levels
2. Remove asteroid debris from x3_universe_debris.xml
3. Activated X3-Reunion Gamestarts, and de-activated TC Gamestarts
4. Replaced X-TREME with custom "Adventure" Gamestart
[ external image ]
[ external image ]
Considering very heavy RL work and other demands, I most likely won't support this mod beyond providing it, and perhaps making limited adjustments time permitting.
Reference threads:
MOD coming soon] X3-Reunion performance callback
Performance comparison between X3-R and X3-TC
[MOD IDEA] X3 Terran Conflict - improved performance
I "threw" this mod together quickly, with virtually zero testing. Therefore, I make no claims for its abilities in any way. All I can say, is in my case, this mod more than doubles my FPS compared with vanilla TC 2.0
If this mod improves your computers ability to run TC, then great. If not, then nothing lost. Many complex variables determine how well TC (and this mod) runs on your computer.
Download here (3.2 MB)
Instructions: Decompress in TC main director. Folder "mods" should be created. Click "Select Mod Package" from X3-TC launch dialog box; pick "tc_reunion_callback" as the active mod.
This is what I did:
1. Remove all Terran, ATF, and Aldrin related entries in Jobs.txt, and reduced number of Jobs to X3-Reunion levels
2. Remove asteroid debris from x3_universe_debris.xml
3. Activated X3-Reunion Gamestarts, and de-activated TC Gamestarts
4. Replaced X-TREME with custom "Adventure" Gamestart
[ external image ]
[ external image ]
Considering very heavy RL work and other demands, I most likely won't support this mod beyond providing it, and perhaps making limited adjustments time permitting.
Reference threads:
MOD coming soon] X3-Reunion performance callback
Performance comparison between X3-R and X3-TC
[MOD IDEA] X3 Terran Conflict - improved performance
Last edited by Observe on Tue, 7. Apr 09, 15:15, edited 5 times in total.
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FYI: I've added alternative download consisting of "Adventure" startgame.
For the last several months I've been working 16 hours a day, seven days a week, and I got hit by a car a few weeks ago. This has prevented my involvement in the X scene of late.
Now that I'm "back in the saddle" to at least a limited extent, I've re-joined forces with Stu Austin in our effort to bring Transcend I to TC. This mod (TC -> X3 Reunion performance callback) is mainly part of an exercise for bringing Transcend into compatibility with TC 2.0. As such, the alternative download contains a lot of files and models which are not active.
Confusing?
For the last several months I've been working 16 hours a day, seven days a week, and I got hit by a car a few weeks ago. This has prevented my involvement in the X scene of late.
Now that I'm "back in the saddle" to at least a limited extent, I've re-joined forces with Stu Austin in our effort to bring Transcend I to TC. This mod (TC -> X3 Reunion performance callback) is mainly part of an exercise for bringing Transcend into compatibility with TC 2.0. As such, the alternative download contains a lot of files and models which are not active.
Confusing?

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Kha'ak start as well? That would definitely interest me.Observe wrote:Longer answer: I used X3-R gamestarts since I deleted all the Terran Jobs - including ATF and associated Aldrin, and because some of us (me) like the old X3-R starts.
Ouch... I hope (as it sounds) that you're on the mend.Observe wrote:For the last several months I've been working 16 hours a day, seven days a week, and I got hit by a car a few weeks ago. This has prevented my involvement in the X scene of late.
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Once I get a new computer with some spare disc space, I'm planning to merge all of the mods I did for X3R into a single TC mod, with different starts for each of them. Each start having its own director file, with specific stations added. Someone also wants a Xenon start, so I'll probably do one of those as well.
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Well, sort of kind of - depending on how you look at it.X2-Eliah wrote:So this basically is X3-Reunion with TC random missions and code, but without any plots and new sectors?
Actually, I ended up leaving the full TC map because cutting out the added TC sectors didn't make much difference. The big improvement (for TC 2.0) was eliminating all the added Jobs entries.
So, what we have is Terran Conflict, minus all Terran "life", with TC gamestarts replace by X3-R gamestarts (and the new "Adventure" start).
Interesting how pre-TC 2.0 did not experience quite the major performance gain simply by Jobs reduction as 2.0 appears to have - at least on my system.
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This mod looks really interesting and might get me back into X3. But I'm not really sure what to expect. I don't know this would mean exactly for my game.
So the map is the same, but jobs have been cut down. But... what jobs? I don't know much about how the innards of the game work, so for the end user, what will we notice being different? Is it about... patrolling ships? Number of ships in the universe? Number of random conflicts in the universe?
What about things related to plot? Is it impossible to do plots now? The hub mission? Player headquarters?
Basically, what differences will the user, who knows little about what jobs are, notice? And will it break compatibility with some scripts? Also, will this fix issues like busy sectors causing slide shows? How about looking at large terran stations, or having large battles?
I'm really interested in this mod's potential...
So the map is the same, but jobs have been cut down. But... what jobs? I don't know much about how the innards of the game work, so for the end user, what will we notice being different? Is it about... patrolling ships? Number of ships in the universe? Number of random conflicts in the universe?
What about things related to plot? Is it impossible to do plots now? The hub mission? Player headquarters?
Basically, what differences will the user, who knows little about what jobs are, notice? And will it break compatibility with some scripts? Also, will this fix issues like busy sectors causing slide shows? How about looking at large terran stations, or having large battles?
I'm really interested in this mod's potential...
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True on all counts. Please keep in mind I "threw" this mod together for the sole purpose of improving performance for those players who simply cannot play X3-TC very well because their computers are just not up to the task.apricotslice wrote:If I understand it correctly, the main difference will be that Terran space has no npc ships. Nor does Aldrin.
No good if you plan on spending a lot of time in Terran space, but good for the player who doesnt plan on going there.
Also, by removing the new starts, you also remove the plot.
The idea is that there may be players who bought TC, and who are perfectly happy playing in the huge X3-R Universe without the plot, and without the Terran sectors. After all, X3-R provided plenty of enjoyment without the TC added sectors etc.
Tonight I'm further modifiying the mod to delete the Terran sectors altogether. Not much point having them if they are devoid of "life".
I imagine there are players who never play the plot, and who are more than happy going out on their own to explore, and trade etc. All the basic missions are still intact.
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Obsever wrote:
Cheers
I am very sorry to hear that.I hope that now everything is OK and there was no seriuse consequences.If you need help with some moding and other stuffs and if you think I can help please say so.I will be glad to helpFor the last several months I've been working 16 hours a day, seven days a week, and I got hit by a car a few weeks ago. This has prevented my involvement in the X scene of late.

Cheers
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Updated:
1. Previous two versions consolodated into one. Unused Transcend models removed (only Evader remains for "Adventure" start)
2. Terran sectors (and Aldrin) deleted.
This mod now more closely approximates X3-R map. I'll add the various other startgames if I feel like tweaking this mod further - depending on if anyone actually uses it. In the meantime, work must now go toward our "main" mod efforts.
1. Previous two versions consolodated into one. Unused Transcend models removed (only Evader remains for "Adventure" start)
2. Terran sectors (and Aldrin) deleted.
This mod now more closely approximates X3-R map. I'll add the various other startgames if I feel like tweaking this mod further - depending on if anyone actually uses it. In the meantime, work must now go toward our "main" mod efforts.

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