[MOD] Updated: 1/7/06 "M6 upgrade mod(/w cockpits/restored models)"

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Mehrunes
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[MOD] Updated: 1/7/06 "M6 upgrade mod(/w cockpits/restored models)"

Post by Mehrunes » Mon, 19. Dec 05, 07:31

I've slapped it together into something vaguely resembling a releasable state if you'd like to give it a try. It includes cockpits for all ships. Credit goes to Galaxy613 for that.

Compatible with X3 version 1.3 now.

Download the M6 upgrade here. (No Cockpit version for crazy peoples)


Download the M6 upgrade here. (Cockpit version)

Update 12/22/05:
Started over with version 1.3 files.

Update 12/22/05 part deux:
Included a file I forgot by accident. :oops:
Fixed Perseus Vanguard model
Added cockpit version of the mod

Update 12/23/05:
Set astronaut to use the right cockpit.
Fixed Discoverer cockpit location.

Update 1/07/06:
Added docking space for 1 fighter to every corvette.
Further tweaking to balance lasers. If you don't like the results you can delete the TLaser and TBullet files from the mod with no ill effects.
Enabled 2 of previously unused turrets on the Xenon P.

Update 1/07/06 Part 2:
A flaw in the game engine is causing crashes as a result of added dockport types if a ship that uses them has ever been owned by the player. The docking space has been removed from the corvettes as a result.

Here's a list of changes from the readme...
Changelist:

Restored models of the following craft:
Pirate Nova Raider.

Boron Orca:
Fixed rear turret.

Teladi Falcon:
Added rear turret.

Paranid Perseus Vanguard:
Restored model.

All turrets on M6s now mount 2 guns each.
All M6s have had their weapons capacitor increased significantly and their shield generator increased by a small amount.

Argon Centaur:
2 turrets each in the Port, Starboard and Aft arcs instead of 1.
1 extra shield bay.

Boron Hydra:
6 Top turrets.
1 extra shield bay.

Split Dragon:
3 Top turrets.
2 Down turrets.

Paranid Nemesis:
4 turrets each Port and Starboard.
1 extra shield bay.
Increased cargo bay to 250-750.

Teladi Osprey:
1 extra shield bay.
2 turrets each Port and Starboard.
3 Top turrets.

Xenon P:
1 extra shield bay.
1 turret each Port and Starboard.
Increased hull significantly.
Changed possible lasers to be more like 1.2 version of the Xenon P (they can use many weapons types, but not all).

Flak batteries:
Increased range roughly five-fold.
Decreased damage and energy used to roughly 1/10th.

HEPTs:
Decreased fire rate slightly.

Alpha PSG:
Decreased fire rate moderately, increased damage moderately.


Files Modified:

types\TShips.pck
types\TCockpits.pck
types\Components.pck
types\TBullets.pck
types\TLaser.pck
types\Dummies.pck
objects\cut\04512.pdb
objects\ships\split\split_m6_scene.pbd
objects\ships\argon\argon_m6_scene.pbd
objects\ships\boron\boron_m6_scene.pbd
objects\ships\boron\boron_TL_scene.pbd
objects\ships\paranid\paranid_m6_scene.pbd
objects\ships\teladi\teladi_m6_scene.pbd
Last edited by Mehrunes on Fri, 27. Jan 06, 20:59, edited 15 times in total.

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Sandalpocalypse
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Post by Sandalpocalypse » Mon, 19. Dec 05, 07:34

i'll toss it up on my webspace, hold on

edit:

edit: file removed for safety

hmm... i dont suppose the cockpits mod can be cut out...

/fiddles with the tships file
Last edited by Sandalpocalypse on Fri, 30. Dec 05, 04:21, edited 1 time in total.

Mehrunes
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Post by Mehrunes » Mon, 19. Dec 05, 07:44

Sandalpocalypse wrote:hmm... i dont suppose the cockpits mod can be cut out...

/fiddles with the tships file
You'll come to your senses soon enough. :wink:

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Sandalpocalypse
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Post by Sandalpocalypse » Mon, 19. Dec 05, 08:56

blackmail!

bendyspex
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Post by bendyspex » Mon, 19. Dec 05, 09:56

So does this include the cockpits mod aswell? I really hate it when there are so many good mods I want on, but I can only run one at once.

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Sandalpocalypse
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Post by Sandalpocalypse » Mon, 19. Dec 05, 10:36

Yes

*grinds teeth*

edit: the cockpits are pretty in x3..

i think the firepower of the M6s is a little extreme though! A 10 million price tag doesn't mean they should blow m3s out of the sky like they were target skeets. I mean, it's pretty rough. I tried scrimmaging against cheated pirate ospreys and I got vaped. (I was letting my fighter attack on AI with the rest of them while I studied the corvette.)

/sets to fiddling with the turret cockpits

edit: Hmm, it's not so bad as I thought. I conducted a few more test runs and had not so many problems getting vaped by HEPTs.

Edit: Hey mehrunes, this seems weird. On the Dragon, you have 6 top turrets with 1 gun using 3 paths, and on say the Centaur, you have 2 rear turrets with 2 guns using 2 paths. I take it this is leftover from experimentation.

Mehrunes
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Post by Mehrunes » Mon, 19. Dec 05, 22:20

Sandalpocalypse wrote:Edit: Hey mehrunes, this seems weird. On the Dragon, you have 6 top turrets with 1 gun using 3 paths, and on say the Centaur, you have 2 rear turrets with 2 guns using 2 paths. I take it this is leftover from experimentation.
I forgot to reset the dragon's gun counts and add the dummies for the centaur's side arcs. I added a second laser exit point to the turretdummy in components.txt. Giving a turret a gun count of 2 allows it to fire from both barrels. Unfortunately, each succeeding turret would only fire from 1 barrel. The only workaround I could find was to place fake gun entries with a gun count of 0 in between each real turret.

So a typical argon centaur arc would look like this...

Code: Select all

#   Count    Body                Pidx            Body2           Pidx
1    2       turretdummy      9                                     -1
2    0       turretdummy      9                                     -1
3    2       turretdummy      15                                    -1
Removing 2 from the list would turn 3 into a single gun turret. I'm not sure why, but I can imagine the engine wasn't designed to handle multiple turrets with more than 1 gun per entry.

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Bubba Fat
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Post by Bubba Fat » Tue, 20. Dec 05, 02:51

Did you get them to rotate?

Mehrunes
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Post by Mehrunes » Tue, 20. Dec 05, 04:23

No, that's not going to happen until DBox can load X3 files so I can get some corvette sized articulated turrets.

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Sandalpocalypse
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Post by Sandalpocalypse » Tue, 20. Dec 05, 04:42

The basic turretdummies have a very low LOD threshold, anyways; on some ships you can't even zoom in enough to see some of them.

Mehrunes
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Post by Mehrunes » Tue, 20. Dec 05, 05:08

It looks like they broke external docking on ships when they were adding it to stations. If anyone knows a workaround please chime in.

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Sandalpocalypse
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Post by Sandalpocalypse » Tue, 20. Dec 05, 05:38

http://www.deadlyshoe.com/images/corvettes.jpg

Can get hectic 8)

(Was a test)

edit: I don't suppose you could do me a favor and add a slot for a rear turret on the Buster Sentinel? I'm still horribly confused by the scene files.


A few people have been trying to get external docking working without success so far as I know. Unfortunate :/
Last edited by Sandalpocalypse on Wed, 21. Dec 05, 06:21, edited 1 time in total.

Mehrunes
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Post by Mehrunes » Tue, 20. Dec 05, 06:34

I can't see what's going on in there, everything's so dark. Anyone know a ambient light setting anywhere?

Buster rear turret's going to take some work. It requires making a new cockpit, otherwise your rear turret will outgun all of your front weapons combined.

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Sandalpocalypse
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Post by Sandalpocalypse » Tue, 20. Dec 05, 06:41

:(

There is an ingame gamma setting..

I guess its really a problem with the speed/scale though.

as for the buster sentinel rear turret, it's part of a group of added ships I'm working on. This guy is going to be very expensive and require 100k notoreity to get, but is more aimed at use by mission scripts like the rest of the ships. I can probably handle the cockpits, i'm just utterly scared of the scene file :(

Mehrunes
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Post by Mehrunes » Tue, 20. Dec 05, 07:40

I uploaded a copy with a buster carrying a rear turret.

http://mywebpages.comcast.net/Mehrunes/ ... turret.rar

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