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[Mod] Roguey's X3 Mod (v3.3 released)
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What would you like to see in future releases?
More BBS content (missions/quests)
26%
 26%  [ 6 ]
More sectors
8%
 8%  [ 2 ]
More capital ships
26%
 26%  [ 6 ]
More M6/6+/7 class ships
13%
 13%  [ 3 ]
More fighter class (M3 to M5) ships
21%
 21%  [ 5 ]
Nothing more, I'm with the way it is
4%
 4%  [ 1 ]
Total Votes : 23

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Roguey



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PostPosted: Tue, 5. Feb 08, 00:11    Post subject: Reply with quote Print

ship stats updated for v3.00:
- Roguey's X3 Mod v3.00, Ship Statistics

ps. the mod near release now, anyone else willing to translate is welcomed.

also I wonder if anyone can help with another mirror? (51mb+)


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Last edited by Roguey on Tue, 18. May 10, 23:20; edited 1 time in total
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RU4PT





Joined: 21 Jan 2006
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PostPosted: Wed, 6. Feb 08, 20:52    Post subject: Re Reply with quote Print

Hi!
Now translated to russian about 75% texts.
I need 2-3 days...

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Roguey



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PostPosted: Wed, 6. Feb 08, 23:06    Post subject: Reply with quote Print

ah, thanks for the update RU4PT - I was wondering what was happening. please check your pm for a couple of lines to add.

that gives me some time to test things Smile


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Smart_Bomb





Joined: 22 Dec 2006
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PostPosted: Fri, 8. Feb 08, 05:02    Post subject: Reply with quote Print

Just wanted to say this mod is awesome I have so much fun with all the extras, I hope in the future you make more types that have specfic roles of captial ships for not only us to buy but also the enemy to use and well and more types of weapons and shields.

one big thing I wanted to see added to the mod is Ashleys Factories L + XL + XXL I know your mod isnt compadable with other mods but it would be great to be able to have these both in one mod.


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Roguey



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PostPosted: Fri, 8. Feb 08, 14:52    Post subject: Reply with quote Print

Smart_Bomb wrote:
Just wanted to say this mod is awesome I have so much fun with all the extras, I hope in the future you make more types that have specfic roles of captial ships for not only us to buy but also the enemy to use and well and more types of weapons and shields.

I glad you enjoy it. There are definably more ships from fighters to 'big' ships in v3.00. The Argon Goliath will provides an great role, either backing up a fleet or starting one. The enemy M7's help make ships like the Hyperion feel not so overpowered.

Smart_Bomb wrote:
one big thing I wanted to see added to the mod is Ashleys Factories L + XL + XXL I know your mod isnt compadable with other mods but it would be great to be able to have these both in one mod.

well i think the problem with Ashleys Factories (although ive never quite downloaded it, so im guessing here) is that ive added stations to tdocks. 2 of the stations could be removed (although there still there for compatibility reasons v2.08- of the mod), but 1 of them is actually a new station. Depending what Ashley needs, it may be possible to create a new version which could be compatible. I can understand if Ashley doesnt want to do this, as it may require a lot of time (depends) and it would probably only be compatible with one mod.

---

RU4PT any-chance you can have that translation done for today/tomorrow?


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Roguey



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modified
PostPosted: Sat, 9. Feb 08, 03:21    Post subject: Reply with quote Print

new trailer, here:
- Mod's Home

hopefully be a day or less for release Very Happy


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Last edited by Roguey on Tue, 29. Jun 10, 16:50; edited 1 time in total
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KilleRTidE





Joined: 10 Apr 2007

Location: Jedi Temple on Coruscant

PostPosted: Sat, 9. Feb 08, 12:42    Post subject: Reply with quote Print

Very nice vid m8, you shuld be in Hollywood Rolling Eyes Wink

I can't whait to get my hands on it, looks very sharp, and those weapon impact sounds are super, very nice work Roguey Very Happy Thumb up


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Roguey



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PostPosted: Sun, 10. Feb 08, 20:12    Post subject: Reply with quote Print

V3.00 is out NOW

see here:
- Roguey's X3 Mod, Home

[update]
mirrors on-line Smile


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Last edited by Roguey on Tue, 29. Jun 10, 16:51; edited 1 time in total
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Vyruz





Joined: 08 Oct 2006
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PostPosted: Mon, 11. Feb 08, 15:00    Post subject: Reply with quote Print

OO

O-M-G Very Happy
---------

harharhar, gotta try that out "NOW" ^^

PS: I read a few days ago that you'r looking for a translator,
do still u need one?

I could translate it german.

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Roguey



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PostPosted: Mon, 11. Feb 08, 19:45    Post subject: Reply with quote Print

well I was looking for translators. I did rename the English xml for other languages - so you wont get readtext errors like before.

Maybe on another release?

anyway, hope everyone enjoys the mod. Please let me know what you think of the mod Smile


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shadowsong10





Joined: 20 Jun 2007



PostPosted: Tue, 12. Feb 08, 12:50    Post subject: Reply with quote Print

You still get readtext errors, because you did not change the language setting in the header of the xx0003.xmls.
Code:
<language id="44">

No biggy, as most foreign language users will have to unpack and translate anyways.

Few typos in it (like earring -> hearing) in 440003,

spoken text in pageID12 of 440003 not functional, even if you can get some working, when crosslinking PageID9 for letters, pageID1951 for the numbers and pageID300017 for shipnames. Most new shipnames obviously miss spoken texts.
Code:

<page id="12" title="Boardcomp. greek" descr="rogueys extra spoken stuff" voice="yes">
 <t id="1000">{9,512}{9,510} (MK)</t>
 <t id="1001">{12,1000}(MK) {1951,340114}(1)</t>
 <t id="1002">{12,1000}(MK) {1951,340113}(2)</t>
 <t id="1003">{12,1000}(MK) {1951,340112}(3)</t>
 <t id="1004">{1951,340114} (One)</t>
 <t id="1005">{1951,340113} (Two)</t>
 <t id="1006">{1951,340112} (Three)</t>
 <t id="1007">{1951,340114} (I)</t>
 <t id="1008">{1951,340113} (II)</t>
 <t id="1009">{1951,340112} (III)</t>
 <t id="1010">{12,1000}(MK) {12,1007}(I)</t>
 <t id="1011">{12,1000}(MK) {12,1008}(II)</t>
 <t id="1012">{12,1000}(MK) {12,1009}(III)</t>
 <t id="1020">{300017,4131} (Nova)</t>
 <t id="1021">{300017,3141} (Buster)</t>
 <t id="1022">{300017,3151} (Discoverer)</t>
 <t id="1023">{300017,4111} (Centaur)</t>
 <t id="1024">{300017,4511} (Osprey)</t>
 <t id="1025">{300017,4541} (Buzzard)</t>
 <t id="1026">{300017,4311} (Dragon)</t>
 <t id="1027">{300017,3331} (Mamba)</t>
 <t id="1028">Fire</t>
 <t id="1029">Fighter</t>
 <t id="1030">Large</t>
 <t id="1031">Trader</t>
 <t id="1032">Transporter</t>
 <t id="1033">Resource</t>
 <t id="1034">{300017,4211} (Hydra)</t>
 <t id="1035">Omicron</t>
 <t id="1036">{300017,3531} (Falcon)</t>
 <t id="1037">Proto</t>
 <t id="1038">Perseus</t>
 <t id="1039">Naja</t>
 <t id="1040">Cruiser</t>
 <t id="1041">{9,521} (v)</t>
 <t id="1042">Corvette</t>
 <t id="1043">Military</t>
 <t id="1044">Sting</t>
 <t id="1045">Ray</t>
 <t id="1046">Defence</t>
 <t id="1047">Ship</t>
 <t id="1048">Trade</t>
 <t id="1049">Hideout</t>
 <t id="1050">Trading Station</t>



And why did you package the 440001.xml in it?
Just because of the removed spam messages?
I thought all textual changes were handled by the xx0003.xmls?

More once i'm done plucking it to pieces and come to actually playing the mod Rolling Eyes

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Roguey



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PostPosted: Tue, 12. Feb 08, 14:32    Post subject: Reply with quote Print

shadowsong10 wrote:
You still get readtext errors, because you did not change the language setting in the header of the xx0003.xmls.
Code:
<language id="44">

No biggy, as most foreign language users will have to unpack and translate anyways.

Doh, forgot about them numbers. Cant really do much about them now. Russian version that RU4PT has the correct number. English and Russian will work fine. To be honest it would of been nice if more people helped me with the translation but only RU4PT did. Im not an expert in foreign language pages, cant even test them.

shadowsong10 wrote:
spoken text in pageID12 of 440003 not functional, even if you can get some working, when crosslinking PageID9 for letters, pageID1951 for the numbers and pageID300017 for shipnames. Most new shipnames obviously miss spoken texts.

Im hearing them name's spoken out?

shadowsong10 wrote:
And why did you package the 440001.xml in it?
Just because of the removed spam messages?
I thought all textual changes were handled by the xx0003.xmls?

Just to remove the spam stories, everything else is done in 440003.


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shadowsong10





Joined: 20 Jun 2007



PostPosted: Tue, 12. Feb 08, 21:30    Post subject: Reply with quote Print

Roguey wrote:
To be honest it would of been nice if more people helped me with the translation but only RU4PT did. Im not an expert in foreign language pages, cant even test them.

I'm a slow worker, but i'll see what i can do.

Quote:
Im hearing them name's spoken out?

I'm not. o.O No idea why, though.
Any input would be appreciated.
I just get something like "Argon Militär *........* MK2".
Must be something with the foreign language voice file.
I'm not getting the shiptypes spoken out.

Quote:
Just to remove the spam stories, everything else is done in 440003.

You just saved my day.

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Roguey



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PostPosted: Wed, 13. Feb 08, 00:25    Post subject: Reply with quote Print

if your using a different language than English, there is bound to be missing speech. The file mov\00044.xml handles the speech. I did add lines to that speech file.

I did not make mov files for other language because I cant check them myself. There is no guarantee that the speech is in the same place for all languages - bound not to be,


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Kari91



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PostPosted: Sat, 16. Feb 08, 11:54    Post subject: Reply with quote Print

I have found a pilot-less R ship(Xenon M7) in Unknown Sector(south from Pirate Paradise), but I can't claim it. I have flown closer than 10m to the ship in spacesuit, but the claim option didn't appeared. What am I doing wrong?

P.S.: The mod is very good, Roguey, congratulations:D

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