[MOD] Turret Fix - 75 ships

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

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

Locked
User avatar
Gazz
Posts: 13244
Joined: Fri, 13. Jan 06, 16:39
x4

[MOD] Turret Fix - 75 ships

Post by Gazz » Wed, 3. Dec 08, 13:46

English / Deutsch

When I got a Terran Cutlass I noticed that the turrets were busted.
The modeler aligned turret + camera at differing angles. That ain't workin.

Anyway, I did not like the resulting big dead zones which break every turret script.
So I fixed it.


With a few small changes this mod has been included in the 1.4 patch.
All it does now is change some cockpit positions and rearrange cockpit lasers.
For the Nova Raider/Prototype and Chimera for instance, the laser arrangement is now aligned with the laser display in the cockpit.
The top left laser is actually top left - and not in some random position.

  • This mod does not require you to start a new game.
  • All existing ships will be fixed automatically.
    They have to change sectors once - without you.
  • Fixed ships:

    M7 Argon Cerberus
    M1 Argon Collossus
    M6 Argon Heavy Centaur
    M6 Argon Heavy Centaur Prototype
    TM Argon Magnetar
    TL Argon Mammoth
    M3 Nova Raider / Prototype (cosmetic changes)
    M2 Argon Titan
    M2 Argon/OTAS Boreas
    M6 Argon/OTAS Skiron
    TM Argon/OTAS Zephyrus
    TP Boron Angel
    M6 Boron Heavy Hydra
    M6 Boron Hydra
    TL Boron Orca
    TM Boron Pleco / Wels
    M2 Boron Ray
    M1 Boron Shark
    M7 Boron Thresher / Calamari
    M7 Paranid Agamemmnon
    M7 Paranid Deimos
    TM Paranid Helios
    M6 Paranid Hyperion
    M6 Paranid Nemesis
    M2 Paranid Odysseus
    M1 Paranid Zeus
    M2 Pirate Brigantine
    TM Pirate Caravel
    M7 Pirate Carrack
    M6 Pirate Centaur
    M1 Pirate Galleon
    TL Pirate Mobile Pirate Base Hauler
    M6 Pirate Osprey / Adler
    TM Split Boa
    M3 Split Chimera
    M7 Split Cobra
    Tl Split Elephant
    M6 Split Heavy Dragon
    M7 Split Panther
    M2 Split Python
    M1 Split Raptor
    M7 Split Tiger
    M1 Teladi Condor
    M6 Teladi Heavy Osprey
    M6 Teladi Osprey / Adler
    TM Teladi Pelican
    M2 Teladi Phoenix
    M7 Teladi Shrike / Neundreivierteltöter
    M1 Terran #deca
    M8 Terran Claymore
    M3 Terran Cutlass / Machete
    M6 Terran Katana
    M2 Terran Osaka
    M6 Terran Springblossom
    M1 Terran Tokyo
    M7 Terran Yokohama
    M7 Terran/ATF Aegir
    M3 Terran/ATF Fenrir
    M1 Terran/ATF Odin
    M2 Terran/ATF Tür
    M2 Terran/ATF Valhalla
    M6 Terran/ATF Vali
    M6 Terran/ATF Vidar
    M1 Terran/ATF Woden
    M1 Xenon J
    M2 Xenon K
    M7 Xenon Q
    M2 Yaki Akuma
    M7 Yaki Akurei
    TM Yaki Chokaro
    M1 Yaki Hoshi
    M7 Yaki Kariudo
    TL Yaki Ryu
    M1 Yaki Shuri
    Orbital Weapons Platform: Large
    Orbital Weapons Platform: Medium

    I'm not on a crusade to fix every ship in the game but if I come across one, I may add it to the list. At least that's what I keep telling myself.
  • If anyone wants to include these fixes in other mods, feel free.
[ external image ]Download: ZIP

Installation
Unzip into the TC main folder. The mod files will then be placed into the mods folder.

To use it with other mods zou need to install it as a "fake patch".

To install the mod as a "fake patch":
mods\Turret_Fix.CAT + .DAT files must be placed in your X3 folder and renamed so that their numbers seamlessly follow the existing CAT/DAT files in there and end up as the highest number.

Right: Cat/Dat 10, 11, 12, 13
Wrong: Cat/Dat 10, 11, 12, Turret_Fix

If you do select mod package at the X3 launcher window, this mod overrides all fake patches.
Use this feature with caution.


PS: The reason for this mess is not that the modelers sucked. Much to the contrary. They took care to align the turret mounting plates to all kinds of curved surfaces and generally made them look pretty. And that's exactly what prevented them from working in game.
Last edited by Gazz on Wed, 24. Dec 08, 21:29, edited 49 times in total.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.

User avatar
Gazz
Posts: 13244
Joined: Fri, 13. Jan 06, 16:39
x4

Post by Gazz » Wed, 3. Dec 08, 13:52

Working as intended:

  • TS Argon/OTAS Mistral SF
    M3 Paranid Medusa
    TS Split Caiman, all variants
    M6 Split Dragon
    TP Split Iguana (Leguan), all variants
    TL Teladi Albatros
    M3 Teladi Falke Angreifer/Verteidiger/Frachter/Prototyp
    M7 Teladi Gannet
    TL Terran Mobile Mining Base
    M7 Terran Skirnir
    M3 Terran Thor
    M7 Yaki Wasabi
    M1 Orbital Weapons Platform: Small
Last edited by Gazz on Sun, 14. Dec 08, 19:11, edited 15 times in total.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.

fud
Posts: 9837
Joined: Wed, 25. Jan 06, 14:26
x3

Post by fud » Wed, 3. Dec 08, 14:37

You didn't have to change anything in Tships did you? I'm assuming it's just a scene fix?

User avatar
Gazz
Posts: 13244
Joined: Fri, 13. Jan 06, 16:39
x4

Post by Gazz » Wed, 3. Dec 08, 15:21

Correct.

Only adjusted the fudged up turret orientations so they may fire happily ever after.

Simple, effective, compatible with everything.


Things like the freaky left/right turrets on the Titan (or whatever ship it was) I'll leave to Egosoft. Messing with the base TShips is just well... messy. =)

fud
Posts: 9837
Joined: Wed, 25. Jan 06, 14:26
x3

Post by fud » Wed, 3. Dec 08, 19:30

I figured. :)

You can just about adjust those things in notepad, without even needing max/etc.


What's wrong with the Titan? I remember in R, there were a couple ships that had the turrets flip/flopped, on the Orca maybe?

If there is a ship like that in TC, I can take a look at it.

You could, in theory, re-arrange the text in the bod file to match that of the Tships, with regard to the indexing of turrets/cameras. That'd be a way to do it with just a scene, rather than scene + modified Tships.

It'd be a pain in the ass, but doable.

User avatar
Gazz
Posts: 13244
Joined: Fri, 13. Jan 06, 16:39
x4

Post by Gazz » Wed, 3. Dec 08, 20:04

fud wrote:You can just about adjust those things in notepad, without even needing max/etc.
I even consider it easier to just do that in a text editor.
In 3D you have to find and figure out the axis orientation and then adjust the turrets to the exact same angle.
With a text editor you look up the indices in TShips and cut/copy.
Guess it depends on what you're more comfy with.
What's wrong with the Titan? I remember in R, there were a couple ships that had the turrets flip/flopped, on the Orca maybe?
Not sure if that was the titan but one or more ships had the wrong turret type assigned in some turrets.
Not really broken but weird when left/right turrets use different lasers. =)
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.

User avatar
Gazz
Posts: 13244
Joined: Fri, 13. Jan 06, 16:39
x4

Post by Gazz » Fri, 5. Dec 08, 17:58

Version 3.00 released.

Split Tiger: fixed.

Poor thing. Four of five turrets were broken. And seriously so.
WTF...?

Terran Springblossom: fixed.
Last edited by Gazz on Fri, 5. Dec 08, 18:21, edited 1 time in total.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.

xiriod
Posts: 1131
Joined: Wed, 6. Nov 02, 20:31
x3tc

Post by xiriod » Fri, 5. Dec 08, 18:18

Did the 1.3 patch ignore these faults completely?

User avatar
Gazz
Posts: 13244
Joined: Fri, 13. Jan 06, 16:39
x4

Post by Gazz » Fri, 5. Dec 08, 18:27

I don't think I'd fix it if it wasn't broken. =P

Whoever created these models apparently had no idea about how turret dummy and turret camera work together.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.

xiriod
Posts: 1131
Joined: Wed, 6. Nov 02, 20:31
x3tc

Post by xiriod » Fri, 5. Dec 08, 18:34

Gazz wrote:I don't think I'd fix it if it wasn't broken. =P

Whoever created these models apparently had no idea about how turret dummy and turret camera work together.

Well, you could've had the Steam version like me and decided to fix it before the patch comes out, soon[tm] :) I guess some of the EGO ppl are doing too much space weed though.

Some say that the Q's turrets are screwed up as well, is that so?

EDIT: Oh, and some say it is possible to unpack and put these files in their respective directories in the main folder of the game and it will work in TC. True story? :)

User avatar
Gazz
Posts: 13244
Joined: Fri, 13. Jan 06, 16:39
x4

Post by Gazz » Fri, 5. Dec 08, 18:46

No, I'm not messing with Steam. It's incompatible with my zodiac sign.
If I break the DVD, I buy another. *shrug*

Unpacking the CATs is pretty regular procedure for modders.
If you delete the CATs after unpacking the game is running on the text files.

PS: Don't do this at home, kids!

Some say that the Q's turrets are screwed up as well, is that so?
I bet that a lot of turrets are still borked which leads to interesting and very much exploitable dead zones.

I'm not actively looking for that crap. If someone has a captured one and can confirm a large dead zone with turrets, I might fix it.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.

xiriod
Posts: 1131
Joined: Wed, 6. Nov 02, 20:31
x3tc

Post by xiriod » Fri, 5. Dec 08, 18:51

Gazz wrote:
Some say that the Q's turrets are screwed up as well, is that so?
I bet that a lot of turrets are still borked which leads to interesting and very much exploitable dead zones.

I'm not actively looking for that crap. If someone has a captured one and can confirm a large dead zone with turrets, I might fix it.
Hehe. I think it was something about one turret being able to cover two sides through clipping and that the back turret did not work correctly and thus made a weak spot :)

Good work though! I guess you'll be up to v5.00 by the end of the day. Hehe.

User avatar
Gazz
Posts: 13244
Joined: Fri, 13. Jan 06, 16:39
x4

Post by Gazz » Fri, 5. Dec 08, 18:52

Oh, I just choose a simple system.

Version number = number of ships fixed.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.

User avatar
TSM
Not a Moderator
Posts: 2947
Joined: Thu, 1. Jul 04, 12:31
x4

Post by TSM » Fri, 5. Dec 08, 19:04

Gazz wrote:Version 3.00 released.

Split Tiger: fixed.

Poor thing. Four of five turrets were broken. And seriously so.
WTF...?

Terran Springblossom: fixed.
Your more than welcome to sign your NDA and help beta test in future if you think you could do a better job :wink: or maybe even report the bugs in question :roll:
FAQ's Egosoft Interactive FAQ
Egosoft Wiki

SpenzOT
Posts: 129
Joined: Tue, 21. Oct 08, 05:14
xr

Post by SpenzOT » Fri, 5. Dec 08, 19:11

You might want to check the Q. 2 false turrets (1 rear turret and a top turret), turrets that point in the wrong direction when firing (all turrets), turrets that do not fire at angles they should be able to (side turrets), 1 turret that fires at an angle it should NOT be able to (rear turret), turrets that are crooked on their mounts (all turrets).

The Q was a rush job I can already tell. It needs loving. Then again, I think the Q is beyond a mod fix. It needs a serious overhaul.
Last edited by SpenzOT on Fri, 5. Dec 08, 19:14, edited 1 time in total.

User avatar
TSM
Not a Moderator
Posts: 2947
Joined: Thu, 1. Jul 04, 12:31
x4

Post by TSM » Fri, 5. Dec 08, 19:12

SpenzOT wrote:You might want to check the Q. 2 false turrets (1 rear turret and a top turret), turrets that point in the wrong direction when firing (all turrets), turrets that do not fire at angles they should be able to (side turrets), 1 turret that fires at an angle it should NOT be able to (rear turret), turrets that are crooked on their mounts (all turrets).

The Q was a rush job I can already tell. It needs loving.
Lile I said in the above post report BUGS on the tech support forum :wink:
FAQ's Egosoft Interactive FAQ
Egosoft Wiki

SpenzOT
Posts: 129
Joined: Tue, 21. Oct 08, 05:14
xr

Post by SpenzOT » Fri, 5. Dec 08, 19:18

Lile I said in the above post report BUGS on the tech support forum :wink:
Oh yes. Report obvious bugs that have most likely already been reported and most likely have a low priority (so that means it will be fixed some time in 2012), or report it to a guy who is already in the process of fixing similar problems now.

Though I don't know if he will be able to fix the Q, but at least we can get an answer (prompt I might add).

PaulP
Posts: 186
Joined: Tue, 18. Nov 08, 00:50
x4

Post by PaulP » Fri, 5. Dec 08, 19:22

Great! I've been in a Springblossom and the big dead zones were annoying. This fixes the side turrets perfectly. There is still a small dead zone in the back turret, any chance you can fix that too? It's only a little sliver on the left and the right sides, but I think it might be to blame for my back turret sometimes being on but not firing when things are off to the side.


Also, a note to others: To get this to work on the Springblossom I was flying, I had to eject, jump it out of the sector, and jump it back in. That apparently resets the turrets, as after that the dead zones disappeared like they were supposed to.

User avatar
TSM
Not a Moderator
Posts: 2947
Joined: Thu, 1. Jul 04, 12:31
x4

Post by TSM » Fri, 5. Dec 08, 19:29

SpenzOT wrote:Oh yes. Report obvious bugs that have most likely already been reported and most likely have a low priority (so that means it will be fixed some time in 2012), or report it to a guy who is already in the process of fixing similar problems now.
People like you who have been onthe forum all of 5 minutes who know nothing about how betatesting and the gaming industry work make me laugh, if you don't report a fault it does not get seen. I can assure you if you do report one on the tech support forum it does get seen.

And besides the Q with working turrets would be nasty :lol:
Last edited by TSM on Fri, 5. Dec 08, 20:02, edited 1 time in total.
FAQ's Egosoft Interactive FAQ
Egosoft Wiki

fud
Posts: 9837
Joined: Wed, 25. Jan 06, 14:26
x3

Post by fud » Fri, 5. Dec 08, 19:30

Yep. Fixes/changes like this will require a new model to be made. One way is to in fact, make it leave/come back to your current sector.

It's a "refresh" sorta thing. :)

Locked

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”