[MOD] X2 Ship Callback Mod V2 {V1.08} [4/6 3.1 compatible][Cockpit version added]

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

Post Reply
unknown1
Posts: 617
Joined: Mon, 10. Dec 07, 12:12
x4

Post by unknown1 » Sat, 16. May 09, 20:32

Hi killerog...nice to se you doing an amaizing work>Thanks for adding the Gunner.remembers me the good old days of X2.i played it for almost 2 years,day and night , ammasing the ultimate fleet.You are doing an excelent job...
now for sir Squallus:m8 if you have an yahoomessenger adress or skype please send it to me so we can excange some memmories.I like to see such devoted peoples for this great serries.See ya in the X univesre :lol:

killerog
Posts: 3464
Joined: Fri, 28. Oct 05, 16:31
x4

Post by killerog » Sat, 16. May 09, 20:34

Updated Op with new version.
Image

User avatar
Sorkvild
Posts: 3432
Joined: Thu, 8. Jun 06, 14:07
x3tc

Post by Sorkvild » Mon, 25. May 09, 00:11

Keep up the good work man! I've been looking for such mod since many, many days. It really hits the spot. Express, Titan, Hydra - absolute must have. Looking forward to see Split, Paranid and Teladi ships as well. I really miss old corvettes in TC game.
Elite Dangerous| I survived the Dragon Incident ... then I took an arrow to the knee
We want the Boron back!

SLeeZeCoRe
Posts: 709
Joined: Fri, 10. Sep 04, 19:55
x3tc

Post by SLeeZeCoRe » Tue, 2. Jun 09, 13:47

Can I use this as a false patch and rename it to [numerical].dat/cat as I'm already running XXXL factories.

killerog
Posts: 3464
Joined: Fri, 28. Oct 05, 16:31
x4

Post by killerog » Tue, 2. Jun 09, 15:48

You should be able to. I dont think either edit the same files.
Image

SLeeZeCoRe
Posts: 709
Joined: Fri, 10. Sep 04, 19:55
x3tc

Post by SLeeZeCoRe » Tue, 2. Jun 09, 20:57

It worked, its now 11.dat/cat.

Good to see the good old ships flying about, I spawned a few NPC patrols using Titans and Centaurs, any idea if the NPC's will start using their own without my help?

killerog
Posts: 3464
Joined: Fri, 28. Oct 05, 16:31
x4

Post by killerog » Tue, 2. Jun 09, 22:27

not at the moment as i havent created (or looked into how to create) jobs for the new ships. Its on of my next few jobs once i get some free time again.
Image

SLeeZeCoRe
Posts: 709
Joined: Fri, 10. Sep 04, 19:55
x3tc

Post by SLeeZeCoRe » Tue, 2. Jun 09, 22:33

:D

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

Post by xiriod » Fri, 5. Jun 09, 09:38

I tried some of the ships, not all, but so far the old Titan is the only one that works correct with turrets and all when camera dummies are concerned. Other ships have their cameras attached inside the model.

The AP Gunner had only one of the forward gun barrels projecting laser fire though.

The Utilize and Repair Debris script would be perfect with at least the Titan and AP Gunner as those two are real wrecks in the universe. :)

killerog
Posts: 3464
Joined: Fri, 28. Oct 05, 16:31
x4

Post by killerog » Fri, 5. Jun 09, 13:29

xiriod wrote:I tried some of the ships, not all, but so far the old Titan is the only one that works correct with turrets and all when camera dummies are concerned. Other ships have their cameras attached inside the model.

The AP Gunner had only one of the forward gun barrels projecting laser fire though.

The Utilize and Repair Debris script would be perfect with at least the Titan and AP Gunner as those two are real wrecks in the universe. :)
hmm thats strange, i tested each ship before i put them in to make sure all the turrets/weapons worked fine.

Can you list the broken ships please? Would make it easier for me and others to test them.

Can anyone else test some of the ships to see if this a a mod problem or a problem localist to xiriod game.
Image

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

Post by xiriod » Fri, 5. Jun 09, 14:30

killerog wrote: hmm thats strange, i tested each ship before i put them in to make sure all the turrets/weapons worked fine.

Can you list the broken ships please? Would make it easier for me and others to test them.

Can anyone else test some of the ships to see if this a a mod problem or a problem localist to xiriod game.
I just tested the Colossus and the AP Gunner. I have 3 other projects I am working on so I stopped there. Titan's camera dummies worked wonders, and the ship too.

But the two others had their camera's in centre ship. So I guess it's in the scene file. I am at work now though, so I don't have the files available.

killerog
Posts: 3464
Joined: Fri, 28. Oct 05, 16:31
x4

Post by killerog » Fri, 5. Jun 09, 14:39

Ok Ill check the scene files out today.

Maybe im just going mad and forgot to check them. :shock:
Image

killerog
Posts: 3464
Joined: Fri, 28. Oct 05, 16:31
x4

Post by killerog » Fri, 5. Jun 09, 15:34

Updated Op with new version.
Image

TylerEvarts
Posts: 27
Joined: Wed, 27. May 09, 01:39

Post by TylerEvarts » Sun, 7. Jun 09, 19:15

I know this is a dumb question, but... O cant seem to figure out how o install the beta version that you have created. Tried using Cycrows plugin programs but no luck. Please help me, it would be highly appreciated. Great work on the mod by he way! :D

killerog
Posts: 3464
Joined: Fri, 28. Oct 05, 16:31
x4

Post by killerog » Sun, 7. Jun 09, 19:17

Just extract the file you download to the main X3:TC folder (where X3.exe is). It should create a few folders, if its installed you will receive a message in game.
Image

SLeeZeCoRe
Posts: 709
Joined: Fri, 10. Sep 04, 19:55
x3tc

Post by SLeeZeCoRe » Sun, 7. Jun 09, 21:02

2 things...

1. the Old Titan is still a shitstorm for bad guys :lol:

2. any chance of having this thrown in from Roguey (if he's still about for permission). He was nice enough to make it for me, I miss it. It should fit into TC just fine.

[ external image ]

http://roguey.freewha.com/gaming/pc/x3/ ... php?id=243



I'm prepared to beg :P

killerog
Posts: 3464
Joined: Fri, 28. Oct 05, 16:31
x4

Post by killerog » Sun, 7. Jun 09, 21:24

Ill give him a shout, see if he dosnt mind.

Should be an update later 2 night if i finish what im currently working on.
Image

killerog
Posts: 3464
Joined: Fri, 28. Oct 05, 16:31
x4

Post by killerog » Sun, 7. Jun 09, 23:38

Updated Op with v0.05.

As far as i can tell this ships shoudl be used by the ai. If someone sees the ai using a ship can they please tell. Thanks :wink:

@SLeeZeCoRe : ive emailed Roguey about that ship.
Image

Kasabian
Posts: 71
Joined: Fri, 19. Aug 05, 01:50
x3ap

Post by Kasabian » Mon, 8. Jun 09, 02:08

Old X2 ships are something I sorely missed and was disappointed not to see included in X3 or TC.

It makes more sense to have a few of the old style ships floating around, after all the time frame is set not that long after X2. I have not tried the mod yet, I am unsure if I should wait for the final version or not.

I have a few questions if you do not mind.Will you be adding the X2 voice files for the ships and adding details to the encyclopaedia? Also will you add X3 ships, like the arrow, etc. (I may be wrong about the arrow not being present, but I never saw it) Also, can we reverse engineer these ships?

I was not that impressed with TC when I first played it and almost instantly stopped playing it. But with the latest patches it is shaping up nicely and with the genius that is this mod I will most definitely start playing it properly again. :)

killerog
Posts: 3464
Joined: Fri, 28. Oct 05, 16:31
x4

Post by killerog » Mon, 8. Jun 09, 02:16

I cant see any reason not to try it out now, more people testing it the faster i can have a nearly bugless release.

I will be adding details to each ships but thats quite low on my list at the moment. Not sure about the sound files, i will have to take a look into it.

Tomorrow i should be relesing the next version which just includes paranid and xeon ships, plus any fixes to bugs i find.

I could use some ideas for balancing the X2 ships so they fit in to TC.
Image

Post Reply

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