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altairdarkace
Joined: 31 Jan 2012
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Posted: Sat, 25. Feb 12, 04:34 Post subject: |
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I think my question just got answered accidently lol
In which case, if that's true, my next question is, is that as a patch? If not, how the Devil do I install it as one? Thank you 
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TonyEvans
Joined: 15 Jan 2012
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Posted: Sat, 25. Feb 12, 10:49 Post subject: |
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http://forum.egosoft.com/viewtopic.php?t=261806&postdays=0&postorder=asc&start=720
Read that first, follow the instructions.
--- --- --- --- --- --- --- --- --- --- --- --- --- ---
Then: When you launch the game, (the .exe) a menu pops up. Options being
Graphic Settings
Input Device
Screenshot Folder
Select Mod Package ( <--- Choose This)
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Select BSG Mod Package, highlight it, and click OK.
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Launch and enjoy
Please note the campaign for it seems to be bugged. I couldn't find Skorpion Shipyards, and there's a lot of weapon/ammo bugs. The viper Kews use like ZZ_ModUseOnly_19_3 or something like that.
If you want to actually build a force, get the Cheat Package so you can spawn new fighters/ships and load them out with the ammo their guns use.
Good luck, and enjoy.
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Killerog: ETA on AP release?
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killerog

Joined: 28 Oct 2005 Posts: 2405 on topic Location: Kent, UK

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Posted: Tue, 28. Feb 12, 13:45 Post subject: |
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Sorry not really paid too much attention to X3 last couple weeks with car stuff and uni work, plus I was waiting for the new patch as it included a fix I needed.
Now the patch is out once I get home on wed ill start working on the mod and get a version out on either sat or Sunday 
_________________
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Spectre01

Joined: 23 Dec 2008 Posts: 352 on topic Location: Toronto

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Posted: Tue, 28. Feb 12, 17:13 Post subject: |
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I just was gonna bump this thread up since it's been too long the last time we hear from you. Glad to see the mod is still making progress 
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TonyEvans
Joined: 15 Jan 2012
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Posted: Wed, 29. Feb 12, 00:42 Post subject: |
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| killerog wrote: |
Sorry not really paid too much attention to X3 last couple weeks with car stuff and uni work, plus I was waiting for the new patch as it included a fix I needed.
Now the patch is out once I get home on wed ill start working on the mod and get a version out on either sat or Sunday  |
noezzzzz!!! I be out of state on the weekend...
frak me
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TonyEvans
Joined: 15 Jan 2012
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Posted: Thu, 1. Mar 12, 01:17 Post subject: |
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I think this is PROBABLY a bit late down the line, but here's an idea:
The top and bottom turrets face up and down respectively. This is due to their "position".
We've got guns for the front (by pilot), left and right turrets, have no use for rear, and no use for bottom.
Take the turrets on the top and put them into two seperate groups. The front section (facing forward) should go to "Forward" turret section (move Forward away from where the pilot guns are). Take the were-rear turrets and put them as the second (rear-facing) top turrets.
Take the top-turrets, use a smaller gun mesh, and line them along the main body facing upwards. I'd personally probably use those for Flak.
Take the bottom turrets, also with a smaller mesh, and line them along the bottom of the ship, or along the pods. This will get rid of the awkward-facing turrets as they are now, provide a more canon feel, and still maintain balance, allowing players to use the Galactica as a broadside or direct battleship as it is meant
Just my opiinion and I apologize for wall of text, but just throwing in last-minute stuff
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killerog

Joined: 28 Oct 2005 Posts: 2405 on topic Location: Kent, UK

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Posted: Fri, 2. Mar 12, 11:56 Post subject: |
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Well the fix I asked for is working so I can keep the missions and race stuff I have made with out having to change that.
Only problem now is I am away the weekend and I have friends over all today so maybe it wont be this weekend. But I promise that when I do get some free time and I am in front of my pc/laptop I will get around to release the first version.
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neowraith
Joined: 10 Aug 2010 Posts: 76 on topic

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Posted: Fri, 2. Mar 12, 12:28 Post subject: |
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cool cant ait to see whats in it m8 what specifications does it have so far (x3tc compatable--shiplist... all that jazz)
_________________ not quite an angel nor kinsman to the one that fell |
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killerog

Joined: 28 Oct 2005 Posts: 2405 on topic Location: Kent, UK

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Posted: Fri, 2. Mar 12, 12:33 Post subject: |
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X3:AP only (needed for some of the game engine changes)
New ship models
New mission(s)
New scripts allowing you to maintain your fleet using just BSG ships
New textures
Plus a few things I have most likely forgotten about.
First version out will be an early beta but will show off some of the new features and models so I can get feedback and ideas from you lot.
_________________
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apricotslice
Joined: 16 May 2004 Posts: 13373 on topic Location: Mapping beyond the Unknown Regions.

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killerog

Joined: 28 Oct 2005 Posts: 2405 on topic Location: Kent, UK

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Posted: Fri, 2. Mar 12, 12:37 Post subject: |
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You might be bale to use the ships and there files from this new version in the merge mod. I need to use AP for the changes to the missile code etc.
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apricotslice
Joined: 16 May 2004 Posts: 13373 on topic Location: Mapping beyond the Unknown Regions.

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neowraith
Joined: 10 Aug 2010 Posts: 76 on topic

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Posted: Fri, 9. Mar 12, 14:24 Post subject: |
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| killerog wrote: |
X3:AP only (needed for some of the game engine changes)
New ship models
New mission(s)
New scripts allowing you to maintain your fleet using just BSG ships
New textures
Plus a few things I have most likely forgotten about.
First version out will be an early beta but will show off some of the new features and models so I can get feedback and ideas from you lot. |
ahh well its a shame its ap only i use tc who knows perhaps some soul can take a look at makeing them into a .xsp for us mere mortals lol great work on getting her running m8 and i hope the models i passed to you help out i have since made them unobtainable (they are very safe tho)
with a lil luck i might stumble across an x3tc cygness and banshee class ....
ps: stiff want me to have a bash at some more cylons?
_________________ not quite an angel nor kinsman to the one that fell |
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TonyEvans
Joined: 15 Jan 2012
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Posted: Sun, 11. Mar 12, 08:00 Post subject: |
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Killerog, permission to use your mod in making a video? I'm bored and I've got a good idea rolling so far... so up to you.
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apricotslice
Joined: 16 May 2004 Posts: 13373 on topic Location: Mapping beyond the Unknown Regions.

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