Wish I could help you, but I don't know. I don't use MARSwavion wrote:Okay, so I guess I asked something so stupid that it doesn't even warrant a response. Sorry, I guess.
[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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Strange I thought I had uninstalled this one. You're probably right, I'll check that.paulwheeler wrote:I suspect you are trying to use Enhanced Equipment Docks - that adds stations to the Otas shipyard - and you haven't followed the instructions in the compatibility notes section on the first page of this thread.
Edit:
You were right!
For an unknown reason 9400-L044.pck and 9400-L049.pck hadn't been removed (but every other files had been).
Last edited by Huillam on Sun, 26. May 13, 03:49, edited 2 times in total.
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Yes, install the scripts and t folders into the addon subfolder.wavion wrote:In the OP, you say for MARS to only install the scripts plus the XRM addon data file (\t). What about the \t files that come with MARS? Should I install those?
Do not install the .cat/.dat.
Peace through superior firepower
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
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Thanks for the answer. This might be a stupid question, but I don't have any regular Mistrals, only Mistral Super Freighters. Do I have to clone the Super Freighters too?paulwheeler wrote:Use Cycrows Cheat scripts. There is a clone ship option in the main menu. Once you have cloned the ship, cheat destroy the old one.shadyJ wrote:I am trying to continue a save game with XRM and I just installed the lastest version. The release notes say the Griffon and Mistral need cloning. What is cloning and how do you do it?
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I'm having another issue now. I started a new game with XRM with the Aldran Adventurer start. It started me with a Springblossom (M6). According to the XRM description, it should have docking for an M5, but it doesn't. Just in case it was a conflict with a different mod, I did a fresh install of TC/AP and installed only the Bonus Pack and XRM. Same problem. No docking. Other aspects of the mod seem to be working. Thoughts?
EDIT: Nevermind. I just read the description from Alkeena's BSD mod, which is what's integrated into XRM. Turns out it's only for M6M's (M6+), not M6's.
EDIT: Nevermind. I just read the description from Alkeena's BSD mod, which is what's integrated into XRM. Turns out it's only for M6M's (M6+), not M6's.
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Betty should pronounce Cheetah. All the added ship names are spoken by betty. If you don't hear Cheetah, you probabbly won't hear any of the other new names either. Something is not installed right.Kadaas69 wrote:Quick question..Does the comp voice say the name for the new M6 ship Cheetah or did I mess up the instillation somehow?
That's a cool looking ship too
The worst part about deep-space exploration is listening to crappy radio stations from 930 years ago.
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Nope - only the standard Mistral needs cloning.shadyJ wrote:Thanks for the answer. This might be a stupid question, but I don't have any regular Mistrals, only Mistral Super Freighters. Do I have to clone the Super Freighters too?paulwheeler wrote:Use Cycrows Cheat scripts. There is a clone ship option in the main menu. Once you have cloned the ship, cheat destroy the old one.shadyJ wrote:I am trying to continue a save game with XRM and I just installed the lastest version. The release notes say the Griffon and Mistral need cloning. What is cloning and how do you do it?
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The DDS with DXT on linux problem
So I started to have a look at this, a) to see if I could carry on testing X3TC on linux, b) to learn something. Please ignore me if I'm wasting your time.
Unpacked the 2 cat files from 1.29 using "X3 Modmanager" (running under wine), and used imagemagick to search through the dds directory for files with DXT2/4 compression, but couldn't find any. So, does this mean the portrait files are someplace else or I'm missing some other piece of information (presumably) ? There were no other .dds files anywhere at least.
(And if I haven't already done so in the distant past, a big thank you to anyone who had a hand in XRM, a excellent addition to X3)
Unpacked the 2 cat files from 1.29 using "X3 Modmanager" (running under wine), and used imagemagick to search through the dds directory for files with DXT2/4 compression, but couldn't find any. So, does this mean the portrait files are someplace else or I'm missing some other piece of information (presumably) ? There were no other .dds files anywhere at least.
(And if I haven't already done so in the distant past, a big thank you to anyone who had a hand in XRM, a excellent addition to X3)
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Oh dear, sorry about that. It was in the error message as well. What confuses me is these are JPGs not DDS so why that error message ? Even more confusing there are .jpg and .pck versions of each file in the cat, the pck gets uncompressed to txt when extracting, but the files are exactly the same. Anyway, I will try not to disturb your Sunday any more.paulwheeler wrote:IIRC the portrait files are in the "L" folder. I will get time to look at this on Monday.
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pck is simply the compression format. I've not bothered compressing XRM textures as they are already compressed in their native format. For some reason, Egosoft change the extesions of their dds files to txt.
I thought that the XRM portraits were jpg, so I am suprised that they don't work - that might be worth reporting to the testing team.
As a fix, I think converting them to the same dds format that Egosoft uses should get it working.
If you can't wait for me, then;
Rename a vanilla portrait file to .dds and inspect it to find out the format (probably DXT1). Then simply convert the XRM portraits to the same format (if you have Photoshop, then there is a plugin to do this).
To put them in the game, simply create yourself a folder in "addon" called "L" and drop the portraits in there. This should override the portraits in the XRM cat/dats.
Otherwise, I'll try and look at this tomorrow.
I thought that the XRM portraits were jpg, so I am suprised that they don't work - that might be worth reporting to the testing team.
As a fix, I think converting them to the same dds format that Egosoft uses should get it working.
If you can't wait for me, then;
Rename a vanilla portrait file to .dds and inspect it to find out the format (probably DXT1). Then simply convert the XRM portraits to the same format (if you have Photoshop, then there is a plugin to do this).
To put them in the game, simply create yourself a folder in "addon" called "L" and drop the portraits in there. This should override the portraits in the XRM cat/dats.
Otherwise, I'll try and look at this tomorrow.
Last edited by paulwheeler on Sun, 26. May 13, 11:27, edited 1 time in total.
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Yes, I understood that, thanks. What confused me was, what is the difference between the .jpg file and the .txt file. The JPEG has this in it :-paulwheeler wrote:pck is simply the compression format. I've not bothered compressing XRM textures as they are already compressed in their native format. For some reason, Egosoft change the extesions of their dds files to txt.
Artifacts:
filename: startJS.txt
verbose: true
but I haven't been able to find out what that means for jpeg yet (too many google hits).
Yes, have taken this up on the X3TC linux thread.paulwheeler wrote: I thought that the XRM portraits were jpg, so I am suprised that they don't work - that might be worth reporting to the testing team.
Well, after unpacking 03.cat I found that Egosoft uses JPEGs not DDS so I've been trying to find differences with these and XRMs to see why they might be causing problems. The only thing that stands out at the moment is : Egosoft's JPEGs have an Artifacts section that references .txt versions but these files don't exist in the cat, whereas XRM references the .txt files and they do exist. Given that I don't know what its for I can't comment on whether that has an effect. I'll maybe see about converting them from jpeg to jpeg but remove this artcifacts section if I can.paulwheeler wrote: As a fix, I think converting them to the same dds format that Egosoft uses should get it working.
Anyway, thanks for the feedback; unless something else pops up I'll wait til timon37 replies on the Linux thread.
[ Edit: added bit about artifacts ]
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So, after reading that the Artifacts displayed in Imagemagick is a way to add "per-image controls and settings that should NOT be saved with the image" :-adrianx wrote:Yes, I understood that, thanks. What confused me was, what is the difference between the .jpg file and the .txt file. The JPEG has this in it :-paulwheeler wrote:pck is simply the compression format. I've not bothered compressing XRM textures as they are already compressed in their native format. For some reason, Egosoft change the extesions of their dds files to txt.
Artifacts:
filename: startJS.txt
verbose: true
but I haven't been able to find out what that means for jpeg yet (too many google hits).
http://www.imagemagick.org/discourse-se ... 4&start=15
I went back into "X3 modmanager" and deleted the pck files associated with the jpg files (in L/true) and was able to start load a new "Advanced Start" game !!
I'll report this to the Linux thread. It still leaves the question what "per-image controls and settings" are in these pck files, and why do they cause that error in Linux ?
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