[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)

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

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Maj. Tom
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Post by Maj. Tom »

wavion wrote:Okay, so I guess I asked something so stupid that it doesn't even warrant a response. Sorry, I guess.
Wish I could help you, but I don't know. I don't use MARS
The worst part about deep-space exploration is listening to crappy radio stations from 930 years ago.
Huillam
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Post by Huillam »

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.
Strange I thought I had uninstalled this one. You're probably right, I'll check that.

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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DrBullwinkle
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Post by DrBullwinkle »

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?
Yes, install the scripts and t folders into the addon subfolder.

Do not install the .cat/.dat.
wavion
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Post by wavion »

Thanks! 2 saves in about as many days, you're quickly becoming my favorite X-Man (still have a ways to catch up with Prof. Xavier, though).
shadyJ
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Post by shadyJ »

paulwheeler wrote:
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?
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.
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?
wavion
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Post by wavion »

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.
Outlaw_Kas
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Post by Outlaw_Kas »

I don't mean to be annoying but does anyone have any information on the Start Scenarios added by XRM, I would love to get some details about them before starting, thanks.
Kadaas69
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Post by Kadaas69 »

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 :D
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Maj. Tom
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Post by Maj. Tom »

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 :D
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.
The worst part about deep-space exploration is listening to crappy radio stations from 930 years ago.
paulwheeler
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Post by paulwheeler »

If you're seeing the name cheetah, then I think parts 1 and 2 are installed correctly, so I suspect you have not installed part 3 correctly (which includes the enhanced Betty file), or you have not removed the 00044 file from your adding/mov folder (or steam has put it back).
paulwheeler
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Post by paulwheeler »

Outlaw_Kas wrote:I don't mean to be annoying but does anyone have any information on the Start Scenarios added by XRM, I would love to get some details about them before starting, thanks.
See Mizuchi's first post on the first page of this thread.
paulwheeler
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Post by paulwheeler »

shadyJ wrote:
paulwheeler wrote:
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?
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.
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?
Nope - only the standard Mistral needs cloning.
adrianx
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The DDS with DXT on linux problem

Post by adrianx »

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)
paulwheeler
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Post by paulwheeler »

IIRC the portrait files are in the "L" folder. I will get time to look at this on Monday.
adrianx
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Post by adrianx »

paulwheeler wrote:IIRC the portrait files are in the "L" folder. I will get time to look at this on Monday.
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
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Post by paulwheeler »

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.
Last edited by paulwheeler on Sun, 26. May 13, 11:27, edited 1 time in total.
Gerry Howarth
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Post by Gerry Howarth »

The files are in the loadscr folder in Part 2.
adrianx
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Post by adrianx »

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.
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 :-

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).
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.
Yes, have taken this up on the X3TC linux thread.
paulwheeler wrote: As a fix, I think converting them to the same dds format that Egosoft uses should get it working.
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.

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 ]
adrianx
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Post by adrianx »

adrianx wrote:
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.
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 :-

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).
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" :-

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 ?
Gray Carlyle
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Post by Gray Carlyle »

Hello,

Awesome mod so far, but I got a problem with the paranids. Even with a high rating and a police license some of the paranid patrols are red and attacking my property. Any clues why that does happen, and how I can stop that?

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