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General discussions about X Rebirth.

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ezra-r
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Post by ezra-r »

Yes,I said 3.0 is going to be awesome, some things in the works and some things to fix,but they are taking time to add new stuff ,ships included and the level of polishing being added to already existing stuff ,is simply amazing. New ships,enhancements for long range scanner, new containers with locks, new pirate functionality, new ways to improve your hired personnel, more exploring enhancements etc,simply amazing stuff.

Buckle up for December!
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Earth Ultimatum IV.
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Post by Earth Ultimatum IV. »

ezra-r wrote:
Tamina wrote:
Kaldo wrote: Read Sanahar backwards too :D
Oh :oops:
thanks :D
But there is a new sanahar freighter:
https://drive.google.com/file/d/0B7Mv-H ... sp=sharing

;D

PS: 3.0 is going to be awesome!
Hmmm... Can someone explain this?
Okay, there is a new ship, but why? How? Since when? Details, details, please! jokes aside :)
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ezra-r
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Post by ezra-r »

Earth ultimatum IV. wrote:
ezra-r wrote:
Tamina wrote:
Kaldo wrote: Read Sanahar backwards too :D
Oh :oops:
thanks :D
But there is a new sanahar freighter:
https://drive.google.com/file/d/0B7Mv-H ... sp=sharing

;D

PS: 3.0 is going to be awesome!
Hmmm... Can someone explain this?
Okay, there is a new ship, but why? How? Since when? Details, details, please! jokes aside :)

If you dont mind bugs or testing join public beta ,that ship is new in beta 3, maybe it will have other name on release,who knows.

But I'd say you are there already, you haven't tested beta 3 enough yet?
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Post by Sparky Sparkycorp »

lol, I thought this was a joke based on reversing "Rahanas" rather than a real ship too :)

Details:
Hull: 1,000,000 (yes, seems a lot).
Hull Shields: Yes, 1x Mk1
Speed@ 90 m/s (fast)
Jump Drive: Yes
Storage: 120,000 m3 (Fuel, Container)
FFPs: 7
HIT/MA: 9
Plasma/MA: (see below)

Description:
"The Sanahar was created in reaction to the explosion in popularity of the 'Common Ground' design, providing traders with a smaller, faster alternative when it comes to Container transport."

Feedback:
1. Looks great.
2. I like that it is better than a Titurel at moving high-value goods.
3. Please select a different name.
4. Maybe lower the hull a bit.
Last edited by Sparky Sparkycorp on Sun, 16. Nov 14, 01:44, edited 1 time in total.
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Post by Jaxartes »

Wow 9 Plasma/MA sounds really powerful for a small transport.
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Post by Sparky Sparkycorp »

Going by storage volume and similarity to the Rahanas, I think it will be of size Large. But yeah, packs a punch in line with the increased weapons found on OL trading ships. Personally, I'd like to see OL trading ships have less weapons.
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Post by Saquavin »

Sparky Sparkycorp wrote:lol, I thought this was a joke based on reversing "Rahanas" rather than a real ship too :)
Omfg I did not noticed that !
Sparky Sparkycorp wrote: Plasma/MA: 9
2, actually ;)
(Already pretty weaponry for a freighter)
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Post by Sparky Sparkycorp »

Saquavin wrote: 2, actually ;)
(Already pretty weaponry for a freighter)
Whoops! I can't check now but you're probably right.
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ezra-r
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Post by ezra-r »

just focus and keep an eye out for:

https://drive.google.com/file/d/0B7Mv-H ... sp=sharing
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Post by spankahontis »

Roger L.S. Griffiths wrote:@Slashman: From what I can tell the new engine is far less restrictive in terms of data/content modding. Where it gets more complex is the scripting side of things as some things are hard-coded, others are in LUA scripting domain, and then there is the Mission Director scripting domain as well.

In general, things are so different from X3 that calling it more or less restrictive is possibly down to perspective as much as anything (IMO).

Then couldn't the more crafty modders use something that alters the game code via virtual memory to get around certain Hard-coded limits?

I've seen people talking about starting a project like this on the Total War Center for the older Total War Titles like Rome 1 and Medieval 2: Kingdoms.
They consulted with Creative Assembly staff who have spoken to top brass and said altering the game via virtual memory is perfectly fine as it doesn't alter the .exe which of course is not allowed.
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Post by Tamina »

spankahontis wrote:
Roger L.S. Griffiths wrote:@Slashman: From what I can tell the new engine is far less restrictive in terms of data/content modding. Where it gets more complex is the scripting side of things as some things are hard-coded, others are in LUA scripting domain, and then there is the Mission Director scripting domain as well.

In general, things are so different from X3 that calling it more or less restrictive is possibly down to perspective as much as anything (IMO).

Then couldn't the more crafty modders use something that alters the game code via virtual memory to get around certain Hard-coded limits?

I've seen people talking about starting a project like this on the Total War Center for the older Total War Titles like Rome 1 and Medieval 2: Kingdoms.
They consulted with Creative Assembly staff who have spoken to top brass and said altering the game via virtual memory is perfectly fine as it doesn't alter the .exe which of course is not allowed.
I am not quite sure if you really mean "virtual memory" as this does not makes sense, however it is maybe a tool used to access memory more easily to inject custom code, commands and mostly alter numbers.

I guess for a game of this size you would need a lot of time... it might be way more simple to just ask Egosoft to implement some features (as they are actively developing this game) or using the many possibilities Egosoft has already given.

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Post by ThommoHawk »

linolafett wrote:I wont show the teladi interior!

So ill use the OL interiors as an example :)

... (examples snipped) ...

This is our test world with every plattform we have avaliable. So there i can very quickly test all interiors, if they work as expected.
This is the very rough platform workflow we have here. Hope this answers some questions, if you have any, ask away, as usual ;)
Right linoafett, I have a question re interiors since this is being demonstrated by your work examples here (thank you for the effort you are putting in here too).

My question; So how is it decided what the interior 'decoration' will be like?

To clarify; I know people benefit when habitats reflect what is know to enhance the physiological qualities that humans get when there is more light, brighter environments in their living quarter's. People will still need this once large space habitats become a reality - colours and environments which reflect our natural world.

My point is, I find the mostly metal alloy interiors to get me down a bit, I find the interiors unnecessarily gloomy. If it is a storage warehouse, or a service centre, or a factory area then metal military look is ok. But when you get away from that, back to the habitation corridors, living quarters, entertainment spaces and other areas which are for human day to day habitation, I find them a bit lacking inspiration wise, as if you guys think the only way to emphasise it is a space station is to have metal everywhere.
(note; I keep referring to the human / argon stations because I can't speak for alien races, and how their environments might look like.)

that's it, my first question to you. :)
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X REBIRTH? "JUST A TOURIST until X4 IS RELEASED! Because That SUPERNOVA sure went FUBAR" (Quoting T.Hawk. Read all about it at: http://forum.egosoft.com/viewtopic.php?t=353678) :x3:
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Post by werewolves? »

AFAIK all the interiors are the "work" parts of the station. The habitation modules and apartment blocks are not accessible.
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Post by ThommoHawk »

^ bars, entertainment areas, crew quarters etc are habitation areas I reckon, and so qualify. As to work areas, best example I can give straight of is in aliens movie; the mining factory ship - yes, metal for the service areas, storage areas, work area etc. gleaming white crew quarters, medical bay, dining/living areas, all brightly lit, and that was just on a mobile space ship/factory.

These mega-sized stations in Rebirth are cities in space, not really stations at all, and it would be nice if the in-game station architects actually were interested in making them pleasant well lit living environments for the populations which are inhabiting them too.
[XTrilogy]: Holy Argnu cows! I have found it! An asteroid of pure ore - 100% - I am rich! Now, I just need to find one like that made from silicon. hmmm, where do I want to go today?
X REBIRTH? "JUST A TOURIST until X4 IS RELEASED! Because That SUPERNOVA sure went FUBAR" (Quoting T.Hawk. Read all about it at: http://forum.egosoft.com/viewtopic.php?t=353678) :x3:
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Post by Sam L.R. Griffiths »

Tamina wrote:
spankahontis wrote:
Roger L.S. Griffiths wrote:@Slashman: From what I can tell the new engine is far less restrictive in terms of data/content modding. Where it gets more complex is the scripting side of things as some things are hard-coded, others are in LUA scripting domain, and then there is the Mission Director scripting domain as well.

In general, things are so different from X3 that calling it more or less restrictive is possibly down to perspective as much as anything (IMO).

Then couldn't the more crafty modders use something that alters the game code via virtual memory to get around certain Hard-coded limits?

I've seen people talking about starting a project like this on the Total War Center for the older Total War Titles like Rome 1 and Medieval 2: Kingdoms.
They consulted with Creative Assembly staff who have spoken to top brass and said altering the game via virtual memory is perfectly fine as it doesn't alter the .exe which of course is not allowed.
I am not quite sure if you really mean "virtual memory" as this does not makes sense, however it is maybe a tool used to access memory more easily to inject custom code, commands and mostly alter numbers.

I guess for a game of this size you would need a lot of time... it might be way more simple to just ask Egosoft to implement some features (as they are actively developing this game) or using the many possibilities Egosoft has already given.
The kind of thing I think Spankahontis is talking about is introducing code (possibly via LUA) that modifies main application code at runtime (similar behaviour to a virus - self modifying code). Other approaches include some form of reverse engineering to replace existing DLLs with modder generated versions.

As for if it could be done, possibly... but... that is not really the point (such approaches are a hack at best IMO and far from ideal). Where scripting is concerned the new XML script does not YET natively provide all the features that it probably should (at least in the long term). The LUA scripting option is lacking in documentation last time I checked and my impression is that Egosoft never really intended us to be using LUA for scripting. Saying this, some modders have managed to use LUA to work around some of the current XML scripting limitations.

@linolafett: I apologise if this comes across as being overly critical or complaining. From a content modding perspective, X-Rebirth is excellent but from a scripting perspective it is still lacking and IMO is in need of further documentation and/or work on the part of Egosoft. Observe has done a fairly good job to date but the documentation still has gaps which means that modders potentially have to waste time experimenting. I am not aware of any official Wiki for X-Rebirth modders but that would probably be the best approach in the long term, the unstructured/flat nature of the modding forums is great for discussions and news but not so hot from a documentation perspective.
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Post by spankahontis »

Roger L.S. Griffiths wrote:
Tamina wrote:
spankahontis wrote:
Roger L.S. Griffiths wrote:@Slashman: From what I can tell the new engine is far less restrictive in terms of data/content modding. Where it gets more complex is the scripting side of things as some things are hard-coded, others are in LUA scripting domain, and then there is the Mission Director scripting domain as well.

In general, things are so different from X3 that calling it more or less restrictive is possibly down to perspective as much as anything (IMO).

Then couldn't the more crafty modders use something that alters the game code via virtual memory to get around certain Hard-coded limits?

I've seen people talking about starting a project like this on the Total War Center for the older Total War Titles like Rome 1 and Medieval 2: Kingdoms.
They consulted with Creative Assembly staff who have spoken to top brass and said altering the game via virtual memory is perfectly fine as it doesn't alter the .exe which of course is not allowed.
I am not quite sure if you really mean "virtual memory" as this does not makes sense, however it is maybe a tool used to access memory more easily to inject custom code, commands and mostly alter numbers.

I guess for a game of this size you would need a lot of time... it might be way more simple to just ask Egosoft to implement some features (as they are actively developing this game) or using the many possibilities Egosoft has already given.
The kind of thing I think Spankahontis is talking about is introducing code (possibly via LUA) that modifies main application code at runtime (similar behaviour to a virus - self modifying code). Other approaches include some form of reverse engineering to replace existing DLLs with modder generated versions.

As for if it could be done, possibly... but... that is not really the point (such approaches are a hack at best IMO and far from ideal). Where scripting is concerned the new XML script does not YET natively provide all the features that it probably should (at least in the long term). The LUA scripting option is lacking in documentation last time I checked and my impression is that Egosoft never really intended us to be using LUA for scripting. Saying this, some modders have managed to use LUA to work around some of the current XML scripting limitations.

@linolafett: I apologise if this comes across as being overly critical or complaining. From a content modding perspective, X-Rebirth is excellent but from a scripting perspective it is still lacking and IMO is in need of further documentation and/or work on the part of Egosoft. Observe has done a fairly good job to date but the documentation still has gaps which means that modders potentially have to waste time experimenting. I am not aware of any official Wiki for X-Rebirth modders but that would probably be the best approach in the long term, the unstructured/flat nature of the modding forums is great for discussions and news but not so hot from a documentation perspective.

Apologies for not making much sense, i'm no expert on this matter, but I just remember the Hardcode limitations and it reminded me of this discussion they were having.
I think the Rome 1 Editor is nearing a beta release, I haven't checked it out since July but then they were saying they had a slight delay due to real life issues and lack of response from people in the project but version 1 was round the corner.
Medieval Kingdoms one hasn't even been started yet.

But links below to what I mean and again apologies for sounding like a rambling loon lol

http://www.twcenter.net/forums/showthre ... ry-Editing

From what I've read on the thread, seems they are moving at snails pace due to lack of C++ experts.
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Post by linolafett »

Creating the interiors was not the easiest job. I agree, that most of them are too dark, i think the omicron lyrae interiors are pretty white and dont create a bad mood. I just didnt think about the physological effect the stations create when living in them for a very long time. Good point!

Sanahar, jep thats just rahanas backwards, it will replace the hightec rahanas freighter (afaik). 1Mio hull is too much? What do you suggest? It should be a faster, but weaker variation of the rahanas.

You already spotted also the new lockboxes, so i though ill show whats the fuss about them.

[ external image ]

This is the container i modeled in Blender, I then export it to 3dsMax to set it up. I already explained how most of it works in a earlier post, so ill leave this part out.
In the sceenshot you can actually see the container and the lock below.
It will have only one big lock, because this will be the most common and least valuable lockbox in the game.

[ external image ]

Because you have to shoot the lock, to open the container, it has to be a seperate object.
Its painted very bright and got flashy lights, that a player understands, that this is the place to shoot to open the box.
The lock is the exported to the database, a containerfile is written in this step (explained containerfiles in the interior posting), values are set up and then exported to be live in game.

[ external image ]

The container itself is also a seperate object. I animated the door opening, so it opends correctly if the locks are destroyed.
The needed connections for sounds and drops are added too.
You can spot the containerfile of the lock in red below. It is now a linked object, which refers to the lock we created first. The game needs this setup to be able to detect which part you are shooting and we can set up different values.
The Lockbox is now being exported to the database.

[ external image ]

Here we define which drops the Lockbox will drop, when being opened correctly.
Also hullvalues, name ID and effects are set up. This Lockbox will then be exported and is ready to be used ingame.

The work for me is done here, someone just has to set up regions, where these container will float around in space.
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Post by Artean »

linolafett wrote:Creating the interiors was not the easiest job. I agree, that most of them are too dark, i think the omicron lyrae interiors are pretty white and dont create a bad mood. I just didnt think about the physological effect the stations create when living in them for a very long time. Good point!
Well, that's a matter of taste obviously, but I hope you will have room for both bright and shiny looking interiors as well as the dark and somewhat worn down.
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Post by ezra-r »

lockboxes look pretty good! When you see it from the right angle it is cool the red-ish locks and the circle effect around them, I like them.

Anxious to see what awaits us in final 3.0 with them.
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Post by Tamina »

@linolafett
How long does it take to release a next version i.e. for beta or public release?

I have followed a discussion about "Has C++ still a right to exist in modern IT? (Compared to modern languages like C#/Java)", and one of the cons was that the C++ compiler needs about several hours for huge projects and even days. Some companies even run server farms during the night to get the program ready the next day.
(Which is unbelievable for people who never worked with this language and are used to get their projects ready in seconds to minutes).

When reading this I started to asking myself how long does Egosoft need to publish a new version from the point when Egosofts decides to do so now-

Inlcuding: Gathering the sourcecode from all sources, writing down all changes/changelog, compiling the sourcecode, uploading it to Steam.
I guess this takes several hours or more?

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