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[Mod] X-tended X-pantion [v. 1.3!][RELEASED 7/28/2015 (FNALLLY!)]
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RoverTX



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PostPosted: Fri, 17. Feb 17, 18:11    Post subject: Reply with quote Print

/jaw-drop

All the new ships are just AMAZING! I am already merging them into my personal mod! You just keep getting better!


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Mechanis





Joined: 20 Feb 2010

Location: Unknown sector. ARIZONA SUKS. CALI 4 EAVH!

PostPosted: Sat, 18. Feb 17, 01:45    Post subject: Reply with quote Print

thanks. TBH, this mod is pretty much an extension of DLing Red Spot back in the day and wanting to put my own ships in, my initial clumsy Gmax models (I actually still have those somewhere, ha) to doing kitbashes like the Pteranodon, to getting a feel for doing my own stuff from scratch. honestly I keep getting better becuase I, well, AM getting better, finding out little tricks with MAX that aren't common knowledge, getting a better feel for what modifiers to use to get the effect I want, and so on.

its current incarnation was spawned when, after about three hours playing XTM, I suddenly realized that while XTM had added loads of gameplay features and immersion enhancers it still hadn't fixed some of the vanilla immersion breakers (****** TURRETS) or inconsistencies, and, well, I've always regarded the variant system as basically a hack to pad the ship list, so axing it was... VERY satisfying, personally.

and more RELEVANTLY, axing the variant system will allow me to use it to add immersion enhancers- namely, Civilian ships and Police ships- a lot of people like the idea of bringing back the 'classic' X2 ships, for example, and it occurred to me that having them as civvie ships would make loads of sense- they may not be viable combat vessels anymore, but the basic systems and spaceframes are 'tried-and-true' long-tested stuff, with all the interesting bugs squashed and eccentricities well-known.

and the Police, of course, need some nice distinctive paintjobs and possibly flashy lights!


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Mechanis





Joined: 20 Feb 2010

Location: Unknown sector. ARIZONA SUKS. CALI 4 EAVH!

PostPosted: Sat, 18. Feb 17, 21:55    Post subject: Reply with quote Print

LIST OF KNOWN ISSUES:

-Elephant docks in wrong positions (Fixed, hotfix pending)
-some variants continue to spawn (mostly fixed, XTC's retrieve ship custodians and some Pirates still spawn deprecated variants, trying to figure out why)
-Mammoths are available at several docks they shouldn't be (not sure what's going on there)
-some ship names display text references (mostly argon) while still voicing the names (I have no friggin' clue)
-bottlenose scene reference is wrong (fixed, hotfix pending)
-some plot missions and MD-based spawning spawn deprecated variants (mostly fixed, I think, hotfix pending)
-new fighter-class ships aren't spawning as often as they should be, particularly Argon (working on it, spawning is weird)
-NPC colossus doesn't get shields (fixed, hotfix pending)


quick questions: if anyone knows how things like the PNR get "Pirate" tacked to the front, I'd like to know- thinking of solving the Police issue by belting out some ships for 'em, but knowing how to make 'em show up as "Your Police... ...Sentinel" would be nice (and slots well with Pirates having the Raider variant)


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enenra





Joined: 08 Apr 2005
Posts: 6149 on topic

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PostPosted: Tue, 21. Feb 17, 10:55    Post subject: Reply with quote Print

The Mammoth issue stems from the scripts not finding a ship type ( usually referencing a non-existing one). The Mammoth is at index 0 of the TShips and if a script can't identify a ship type it returns 0. Hence the Mammoth gets used instead.


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Sorkvild



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Location: I'm in the middle of some calibrations...
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PostPosted: Wed, 22. Feb 17, 22:45    Post subject: Reply with quote Print

Is ai using new ships or these are for player only?


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wotano





Joined: 31 Jul 2003

Location: Lost in ... khaak sector nooo /FR/

PostPosted: Wed, 22. Feb 17, 22:58    Post subject: Reply with quote Print

thanks a lot really great work Smile


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Mechanis





Joined: 20 Feb 2010

Location: Unknown sector. ARIZONA SUKS. CALI 4 EAVH!

PostPosted: Thu, 23. Feb 17, 22:25    Post subject: Reply with quote Print

@ Enenra: thanks. that means that it's something buried in XTC's fooking labyrinth of scripts and not fixable quickly. joy.

@sorkvild: 1.4 has 'passive' integration, meaning some scripts will use them, and a small amount of active integration from an altered jobs file. 1.4.1 will include significantly more active integration, but I'm still ironing out the kinks.


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Kraosdada





Joined: 13 Jan 2016



PostPosted: Sat, 25. Feb 17, 22:15    Post subject: Reply with quote Print

Hi. Uhh... so... have you tried using both your mod and the one that brings Cadius' ships into XTC? Confused

Link

I wanna use them both, and i want to know if they're compatible, and if not, if there is a compatibility patch. Goner [/url]

EDIT: They're not, unfortunately...

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Mechanis





Joined: 20 Feb 2010

Location: Unknown sector. ARIZONA SUKS. CALI 4 EAVH!

PostPosted: Sun, 26. Feb 17, 23:21    Post subject: Reply with quote Print

yeah, not compatible.

I'll be honest, I'm not gonna bother with making compatibility patches myself until XPM is content-complete. it'd be ENTIRELY too much work otherwise.


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RoverTX



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Joined: 16 Nov 2011
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PostPosted: Mon, 27. Feb 17, 06:46    Post subject: Reply with quote Print

A few issues I have noticed.

The Coyote, the M6 split pirate ship, all the Gatling gun with the right gatling gun scene reference ordinal 2 with a value of 1 instead of 0. Meaning the ones on the right don't work right.

The M7 turrets don't move.

PS. Playing X3 AP and ported ships and props over. Have verified both components.txt and dummies.txt

PS 2. I had my components.txt imported in reverse order from yours. So something was wrong with either the terran turret or the split captial that then stopped the M7 turrents from loading correctly.


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Mechanis





Joined: 20 Feb 2010

Location: Unknown sector. ARIZONA SUKS. CALI 4 EAVH!

PostPosted: Tue, 28. Feb 17, 23:50    Post subject: Reply with quote Print

@ rover: I'm aware that the Split capital turrets refuse to work right- I honestly had forgotten about that. I've tried several things to fix it (the version in-game is actually the FOURTH iteration of starting-from-a-clean-file exporting) but as it was just the animation not functioning rather than lasers I left it alone until I'd finished other things. not sure why it would be causing OTHER turrets to malfunction, since the base file has the Terran turret added after the split turret and it was working during my tests AFAIR.

I'll have a look at the Coyote, that looks like a genuine human-error.



though I can't say how much of your issues are being caused by running AP, since IIRC the XTC build for it is still experimental and not being actively maintained, and I don't have it at all and thus don't mod for it.


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KRM398





Joined: 06 Nov 2002
Posts: 1425 on topic
Location: pennsylvania
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PostPosted: Sun, 19. Mar 17, 22:44    Post subject: been away from TC for a while and wnated to give your mod a try Reply with quote Print

well the idea was good anyways,wanted to see TC with a lot of new ships in it. downloaded the latest version,added your mod and fired it up. found myself sitting inside (literally) of some new ship, with body panels all around and a solid nose I cant see past. remembered from mods before if the files dont go in right then there's trouble, mainly the script files. went back downloaded it again, unzipped it and copy and pasted to the file folder for TC and said yes to over write the files. then went back in..same thing, ship is a mess and every vessel in Omicron has hull but no shields. tried three different times with same result, so deleted it from the files and went back to the regular old TC, boring but still my only other choice. Rolling Eyes

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X2-Illuminatus
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Joined: 02 Apr 2006
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PostPosted: Sun, 19. Mar 17, 23:39    Post subject: Reply with quote Print

You do realise that this mod is an extention to the X-Tended Terran Conflict (XTC) mod, don't you? Your post sounds as if you would try to run it with plain X3TC.


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RoverTX



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PostPosted: Mon, 20. Mar 17, 07:11    Post subject: Reply with quote Print

@Mechanis I managed to fix the cap ship turrets. Will post the fix when I get a chance.


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KRM398





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PostPosted: Mon, 20. Mar 17, 15:56    Post subject: yep I know Reply with quote Print

got the TC setup, then got the XTC set up, and then the new mod. I start out in the same old elite, fly around a bit and get to the argon wharf and dock. it shows 3 new corvettes, and a list of things named as CQ etc, with numbers, so some of the names didnt make it in. all the specs are there for the M3-4-5 ships but not the names.

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