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Galaxy613

Joined: 28 Dec 2004 Posts: 2511 on topic Location: USA, VA

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Posted: Mon, 18. Apr 05, 15:45 Post subject: |
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| The-Prophet wrote: |
| ok well i did my best at adding a new sector, and well, it didn't work for me, i messed up x2 and had to get my back up files to overwrite that which i changed, is it possible to edit them in doubleshadows X2editor or would that be making things harder? also i can't find where to create the description on the sector although i found it last time i checked. |
Hmm, firstly you need to edit 440001.pck/xml which can be found in 01-04.cat/dats. All you need to do is add a new sector name at the location of your sector (in DS's X2Editor it should tell you the ID that would be needed). Sooo in 440001.xml you'll add to page 7 a new item with the ID of "1020520" and put your sector name there. Then put 05.cat/dat that I put in my speical pack into your main X2 directory if you haven't already and start up the in-game Galaxy Editor and look to the right of the farthest Split Sectors.
Of crouse you have to put the new modified 440001.xml into a .cat/.dat before you can view it unless you have extracted all the 01-04 .cats/dats but thats unlikely. Or you can just open 440001.pck directly with DS's X2 Editor but I don't really suggest that.
_________________ 10,000 Lightyears of awesomeness |
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Harlock776
Joined: 09 Mar 2005 Posts: 1148 on topic Location: USA The heart of mexico:-(

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Posted: Mon, 18. Apr 05, 20:36 Post subject: about docking ports... |
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Wow this is all good!!! I hope that Rei comes out of hiding and reads this thread and decides to finish his xenon mod hehe. I wanna fly that xenon M6 he has it would make a great replacement for the argon centaur.
About the internal docking ports thing... For what I'm doin with my mod I just make a small cube and apply a black texture to it so it shows up invisible in game and then name it 00320.bod so it will be recognized as an internal docking port. It works great but I was wondering what exacly limits the docking port to one per scene file???
Can this be altered with the new stuff you guys are trying? I wanna have two docking ports for a remake of the colossus that I will be working on. It will actually look ok with just one port but it will be designed to use two of them just in case that feature ever exists. I've seen DeadlyDA get 8 external docking points to his m2 ships and m6 ships. If all he did was just add them to the scene then has anyone tried this with internal docking ports? What happened as a result eh? I will try it later on tonight just to see what happens hehe but I just wanted to get some imput from you guys about it.
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ShadowX
Joined: 24 Mar 2004 Posts: 173 on topic

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Posted: Mon, 18. Apr 05, 20:47 Post subject: |
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External and internal dockings work differently. As we all know there is only one number in TShips that defines docking and when you enter negative number it represent both *amount of free docking slots* AND *amount of dockable v-bodies*, however, when you enter positive number it represents ONLY *amount of free docking slots* so you CANNOT define the amount of dockable v-bodies for internal docking, at least not in the TShips.
_________________
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The-Prophet

Joined: 17 Apr 2005 Posts: 59 on topic

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Posted: Mon, 18. Apr 05, 20:48 Post subject: |
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i'm adding quite a few new sectors and well i'll follow that as best i can, also my pc reads the files easily and i have never unpacked the cat files i just double click and i'm in looking and the files inside (same with zipped files etc)
oh btw what i'm doing is shifting alot of the gate destinations, i'm not renaming any sectors i'm just making new ones or removing old ones from the map itself i'll make a topic about it once its finished.
_________________ If noone lives in a house of nothing, with nothing and nobody, when nobody comes to the door and noone answers it noone pats nobody on the back and invites nobody in. noone wants nothing and has nothing, is noone happy? |
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Amon RAy (RAider.EG)
Joined: 04 Jan 2005 Posts: 61 on topic Location: Russia, TaganROCK...

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Posted: Tue, 26. Apr 05, 06:16 Post subject: |
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I have a present for you ;)
http://checkertwo.narod.ru/patch06.zip
00.06 version of programm.
http://checkertwo.narod.ru/patch07.zip
00.07 version of programm.
In 00.06 version CheckerTwo made:
- a 200 new ship slots avaible
- option to make corrections of default shield class and count for Sats and Orb.Laser.
- option to make TS and TP avaible to dock on M2.
- option to make "small_ship" (M3,M4,M5) avaible to dock on M6.
In 00.07 version CheckerTwo made:
- ships from new slots will be able to create by ScE command in loaded game :twisted:
- also any changes in ships classes you make with an original ships(for example - changes the discoverer class from m5 to m6) - will take place in loaded game.
00.07 version was tested several days after release. Corrections in obj - not causes a game to crash and not causes a savegames to rise in size, and not causes a game to eat RAM :roll:
* Technical information: when game loads a part of code "_Restart" is called. When you start a new game a part of code "_Init" is called.
CheckerTwo made a corrections in "_Restart" part:
"Array" - an array of ships identificators for ScE commands.
Array = NULL. and after called a part of code same as called in "_Init" to initialize this "Array" again - from the obj-file.
Yep, its happen! Should we declare an international holiday and raise a monument for CheckerTwo? :)
_________________ Sed tamen potest esse totaliter aliter.(Lat.) |
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AdmiralTigerclaw

Joined: 27 Dec 2004 Posts: 2067 on topic Location: Subspace Office

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Posted: Tue, 26. Apr 05, 06:55 Post subject: |
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Did I read right? You said 200 shipslots?! O.O!
With that many extra slots, the sky's the limits! Alright folks!
Who wants to make every sci-fi ship known to... scifi?
_________________ Fleet Command
Galaxy Command Fleet Authority
"Escalating a war was NOT how I envisioned this vacation..." |
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DeadlyDa

Joined: 05 Jan 2004 Posts: 1831 on topic Location: Wellington, New Zealand

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Posted: Tue, 26. Apr 05, 06:59 Post subject: |
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There are not enough good things we can say about CheckerTwo...he is doing us all a huge service
I just uploaded 0.2.6 of my mod (22 ships) with a 50 ship extension about 20 minutes ago...and then saw this post
I don't need the 200 extra sjips just yet (gee, only 188 more to go!), but I wish I'd know about the "small-ship" docking fix. I've got a couple of huge M6's, and an M3 (or two) would be sweet. I guess I'll have to do a mini-update 
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AdmiralTigerclaw

Joined: 27 Dec 2004 Posts: 2067 on topic Location: Subspace Office

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Posted: Tue, 26. Apr 05, 07:08 Post subject: |
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This is as good as putting a Golon Arms Defense Platform MK III in orbit around Argon Prime.
With 200 slots, you can make all sorts of totally funked out objects or ships. In fact... you can add every single ship from X-Wing Alliance to X2 and rule!
_________________ Fleet Command
Galaxy Command Fleet Authority
"Escalating a war was NOT how I envisioned this vacation..." |
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piohh

Joined: 13 Mar 2005 Posts: 100 on topic Location: Heimat des Schreckens (Erde)

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Posted: Thu, 28. Apr 05, 21:49 Post subject: Help |
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Hi.
Who can help me?
I want to create new sectors and I dont understand the Readme.
Who can translate this readme to german please
Piohh
_________________
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rustybucket
Joined: 02 Aug 2004 Posts: 310 on topic

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Posted: Fri, 29. Apr 05, 05:19 Post subject: |
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I guess I'll have to do a mini-update
Hehehehehehe... I downloaded your mod a couple of days ago the your mod is excellent. Some of those new sectors are just great looking. Please let us know when you have a few more ships ready (and check with Raider to see if you can work out a consolidation of your mods )
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Galaxy613

Joined: 28 Dec 2004 Posts: 2511 on topic Location: USA, VA

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Posted: Fri, 29. Apr 05, 05:30 Post subject: |
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HOW did I miss this update?? This is my own freaking post!! I'm downloading both patches now.
Sorry, piohh. You might want to contact the likes of Earthpilot or someone else that speak English and German. Because I can't. 
_________________ 10,000 Lightyears of awesomeness |
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piohh

Joined: 13 Mar 2005 Posts: 100 on topic Location: Heimat des Schreckens (Erde)

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Posted: Fri, 29. Apr 05, 16:47 Post subject: |
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@ CKarl
Thx,
but I find a way.
I have the new sectors in the ingamemap at 14h.
by Piohh 
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DeadlyDa

Joined: 05 Jan 2004 Posts: 1831 on topic Location: Wellington, New Zealand

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Posted: Sat, 30. Apr 05, 04:56 Post subject: |
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For those that have acess to 3dMax, another way to do this is to build the universe map in 3dMax, along with a camera, and export it.
That's what I did in the most recent release of my 0.2.x mod. That way, you can easily move and cluster sectors any way you want. Makes for a nice visual effect.
One point. I have found that when you have gates that run "cross" map (like a north gate out of Kingdom End), you cannot get them to display on the ingame sector map. It's not a big deal, since you can at least see your custom sectors. However, However if you try and do this, then one or more of the other gates for that sector will also not display correctly.
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akm
Joined: 19 Sep 2004 Posts: 17 on topic Location: UK

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Harlock776
Joined: 09 Mar 2005 Posts: 1148 on topic Location: USA The heart of mexico:-(

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Posted: Tue, 3. May 05, 04:47 Post subject: missing in action |
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Where is Rei? He was dying to get his xenon mod going a few months ago and now here is the solution and no Rei anymore??? Anyone know what happened to his xenon mod the one with the xenon M6???
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