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DeadlyDa

Joined: 05 Jan 2004 Posts: 1795 on topic Location: Wellington, New Zealand

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Posted: Mon, 9. Jan 06, 06:15 Post subject: Deadly Ship&Station Mod w/Scripts by RS (RC4 Available) - [Image Warning] |
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UPDATE - Release Cantidate 4, with all of the initial 24 ships, is available for testing.
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Preview Release of Deadly Station & Ship mod with Scripts by Red Spot
Revision A - altered the Asteroid Base to use old X2-style textures to allow people with "normal" computers lof load the bloddy thing. It's no longer as pretty...but I hope to have the matter resolved shortly.
Ah well...so it begins, my friends
While there are a number of things yet to do, ships to add, and scripts to write...the basic mod is working and stable.
Rather than make you wait, we decided to let you have a play with what we've got.
Please remember, this release is a only a "preview", and does not include all of the ships and stations that will be in the first full release. It is also important to note that the current script set is really just a temporary measure to get the ships and primary station into the game so you can try them out.
Red Spot is in the process of preparing a significantly more interesting (and complex) script set that will provide a much more challenging way of introducing the new ships and player HQ (the Asteroid Base) into the game in a "gradual" fashion. (After all...ya' wanna play, ya' gotta pay!)
We'll be detailing the new functionality in the Egosoft forums over the next few days.
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Release History:
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++ Preview Release - Revision A: Switched the Asteroid Base to old X2-style textures, until I can figure out why the load times are excessive.
++ Preview Release: This is primarily a "technology" demo, to show off some of the custom ships and new features and textures of X3. It includes some "bare bones" scripts to create (and re-spawn, as needed) a shipyard, equipment dock, and Asteroid Base (as the Player HQ). This version is fully functional, and contains 16 ships and 1 custom station.
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What this mod is not:
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It is not (yet) a full mod, with all the bell and whistles. It does not have the full set of Red Spot's scripts and missions that will be included in the initial release, not does it have all the ships and stations.
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What this mod is:
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1. A fully playable compilation of 16 new (additional) ships, and one new station which is currently given to the player as an HQ "free of charge" the first time you start a game, or load a save game.
2. The mod can be played with, or without, the X3 plot.
3. There is a new shipyard and equipment dock spawned in a remote sector (one which you discover during the plot). The shipyard offers all of the new ships for sale, under the standard notoriety/reputation race logic in effect for all X3 shipyards...of course the shipyard is owned by the Split, so you'll want to be on very friendly terms with them.
4. The player HQ is based on a custom station model using an Asteroid as the core element. It is spawned into an Unknown Sector...but since it is automatically given to the player, you should have no problem finding it. It is capable of docking all classes of ships, with capacity for 4 M1/M2/TL class ships, 10 TP/TS/M6 class ships, and all the fighters you can get.
5. For the Preview release, the player HQ has all standard trade wares added to it (but with no inventory). This makes it an ideal warehouse, as well as a place to store ships, and transfer cargo.
6. The default race for all ships in this release is "player".
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Ship Types and Screen Shots:
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M5 Class Ships...
Starfury
Tie Interceptor
A-Wing
M4 class Ships...
Y-Wing
Banshee
Tie Defender
X-Wing
M3 Class Ships...
Terran Thor
YT-2400 Outrider
Dralthi
B-Wing
M6 Class Ships...
Monsoon Gunboat
M2 Class Ships...
Grendel (aka Protector)
M1 Class Ships...
Sulaco
TL Class Ships...
Roger Young (temporary...will be an M1 once I get the TL in)
TS Class Ships...
YT-1300 "Millennium Falcon"
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Installation Instructions:
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1. Extract the .rar file to your X3 directory.
2. On the initial X3 start menu, click on Select Mod Package, and select this mod package.
3. Once you are at the main menu (in the game), you can start whatever type of game you wish, or simply load an existing save game.
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Downloads:
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The straight .RAR archive:
http://www.flatrock.org.nz/wolf/images/X2_Pix/Preview_DDRS_ShipStation_Mod-RevA.rar
The self-extracting .EXE:
http://www.flatrock.org.nz/wolf/images/X2_Pix/Preview_DDRS_ShipStation_Mod-RevA.exe
UPDATE: If you'd like to play with the full 24-ship version, we are currently testing Release Candidate 4 of the full mod. It is pretty stable, and baring a few last minute glitches will be what I publish as Version 1.0 in a few days.
With that said...here are the links to RC4 (both RAR and EXE are available: http://www.flatrock.org.nz/wolf/images/X2_Pix/DDRS_ShipStation_Mod_V1.0-RC4.rar
http://www.flatrock.org.nz/wolf/images/X2_Pix/DDRS_ShipStation_Mod_V1.0-RC4.exe
_________________

- Also check out the DDTC Forums, and the X-Wiki
Last edited by DeadlyDa on Mon, 30. Jan 06, 05:07; edited 3 times in total |
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Wolfkin

Joined: 13 Mar 2004 Posts: 991 on topic Location: Sweden

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Posted: Mon, 9. Jan 06, 06:18 Post subject: |
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A very big thank you to you DeadlyDa and to Red Spot for this
Will sure try it out and I look forward to the complete mod and any addons later on.
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Gridd
Joined: 27 Mar 2005 Posts: 79 on topic Location: In a Dark Place

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Posted: Mon, 9. Jan 06, 08:15 Post subject: |
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Hi there,
Wanted to say Awesome Job. Keep up the great work. and Wish i could help but dont have many skills in scripting modding. (currently learning though)
also quick question, Are you wanting reports of how your mod plays (issues, bugs, and Requests)? If so, where would you like them? Posted in thread or PM'd?
Once again great work I am really enjoying Yours and RedSpots work.
Couple issues so far.
1. New NPC shipyard has 0 ships or products.
2. bigtime slow down in that sector after a few of the New split ships spawn and start fighting.
3. TL Mamoth will not dock with Astroid Base from dock at commands.
4. Suggestion, could you move the Player HQ closer to center of sector? for the slower ships not to take so long to get there.
Thank you greatly for you effort on this. As well as the work done for X2
Look forward to upcoming releases as much as I was looking forward to X3
Gridd
Edit, also noticed interesting Jumpgate effects? Pretty cool, Like Big Red Spots, 
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ajsarge
Joined: 11 Apr 2004 Posts: 526 on topic Location: Why do you want to know where I am?

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Posted: Mon, 9. Jan 06, 08:34 Post subject: |
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YAY! Here's to Deadly's ship mods!

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Red Spot

Joined: 04 Feb 2005 Posts: 3224 on topic Location: The Netherlands

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Posted: Mon, 9. Jan 06, 09:25 Post subject: |
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Deadly..
Did you get my mail yesterday ??
(havent got a reply yet .. but it had kinda important changes in the scripts)
| Gridd wrote: |
Hi there,
Couple issues so far.
1. New NPC shipyard has 0 ships or products.
2. bigtime slow down in that sector after a few of the New split ships spawn and start fighting.
3. TL Mamoth will not dock with Astroid Base from dock at commands.
4. Suggestion, could you move the Player HQ closer to center of sector? for the slower ships not to take so long to get there.
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1) I'll be on that one ..(this afternoon)
4) you should read 'secret player HQ' ...
G
_________________ Last edited by Red Spot on Sat, 2. Jul 05, 20:05; edited 34 times in total |
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Red Spot

Joined: 04 Feb 2005 Posts: 3224 on topic Location: The Netherlands

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Posted: Mon, 9. Jan 06, 09:56 Post subject: |
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ok new script-pack ..
These scripts come with the mod .. however the scripts in the mod have some small booboos in them .. also 'regular' code didnt work on installing ships in the SY .. this new pack should fix them all ..
(communication between Deadly and me is going slow .. seems it takes a couple hours for him to recieve my mail ..)
changed one setting .. I've set the Roid-base to spawn a little closer to the center of sector (for now .. )
get it here;
http://www.geocities.com/g5_11/DD/DD-Mod-Scripts.zip
G
_________________ Last edited by Red Spot on Sat, 2. Jul 05, 20:05; edited 34 times in total |
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paulatwork6
Joined: 14 May 2005 Posts: 49 on topic Location: Lancs, UK

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Posted: Mon, 9. Jan 06, 12:51 Post subject: |
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Hi
Your work is great,
However, if this is a preview version and I install the mod onto my X3 and play from my save, will it :-
1. Work with the save game.
2. After a full version is released, will the pre-release be able to be un-installed and full version installed without damaging save game.
Thanks.
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Mailo
Joined: 05 May 2004 Posts: 684 on topic

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Posted: Mon, 9. Jan 06, 13:09 Post subject: |
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| paulatwork6 wrote: |
Hi
Your work is great,
However, if this is a preview version and I install the mod onto my X3 and play from my save, will it :-
1. Work with the save game.
2. After a full version is released, will the pre-release be able to be un-installed and full version installed without damaging save game.
Thanks. |
That is also my question ... I spent the whole weekend looking forward to this (as my wife will attest to ), but am undecided if installing the preview now will keep me from enjoying the full mode when it is released.
Although I will test it in a new game, I guess.
Another one ... why did you decide to classify the TIE Defender as a M4, and the TIE Interceptor as a M5? I would have guessed Defender M3, Interceptor M4, TIE Fighter M5 (would be funny, make it really cheap, but unable to carry shields ).
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Red Spot

Joined: 04 Feb 2005 Posts: 3224 on topic Location: The Netherlands

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Posted: Mon, 9. Jan 06, 13:37 Post subject: |
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| paulatwork6 wrote: |
Hi
1. Work with the save game.
2. After a full version is released, will the pre-release be able to be un-installed and full version installed without damaging save game.
Thanks. |
1)yep it will work on your save-game or a new game
2)most likelly NOT (this is just a preview to show you some of Deadly's ships and stations.. the 'final' version will hold several plugins and station-commands and a whole bunch of ships that arent in there now ..)
| Mailo wrote: |
| Another one ... why did you decide to classify the TIE Defender as a M4, and the TIE Interceptor as a M5? I would have guessed Defender M3, Interceptor M4, TIE Fighter M5 (would be funny, make it really cheap, but unable to carry shields ). |
ships havent been balanced yet .. as it says .. its a preview ..
(ships will be divided between the 5 main races and will be balanced according to that race for the 'final' version)
G
_________________ Last edited by Red Spot on Sat, 2. Jul 05, 20:05; edited 34 times in total |
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paulatwork6
Joined: 14 May 2005 Posts: 49 on topic Location: Lancs, UK

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Posted: Mon, 9. Jan 06, 14:09 Post subject: |
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Thankyou Redspot
So does mean that there is no point in getting the MOD in it current state or once the full MOD is released, just select that one on startup instead.
Also, does this mean the new scripts included in the preview MOD alter my current gaming in normal gameplay without selecting the MOD on startup.
Sorry for the extensive questioning but, I am always very wary in putting scripts & MODS into games when I don't fully understand them.
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NightmareKato
Joined: 29 Dec 2005 Posts: 35 on topic

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Posted: Mon, 9. Jan 06, 15:02 Post subject: |
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The station seems busted - only the docking clamps are visible, and the rest are all gone. Did I screw up on installation?
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DarthVain

Joined: 02 Jun 2003 Posts: 544 on topic Location: Unknown Sector

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Posted: Mon, 9. Jan 06, 15:09 Post subject: |
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How long does it take for the HQ to spawn as I cannot see it as it just shows the target box and not the HQ.
Also I would really like to keep the cockpit addon which doesn't seem to work (having it placed in the X3 Directory as 06.dat/cat files)
One cannot dock at it either as docking is denied.
_________________ Another one bites the dust!!
DarthVain |
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paulatwork6
Joined: 14 May 2005 Posts: 49 on topic Location: Lancs, UK

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Posted: Mon, 9. Jan 06, 15:36 Post subject: |
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Is there any idea of when the FULL release is due please?
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X-it
Joined: 06 Nov 2002 Posts: 1217 on topic Location: Norway

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Posted: Mon, 9. Jan 06, 15:53 Post subject: |
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This looks great! *drools*
But like the others, I'm wondering:
If we install this now, we will not be able to replace this with the final version? So any save games we use this with will not work once the final version is installed, and we can't uninstall it? (two similar questions there, just not sure how I should word myself... )
- Bottom line: Any games we test this with should be test games only, and we have to go back to an earlier save when the final version is released? (another one )
Anyway congrats on some great work on this to both of you!
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DJ | Wolf
Joined: 07 Feb 2004 Posts: 51 on topic

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Posted: Mon, 9. Jan 06, 16:04 Post subject: |
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For safeties sake I would suggest testing this with a new save game, this is my plan. I'll be testing it very shortly - been looking forwards to this
Cheers guys 
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