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jimhsu77479
Joined: 25 Nov 2007
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Posted: Fri, 21. Nov 08, 03:42 Post subject: [SHIP] Angelwing (From Nexus: The Jupiter Incident) |
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LINK UPDATE
After stumbling across this thread, I decided to port the Angelwing over since I liked that ship. Fortunately someone here did the hard work of getting the model out from their proprietary format, so I was able to port it over in the course of several hours. Since the web site and forums for the 4-year old game are dead, I will assume there are no copyright issues unless otherwise notified.
This is an M7 frigate (obviously) designed for player use only. Balance and cost are around that of an M2.
Bugs:
I have a lot of trouble with Plugin Manager for some reason. If you get no textures, extract the xsp and manually put the dds files in place of what Plugin Manager creates. Also the turrets look a little odd, but should work normally. If anyone wants to try fixing either of these, you're more than welcome.
File:
(I had to remove the files for now based on a request from a friendly moderator. sorry.)
PS Currently I sent a message to Eidos ... hoping they reply soon.
Update: Eidos is fine with it! Sending a message to HD interactive to confirm. Will put files back when permission is granted.
Edit: I know a lot of people have problems. This is apparantly the first ship released for TC so that's expected. If pluginmanager crashes when installing, try moving the dds files into a separate patch and install this package instead here. For pluginmanager related problems, please see http://forum.egosoft.com/viewtopic.php?t=218121 and http://forum.egosoft.com/viewtopic.php?t=223329 . Please note ship support is currently EXPERIMENTAL and runs the risk of messing up your cat/dat, so back them up.
PSS I will no longer be offering support for this mod. Vash has an excellent improvement here:
LINK UPDATE
Last edited by jimhsu77479 on Fri, 2. Oct 09, 18:48; edited 11 times in total |
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Mike_god2003
Joined: 08 May 2004 Posts: 25 on topic

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Posted: Fri, 21. Nov 08, 04:21 Post subject: |
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how do i get it in game? (where do i buy it from)
_________________ Mike |
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jimhsu77479
Joined: 25 Nov 2007
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Posted: Fri, 21. Nov 08, 04:39 Post subject: |
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If using the XSP, check a Boron shipyard. Otherwise, just script it in?
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Lancefighter
Joined: 19 Dec 2004 Posts: 2926 on topic

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Posted: Fri, 21. Nov 08, 04:41 Post subject: |
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Awesomeness!
All i need are a few of the shiny m6-esque destroyers for a full fleet...
Maybe some of those fighters too! Oh man, a sickle gunboat.... yum yum.
_________________ in the market for a new sig, willing to pay 1 billion credits for a proper sig... |
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jimhsu77479
Joined: 25 Nov 2007
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Posted: Fri, 21. Nov 08, 04:46 Post subject: |
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Oh, if anyone wants to add docking capabilities, please do so. I'm confused about how dummies work.
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Mike_god2003
Joined: 08 May 2004 Posts: 25 on topic

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Posted: Fri, 21. Nov 08, 04:46 Post subject: |
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just checked boron shipyard, still no sign of angelwing, i've installed it using the mod manager, any ideas?
_________________ Mike |
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jimhsu77479
Joined: 25 Nov 2007
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Posted: Fri, 21. Nov 08, 05:12 Post subject: |
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Must be plugin manager scripts acting up. In the meanwhile, you can use this script (right click to save) to add any ship type of your choice to a shipyard. Angelwing mecha should be in there provided that it installed correctly.
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Mike_god2003
Joined: 08 May 2004 Posts: 25 on topic

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Posted: Fri, 21. Nov 08, 05:19 Post subject: |
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thanks, how do i use it?
_________________ Mike |
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Lancefighter
Joined: 19 Dec 2004 Posts: 2926 on topic

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Posted: Fri, 21. Nov 08, 05:21 Post subject: |
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judging from the "a" in front of the name, id assume it is used manually from the script editor. highlight it, press r, and then choose a shipyard (unsure), pick the ship you want to add (again, not entirely sure, check what it asks for), and in theory, it would add it to that shipyard.
_________________ in the market for a new sig, willing to pay 1 billion credits for a proper sig... |
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jimhsu77479
Joined: 25 Nov 2007
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Posted: Fri, 21. Nov 08, 05:25 Post subject: |
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Right, the other order. Goto script editor by following this (http://forum.egosoft.com/viewtopic.php?t=216693), then choose anything as the target, the ship type, then the target shipyard. I can't make this automatic because everyone's Tships is different.
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Mike_god2003
Joined: 08 May 2004 Posts: 25 on topic

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Posted: Fri, 21. Nov 08, 05:25 Post subject: |
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never used the script editor, this should be interesting... *crosses fingers*
_________________ Mike |
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Mike_god2003
Joined: 08 May 2004 Posts: 25 on topic

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Posted: Fri, 21. Nov 08, 05:35 Post subject: |
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ok well that explains why it wasn't showing up, the angelwing isn't in the list of ships....
can you give me step by step instructions on how to install the ship from the begining please
_________________ Mike |
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jimhsu77479
Joined: 25 Nov 2007
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Posted: Fri, 21. Nov 08, 05:41 Post subject: |
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... ok, ... this is a problem with plugin manager which wasn't even updated with ship support (it is 'experimental' or something). I'm struggling with the program also, but
1. Are you using the latest version?
2. Try uninstalling and reinstalling the xsp
3. See if the pluginmanager mod is selected
4. Try deleting the fake patch, and opening and closing the program to recreate it
There's a whole gigantic thread here: http://forum.egosoft.com/viewtopic.php?t=218121
Sorry I can't offer any more help, PM crashed at least 200+ times on me while I was developing and I'm too worn out to try to fix it. Once Cycrow has tested everything, hopefully it'll be better.
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Mike_god2003
Joined: 08 May 2004 Posts: 25 on topic

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Posted: Fri, 21. Nov 08, 05:44 Post subject: |
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i'll give these a go, thanks for your help 
_________________ Mike |
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jimhsu77479
Joined: 25 Nov 2007
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Posted: Fri, 21. Nov 08, 05:50 Post subject: |
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PS Sorry if I appear to be frustrated at PM in general, but 1/2 of my development time had been spent on getting the ship to actually install correctly, not get readtext errors, etc, ... instead of 3D work (which took quite a while in itself also), but I just hope things will be better once its out of beta.
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