[Mod] Apricot Tree SuperHub v2.01 for TCv3 / New Xenon Incursion version !

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apricotslice
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Post by apricotslice » Sun, 10. Oct 10, 10:48

I've had a go with the galaxy editor, and cannot get the map to load, or the MD to work. Reminds me of last time I tried this.

I've got an idea for a Superhub setup using 3 new sectors, each with 6 gates in a ring like the hub, that link to each other, and 7 other gate pairs, with each pair in separate sectors. eg. Argon Prime E links to SH1 and The Wall W links to SH2. etc.

The 2 links that join the 3 sectors are then linked to the Hub, making the Hub into a superhub with most of the universe passing through it.

It needs :

3 new sectors added, with 6 gates each in a ring like the Hub setup.
14 gates changed in 14 sectors.
4 gates in 3 new sectors joined.

I can provide the new sectors locations and t file, and a list of which gate connects to where.

Anyone want to take on the challenge of whipping this up ?

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apricotslice
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Post by apricotslice » Mon, 11. Oct 10, 06:24

I've had another go, and it seems my problem is with the 00749.bod file, which I assume is the jump map.

How do you add new sectors into that ? I dont seem to have a program that will open that file.

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TrixX
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Post by TrixX » Mon, 11. Oct 10, 06:35

Bod's are text files. Just open in Notepad++ (or notepad...) and edit away :)
"If you’re not prepared to be wrong, you’ll never come up with anything original."
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Post by apricotslice » Mon, 11. Oct 10, 06:37

:headbang:

Obviously too simple an answer for me to think of.

Edit : Notepad just opens up a gigantic close packed mess. How does one make any sense of that ?
Last edited by apricotslice on Mon, 11. Oct 10, 06:44, edited 1 time in total.

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TrixX
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Post by TrixX » Mon, 11. Oct 10, 06:43

Don't worry I only found out by accident when I opened one up with notepad as I didn't have the Model Viewer installed :D
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Post by apricotslice » Mon, 11. Oct 10, 06:47

I dont have a model viewer either. The one on the sticky refused to install saying it was corrupted or something.

Edit :

I just looked at the original file and 2 mod files, using winmerge, and neither of the mod files have any resemblance to the original. :(

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Post by TrixX » Mon, 11. Oct 10, 07:17

Model Viewer works fine here. Just need to put the right dll's in the right place (think it's system32 from memory, or that was the X3 Editor 1...)


Try opening it in NP++ and use the compare function. That'll highlight every difference pretty easily.

Also bod files can either contain data or data pointers. For instance the ships have the body file and the scene file. First contains the ship data and the second contains pointers to everything the ship uses including the body.
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Post by apricotslice » Mon, 11. Oct 10, 07:21

I've no idea what NP++ is. :(

Model viewer just said it was corrupt and refused to load.

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TrixX
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Post by TrixX » Mon, 11. Oct 10, 07:36

Notepad++

Very useful app for editing :)

Re-download the Model Viewer, I had a corrupt download the first time.
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Ketraar
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Post by Ketraar » Mon, 11. Oct 10, 11:05

Use Sunblades bod, it has all sectors already, no need to duplicate efforts if not really needed.

Its listed in the community list.

MFG

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Post by apricotslice » Mon, 11. Oct 10, 11:21

Thanks for the suggestion. :)

I'd been working around it using 3 existing sectors, so once they are working as I want, I'll try reverting to adding new sectors and using that bod.

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Post by apricotslice » Mon, 11. Oct 10, 15:45

Beta Test uploaded.

I've used 3 of the lesser pirate sectors, linking them to 14 sectors around the Universe.

Download from my download site, http://apricotmappingservice.com/X3TCdownloads/

File X3TC-Apricot-Tree-SuperHub.

Install as a mod, or rename the mod files to a number and install as the last false patch.

Changes the Text names of 3 Pirates sectors.

To create a SuperHub, link the 2 gates in Apricot Tree 2, to 2 of the Gate pairs in the Hub, and most of the traffic going through all 3 sectors will pass through the Hub as well.

Please test and let me know what you think, and any problems you can find. I still have some testing to do myself, but it will have to wait until tomorrow now.

All comments welcome.

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Post by StarCrack » Mon, 11. Oct 10, 19:19

whats the file extension (zip, spk, rar ) ?

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Post by apricotslice » Tue, 12. Oct 10, 02:06

Its a zip.

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Post by apricotslice » Tue, 12. Oct 10, 08:12

Updated to v1.02.

Version information, and more information generally included in the OP.

Sorry about the first file, I didnt notice the lack of a zip extension. Fixed now for the 1.02 version.

Only 1 known issue left, the voice naming using old names as you jump in, which when I find a fix, shouldnt need a restart.

If anyone can find issues with the gates, now is a good time, as fixing the gates in any way will require a game restart.

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