[MOD] Explore and Salvage v1.0 (4.0 Update)

The place to discuss scripting and game modifications for X Rebirth.

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XexrelFenix
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Joined: Sat, 11. Oct 14, 05:58

Post by XexrelFenix » Tue, 14. Oct 14, 23:19

Update: In the Big Empty ( Only atm ), site spawn are out of control. They spawn and despawn alternating every second you move in the area ( stops when sitting still ) with different location and site. Every spawn will cause a FPS lag spike.

iforgotmysocks
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Joined: Fri, 8. Nov 13, 23:35

Post by iforgotmysocks » Wed, 15. Oct 14, 01:43

XexrelFenix wrote:Update: In the Big Empty ( Only atm ), site spawn are out of control. They spawn and despawn alternating every second you move in the area ( stops when sitting still ) with different location and site. Every spawn will cause a FPS lag spike.
Hm, thats just a difficult location. There are some zones overlapping pretty close. I'm using a counter to keep track when the player goes though a change of zones but there the player scratches so many zones and non-zone space, that those spawned sites disappear again very fast an new ones spawn.

I've been thinking about alot ways to keep wrecks in place even if the player leaves the zone and enters it later again, but also still be able to remove them correctly, so there wouldn't be stuff left behind slowing down the game.

Until i come up with an idea how to handle this, the player can just avoid this by trying not to pass that the mess of zoneboarders in the big empty over and over again at that critical point.
A simply passing through may cause some short lags, but nothing serious, and as you mentioned, i didn't find any other location where it happend like this yet.

wwdragon
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Post by wwdragon » Wed, 15. Oct 14, 03:19

I'm looking forward to being able to use this mod. 8)

For a spawn based system, just spawn them randomly on a timer.
Pick three random systems anywhere in the universe and have them spawn there.
Maybe send the player a log notification.

Once you figure out how to do it via destroyed ships, you can have them spawn around battlefields based on the number of ships in the zone destroyed.
Maybe each additional ship adds to the salvage field?

To make it so that people don't have to manually uninstall, you could just put a save-game variable in, which tells the version last installed.
That way your mod just reads it and, when update is needed, it performs it automatically.
Editing posts since long before I remember.

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XexrelFenix
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Post by XexrelFenix » Wed, 15. Oct 14, 06:27

Yer, im avoiding the border as usual. Just something I encountered accidentally.

bm01
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Joined: Wed, 22. Jul 09, 22:31

Post by bm01 » Wed, 15. Oct 14, 06:55

XexrelFenix wrote:
bm01 wrote:Would be fun to add some mines occasionally, like in Fell Affliction.
What happens if a cap ship boost through a mine field? :lol:
Nothing I think.
I noticed some weird thing with mines, they only get active around the player (but after that they seems to be able to target anything)... Or I should say around the camera.
Let me explain. I saw a Titurel in the mine field once, getting no damage at all. But as soon as I pressed F3 a dozen of mines flew toward it.
I repeated this many times, I couldn't believe camera position is what makes mines active.

wwdragon
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Post by wwdragon » Wed, 15. Oct 14, 17:42

bm01 wrote:I noticed some weird thing with mines, they only get active around the player (but after that they seems to be able to target anything)... Or I should say around the camera.
Now that you mention it, I have noticed a lot of things only happen to the player ship.
Superhighway slowdown things don't affect npcs. :(
Editing posts since long before I remember.

iforgotmysocks
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Post by iforgotmysocks » Wed, 15. Oct 14, 17:48

wwdragon wrote:To make it so that people don't have to manually uninstall, you could just put a save-game variable in, which tells the version last installed.
That way your mod just reads it and, when update is needed, it performs it automatically.
Thats pretty much how i'm updating my mods since day 1 which was almost a year ago. Sadly those sweet ~3000 Lines of code are a little bit more complex, so i decided to skip the failing update routine on this one until the critical parts are in, then i can worrie about that as a whole and write a working update routine that actually works. Its called "early alpha" for a reason. ;)

JESS 246
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Joined: Mon, 3. Jul 06, 03:24

Post by JESS 246 » Wed, 24. Dec 14, 13:36

Hi iforgotmysocks

I've just had a go again at this games 3.0v using your mod though the game sucks and worse than before 2.20v, your mod is grate.

But sort of stops working after main campaign plot as i fire on a wreck i only get one lot of salvage and then the collecting stops no matter how long i keep firing no more items and no destroying the wreckage and nothing if i go to another wreck.

And if i save and reload again one shot one lot of items and no more unlike before you kept firing and collecting till wreck was destroyed.

I don't know if any other players are having the same issue if so needs looking into.

docwho83
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Joined: Mon, 15. Jun 09, 23:10

Post by docwho83 » Fri, 26. Dec 14, 14:25

Hey Iforgotmysocks. Love the mod. Have been playing with it since 3.0 came out.

I seen one little bug. I tend to board the capital ships that are in the area.

After I have clear the field and leave the my news ships get removed from game. I am not sure why but it like the code to clear the field is also clearing any ship that was created by it even if it has changed owners.
My Mods
RepairLasers Player controlled drone Also on steam
[Ship Tuning] -Add mk2 to mk5 ships to ship build
[Minefield] fell affliction minefield removed

iforgotmysocks
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Post by iforgotmysocks » Sun, 7. Aug 16, 15:25

Hey guys, sorry that i dropped all my mods back then, i didn't have time to maintain them with all the frequent updates which didn't make things any better at the time. ^^
However, i had some time on my hands so i updated EaS for 4.0

New in v0.07:
- Salvagable NPC wrecks!
- Exploration (Spawning of wrecks and enemies) is modular now and can be disabled in the config file
- Drone loot is logged via logbook entries if enabled in the ingame menu
- Fixed loottables (the new items ruined the old loottabels - sorry about that :D)
- All loottables are now configurable in the config file
- Boarded ships won't be removed by cleanup routines anymore
- Improved cleanup
- General code adjustments (last version was released over 2 years ago)

iforgotmysocks
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Post by iforgotmysocks » Tue, 9. Aug 16, 15:21

New in v0.08:
- Debrisfields no longer despawn while the player is close to them (happend before if the player was crossing over zone boarders frequently)
- Adjusted loottables a little more
- Fixed an oversight hiding in the weapon removal script when removing the mod. (Back then mk2 was topnotch and to avoid problems the mod simply removed all weapons and added a set of mk2 weapons, now the player gets to keep his weapons)

Sorry about the weapon overseight, if somebody lost weapons on a save he doesn't want to give up, let me know and i'll send you a script that adds the weapons again.

iforgotmysocks
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Post by iforgotmysocks » Thu, 11. Aug 16, 15:14

Checked up on new ship spawn libs and updated values accordingly plus a couple fixes/improvements.

New in v0.09:
- Another issue causing the disappearance of ships spawned by EaS after boarding fixed
- Updated enemy spawn libraries and overhauled enemy spawns
- Improved cleanup on mod-removal, now all EaS wrecks get removed, even those who's cleanup routines were disrupted (happens rarely)
- Fixed an issue that caused weapon modifications to disappear

iforgotmysocks
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Joined: Fri, 8. Nov 13, 23:35

Post by iforgotmysocks » Sat, 20. Aug 16, 19:47

These are the latest changes and i think the mod is in a good place right now. It's sad that i had to stop modding X-R over two years ago and couldn't make more significant progress on this project, but at least i was able to polish it and bring it up to date for now.


New in v1.0:
- Fixed enemy Capship's turrets not firing in some situations
- Fixed Salvagers not working if Exploration was disabled
- Enemies are more aggressive now

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ezra-r
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Post by ezra-r » Fri, 26. Aug 16, 23:13

Hello,

Can you please consider making a Linux compatible version in the future? Pretty please? :) thanks

I'm going to try myself with a litlle scripting but I may mess up.

--

There is even a space in a file:
units_size_drone_salvager_COLLECTOR BACKUP.xml

is this correct? ^^^
Last edited by ezra-r on Fri, 26. Aug 16, 23:26, edited 1 time in total.

iforgotmysocks
Posts: 950
Joined: Fri, 8. Nov 13, 23:35

Post by iforgotmysocks » Fri, 26. Aug 16, 23:24

Oh... i didn't even know that compability issues on other platforms exist. xD Thought it's all the same. :D I'll have to look into it.

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