[XRVR MODS] X-R Vanilla Recall Collection [Update 2017-09-11]

Feedback and information for X Rebirth VR Edition

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UniTrader
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Post by UniTrader » Wed, 9. Aug 17, 01:30

regardng galaxy recall mod: no need to diff it, just do it the same way as ego changed the Files ;) in fact i already did that, feel ree to use too ;) (i am planning to go in a diffrent direction with this, not restoring the Non-VR Universe, but to have both VR and Non-VR Universe simultaneously)

https://github.com/UniTrader/ut_vr_rest ... macros.xml
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)

dertien
Posts: 274
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Post by dertien » Wed, 9. Aug 17, 02:13

Hi UniTrader, you son of a gun! :D

Good of you to join the party and thanks for sharing your code.

I tried to diff it, but was unable to make it work in its own different directory in order to keep it clean and be safe just in case Ego added a number 2 cat to the ego_vr.

No matter trying with the double extension method, also tried <add>, <remove> and <replace>; at some point it worked but was so slow in loading up that I just kept it as I did before.

I think though that they nailed it with the new highway loops which are a little less like rollercoasters.

I'm very curious about your merging of both universes.

So just as a heads up: This one didn't work:

Code: Select all

<?xml version="1.0" encoding="iso-8859-1"?>
<!-- ?xml-stylesheet href="index.xsl" type="text\xsl" ? -->
<diff>

<replace
 <add sel="extensions/ego_vr/index/entry">
 <entry name="xu_ep1_universe_macro" value="maps\XU_ep1_universe\galaxy" />
  <entry name="cluster_a_superhighway*" value="maps\XU_ep1_universe\sechighways" />
  <entry name="cluster_b_superhighway*" value="maps\XU_ep1_universe\sechighways" />
  <entry name="cluster_c_superhighway*" value="maps\XU_ep1_universe\sechighways" />
  <entry name="cluster_d_superhighway*" value="maps\XU_ep1_universe\sechighways" />
  <entry name="cluster_e_superhighway*" value="maps\XU_ep1_universe\sechighways" />
  <entry name="cluster_f_superhighway*" value="maps\XU_ep1_universe\sechighways" />
  <entry name="superhighway*" value="maps\XU_ep1_universe\sechighways" />
  <entry name="cluster_a_sector*" value="maps\XU_ep1_universe\sectors" />
  <entry name="cluster_b_sector*" value="maps\XU_ep1_universe\sectors" />
  <entry name="cluster_c_sector*" value="maps\XU_ep1_universe\sectors" />
  <entry name="cluster_d_sector*" value="maps\XU_ep1_universe\sectors" />
  <entry name="cluster_e_sector*" value="maps\XU_ep1_universe\sectors" />
  <entry name="cluster_f_sector*" value="maps\XU_ep1_universe\sectors" />
  <entry name="cluster_*" value="maps\XU_ep1_universe\clusters" />
  <entry name="tzonecluster*" value="maps\XU_ep1_universe\zones" />
  <entry name="shcon*" value="maps\XU_ep1_universe\zones" />
</add>

<remove sel="extensions/ego_vr/index/entry/index/entry">
	<entry name="xu_ep1_vr_universe_macro" value="extensions\ego_vr\maps\xu_ep1_vr_universe\galaxy"/>
	<entry name="cluster_a_superhighway*" value="extensions\ego_vr\maps\xu_ep1_vr_universe\sechighways"/>
	<entry name="cluster_b_superhighway*" value="extensions\ego_vr\maps\xu_ep1_vr_universe\sechighways"/>
	<entry name="cluster_c_superhighway*" value="extensions\ego_vr\maps\xu_ep1_vr_universe\sechighways"/>
	<entry name="cluster_d_superhighway*" value="extensions\ego_vr\maps\xu_ep1_vr_universe\sechighways"/>
	<entry name="cluster_e_superhighway*" value="extensions\ego_vr\maps\xu_ep1_vr_universe\sechighways"/>
	<entry name="cluster_f_superhighway*" value="extensions\ego_vr\maps\xu_ep1_vr_universe\sechighways"/>
	<entry name="cluster_t_macro" value="extensions\ego_vr\maps\xu_ep1_vr_universe\sectors"/>
	<entry name="cluster_t_Sector01_macro" value="extensions\ego_vr\maps\xu_ep1_vr_universe\sectors"/>
	<entry name="cluster_t_Sector02_macro" value="extensions\ego_vr\maps\xu_ep1_vr_universe\sectors"/>
	<entry name="cluster_t_Sector01_Zone*" value="extensions\ego_vr\maps\xu_ep1_vr_universe\sectors"/>
	<entry name="cluster_t_Sector02_Zone*" value="extensions\ego_vr\maps\xu_ep1_vr_universe\zones"/>
	<entry name="cluster_t_zonehighway*" value="extensions\ego_vr\maps\xu_ep1_vr_universe\zonehighways"/>
	<entry name="cluster_t_superhighway*" value="extensions\ego_vr\maps\xu_ep1_vr_universe\sechighways"/>
	<entry name="cluster_m_macro" value="extensions\ego_vr\maps\xu_ep1_vr_universe\clusters"/>
	<entry name="cluster_m_sector01_macro" value="extensions\ego_vr\maps\xu_ep1_vr_universe\sectors"/>
	<entry name="cluster_m_sector02_macro" value="extensions\ego_vr\maps\xu_ep1_vr_universe\sectors"/>
	<entry name="cluster_m_sector03_macro" value="extensions\ego_vr\maps\xu_ep1_vr_universe\sectors"/>
	<entry name="cluster_m_sector04_macro" value="extensions\ego_vr\maps\xu_ep1_vr_universe\sectors"/>
	<entry name="cluster_n_macro" value="extensions\ego_vr\maps\xu_ep1_vr_universe\clusters"/>
	<entry name="cluster_n_sector01_macro" value="extensions\ego_vr\maps\xu_ep1_vr_universe\sectors"/>
	<entry name="cluster_l_macro" value="extensions\ego_vr\maps\xu_ep1_vr_universe\clusters"/>
	<entry name="cluster_l_sector01_macro" value="extensions\ego_vr\maps\xu_ep1_vr_universe\sectors"/>
	<entry name="cluster_l_sector02_macro" value="extensions\ego_vr\maps\xu_ep1_vr_universe\sectors"/>
	<entry name="cluster_l_sector03_macro" value="extensions\ego_vr\maps\xu_ep1_vr_universe\sectors"/>
	<entry name="tzonecluster_m_*" value="extensions\ego_vr\maps\xu_ep1_vr_universe\zones"/>
	<entry name="tzonecluster_n_*" value="extensions\ego_vr\maps\xu_ep1_vr_universe\zones"/>
	<entry name="tzonecluster_l_*" value="extensions\ego_vr\maps\xu_ep1_vr_universe\zones"/>
	<entry name="cluster_m_highway*" value="extensions\ego_vr\maps\xu_ep1_vr_universe\zonehighways"/>
	<entry name="cluster_m_superhighway*" value="extensions\ego_vr\maps\xu_ep1_vr_universe\sechighways"/>
	<entry name="cluster_n_highway*" value="extensions\ego_vr\maps\xu_ep1_vr_universe\zonehighways"/>
	<entry name="cluster_n_superhighway*" value="extensions\ego_vr\maps\xu_ep1_vr_universe\sechighways"/>
	<entry name="cluster_l_highway*" value="extensions\ego_vr\maps\xu_ep1_vr_universe\zonehighways"/>
	<entry name="cluster_l_superhighway*" value="extensions\ego_vr\maps\xu_ep1_vr_universe\sechighways"/>
	<entry name="superhighway*" value="extensions\ego_vr\maps\xu_ep1_vr_universe\sechighways"/>
	<entry name="cluster_a_sector*" value="extensions\ego_vr\maps\xu_ep1_vr_universe\sectors"/>
	<entry name="cluster_b_sector*" value="extensions\ego_vr\maps\xu_ep1_vr_universe\sectors"/>
	<entry name="cluster_c_sector*" value="extensions\ego_vr\maps\xu_ep1_vr_universe\sectors"/>
	<entry name="cluster_d_sector*" value="extensions\ego_vr\maps\xu_ep1_vr_universe\sectors"/>
	<entry name="cluster_e_sector*" value="extensions\ego_vr\maps\xu_ep1_vr_universe\sectors"/>
	<entry name="cluster_f_sector*" value="extensions\ego_vr\maps\xu_ep1_vr_universe\sectors"/>
	<entry name="cluster_*" value="extensions\ego_vr\maps\xu_ep1_vr_universe\clusters"/>
	<entry name="tzonecluster*" value="extensions\ego_vr\maps\xu_ep1_vr_universe\zones"/>
	<entry name="shcon*" value="extensions\ego_vr\maps\xu_ep1_vr_universe\zones"/>
</remove>

</diff>
...and this one did at some point but was very slow in loading the game, and strangely also stopped working:

Code: Select all

<?xml version="1.0" encoding="iso-8859-1"?>
<!-- ?xml-stylesheet href="index.xsl" type="text\xsl" ? -->
<diff>
<replace sel="/index[@name='xu_ep1_vr_universe_macro']"> 
<entry name="xu_ep1_universe_macro" value="maps\XU_ep1_universe\galaxy" />
</replace>
<replace sel="/index[@name='cluster_a_superhighway']"> 
<entry name="cluster_a_superhighway*" value="maps\XU_ep1_universe\sechighways" />
</replace>
<replace sel="/index[@name='cluster_b_superhighway']"> 
<entry name="cluster_b_superhighway*" value="maps\XU_ep1_universe\sechighways" />
</replace>
<replace sel="/index[@name='cluster_c_superhighway']"> 
<entry name="cluster_c_superhighway*" value="maps\XU_ep1_universe\sechighways" />
</replace>
<replace sel="/index[@name='cluster_d_superhighway']"> 
<entry name="cluster_d_superhighway*" value="maps\XU_ep1_universe\sechighways" />
</replace>
<replace sel="/index[@name='cluster_e_superhighway']"> 
<entry name="cluster_e_superhighway*" value="maps\XU_ep1_universe\sechighways" />
</replace>
<replace sel="/index[@name='cluster_f_superhighway']"> 
<entry name="cluster_f_superhighway*" value="maps\XU_ep1_universe\sechighways" />
</replace>
		<remove sel="/index[@name='cluster_t_macro']"></remove>
		<remove sel="/index[@name='cluster_t_Sector01_macro']"></remove>
		<remove sel="/index[@name='cluster_t_Sector02_macro']"></remove>
		<remove sel="/index[@name='cluster_t_Sector01_Zone*']"></remove>
		<remove sel="/index[@name='cluster_t_Sector02_Zone*']"></remove>
		<remove sel="/index[@name='cluster_t_zonehighway*']"></remove>
	    <remove sel="/index[@name='cluster_t_superhighway*']"></remove>
		<remove sel="/index[@name='cluster_m_macro']"></remove>
		<remove sel="/index[@name='cluster_m_sector01_macro']"></remove>
		<remove sel="/index[@name='cluster_m_sector02_macro']"></remove>
		<remove sel="/index[@name='cluster_m_sector03_macro']"></remove>
		<remove sel="/index[@name='cluster_m_sector04_macro']"></remove>
		<remove sel="/index[@name='cluster_n_macro']"></remove>
		<remove sel="/index[@name='cluster_n_sector01_macro']"></remove>
		<remove sel="/index[@name='cluster_l_macro']"></remove>
		<remove sel="/index[@name='cluster_l_sector01_macro']"></remove>
		<remove sel="/index[@name='cluster_l_sector02_macro']"></remove>
		<remove sel="/index[@name='cluster_l_sector03_macro']"></remove>
		<remove sel="/index[@name='tzonecluster_m_*']"></remove>
		<remove sel="/index[@name='tzonecluster_n_*']"></remove>
		<remove sel="/index[@name='tzonecluster_l_*']"></remove>
		<remove sel="/index[@name='cluster_m_highway*']"></remove>
		<remove sel="/index[@name='cluster_m_superhighway*']"></remove>
		<remove sel="/index[@name='cluster_n_highway*']"></remove>
		<remove sel="/index[@name='cluster_n_superhighway*']"></remove>
		<remove sel="/index[@name='cluster_l_highway*']"></remove>
		<remove sel="/index[@name='cluster_l_superhighway*']"></remove>
<replace sel="/index[@name='cluster_a_sector*']"> 
<entry name="cluster_a_sector*" value="maps\XU_ep1_universe\sectors" />
</replace>
<replace sel="/index[@name='cluster_b_sector*']"> 
<entry name="cluster_b_sector*" value="maps\XU_ep1_universe\sectors" />
</replace>
<replace sel="/index[@name='cluster_c_sector*']"> 
<entry name="cluster_c_sector*" value="maps\XU_ep1_universe\sectors" />
</replace>
<replace sel="/index[@name='cluster_d_sector*']"> 
<entry name="cluster_d_sector*" value="maps\XU_ep1_universe\sectors" />
</replace>
<replace sel="/index[@name='cluster_e_sector*']"> 
<entry name="cluster_e_sector*" value="maps\XU_ep1_universe\sectors" />
</replace>
<replace sel="/index[@name='cluster_f_sector*']"> 
<entry name="cluster_f_sector*" value="maps\XU_ep1_universe\sectors" />
</replace>
<replace sel="/index[@name='cluster_*']"> 
<entry name="cluster_*" value="maps\XU_ep1_universe\clusters" />
</replace>  
<replace sel="/index[@name='tzonecluster*']"> 
<entry name="tzonecluster*" value="maps\XU_ep1_universe\zones" />
</replace>  
<replace sel="/index[@name='shcon*']"> 
<entry name="shcon*" value="maps\XU_ep1_universe\zones" />
</replace>
</diff>
So I stopped trying and went with the initial method similar as to what you propose, which works just fine.

Ah on another note, it's a shame that your Rahanas Hybrid no longer works as intended, because it's a damn fine mod as well. She no longer comes with a shield when coming out of dock - and when going from sector to sector, the boost engines fire up, but she doesn't seem to pick up speed.

EDIT:

There is something very strange going on with both your code and the diff version of mine.

Leaving the Oculus on the side/away from the sensor and starting up the game, both your code and my diff code version works. Menu loads up on fine on 2D monitor, starting a game, still on 2D, the game loads. If I pick up the Oculus and switch to 3D all is well and the game works...

Now... trying to do the same and starting the game in VR, planet loads up in the background in VR, and then crashes to desktop before the menu is loaded - every single time. Code is identical... just can't figure out what is causing this.

Of course this is modded so no support there from Ego for this.

Only the code I used initially (the MOD2/ version) allows me to launch the game up fine both in 2D and with the VR headset on without CTD. I'm very intrigued as to why this is happening.
Last edited by dertien on Wed, 9. Aug 17, 03:15, edited 2 times in total.

UniTrader
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Post by UniTrader » Wed, 9. Aug 17, 03:05

the one i posted is supposed to be put into its own mod directory, not the ego_vr Extension ;) and i think i know why yours fails: if a non-diff-file is present in a mod directoy it is merged with the respective Vanilla file (as if everything in the root node were in a<add sel="/*">) and this results in many double entries confusing the Game if messed with via diff assuming a non-merged file. My approach works because the last entry there wins (so basically the VR Universe, or my mod because its loads after the VR Mod thanks to content.xml)
dertien wrote: Ah on another note, it's a shame that your Rahanas Hybrid no longer works as intended, because it's a damn fine mod as well. She no longer comes with a shield when coming out of dock - and when going from sector to sector, the boost engines fire up, but she doesn't seem to pick up speed.
in VR Edition? i will check it when i am back to XR, currently taking a Cities Skylines break. i think they might have removed the Engine and Shield Definitions in favour of other ones (or moved them in the compnent/macro hierarchy)
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)

dertien
Posts: 274
Joined: Tue, 22. Feb 05, 13:27
x2

Post by dertien » Wed, 9. Aug 17, 03:27

UniTrader wrote:the one i posted is supposed to be put into its own mod directory, not the ego_vr Extension ;)
Ah ok, it loads fine in its separate directory, both on 2D and 3D - will put this one out instead of mine since it's cleaner and resides in its own directory.
UniTrader wrote: and i think i know why yours fails: if a non-diff-file is present in a mod directoy it is merged with the respective Vanilla file (as if everything in the root node were in a<add sel="/*">) and this results in many double entries confusing the Game if messed with via diff assuming a non-merged file. My approach works because the last entry there wins (so basically the VR Universe, or my mod because its loads after the VR Mod thanks to content.xml)
...but both files up there are diff files, which resided in the extensions directory... Now I'm confused... This one below is a non diff and worked as expected next to cat_01 in the ego_vr directory and as you say had the last word in the matter since being cat_02.

The diff versions above worked neither as cat_02's nor in their own directory as cat_01's.

Here is mine that resided in the same directory as ego_vr and which worked fine...before you made it obsolete today :)

Code: Select all

<?xml version="1.0" encoding="iso-8859-1"?>
<!-- ?xml-stylesheet href="index.xsl" type="text\xsl" ? -->
<index>
	<!-- <entry name="*" value="assets\entry"/>-->
	<entry name="cluster_sm_bg_macro" value="extensions\ego_vr\assets\environments\cluster\macros\cluster_sm_bg_macro"/>
	<entry name="cluster_sm_vr_background_macro" value="extensions\ego_vr\assets\environments\cluster\macros\cluster_sm_vr_background_macro"/>
<entry name="xu_ep1_universe_macro" value="maps\XU_ep1_universe\galaxy" />
  <entry name="cluster_a_superhighway*" value="maps\XU_ep1_universe\sechighways" />
  <entry name="cluster_b_superhighway*" value="maps\XU_ep1_universe\sechighways" />
  <entry name="cluster_c_superhighway*" value="maps\XU_ep1_universe\sechighways" />
  <entry name="cluster_d_superhighway*" value="maps\XU_ep1_universe\sechighways" />
  <entry name="cluster_e_superhighway*" value="maps\XU_ep1_universe\sechighways" />
  <entry name="cluster_f_superhighway*" value="maps\XU_ep1_universe\sechighways" />
  <entry name="superhighway*" value="maps\XU_ep1_universe\sechighways" />
  <entry name="cluster_a_sector*" value="maps\XU_ep1_universe\sectors" />
  <entry name="cluster_b_sector*" value="maps\XU_ep1_universe\sectors" />
  <entry name="cluster_c_sector*" value="maps\XU_ep1_universe\sectors" />
  <entry name="cluster_d_sector*" value="maps\XU_ep1_universe\sectors" />
  <entry name="cluster_e_sector*" value="maps\XU_ep1_universe\sectors" />
  <entry name="cluster_f_sector*" value="maps\XU_ep1_universe\sectors" />
  <entry name="cluster_*" value="maps\XU_ep1_universe\clusters" />
  <entry name="tzonecluster*" value="maps\XU_ep1_universe\zones" />
  <entry name="shcon*" value="maps\XU_ep1_universe\zones" />
	<entry name="highway*" value="extensions\ego_vr\maps\xu_ep1_vr_universe\zonehighways"/>
	<entry name="startmenu_vr_tmp_macro" value="extensions\ego_vr\assets\cutscenecore\macros\startmenu_vr_tmp_macro"/>
	<entry name="startmenu_vr_tmp3_macro" value="extensions\ego_vr\assets\cutscenecore\macros\startmenu_vr_tmp3_macro"/>
	<entry name="startmenu_vr_tmp2_macro" value="extensions\ego_vr\assets\cutscenecore\macros\startmenu_vr_tmp2_macro"/>
	<entry name="startmenu_vr_tmp4_macro" value="extensions\ego_vr\assets\cutscenecore\macros\startmenu_vr_tmp4_macro"/>
	<entry name="units_player_cockpit_b_macro" value="extensions\ego_vr\assets\units\player\macros\units_player_cockpit_b_macro"/>
	<entry name="units_player_cockpit_b_macro" value="extensions\\ego_vr\\assets\\units\\player\\macros\\units_player_cockpit_b_macro">
	</entry>
	<entry name="startmenu_vr_tmp5_macro" value="extensions\ego_vr\assets\cutscenecore\macros\startmenu_vr_tmp5_macro"/>
	<entry name="startmenu_vr_tmp5_macro" value="extensions\\ego_vr\\assets\\cutscenecore\\macros\\startmenu_vr_tmp5_macro">
	</entry>
	<entry name="startmenu_vr_tmp501_macro" value="extensions\\ego_vr\\assets\\cutscenecore\\macros\\startmenu_vr_tmp501_macro">
	</entry>
	<entry name="units_player_cockpit_a_macro" value="extensions\ego_vr\assets\units\player\macros\units_player_cockpit_a_macro"/>
	<entry name="units_player_cockpit_build_macro" value="extensions\ego_vr\assets\units\player\macros\units_player_cockpit_build_macro"/>
	<entry name="units_player_cockpit_a_macro" value="extensions\\ego_vr\\assets\\units\\player\\macros\\units_player_cockpit_a_macro">
	</entry><entry name="units_player_cockpit_build_macro" value="extensions\\ego_vr\\assets\\units\\player\\macros\\units_player_cockpit_build_macro">
	</entry></index>
The gamestarts with diff also failed to show correctly...

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<diff>
	    <!-- Restoration Project Vanilla Galaxy-->
	<replace sel="/gamestart[@id='ep1_vr_02']/location">
		<location galaxy="/xu_ep1_universe_macro" zone="tzonecluster_m_sector04_zone003_macro"></location>
	</replace>

	    <!-- The Threat Vanilla Galaxy-->
	<replace sel="/gamestart[@id='ep1_vr_03']/location">
		 <location galaxy="xu_ep1_universe_macro" zone="tzonecluster_b_sector04_zone32_macro"></location>
	</replace>

		<!--  Discovery Vanilla Galaxy-->
	<replace sel="/gamestart[@id='ep1_vr_01']/location">
		<location galaxy="xu_ep1_universe_macro" zone="tzonecluster_m_sector02_zone003_macro"></location>
	</replace>

		<!--  Discovery Vanilla Galaxy-->
	<replace sel="/gamestart[@id='ep1_vr_free']/location">
		<location galaxy="xu_ep1_universe_macro" zone="tzonecluster_b_sector04_zone31_macro"></location>
	</replace>
</diff>
UniTrader wrote:in VR Edition? i will check it when i am back to XR, currently taking a Cities Skylines break. i think they might have removed the Engine and Shield Definitions in favour of other ones (or moved them in the compnent/macro hierarchy)
Ah good to hear that she has not been canned :) IIRC, it was also not working correctly on the X-R Vanilla version a little while ago and just for shits and giggles, I tested her out about 3 days ago on VR version and was showing the identical problem as well.

I will put up two X-R vanilla Galaxy Recall mods based on your code to replace mine, since it's cleaner as a solution in its own directory:

One with vanilla highways and one with new the new VR layout highways. -

Again, thanks for sharing :)

dertien
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Post by dertien » Fri, 11. Aug 17, 00:54

Added Recall_CockpitMk1 as an option. Full readme on first post.

Boeng01
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Post by Boeng01 » Sat, 12. Aug 17, 01:12

I started over tonight with deleting the old vanilla galaxy recall mod and open doors, like you stated in the first post.

I added the following mods of your collection afterwards:

ego_vr
Recall_CockpitMk1 - (dertien)
Recall_GamestartHoL - (dertien)
Recall_GamestartsVanilla - (dertien)
Recall_GamestartTO - (dertien)
Recall_OpenDoors - (eMYNOCK)

All seemed to went well, after starting a new game (since old savegames aren't compatible) the gamestarts are there as the cockpit is. But now the VR part of the game crashes from time to time, but always while docked on stations. The picture in the HMD freezes, the Touchcontrollers are inoperatible.
First i thought the game just crashes, but when taking off the HMD i realize that the game just paused like it does normally when taking off the HMD. I can resume the game on screen and save it, restart and play forth from the point the VR part crashed.

I never had this behavior before, so it seems to be something with the new files you added.

Any ideas?

Boeng01
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Post by Boeng01 » Sun, 13. Aug 17, 21:05

Since others are reporting this bug too it seems to have nothing to do with your files - but strange enough that i never had this issue before.

Yesterday i was able to play again without any freeze. Strange. Will report in the other thread.

What i realized was that some random missions that expect me to talk to someone on a station are not working correctly. Maybe this is correlating with the open doors mod and the spawn behavior of NPCs at stations. The mission target sends me to the given dockpoint and tells me to dock there (to speak to an NPC) and after docking the NPC isn't there and the mission target tells me to return to ship. After returning to ship it tells me again do dock and so on ...

Could you take a look at that?

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eMYNOCK
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Post by eMYNOCK » Mon, 14. Aug 17, 03:26

Boeng01 wrote: What i realized was that some random missions that expect me to talk to someone on a station are not working correctly. Maybe this is correlating with the open doors mod and the spawn behavior of NPCs at stations. The mission target sends me to the given dockpoint and tells me to dock there (to speak to an NPC) and after docking the NPC isn't there and the mission target tells me to return to ship. After returning to ship it tells me again do dock and so on ...
This should be already confirmed by the Devs, anyways i assume missions like Treasure Hunt, Ancient Relics, Healthy Enthusiast and those "colect stuff from drifting crates" are affected, hm?

if so you can look for your mission giving NPC via the station overview and simply talk to him/her via com... you should be able to hand in your goods with this method.

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Post by dertien » Mon, 14. Aug 17, 20:32

Was at a festival the whole weekend, hence the late response...

It is possible that some things might break, it is also very early to judge as to what is causing it, since ego is struggling with bugs on their own as well, and the game is still in early access.

Reducing the amount of mods and trying to isolate the issue by elimination should be a logical path if bugs are encountered.

I was planning on testing the 'old ' campaign and see how far it takes me with the mods we have so far activated.

Bringing Yisha back to the seat (so you can choose and mod your copilot) is one of the few things I think belongs on the Recall list - but a less straightforward affair than the ones already there at least in comparison to the ones I put back.

So I'm tempted to test the collection of Vanillla and XRVR gamestarts we have at the moment to see how well they all fare.

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Post by UniTrader » Mon, 14. Aug 17, 22:58

not in the mood to do any testing currently but regarding Yisha here two approached which might be worth a shot:

1) File assets/interiors/rooms/interors_rooms/playership_back.xml

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<diff>
  <remove sel="/components/component/connections/connection[@name='Connection_yisha']"/>
</diff>
make sure the related mod loads after the ego_vr mod. Also this will only work with a New Game.

(my theory is that the Copilot is preferably added to the back room, because she is technically required for any Menu..)



2) other idea which might work is this script line when the Player is in the CP:
<add_actor_to_room actor="player.copilot" room="player.room"/>
might require docking and undocking to update though..
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I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)

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Post by dertien » Tue, 15. Aug 17, 17:19

Thanks for the tip Uni. Appreciated!

I saw that line as well last week, but didn't think it was going to be that obvious. - It wasn't - I just tested it :) . She was indeed quite surgically removed - not just using xml comment lines; and I am not familiar enough as to where all Yisha's ins and outs are hidden within the xml-files and its XRVR structure.

Furthermore, Yisha and Ren's seat-swivel animation was also removed from the original code, not just Yisha. I like the fact that the pilot seat 3D model stays put and does not swivel. The player's seat position can be overridden by xml and put a few feet backwards to solve the 'neck ache' problem we have currently when looking at the slideout monitor; which would in turn bring an extra mod to the collection.

As a Yisha recall mod we could use the 'Shady Slater' mod as a backbone and drop him in the copilot seat. His appearance can be changed pretty easily.

And as you say, UniTrader, leaving Yisha where she is but putting someone else in the copilot seat would suffice meaning that line of code from option 2) might come in handy, thanks for the tip!

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Post by UniTrader » Sun, 20. Aug 17, 22:32

finally:
http://steamcommunity.com/sharedfiles/f ... 1116241335

Galaxy is complete it seems, but some logic stuff is missing.. (ships dont know how to change Galxies since they are not linked...)
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I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)

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Post by eMYNOCK » Mon, 21. Aug 17, 00:28

i do not know if there are plans for the unused Gate in Silent Night...

but this could be the perfect link into the mirror universe.

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Post by Boeng01 » Mon, 21. Aug 17, 03:30

I really appreciate all the work you're putting in this. Its fun to see how it all evolves. Since i have no coding experience i cannot help in this way but if i can help with testing anything in game i would gladly do if needed.

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Post by UniTrader » Mon, 21. Aug 17, 18:19

eMYNOCK wrote:i do not know if there are plans for the unused Gate in Silent Night...

but this could be the perfect link into the mirror universe.
they are already linked, but only for the Player since i still have to teach the AI how to change Universe - guess why the both Torides are so close to each other ;) :D

PS @Boeng yeah, testing everything thouroughly will be required later, but first the ai must handle the anomaly travel properly, because npc travel between the universes is broken atm..
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Post by eMYNOCK » Mon, 21. Aug 17, 19:41

wait.. you want us to travel through the Toride Anomalies?

cant you just set a anomaly as some kind of gate and connect it with an other anomaly?

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Post by UniTrader » Mon, 21. Aug 17, 22:33

wait.. you want us to travel through the Toride Anomalies?
i think the Anomalies make more sense than Gates in leading to an alternative Universe* (thats how i interpret the smultaneous eixstence of both universes) than Jump Gates.
cant you just set a anomaly as some kind of gate and connect it with an other anomaly?
Anomalies are putting you to another random anomaly in the galaxy (usually), but i can use a few tricks to put consistency in that behavior ;) maybe something like stabilizer missiles which will force the anomaly to lead to is Parallel Universe counter piece for a few seconds or something.. currently relatively low prio though, the other stuff is more important for me.
Also i am planning to implement a Anomaly Travel Method for other Ships than the Player Ship, question is if its all Ships or just small ones (see later)

still some stuff i have to decide about though:

=> Because i mirrored the Galaxy Map of the VR Universe some Gate Connections go straight through the Sectors, which is imo distracting
screen showing this with comparision:
VR => http://steamcommunity.com/sharedfiles/f ... 1116869036
Classic => http://steamcommunity.com/sharedfiles/f ... 1116868936
Options are:
A) keep it this way and keep Toride and Koroni** close to each other
B) undo the Mirror and simply place both next to each other
C) just place them on top of each and differ them only by their Color***
D) Place them on a diffrent Y Layer of the Galaxy Map

=> the Big Ships in XVR are stirpped down compared to the regular variants. i see 3 possible solutions:
A) Upgrade all Big Ships back to Classic level
B) keep all Ships down on VR level
C) each Universe gets its own Variant and Big Ships cannt change Universe, only small Ships can to keep balance.


* if you have a diffrent opinion feel free to change this. its just a single <add> action to link the two FoO Gates.

** for better differentiation i have swapped the Cluster and Sector name for Toride//Koroni in the VR Universe ;) especialy useful because this way you can easily tell when you changed the Universe (Betty Announces either Toride or Koroni as new System ;) :D )

*** i am planning to color the Name of classic and VR Universe Clusters/Sectors/Zones for differentiation because they all share their names
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)

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Post by eMYNOCK » Tue, 22. Aug 17, 03:20

nah.. i like the anomaly travel idea much more than the gate...

but just for simplification... would it be possible to use an anomaly animation as a fake gate?

you could probably place something like the overwatch close by if you want to observate the wormhole (lore wise).

it wouldnt that far when both universes decide to construct a research station near a wormhole and discover that they can travel through exact this thing to end up in a parallel universe.

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Post by 'Airstrike' Ivanov » Sat, 26. Aug 17, 07:22

Love this mod guys, keep up the great work!

A note: Seems having the campaign gamestarts installed, breaks Plasma Cannon purchasing and DeVries factions on starts other than the actual vanilla campaign. (I was doing the standard Restoration Project start and it had those things locked out for some reason anyway.)

I disabled the gamestart mods and started a new game and things work as they should.
You can find me here.
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Post by Boeng01 » Tue, 12. Sep 17, 19:04

Since the updates yesterday (Game 4.21 - Oculus 1.18 ) HMD initialization is extremley slow on my machine while the ext_02.cat & .dat are used.
While starting the game with HMD on, i hear the initial 'click' you always hear when the main menu opens the first time a few times with a few seconds in between. Load time is about 50-60 seconds.

This only occurs when Headset is active. Starting in 2D mode is without any problem.

Switching to VR mode after loading gives the same issue, the continuous 'click ... click' for around a minute.

Switching to 2D mode again is flawless, but switching back again to VR gives the explained issue again.

Removing ext_02.cat & .dat from extensions folder solves the problem.

While keeping the HMD up Game runs as normal after it started.

Any ideas?

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