Next steps in the evolution of X4: Foundations

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CBJ
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Re: Next steps in the evolution of X4: Foundations

Post by CBJ » Tue, 10. Mar 20, 13:23

I'm afraid you won't be able to add interiors to production modules as they're not coded to allow them.

Panos
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Re: Next steps in the evolution of X4: Foundations

Post by Panos » Wed, 11. Mar 20, 02:20

CBJ wrote:
Tue, 10. Mar 20, 13:23
I'm afraid you won't be able to add interiors to production modules as they're not coded to allow them.
:(

However is there any documentation about the other modules how they have corridors and especially the warf modules?
Because could bypass this by creating custom production modules from the same graphics and put a walkway around like on the dock areas. :)

I have the ideas, but I do not know where to start from :mrgreen:

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Re: Next steps in the evolution of X4: Foundations

Post by Panos » Wed, 11. Mar 20, 02:21

tomchk wrote:
Tue, 10. Mar 20, 04:06
Panos wrote:
Tue, 10. Mar 20, 03:57
CBJ wrote:
Mon, 2. Mar 20, 15:46
And if you read back, you will also read replies from people who categorically do NOT want that. We have to find a middle ground where people who want to walk around can do so, and people who do not are not forced to too often. Like any team, we have limited resources and have to work out the best use of those resources. Creating interiors that most people will never visit, because their only purpose is "immersion", is not a good use of those resources.
CBJ, is there any documentation how to create mods adding internal hallways, custom rooms or even expand the ship interiors?
I have an idea to make at least all production modules accessible and been able to walk around them, but need information where to start from :lol:
That’s a genius idea. I bet most people have never flown by and looked at those sweet modules, which clearly took a ton of work. This way we could walk through them!
Yeah. The graphics & animations are mazing and especially those open modules that support fly by I do it often for the sight. :)

CBJ
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Re: Next steps in the evolution of X4: Foundations

Post by CBJ » Wed, 11. Mar 20, 02:33

As I said, putting a "walkway" on a production module won't work. You won't be able to walk there.

Please take any further discussion of your modding ideas to the Scripts and Modding forum.

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Re: Next steps in the evolution of X4: Foundations

Post by mr.WHO » Mon, 30. Mar 20, 21:49

SInce Split Vendetta is gonna be release tomorrow, when do you plan to reveal DLC2 race?

Waltz9
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Re: Next steps in the evolution of X4: Foundations

Post by Waltz9 » Mon, 30. Mar 20, 23:10

I hope for the terrans but my money is on the Borron race.

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Re: Next steps in the evolution of X4: Foundations

Post by Falcrack » Mon, 30. Mar 20, 23:11

Waltz9 wrote:
Mon, 30. Mar 20, 23:10
I hope for the terrans but my money is on the Borron race.
I think Terrans is far more likely. Terrans do not require substantially new character models. Borons, being aquatic, pose a much greater challenge for animating the characters.

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Re: Next steps in the evolution of X4: Foundations

Post by tomchk » Mon, 30. Mar 20, 23:15

Yeah I would bet a lot that DLC2 will be Terran, but they are certainly thinking about Boron for later (maybe DLC3?). They've made it pretty clear that basic decisions need to be made about how to implement Boron.

My biggest hope for DLC2 with Terrans: give us scenic superhighways so we can zoom past and a bit around planets, the belt, etc.! This would be so much cooler than just using accelerators, and they showed in XR that they can do this very well. This design is barely used at all in X4, sadly!

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Re: Next steps in the evolution of X4: Foundations

Post by SparvieroGed » Mon, 30. Mar 20, 23:33

tomchk wrote:
Mon, 30. Mar 20, 23:15

My biggest hope for DLC2 with Terrans: give us scenic superhighways so we can zoom past and a bit around planets, the belt, etc.! This would be so much cooler than just using accelerators, and they showed in XR that they can do this very well. This design is barely used at all in X4, sadly!
I loved that in Rebirth...A LOT, the best-looking X game in my opinion due to this feature.
I want a Space Sim not a rts!

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Re: Next steps in the evolution of X4: Foundations

Post by tomchk » Tue, 31. Mar 20, 02:37

SparvieroGed wrote:
Mon, 30. Mar 20, 23:33
I loved that in Rebirth...A LOT, the best-looking X game in my opinion due to this feature.
Yeah I do think XR is still the best looking (and best in some other ways) for now, but hopefully X4 will surpass it on all points soon!
I also think they should add some neutral sectors *in existing systems* *with no new content needed* and connect them to current sectors with super highways. That would let us travel around each solar system with minimal work or performance impact. These "new" sectors could just have resources and nothing else, so they are worth visiting for mining at least.

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Re: Next steps in the evolution of X4: Foundations

Post by SparvieroGed » Tue, 31. Mar 20, 03:22

tomchk wrote:
Tue, 31. Mar 20, 02:37
SparvieroGed wrote:
Mon, 30. Mar 20, 23:33
I loved that in Rebirth...A LOT, the best-looking X game in my opinion due to this feature.
Yeah I do think XR is still the best looking (and best in some other ways) for now, but hopefully X4 will surpass it on all points soon!
I also think they should add some neutral sectors *in existing systems* *with no new content needed* and connect them to current sectors with super highways. That would let us travel around each solar system with minimal work or performance impact. These "new" sectors could just have resources and nothing else, so they are worth visiting for mining at least.

Agreed...right now looks really busy and tiny the universe: there is a big ring and some segments.
But I'd want to see the new map in split vendetta before comment further.
I want a Space Sim not a rts!

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Re: Next steps in the evolution of X4: Foundations

Post by mr.WHO » Tue, 31. Mar 20, 08:36

tomchk wrote:
Mon, 30. Mar 20, 23:15
My biggest hope for DLC2 with Terrans: give us scenic superhighways so we can zoom past and a bit around planets, the belt, etc.! This would be so much cooler than just using accelerators, and they showed in XR that they can do this very well. This design is barely used at all in X4, sadly!

Yep, Solar System would be perfect for X4 style map and traveling.

BTW Egosoft stated some time ago that Borons are still far away indicating they won't be DLC2.
I wish for Terrans, but there is still 1% for something else.

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Re: Next steps in the evolution of X4: Foundations

Post by Alm888 » Tue, 31. Mar 20, 09:39

tomchk wrote:
Mon, 30. Mar 20, 23:15
My biggest hope for DLC2 with Terrans: give us scenic superhighways so we can zoom past and a bit around planets, the belt, etc.! This would be so much cooler than just using accelerators, and they showed in XR that they can do this very well. This design is barely used at all in X4, sadly!
Yeah! When I first saw this inter-sector highways in Rebirth I was shocked. So much speed! That broken moon, that was somewhere in the background previously, rapidly approaching and in a mere seconds you are there, inside the moon wreck! Very strong representation. Needless to say, late I made an attempt to manually fly from one sector to another (I didn't take the easy way: from "Far Out" to "Ascendancy", the two most far apart sectors in Albion), flew trough intangible asteroids along the way only to find out that even though the scenery is physically shared between all sectors, the logical subdivision is rigid (you can not jump from one sector to another any other way than via script launched right on the exit from superhighway). What a pity! I wonder, has anyone tried to manually travel from, let's say, "Grand Exchange I" to "Grand Exchange III"?

That being said, I do believe adding aquatic Boron would pose serious challenge in the form of not only Boron docks (where borons could just swim beside a glass wall or something), but also playing as boron (how would you visit current races' docks?) or piloting boron ships as a member of other races (with that anatomy, I doubt borons can use the same transformer chair currently in the game).

Anyway, both Terran and Boron factions will equally satisfy me.

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Re: Next steps in the evolution of X4: Foundations

Post by radcapricorn » Tue, 31. Mar 20, 14:00

Alm888 wrote:
Tue, 31. Mar 20, 09:39
I wonder, has anyone tried to manually travel from, let's say, "Grand Exchange I" to "Grand Exchange III"?
Doesn't work.

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Re: Next steps in the evolution of X4: Foundations

Post by Alm888 » Tue, 31. Mar 20, 14:31

radcapricorn wrote:
Tue, 31. Mar 20, 14:00
Doesn't work.
Well, that was to be expected. :(
Yet, I think it would be relatively easy to implement such an option. Like, a simple script that every 10 minutes or so checks whether a player closer to any other sector in current system than the one (s)he is in and if so, teleports the player (and all surrounding ships/objects in a 500km radius) into this new sector. The 10 minute check won't be too demanding and too rare (it took me, like, 6 hours to finish my journey) considering the distance.

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