[MOD]DeadAir Mods pt2

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XoSPECTRE

Re: [MOD]DeadAir Mods pt2

Post by XoSPECTRE » Mon, 15. Aug 22, 22:09

Any updates on possible more factions like drifters or triglavians ? Pleaseeee at least drifter battleship please

DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT » Thu, 18. Aug 22, 22:08

jasac wrote:
Thu, 11. Aug 22, 01:56
Hi DeadAir, sincere thanks for all your hard work.

Quick question - do you have any idea how your jobs mod would interact with this jobs mod that increases vanilla fleet job size and count? https://www.nexusmods.com/x4foundations ... ?tab=posts

My goal is to have as large as fleet battles as possible xD
It would likely result in a buggy mess. The only mod that touches jobs that i would say is compatible is focw.

DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT » Thu, 18. Aug 22, 22:12

Figured i would make an actual post,

I'm on hiatus from X4. I have completely lost interest in the game and modding it. There's a chance I'll return, but between the game only focusing on story and the complete lack of any progress actually improving modding; it's not likely to be any time soon.

XoSPECTRE

Re: [MOD]DeadAir Mods pt2

Post by XoSPECTRE » Thu, 18. Aug 22, 23:32

DeadAirRT wrote:
Thu, 18. Aug 22, 22:12
Figured i would make an actual post,

I'm on hiatus from X4. I have completely lost interest in the game and modding it. There's a chance I'll return, but between the game only focusing on story and the complete lack of any progress actually improving modding; it's not likely to be any time soon.
Well fly safe and goold luck IRL. And massive thanks for contribution to x4 community.. i will make sure dead air, eve factions never die

kuertee
EGOSOFT
EGOSOFT
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Re: [MOD]DeadAir Mods pt2

Post by kuertee » Fri, 19. Aug 22, 17:46

DeadAirRT wrote:
Thu, 18. Aug 22, 22:12
Figured i would make an actual post,

I'm on hiatus from X4. I have completely lost interest in the game and modding it. There's a chance I'll return, but between the game only focusing on story and the complete lack of any progress actually improving modding; it's not likely to be any time soon.
Have a good holiday from X4, DA!
Mods: RPG: Reputations and Professions, Social Standings and Citizenships, Crime has Consequences, Alternatives to Death. Missions/NPCs: Emergent Missions, NPC Reactions, Mod Parts Trader, High-sec Rooms are Locked, Hacking Outcomes, More Generic Missions, Waypoint Fields for Deployment. Others: Auto-cam, Friendly Fire Tweaks, Teleport From Transporter Room, Wear and Tear. QoL: Trade Analytics, Loot Mining, Ship Scanner, Signal Leak Hunter, Station Scanner, Surface Element Targeting, etc.

Mycu
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Re: [MOD]DeadAir Mods pt2

Post by Mycu » Sat, 20. Aug 22, 23:09

DeadAirRT wrote:
Thu, 18. Aug 22, 22:12
Figured i would make an actual post,

I'm on hiatus from X4. I have completely lost interest in the game and modding it. There's a chance I'll return, but between the game only focusing on story and the complete lack of any progress actually improving modding; it's not likely to be any time soon.
Completely understandable.
Thanks for your fantastic work and helping others.

See you soon ;)
X3 AP 3.1 + XRM
X3 AP 3.1 + LU

wawrzul
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Joined: Wed, 13. Jan 21, 08:57
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Re: [MOD]DeadAir Mods pt2

Post by wawrzul » Sat, 3. Sep 22, 09:15

Hello, i just started a game with all DeadAir mods and i have a question. Do his mods erase the Kha'ak from the game? I don't see any of them :O

It may have been another mod as i use many but i recently added mostly DeadAir ones i think.

EDIT: Just found some Kha'ak defense stations so i guess they are not gone ;) The faction wasn't visible in the factions in relations tab which i guess made me believe they were gone.

Let me just add some thanks for DeadAir for the awesome mods :D

Realspace
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Re: [MOD]DeadAir Mods pt2

Post by Realspace » Sun, 4. Sep 22, 10:10

DeadAirRT wrote:
Thu, 18. Aug 22, 22:12
Figured i would make an actual post,

I'm on hiatus from X4. I have completely lost interest in the game and modding it. There's a chance I'll return, but between the game only focusing on story and the complete lack of any progress actually improving modding; it's not likely to be any time soon.
Sorry for that but I understand your reasons. Thanks for your time DAR :)

jack_coma
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Joined: Tue, 28. Jun 22, 04:08
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Re: [MOD]DeadAir Mods pt2

Post by jack_coma » Thu, 22. Sep 22, 22:19

Just wanted to extend my thanks to Deadair for rekindling my interest in this game and helping me enjoy it to the max. Hopefully you'll come around eventually :D but until then, thank you so much.

Folker
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Re: [MOD]DeadAir Mods pt2

Post by Folker » Sun, 2. Oct 22, 09:08

Hey I saw an poll for enhance X4 universe, It proposes to improve the economy as well as to create several company or corporation which make an economic war besides, I will also propose it to FOCW


THIS IS : X4: Foundations – Corporations Expansion

viewtopic.php?f=146&t=449602&p=5143872#p5143872

Scoob
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Re: [MOD]DeadAir Mods pt2

Post by Scoob » Mon, 17. Oct 22, 01:44

Hi.

I started a fresh game, with the usual other mods, and set a captured Hermes Sentinel as a Dead Tater. I set his Anchor space to Argon Prime, with a buy and sell distance of 3 / 7. All other settings are default, including "Allow illegal wares" UNchecked. That last bit is of note as this guy is making a killing buying Spaceweed from SCA in Silent Witness XI and selling it in Hatikvah's Choice I to the HAT Argon Trading Station. Now Space fuel is not illegal to HAT, but this ship is passing through Argon sectors where it is. Should it do this? I admit, I never noticed my (Dead) Tater Traders trading any of the generally illegal goods like Spaceweed and Spacefuel before, have I simply missed it? Is it normal for them to smuggle stuff through sectors where it's illegal, even if the source and destination locations are fine with it?

XoSPECTRE

Re: [MOD]DeadAir Mods pt2

Post by XoSPECTRE » Sun, 30. Oct 22, 23:32

EVERY DAY ... im dreaming about Dead Air Rt will come back and create drifter battleship for X4 i offered him money he refused .. but guys Really if someone can do Drifter battleship for X4 i will pay anything you ask its my dream for so many years ...

and im dumb as hell to do enything for modeling.

my forever dream .. Dead air Rt if you read this
Please, every month im puting on side 500 £ just in case one day someone come.whith this ship as reward . Im dead serious.
HERE IS THE BEUTY
https://wiki.eveuniversity.org/images/b ... design.jpg

XoSPECTRE

Re: [MOD]DeadAir Mods pt2

Post by XoSPECTRE » Tue, 1. Nov 22, 21:23

Oo i even find model to ship obj format .. Drifter battleship

https://github.com/puffingprie/GetEveMo ... leship.obj

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Daniel10001
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Re: [MOD]DeadAir Mods pt2

Post by Daniel10001 » Sat, 26. Nov 22, 20:59

Manawydn wrote:
Sun, 7. Mar 21, 00:55
So I got it running, and I noticed a few things. Bear in mind you can see how beastly of a mod list I have, so my experience is based on that. I am noticing that the sectors with yellow and/or heavy fog are killing fps down to the point where I can't really do much in sector. I'm wondering if performance is better on a much lighter mod list. I also saw that once I claimed a Deadair sector, factions did start expanding as intended. Last, Even though they are expanding as intended, all non-special stations (standard production stations) are missing docks both large and small/medium. I'm wondering if that has anything to do with my mod list or not. Thanks!
Dear DeadAirRT,

I have been experiencing a similar performance issue when using the DeadAir Gate mod and may have hunted it down with days of experiments and debugging. I would like to share my note on this issue with you and anyone who may face similar issues, which is as follows:

DeadAir Gate Mod will cause performance issues when traveling through asteroid fields
- Symptom: When traveling through asteroid fields, (as indicated by Nvidia Performance Overlay,) at some moments, GPU Utilization will drop to 0%-1%, AND Rendering Latency will increase to 150-350ms.
- Solution: Remove unnecessary modifications to asteroid and debris fields from deadairgate/libraries/region_definitions.xml: (Vim Command: `:g /\/fields\/\(asteroid\|debris\).\{-}@\(rotation\|minnoisevalue\|density\)/ d`)
- Hypothesis: Modifications to asteroid/debris fields will apply to each individual asteroid/debris one by one at runtime when spawning the field, making thousands/tens of thousands of invocation and callback, causing extreme momentary CPU load when entering/leaving asteroid/debris fields, so that the CPU cannot issue draw calls in a normal rate, which leads to low GPU utilization and high rendering latency.

I hope my finding will help you or anyone who may need it, and it would be an honor if it does.
If you need the full debug note and logs, feel free to tell me.

Daniel

Tyranos Strategos

Re: [MOD]DeadAir Mods pt2

Post by Tyranos Strategos » Sun, 27. Nov 22, 00:01

I remember Dead air said , he turn off rotation for asteroids , could it be case of this ?

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Daniel10001
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Re: [MOD]DeadAir Mods pt2

Post by Daniel10001 » Sun, 27. Nov 22, 15:08

Tyranos Strategos wrote:
Sun, 27. Nov 22, 00:01
I remember Dead air said , he turn off rotation for asteroids , could it be case of this ?
I guess so. Presumably, the invocation/callback count when entering/leaving an asteroid field is (more precisely, proportional to) the product of asteroid count and modifications done to each asteroid: Invocation/Callback Overhead =/∝ Asteroid Count × Modification Count.
DeadAirRT did two or more ones of rotation, rotationvariation, minnoisevalue, densityfactor, with rotation being the most common one.
With the large number of asteroids in each asteroid field, I think this may be the cause of the observed performance issue.

Tyranos Strategos

Re: [MOD]DeadAir Mods pt2

Post by Tyranos Strategos » Mon, 28. Nov 22, 21:48

I allways had suspicious than Dead air's asteroid belt are more laggy than for example Flashpoint second contact , even when they dont move

Kyez
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Re: [MOD]DeadAir Mods pt2

Post by Kyez » Fri, 9. Dec 22, 23:13

Daniel10001 wrote:
Sat, 26. Nov 22, 20:59
Manawydn wrote:
Sun, 7. Mar 21, 00:55
So I got it running, and I noticed a few things. Bear in mind you can see how beastly of a mod list I have, so my experience is based on that. I am noticing that the sectors with yellow and/or heavy fog are killing fps down to the point where I can't really do much in sector. I'm wondering if performance is better on a much lighter mod list. I also saw that once I claimed a Deadair sector, factions did start expanding as intended. Last, Even though they are expanding as intended, all non-special stations (standard production stations) are missing docks both large and small/medium. I'm wondering if that has anything to do with my mod list or not. Thanks!
Dear DeadAirRT,

I have been experiencing a similar performance issue when using the DeadAir Gate mod and may have hunted it down with days of experiments and debugging. I would like to share my note on this issue with you and anyone who may face similar issues, which is as follows:

DeadAir Gate Mod will cause performance issues when traveling through asteroid fields
- Symptom: When traveling through asteroid fields, (as indicated by Nvidia Performance Overlay,) at some moments, GPU Utilization will drop to 0%-1%, AND Rendering Latency will increase to 150-350ms.
- Solution: Remove unnecessary modifications to asteroid and debris fields from deadairgate/libraries/region_definitions.xml: (Vim Command: `:g /\/fields\/\(asteroid\|debris\).\{-}@\(rotation\|minnoisevalue\|density\)/ d`)
- Hypothesis: Modifications to asteroid/debris fields will apply to each individual asteroid/debris one by one at runtime when spawning the field, making thousands/tens of thousands of invocation and callback, causing extreme momentary CPU load when entering/leaving asteroid/debris fields, so that the CPU cannot issue draw calls in a normal rate, which leads to low GPU utilization and high rendering latency.

I hope my finding will help you or anyone who may need it, and it would be an honor if it does.
If you need the full debug note and logs, feel free to tell me.

Daniel
This actually helped fix with the lag problems I had in second contact and other asteroid belts. At first it was weird to think that was the issue but your explanation makes sense. I didn't know what exactly was the issue through all the command lines so I just moved the file out.

Mycu
Posts: 410
Joined: Fri, 28. Sep 12, 08:30
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Re: [MOD]DeadAir Mods pt2

Post by Mycu » Sun, 11. Dec 22, 21:08

Daniel10001 wrote:
Sat, 26. Nov 22, 20:59
Manawydn wrote:
Sun, 7. Mar 21, 00:55
So I got it running, and I noticed a few things. Bear in mind you can see how beastly of a mod list I have, so my experience is based on that. I am noticing that the sectors with yellow and/or heavy fog are killing fps down to the point where I can't really do much in sector. I'm wondering if performance is better on a much lighter mod list. I also saw that once I claimed a Deadair sector, factions did start expanding as intended. Last, Even though they are expanding as intended, all non-special stations (standard production stations) are missing docks both large and small/medium. I'm wondering if that has anything to do with my mod list or not. Thanks!
Dear DeadAirRT,

I have been experiencing a similar performance issue when using the DeadAir Gate mod and may have hunted it down with days of experiments and debugging. I would like to share my note on this issue with you and anyone who may face similar issues, which is as follows:

DeadAir Gate Mod will cause performance issues when traveling through asteroid fields
- Symptom: When traveling through asteroid fields, (as indicated by Nvidia Performance Overlay,) at some moments, GPU Utilization will drop to 0%-1%, AND Rendering Latency will increase to 150-350ms.
- Solution: Remove unnecessary modifications to asteroid and debris fields from deadairgate/libraries/region_definitions.xml: (Vim Command: `:g /\/fields\/\(asteroid\|debris\).\{-}@\(rotation\|minnoisevalue\|density\)/ d`)
- Hypothesis: Modifications to asteroid/debris fields will apply to each individual asteroid/debris one by one at runtime when spawning the field, making thousands/tens of thousands of invocation and callback, causing extreme momentary CPU load when entering/leaving asteroid/debris fields, so that the CPU cannot issue draw calls in a normal rate, which leads to low GPU utilization and high rendering latency.

I hope my finding will help you or anyone who may need it, and it would be an honor if it does.
If you need the full debug note and logs, feel free to tell me.

Daniel
Great find Daniel, thanks for sharing.
I was affected by this performance issue, but haven't had consistent investigation results.

Can confirm that removing those lines fixes it.
X3 AP 3.1 + XRM
X3 AP 3.1 + LU

magitsu
Posts: 402
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Re: [MOD]DeadAir Mods pt2

Post by magitsu » Mon, 12. Dec 22, 15:16

Could someone pastebin the resulting file? I don't understand that vim syntax completely. Delete rows based on some of those identifiers like rotation, but which are left? Just fog and resource changes?

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