[Mod]Engine Colours + particle trails[v1.21] [New images] [27/12 3.0 compatible]

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killerog
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Post by killerog » Sun, 27. Jun 10, 13:22

Pack B updated, check op for details.
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klarch
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Post by klarch » Mon, 28. Jun 10, 01:40

OK...

I downloaded the new Pack B but there is still a problem, at least for me.

Firstly I do not use the particle trails and have commented them out of my TShips file completely. Also the engine exhaust cones are all correctly colored, this is solely about the glowing lens flares for the different races.

Here is my problem:

Pack B ver 1.19 ver 1.20
engine colors Lens flare ID Lens flare ID
-------------------------------------------------------------------------------------
Boron = green 12/green 12/yellow
Teladi = yellow 10/purple 12/yellow
Paranid = purple/blue 10/purple 10/purple

You can see here that the Lens flare ID in the effects file was wrong in 1.19 for the Teladi resulting in a purple Lens flare. But correct for the Boron who had a green one.

In 1.20 whatever file that controlled the green Lens flare for the Boron was replaced with a yellow Lens flare. This corrects the Teladi but flare but changes the Boron flare from green to yellow.

I checked in ver 1.20 Lens flare ID #15 and it is a dark blue lens flare which I don't think is used in Pack B (unlike in Pack A where it is the color of the Boron engines). If this color was changed to green and assigned to the Boron in the effects file that should give all the races the correct colors in Pack B.

Sorry for being a pain.

killerog
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Post by killerog » Mon, 28. Jun 10, 02:06

Sorry for that. When i changed the effect to a yellow i forgot that boron also used the green effect. Ill sort that out to morrow.
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klarch
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Post by klarch » Thu, 1. Jul 10, 22:01

Any update available?

Again I would keep the change of the last update in place and just change the file relating to the Lens Flare ID #15 (dark blue) to the old file relating to Lens Flare ID #12 (green).

That would make Lens Flare ID/ colors =

10 = purple
11 = Kha'aak purple
12 = yellow
13 = light blue
14 = red
15 = green (if changed from dark blue)

That should fix all the races Lens flares. I think.

killerog
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Post by killerog » Thu, 1. Jul 10, 22:32

No update as I have not had time, and my internet has been terrible. Should have an update out by the end of weekend if my internet allows it.
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klarch
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Post by klarch » Thu, 1. Jul 10, 22:46

Cool, right now I'm still using ver 1.19 with the Teladi having engine troubles.

ianrobo75
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Post by ianrobo75 » Wed, 7. Jul 10, 13:06

I've downloaded V1.19 & V1.20 both have an error in the TShips.pck file.
in patch 2.7 the terran tokyo weapons recharge rate was reduced from 9000 to 3000 but this is not carried through to your file.

Do you not compare the files in each new patch to your files?

There are also changes to some ATF ship stats not included.
Win10 Home 64-bit, Intel i7-9750H @ 2.6GHz. NVidia GeForce RTX 2070 (8 GB). 16 GB ram.

killerog
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Post by killerog » Wed, 7. Jul 10, 15:22

I used the 2.7 tship file in the last few versions so there is no reason why they were not included. I will check to see if I included the correct tship file.

And no I do not compare the files I just use the Egosoft patched file. Less chance of me editing the changes incorrectly.
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AdamChobits
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Post by AdamChobits » Wed, 7. Jul 10, 21:41

I like the mod, really much, but my problem with it is that you need to be too close to a NPC's ship to see the effects from your mod.

You can see when you get closer how the ships suddenly start throwing those colors. IMO you should not be able to appreciate that.

killerog
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Post by killerog » Wed, 7. Jul 10, 22:29

At the moment I can not find a fix for that. Might be an engine limitation.
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ianrobo75
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Post by ianrobo75 » Thu, 8. Jul 10, 12:11

killerog wrote:I used the 2.7 tship file in the last few versions so there is no reason why they were not included. I will check to see if I included the correct tship file.

And no I do not compare the files I just use the Egosoft patched file. Less chance of me editing the changes incorrectly.
cool, sounds like the wrong tship file then. latest in 11.cat.

Great mod btw.
Win10 Home 64-bit, Intel i7-9750H @ 2.6GHz. NVidia GeForce RTX 2070 (8 GB). 16 GB ram.

Slayer_b
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Post by Slayer_b » Sat, 14. Aug 10, 22:32

Tell me please, how can I remove this mod?
When I disable it the game crashes when loading savegame.... :o

killerog
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Post by killerog » Sat, 14. Aug 10, 23:11

only thing I can think of is to save a game in an empty sector with a ship that has no trails (m1/m2) ect. Then remove it, then try and load it.
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Slayer_b
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Post by Slayer_b » Sat, 14. Aug 10, 23:49

I tried to save the game in the "unknown sector" without ships (my ship was autopiloted into nearest sector)
but this savegame crashes the game
P.S. sorry for my English I'm from Russia

ViperMkII
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Post by ViperMkII » Sun, 15. Aug 10, 02:08

Does this add the effects to fghters and M6 only?

killerog
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Post by killerog » Sun, 15. Aug 10, 11:20

@ViperMkII:: It only adds trails to fighters.

@Slayer_b:: That should work. I am not sure wot else you can do. I know its worked for me and others.
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Slayer_b
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Post by Slayer_b » Sun, 15. Aug 10, 22:24

OK, i'll try again in another sector.
if this will not be effective, can i send to you my savegame to try to remove the mod? :roll:

killerog
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Post by killerog » Sun, 15. Aug 10, 22:38

I can have a go if I have time, but I have no idea if I will be able to do anything.
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Chestburster2
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Post by Chestburster2 » Sun, 12. Sep 10, 02:12

Hrm, shouldn't the xenon ships have red/yellow engine colors (not trails) with pack b? they are still blue here.

killerog
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Post by killerog » Sun, 12. Sep 10, 12:16

Ill take a look at that. I just checked my list and i don't think they should have light blue trails either. I have a tiny update for this mod in a little while. Cleaned up a few textures while working on the KOG mod.
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