I mean those:
X-Tended -Terran Conflict V2.2 Released. [06/09/2013] (X3:AP prototype available)
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Re: X-Tended -Terran Conflict V2.2 Released. [06/09/2013] (X3:AP prototype available)
Hi, do someone who worked on xtc still have original versions of xtc race logos?
I mean those:
And other races too.
I mean those:
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Re: X-Tended -Terran Conflict V2.2 Released. [06/09/2013] (X3:AP prototype available)
Good day. In folder S, in cat/dat 15 there are wav files with voice of sectors names . Who can give tekt for these files?
- Killjaeden
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Re: X-Tended -Terran Conflict V2.2 Released. [06/09/2013] (X3:AP prototype available)
Maybe enenra might have an idea - i think he is around from time to time. Maybe write him a PM. I dont remember who created them (my guess is either enenra or AragonSpeed), but if you want to use them, you need to get their permission.
What is "give tekt" supposed to mean ?
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Re: X-Tended -Terran Conflict V2.2 Released. [06/09/2013] (X3:AP prototype available)
My guess is that was supposed to mean "text". They asked around about that on the Egosoft Discord server, so I directed them here.
Re: X-Tended -Terran Conflict V2.2 Released. [06/09/2013] (X3:AP prototype available)
File wav = text.What is "give tekt" supposed to mean ?
Or where they are registered and where are the text identifiers to which they refer to.
- Killjaeden
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Re: X-Tended -Terran Conflict V2.2 Released. [06/09/2013] (X3:AP prototype available)
I think it was 7211-L044.xml in t folder. Load in the X editor.
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Re: X-Tended -Terran Conflict V2.2 Released. [06/09/2013] (X3:AP prototype available)
Thanks, but I need to find the number of the sound file and what text id it refers to. I cannot understand many sound files by ear because of their not very good quality.Killjaeden wrote: ↑Thu, 29. Apr 21, 00:13I think it was 7211-L044.xml in t folder. Load in the X editor.
Where are these bindings spelled out?
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Re: X-Tended -Terran Conflict V2.2 Released. [06/09/2013] (X3:AP prototype available)
Like i already said, its in 7211-L044.xml. Page id 350007 are all sector name with id's, and page id 7211 are the sound file numbers (in \s folder) to the sector id's.
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Re: X-Tended -Terran Conflict V2.2 Released. [06/09/2013] (X3:AP prototype available)
This is not true. I already knew where to find the list of sectors, but it does not help to match WAW files with sector identifiers.
- Killjaeden
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Re: X-Tended -Terran Conflict V2.2 Released. [06/09/2013] (X3:AP prototype available)
... comrade i just told you...please. Read, carefully and check out the files.
Killjaeden wrote: ↑Sun, 9. May 21, 15:15Like i already said, its in 7211-L044.xml. Page id 350007 are all sector name with id's, and page id 7211 are the sound file numbers (in \s folder) to the sector id's.
<page id="350007" title="Boardcomp. Sectornames" descr="Names of all sectors (spoken by Boardcomputer)" voice="yes">
<t id="1020516">Rhonkar's Dismissal I</t>
Now open 555.wav and listen what it says. It says Rhonkars Dismissal 1 ...<page id="7211" title="XTC" descr="XTC spoken sector names">
<t id="1020516">555</t>
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Re: X-Tended -Terran Conflict V2.2 Released. [06/09/2013] (X3:AP prototype available)
Hello Everyone,
After many many years I decided to get back into X3TC and my favorite mod. Been playing it again for almost a month now and have finally earned enough notoriety and cash to buy a Headquarters. Only problem is that all the commands to reverse engineer or build ships seems to be missing
I thought at first it might be another mod affecting it, but ruled that out when I made a secondary clean install and tried again. Commands were still gone. Is there something I am missing or a way to add the functionality back in somehow?
After many many years I decided to get back into X3TC and my favorite mod. Been playing it again for almost a month now and have finally earned enough notoriety and cash to buy a Headquarters. Only problem is that all the commands to reverse engineer or build ships seems to be missing
I thought at first it might be another mod affecting it, but ruled that out when I made a secondary clean install and tried again. Commands were still gone. Is there something I am missing or a way to add the functionality back in somehow?
Re: X-Tended -Terran Conflict V2.2 Released. [06/09/2013] (X3:AP prototype available)
Yeah. Thanks, I'll take a look.Killjaeden wrote: ↑Mon, 17. May 21, 23:46... comrade i just told you...please. Read, carefully and check out the files.
Killjaeden wrote: ↑Sun, 9. May 21, 15:15Like i already said, its in 7211-L044.xml. Page id 350007 are all sector name with id's, and page id 7211 are the sound file numbers (in \s folder) to the sector id's.
<page id="350007" title="Boardcomp. Sectornames" descr="Names of all sectors (spoken by Boardcomputer)" voice="yes">
<t id="1020516">Rhonkar's Dismissal I</t>Now open 555.wav and listen what it says. It says Rhonkars Dismissal 1 ...<page id="7211" title="XTC" descr="XTC spoken sector names">
<t id="1020516">555</t>
Re: X-Tended -Terran Conflict V2.2 Released. [06/09/2013] (X3:AP prototype available)
@Tyrant's Bane:
Don't remember the exact mechanics of the HQ in XTC. But in Vanilla game you had to reengineer ships first before you could build them in HQ. The process of reengineering put the blueprint into the HQ-queue. Players were - in other words - able to build ships they had the blueprint of.
This explains why your "Build"-option ist greyed out.
For reengineering you have to be aware that a ship must be docked at the HQ and the player mustn't sit in that ship! If you want, e.g., to build rare Hyperions at the HQ, you must first enter such a ship, let it fly to the HQ and give then the order to reengineer it. Don't forget that this process will NOT keep overtunings.
Don't remember the exact mechanics of the HQ in XTC. But in Vanilla game you had to reengineer ships first before you could build them in HQ. The process of reengineering put the blueprint into the HQ-queue. Players were - in other words - able to build ships they had the blueprint of.
This explains why your "Build"-option ist greyed out.
For reengineering you have to be aware that a ship must be docked at the HQ and the player mustn't sit in that ship! If you want, e.g., to build rare Hyperions at the HQ, you must first enter such a ship, let it fly to the HQ and give then the order to reengineer it. Don't forget that this process will NOT keep overtunings.
- Killjaeden
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Re: X-Tended -Terran Conflict V2.2 Released. [06/09/2013] (X3:AP prototype available)
Late reply, but the vanilla ship building was deactivated, because we have a custom script ("POSY") for that. It allows building on player owned Shipyards/Wharfs, check out the manual for this. However i'm not quite sure if the HQ counts as a shipyard and can produce.Tyrant's Bane wrote: ↑Sun, 25. Sep 22, 00:13Hello Everyone,
After many many years I decided to get back into X3TC and my favorite mod. Been playing it again for almost a month now and have finally earned enough notoriety and cash to buy a Headquarters. Only problem is that all the commands to reverse engineer or build ships seems to be missing
I thought at first it might be another mod affecting it, but ruled that out when I made a secondary clean install and tried again. Commands were still gone. Is there something I am missing or a way to add the functionality back in somehow?
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xtended terran conflict 2.2
Is there a compatible version from xtended mod 2.2 for X3terran conflict to use the offical Bonuspack? Without it i can t play the game, when i install it, the mod launches red, what means that there are scripts overwritted, not good or?
- Killjaeden
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Re: xtended terran conflict 2.2
The bonus pack contains a couple of useful scripts (many of them from Lucike, for example). You can download these scripts manually from the authors. Some of the individual ones cause conflicts (but only in the naming files/ command slots), but i know there where xtc versions available that used different file numbers/command slots to avoid this. You should be able to find them if you look around a bitDasViereck wrote: ↑Wed, 21. Dec 22, 19:44Is there a compatible version from xtended mod 2.2 for X3terran conflict to use the offical Bonuspack? Without it i can t play the game, when i install it, the mod launches red, what means that there are scripts overwritted, not good or?
This thread should be moved to the original xtc thread
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Re: xtended terran conflict 2.2
thank you =)
Re: X-Tended -Terran Conflict V2.2 Released. [06/09/2013] (X3:AP prototype available)
Hi all.
Does anyone know if there is any turret script/mod in the likes of MARS that will work with AP version of Xtended ?
THX
Does anyone know if there is any turret script/mod in the likes of MARS that will work with AP version of Xtended ?
THX
Re: X-Tended -Terran Conflict V2.2 Released. [06/09/2013] (X3:AP prototype available)
I think if you copy Mars to the addon folder, then it should work.
Re: X-Tended -Terran Conflict V2.2 Released. [06/09/2013] (X3:AP prototype available)
I know how to , but, anyone tried it before? Is it compatible ?