Deadly Ship&Station Mod w/Scripts by RS (RC4 Available) - [Image Warning]

The place to discuss scripting and game modifications for X³: Reunion.

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Red Spot
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Post by Red Spot »

Puruco wrote:
DeadlyDa wrote:All,

I need to know if anyone is still experiencing problems with ships.

I am packaging everything up for the Version 1.0 release, and just spent several hours trying to recreate problems reported here.

On a fresh start (using RC4 with plot), Mission 2 (the "turret mission") worked fine. Also the B-wing lasers fire as they should.

Auto docking on the Trident is still not working, and I am investigating.

Does anyone have any other known problems?

Also...as a side note...I am using a number of elements from the 1.31 beta (to improve performance of PSGs and MDs, among other things), so there should be no compatibility issues there.

Once Version 1.0 is up for public consumption, I'll be able to get back to adding new ships :roll:
Well more than a problem is a sugestion make it with less roids.

My 'latest' roid-file is in the mod .. so there are very few roids left ..



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Puruco
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Post by Puruco »

Red Spot wrote:
Puruco wrote:
DeadlyDa wrote:All,

I need to know if anyone is still experiencing problems with ships.

I am packaging everything up for the Version 1.0 release, and just spent several hours trying to recreate problems reported here.

On a fresh start (using RC4 with plot), Mission 2 (the "turret mission") worked fine. Also the B-wing lasers fire as they should.

Auto docking on the Trident is still not working, and I am investigating.

Does anyone have any other known problems?

Also...as a side note...I am using a number of elements from the 1.31 beta (to improve performance of PSGs and MDs, among other things), so there should be no compatibility issues there.

Once Version 1.0 is up for public consumption, I'll be able to get back to adding new ships :roll:
Well more than a problem is a sugestion make it with less roids.

My 'latest' roid-file is in the mod .. so there are very few roids left ..

Ok, I will try it tonight with this mod. Thanks Redspot...



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Puruco
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Post by Puruco »

Puruco wrote:
Red Spot wrote:
Puruco wrote:
DeadlyDa wrote:All,

I need to know if anyone is still experiencing problems with ships.

I am packaging everything up for the Version 1.0 release, and just spent several hours trying to recreate problems reported here.

On a fresh start (using RC4 with plot), Mission 2 (the "turret mission") worked fine. Also the B-wing lasers fire as they should.

Auto docking on the Trident is still not working, and I am investigating.

Does anyone have any other known problems?

Also...as a side note...I am using a number of elements from the 1.31 beta (to improve performance of PSGs and MDs, among other things), so there should be no compatibility issues there.

Once Version 1.0 is up for public consumption, I'll be able to get back to adding new ships :roll:
Well more than a problem is a sugestion make it with less roids.

My 'latest' roid-file is in the mod .. so there are very few roids left ..

Ok, I will try it tonight with this mod. Thanks Redspot...

Wait, the one that appears in the mod section is from Blackrain :?



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DJ | Wolf
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Post by DJ | Wolf »

Do you actually have BlackRain's less-roids Mod in your Mods directory? Since you can only run 1 Mod at a time, unless you combine them, you should only be running Deadly's Mod, since RS' work is Script based.
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Red Spot
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Post by Red Spot »

eeehhmm .. not completelly true .. a very small amount of 'mod-work' is done by me ..
like the roid-file .. (fyi Blackrain uses/used my previous modded roid-file)



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cthume2
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Post by cthume2 »

I have installed the MOD and I think it is great. Currently I have not run into any issues. I am curious though as to when the 1.0 release will be coming out? I thought it was due out by the weekend?
There are only two kinds of people who are really fascinating: people who know absolutely everything, and people who know absolutely nothing.
- Oscar Wilde
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Red Spot
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Post by Red Spot »

cthume2 wrote:I have installed the MOD and I think it is great. Currently I have not run into any issues. I am curious though as to when the 1.0 release will be coming out? I thought it was due out by the weekend?

well we could have pushed it out already .. but we are working on it a bit more to try and make sure we got as much 'problems' taken out as we can ...

afai can tell you .. its almost ready ...:)



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Puruco
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Post by Puruco »

DJ | Wolf wrote:Do you actually have BlackRain's less-roids Mod in your Mods directory? Since you can only run 1 Mod at a time, unless you combine them, you should only be running Deadly's Mod, since RS' work is Script based.
Well actually I combine this mod with less civilian, no nebula(german), no roids(Blackrain) and they are working fine. Well I still testing the less roids part. The sector savage spur still unplayable. I don't think is my machine. I have P4/3.0, X850 Video card and 2GB of ram mem, and still have problem with frame rate. Thats why I suggest the less roid.
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DeadlyDa
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Post by DeadlyDa »

cthume2,

Sorry for the delay...the time required for final "tweaking" of the mod and RL have (as they often do) gotten into a bit of an argument :roll:

Soon...real soon :D
X_x_X
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Post by X_x_X »

good news :D
kamikazepenguin
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Post by kamikazepenguin »

By the way, check the docking paths on the Sulaco if you haven't already. Instead of coming in from above, and docking into the dorsal bay, they come from below, dive through a turret, through the hull, and through two bulkheads before docking into the back end of the bay. Is it inverted, or something?
cthume2
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Post by cthume2 »

Thanks for the update Deadlyda... I must say that I am really enjoying the new ships
There are only two kinds of people who are really fascinating: people who know absolutely everything, and people who know absolutely nothing.
- Oscar Wilde
DJ | Wolf
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Post by DJ | Wolf »

Red Spot wrote:eeehhmm .. not completelly true .. a very small amount of 'mod-work' is done by me ..
like the roid-file .. (fyi Blackrain uses/used my previous modded roid-file)



G
Aha, a man of many hidden talents.

*makes copious notes*

Thanks anyways RS, your work is greatly appreicated :)
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DeadlyDa
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Post by DeadlyDa »

OK folks...I've got the "final final final" scripts from Red Spot, and all I can say is WOW!

These missions really rock!

Now if I can just tear myself away from playing the game (I keep telling myself that it's "testing") for a few hours, I'll get Version 1.0 posted for public consumption.

Given RL issues, and the not inconsiderable amount of work involved to do the final packaging...it may not be available until tomorrow evening. I'll certainly try to finish it sooner...but no promises!
Last edited by DeadlyDa on Wed, 8. Feb 06, 15:57, edited 1 time in total.
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Red Spot
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Post by Red Spot »

Thanks guys .. :oops: .... now if only you knew how messed up these scripts are .... (j/k)


Deadly send you an EM .. need to make 1 more thing a bit more 'wow' .. :D



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DJ | Wolf
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Post by DJ | Wolf »

Don't rush guys, it'll be worth the wait :)
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Red Spot
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Post by Red Spot »

all wow now ... 8)

expect a release in under 3 years .. :roll:



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DeadlyDa
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Post by DeadlyDa »

OK...I've got the last comments from Red Spot on the readme (I wonder if he ever sleeps?), and have already packaged everything up into the rar & exe distribution files.

I now need to install the package into a "clean" X3 folder on my machine to make sure it works OK.

After a brief test, I'll upload the files and then post the "announcement" of the official release in a fresh thread. (This one has serverd it's purpose...but is bit too lengthy for new players to read through.)

Thanks to all who have helped test things...and we hope you enjoy playing it as much as we do :D
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DeadlyDa
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Post by DeadlyDa »

OK...this thread is officially dead!

The initial release of the Deadly Ship & Station mod with Scripts by Red Spot (DDRS) mod is ready for your playing pleasure.

Get it here... http://forum2.egosoft.com/viewtopic.php?t=126698
Shintari
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Re

Post by Shintari »

I wish there was a patch for a M0 class ship

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