[Mod] Unofficial bug (player) fixes 2.7comp * updated 12 Jun*

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

CraterFace
Posts: 94
Joined: Mon, 31. Dec 07, 16:34

Post by CraterFace »

draffutt wrote: for the rest of the ships in your list; i am guessing you are using the external viewer.
Yupp, but with the M the player is actually quite high up above the ship. I noticed it when I had a hell of a time trying to pick up crates when I was actually flying beneath them. :)
"Various empirical models (intelligent approximations based on intuition, guesswork, and fiddling adjustable constants)."
User avatar
Gazz
Posts: 13244
Joined: Fri, 13. Jan 06, 16:39
x4

Post by Gazz »

The cockpits of L and/or M are displaced a long way.

Since these are "old" ships, their cockpit positions are most likely in components.txt
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
draffutt
Posts: 4293
Joined: Wed, 21. Feb 07, 17:46
x4

Post by draffutt »

Baddieus wrote:Been using your latest patch and everything is looking good so far.
good to hear. :thumb_up:
Saw a Kha'ak Carrier & Destroyer roaming up near The Vault and everything was rotating very nicely ... THANKS !!!

once i get around to figuring out how to do create LOD i'll fix the turret on that ship. i don't know if you notice the turret graphic disappears around 500m but the cockpit object next to it disappears after 2k and its a smaller object (go figure with that one). otherwise i like the improvement myself as well.
One thing I've noticed, which may not be fixable, but really urks me is when I purchase a used ship on the fly, the pilot seems to be able to snatch the shields and/or weapons, making off with them in his little space suit.

that is a problem with how the engine handles bailed pilots. so ego will have to fix that if they choose to do so.

@arcana75

try updated all of Gazz's, lucike's, and ScRaT_GER scripts and see what happens.

@craterface

i'll move the cockpit closer to the body.

@Gazz

thanks for the info.
None of us is as smart as all of us. ~Ken Blanchard

TC player bug fixes
Reunion player bug fixes
someone else
Posts: 2972
Joined: Sun, 18. Jun 06, 13:37
x3tc

Post by someone else »

have you noticed that Kha'ak M1 have the docking port that doesn't work? (in the rear)
Is there any way to fix that? :D
Trade, Fight, Build, Think, Modify.
Ship Rebalance Mod
OOS Rebalance
Resized Aldrin Big Rock
SIDE/TOP/FRONT Ship Size Comparison
Remember young Padawan: money stolen can be, time cannot.
User avatar
arcana75
Posts: 2165
Joined: Tue, 2. Dec 03, 09:28
x3tc

Post by arcana75 »

draffutt I'm happy to report it works now :D

I ended up in Gaian Star and noticed it was kinda empty too so I gave it another go and this time it took!

No idea why Savage Spur didn't. Maybe the possibility that SS had ships in it caused the CTD. Well I dunno if it had or not, but I was sure Gaian Star didn't have anything save for a few lasertowers, roids, 2 stations and my Vidar. :)
User avatar
Baddieus
Posts: 902
Joined: Wed, 6. May 09, 13:40
x4

Post by Baddieus »

i don't know if you notice the turret graphic disappears around 500m

Noooooo ... I didn't get that close ... was watching them via the F3 button about 500m from the gate on the other side of the sector. :wink:
CraterFace
Posts: 94
Joined: Mon, 31. Dec 07, 16:34

Post by CraterFace »

@draffutt: Cool, thanks!
"Various empirical models (intelligent approximations based on intuition, guesswork, and fiddling adjustable constants)."
thunderai
Posts: 374
Joined: Fri, 17. Apr 09, 04:40
x3tc

Post by thunderai »

Can I add this to 2.0?
MutantDwarf
Posts: 716
Joined: Tue, 20. Jun 06, 02:29
x4

Post by MutantDwarf »

It was made for 2.0. It might not work right if you use it for something before 2.0.
Langy the Mutant Dwarf
thunderai
Posts: 374
Joined: Fri, 17. Apr 09, 04:40
x3tc

Post by thunderai »

ah, i didn't know if it was a patch to hold over before 2.0 was released or what the story was. It isn't really clear.

So I'll give it a shot,

Update:

Since everyone seems to be having great luck getting this to work, I know i must be doing something wrong or I have a conflict someplace.

I have two other mods, 08 - Complex Creator, and 09 - EMP. Complex Creator likes to be in the main directory as 08 and EMP runs as the active mode in the mod directory as 09.

I moved each up a number and placed the Complex Creator as 09 and EMP as 10. Kept the EMP in the mod folder and the CC in the main directory. The install packer uses mode 10- as the base, deletes the CC from the main directory and the game crashes.

If I put both 09 and 10 in the mod folder, the install packer gives me two options for the base mod, selectiong either one as the base deletes the other one as inactive.

Perhaps this is more a question for the complex creator folks, but how many fake patches can you have active at a time, how do you activeate more than one, and what am I doing wrong.

I have moved to a lonnly sector, renamed the textfile, and the game crahes on load. If I reset everything back to normal the game runs fine.

Edit: Found a way to have this mod and the CC in the main directory and the EMP in the mod directory. THe game still crashes though.
Solomon Short
Posts: 797
Joined: Wed, 25. Mar 09, 07:00
x4

Post by Solomon Short »

You can only use one "Mod" from the Mods directory at a time, & the game doesn't really care what it's called, so you can leave the names descriptive.

What you are trying to do requires using them as what are known as "Fake Patches", which is where you number them one higher than the current highest & dump them in the games root directory, but this doesn't really allow for switching them off easily.

Also, if you're using Cycrows installer, I've found that it creates such a fake patch of it's own as the highest currently installed, so before numbering & installing fake patches, run the installer, Alt-Tab out, then add the "Fake Patch(es)" you're planning to use, then alt-tab back to Cycrows & quit it. This is because Cyrcrows Installer removes it's patch whilst it's running & puts it back when exiting.
draffutt
Posts: 4293
Joined: Wed, 21. Feb 07, 17:46
x4

Post by draffutt »

someone else wrote:have you noticed that Kha'ak M1 have the docking port that doesn't work? (in the rear)
Is there any way to fix that? :D
i don't know as i haven't tried to do something like that. but it should be to hard as the model is already in place (i don't have to cut a hole in it). its just a matter of figuring out how to turn it on. plus i don't know how long it'll be if and when i get to it. :wink:

@arcana75

glad you got it working. hopefully all that trouble is worth the improved game experience. :D
thunderai wrote:I have moved to a lonnly sector, renamed the textfile, and the game crahes on load. If I reset everything back to normal the game runs fine.
you mention textfile... what text file are you referring to? also if you are using PM as solomon short suggested then if the PM is before the last cat/dat I.E. PM is at position 09 and you add another at position 10 then it can cause problems.
None of us is as smart as all of us. ~Ken Blanchard

TC player bug fixes
Reunion player bug fixes
someone else
Posts: 2972
Joined: Sun, 18. Jun 06, 13:37
x3tc

Post by someone else »

@draffutt: if you have X2 you can look at it, the docking door on Kha'ak Carrier was the X2 standard docking door (and the animation was the same in all docking doors of the game), plus the Kha'ak carrier body is the same from X2. (and in X2 the doors opened and closed correctly)
(I have X2 and if there are no copyright problems I can send the file to you)

anyways... do as you wish. I understand it is difficult and probably useless to fix that. :D
Trade, Fight, Build, Think, Modify.
Ship Rebalance Mod
OOS Rebalance
Resized Aldrin Big Rock
SIDE/TOP/FRONT Ship Size Comparison
Remember young Padawan: money stolen can be, time cannot.
draffutt
Posts: 4293
Joined: Wed, 21. Feb 07, 17:46
x4

Post by draffutt »

no worries i have x2. just need to reinstall and check out what is different and go from there.
None of us is as smart as all of us. ~Ken Blanchard

TC player bug fixes
Reunion player bug fixes
User avatar
arcana75
Posts: 2165
Joined: Tue, 2. Dec 03, 09:28
x3tc

Post by arcana75 »

draffutt wrote:glad you got it working. hopefully all that trouble is worth the improved game experience. :D
Indeed! I dunno if u've noticed it but games actually reload faster! Could be my imagination tho :D
draffutt
Posts: 4293
Joined: Wed, 21. Feb 07, 17:46
x4

Post by draffutt »

@arcana75

and here i thought i was the only one to notice as i mention in the op before the installation instructions. i had noticed a slight speed increase in my game. :wink: but otherwise glad it is working out for you. :D

@someone else

bad news i was reading an advanced written TUT by observe on how to create custom hangers and the question was asked of him if it was possible to get x2 style doors working again. he said yes if you followed the instuctions in his TUT. but since it is written for the advanced user (which i am not) i'll not be doing that anytime soon. maybe you can ask killerog since he is currently porting over x2 ships for TC and see about getting a working model then. :wink:
None of us is as smart as all of us. ~Ken Blanchard

TC player bug fixes
Reunion player bug fixes
User avatar
Killjaeden
Posts: 5366
Joined: Sun, 3. Sep 06, 18:19
x3tc

Post by Killjaeden »

It's not really a bug but the Osprey has more hull then the Heavy Osprey.
Since the heavy one is nearly 2times bigger then it's little brother.
The Heavy Hydra has same hull as an Osprey although it's very filigree...

Edit:
Another Thing - i imported the Paranid Deimos in Max and the last LOD is much bigger then the other ones. Don't know if it is a bug of DBOX.
[ external image ]
[ external image ]
X-Tended TC Mod Team Veteran.
Modeller of X3AP Split Acinonyx, Split Drake, Argon Lotan, Teladi Tern. My current work:
Image
draffutt
Posts: 4293
Joined: Wed, 21. Feb 07, 17:46
x4

Post by draffutt »

Killjaeden wrote:It's not really a bug but the Osprey has more hull then the Heavy Osprey.
Since the heavy one is nearly 2times bigger then it's little brother.
The Heavy Hydra has same hull as an Osprey although it's very filigree...
stats wise yes it does look a little odd. but if you look at the model i think it fits perfectly. the osprey looks like it is more solidly built then the heavy version. if it was possible; some well placed shots and the heavy version would fall apart from the way it was constructed.
Edit:
Another Thing - i imported the Paranid Deimos in Max and the last LOD is much bigger then the other ones. Don't know if it is a bug of DBOX.
[ external image ]
at the moment if there is a problem with the LOD i'll not be able to do anything with it. as i don't know how to create one let alone fix one at the moment. but i'll make a note of it. thanks :wink:
None of us is as smart as all of us. ~Ken Blanchard

TC player bug fixes
Reunion player bug fixes
MutantDwarf
Posts: 716
Joined: Tue, 20. Jun 06, 02:29
x4

Post by MutantDwarf »

I'm pretty sure I read a tutorial or something that said that it doesn't matter what size the LOD is - it's resized to be the correct one, even if the far LOD is, say, ten times larger than the closest LOD.
Langy the Mutant Dwarf
User avatar
arcana75
Posts: 2165
Joined: Tue, 2. Dec 03, 09:28
x3tc

Post by arcana75 »

Hi, the mod refers to ranks for pirate, yaki, xenon and khaak. Do these ranks actually show up on the player status dialog? Cuz I don't see them. Is it usable only via scripts?

I'm currently using Gazz's numeric rank script, can the new ranks be integrated?

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”