[MOD] SSBM V2.7 & Cmod3-SSBM

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

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-[e1337e.weazel]-
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Post by -[e1337e.weazel]- »

i got these strange white stripes in the backgrounds in some sectors

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spacefueladdict
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Post by spacefueladdict »

-[e1337e.weazel]- wrote:i got these strange white stripes in the backgrounds in some sectors

[ external image ]
Thats weird, Never seen that before, Has it just suddenly started or have you had them regularly since installing the mod?
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-[e1337e.weazel]-
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Post by -[e1337e.weazel]- »

regularly since installing the mod, but not in everey sector
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spacefueladdict
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Post by spacefueladdict »

-[e1337e.weazel]- wrote:regularly since installing the mod, but not in everey sector
Ok is it just on one type of background or several? Have you tried uninstalling and re-installing?

EDIT: Having looked more closely at the pic, it seems that it hasn't loaded the b/ground properly, try a re-install to see if that works.
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-[e1337e.weazel]-
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Post by -[e1337e.weazel]- »

I try it later that day
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spacefueladdict
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Post by spacefueladdict »

-[e1337e.weazel]- wrote:I try it later that day
No worries, keep me posted on your progress. Cheers.
SLeeZeCoRe
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Post by SLeeZeCoRe »

What would be the effect of extracting the files, and using it as a false patch on a standard game (Ie: not a new start), would the random bits and bobs appear but no new sectors.

I dunno if my install can handle another false patch though, it would be 12.dat/cat :lol:
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joelR
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Post by joelR »

-[e1337e.weazel]- wrote:i got these strange white stripes in the backgrounds in some sectors

[ external image ]

Update your Graphics drivers. This was an issue I had till I did that.
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-[e1337e.weazel]-
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Post by -[e1337e.weazel]- »

found the problem, it is not effected by this mod , its a problem by using a CP Mod , I will adapt our CP Mod ;)
***modified*** und stolz drauf
"Je dunkler der Keks, desto bunter die Seite!"
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spacefueladdict
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Post by spacefueladdict »

-[e1337e.weazel]- wrote:found the problem, it is not effected by this mod , its a problem by using a CP Mod , I will adapt our CP Mod ;)
Ok, glad u managed to solve it, What is the mod that you are using? what does it do?:-)
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-[e1337e.weazel]-
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Post by -[e1337e.weazel]- »

the Cockpit Mods effect it ...i will delete the windows glass of the CP and try again
***modified*** und stolz drauf
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spacefueladdict
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Post by spacefueladdict »

-[e1337e.weazel]- wrote:the Cockpit Mods effect it ...i will delete the windows glass of the CP and try again
Okay, cheers. :wink:
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-[e1337e.weazel]-
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Post by -[e1337e.weazel]- »

Ok that problem exist only by using the Cockpit Mod from Shawn , i think he modified a texture that is used by your mod (to delete the window glass does not fix it)...Akblades CP MOd does not effect this strange white stripes
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Motika
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Post by Motika »

any chance of this getting updated for 2.1? thanks :wink:
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spacefueladdict
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Post by spacefueladdict »

Motika wrote:any chance of this getting updated for 2.1? thanks :wink:
2.1 upgrade is in the pipeline, will be ready in a couple of days or so. :D
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Aragon Speed
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Post by Aragon Speed »

SLeeZeCoRe wrote:What would be the effect of extracting the files, and using it as a false patch on a standard game (Ie: not a new start), would the random bits and bobs appear but no new sectors.

I dunno if my install can handle another false patch though, it would be 12.dat/cat :lol:
Nothing would happen. The game only reads a galaxy map when you start a new game. You would probably get new backgrounds OK, but they could be a bit odd looking as they would not be fully set up without a restart.

X3 can handle up to 99 cat/dat sets.
Russian Ranger
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Post by Russian Ranger »

Just wondering what problems (if any) this may have with 2.1, I'm guessing it could be the treasure hunt mission, but just curious if there is anything else. I'm just getting ready to start a new game, but waiting to download this seemingly awesomesauce mod until I'm sure there isn't any conflicts where I'll have to make another new game. :lol:
Andromeda27
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Post by Andromeda27 »

Hi spacefueladdict,

I was wondering if you or anyone else has trouble with the Aldrin missions while using this mod? Specifically mission 10 where you have to deliver the glowing crystal to the gate production complex in Neptune. The mission guidance doesn't come up and the text in the mission window just says to fly to "(unknown), object.sector.name@L2M011.Neptune Facility" once in Neptune there is no gate complex to fly to. :(

Also the terran Shipyard that gets created in Terran Unknown Sector 1 only has a few stations in it instead of all the weapons production stations, etc.

I'm using the version without the Tships file, though when I first installed it I was using the tships, but swapped for some reason, I why forget now. I've also updated to TC 2.1 so whether its that causing the problems or not I don't know, but for the most part updating hasn't caused any problems while running this mod.

It a cool mod though, thanks for all the effort you've put into it. 8)
[Pirat] Black Falcon [X]
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Post by [Pirat] Black Falcon [X] »

Just a qustion, when does this mod become compatible to version 2.1?
I love it tooooo much, so I can't really wait for it. Even Xtended is not so bad to wait for, than for this mod :-D

greetings
Falcon

PS: Sorry for my English :oops:
Khas
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Post by Khas »

There's a slight problem with this mod....

No Supply Command Software! I just spent a while figuring out which mod was causing this to disappear. It's not at any of the locations it should be in the universe, so you can't buy it. This is a bit of a major problem given the size of the systems now :-P

Also a wee suggestion: modularise it. The backgrounds are amazing (apart from a few visual problems, but I'll need to get screenshots if I ever use it again once the Supply Command Software is brought back), but the sector sizes are just too, too large. Even with the tship changes it's painful to do. Splitting these two parts up would be perfect.

The biggest problem is the Explorer software - it can't handle the size of the sectors, and can't discover gates well enough. I think this is partly because of the large deviance from the plane for the new sector layouts, and partly the size. I'm about to try the Universe Explorer script, see if that works, and I'll let you know, but until the Supply Command Software is back there's no way I can play with this :-(

PS Another interesting idea I've been toying with is having a script just increase the scale of the distances between objects in sectors by a certain factor. Not sure how this would work, or even if it's possible, but it's an idea of mine I might have a look at.

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