[MOD/MD Missions]KOG mod release V0.02Beta [08/5 XRM compatible out]

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

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Requiemfang
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Post by Requiemfang »

Right I think I got it down but creating the cat/dat file and putting the file in the cat/dat it compresses it into a 00749.bod.txt file.

I don't really mod at all so I'm sort of new at this :oops:
paulwheeler
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Post by paulwheeler »

With maps... I thought that you could simply have a map with your new sector(s) in on its own and then use the MD command loadmap which would then add this sector to the existing universe in the game.

I think this is how Ego added the sectors for the new home plot. There should be no need to merge the maps together using this method as long as the sector co-ordinates do not overlap. You should be able to load as many maps as you want...

This is how it worked with waretemplate which is also classified as a map. Also running the loadmap command has the effect of forcing the game to refresh any existing maps too.
Requiemfang
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Post by Requiemfang »

I'm only doing this so both sectors from both map mods show up. currently neither of them don't
killerog
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Post by killerog »

The MD code loads the map for both mods fine. The problem is with the bob file that shows the uni map. Both mods have a new version of this file which needs to be combined to show all the new sectors.
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paulwheeler
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Post by paulwheeler »

killerog wrote:The MD code loads the map for both mods fine. The problem is with the bob file that shows the uni map. Both mods have a new version of this file which needs to be combined to show all the new sectors.
Ah - I see. I assumed the universe map was generated from the main sector map. I didn't realise it was a separate entity... whose idea was that!! :roll:
Requiemfang
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Post by Requiemfang »

How do I pack this bod file into cat/dat format without the .txt part showing up on the end of it :?
killerog
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Post by killerog »

just rename it in windows, notepad should do the trick
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Requiemfang
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Post by Requiemfang »

No I already tried that, when it's already a .bod file and when I drop it down into the cat/dat file the .txt gets added to the end of the file

00749.bod.txt is the result of me packing it into the cat/dat
killerog
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Post by killerog »

Thats odd. Turn compression off (set to never) and try that. Or you can create a folder in X3TC main folder. That will overwrite any files in any cat/dats.
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Requiemfang
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Post by Requiemfang »

right, thanks for the info

Edit: nope still a txt file, it probably has something to do with the file already being a txt file. Since it came from the log file that was spawned by that script. Gah... I really need to learn how to mod if I want to understand any of this stuff x_x so now I need to convert that txt file into a bod file or some other type of file
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urbanfreak
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Post by urbanfreak »

I like the M1 .. it looks like a modern ship.. very boxy but i like it..
[ external image ][ external image ]
If you are in a spaceship that is traveling at the speed of light, and you turn on the headlights, does anything happen?
killerog
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Post by killerog »

Requiemfang wrote:right, thanks for the info

Edit: nope still a txt file, it probably has something to do with the file already being a txt file. Since it came from the log file that was spawned by that script. Gah... I really need to learn how to mod if I want to understand any of this stuff x_x so now I need to convert that txt file into a bod file or some other type of file
It should be laid out like a bob file. Try naming it as a bod instead.

Edit yes make it a bod not bob and bod mixed up as I wasn't at my pc.
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Requiemfang
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Post by Requiemfang »

eh... I gave up since I couldn't get anywhere with it, I'll just play with one or the other :(
carrack090
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Post by carrack090 »

Check your XSP files, Killrog. I uploaded the patch with the plugin manager and it had absolutly no effect, no new kog sector, and the ships werent present either. mods i have running are improved races and cycrow's xtra ship fake patch.
X3:TC, Steam version.
killerog
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Post by killerog »

Did you select the mod in the games mod manger ?
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Requiemfang
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Post by Requiemfang »

Hey Killerog any update on the SRM version?
killerog
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Post by killerog »

Tomorrow now, had to get some uni work done today.
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Requiemfang
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Post by Requiemfang »

Cool :D busy, busy lol I know the feeling of having to do other important stuff :lol: working on a mod ain't quite that easy and I have a fairly good idea how hard it can be :wink: Might not know how to script and all that other jazz but I've been making models for a mod for another game :D
killerog
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Post by killerog »

SRM/CMOD4 version up, hopefully it is working fine, having never used CMOD I have no idea what to look out for in my sort time testing. So feedback would be good.

Possible bug in SRM at the moment with the KOG cap ship using the wrong weapons, have PM'ed paul about it.

EDIT :: Bug to be fixed in the next SRM version.

Next version should include texture fixed M2, first version of M6 and the second Weapon plus some balancing. No eta yet depends on uni.
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Requiemfang
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Post by Requiemfang »

Hey Killerog I'm still getting readtext errors on all things your mod adds... what's up with that :?

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