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

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killerog
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Post by killerog »

hmm ill check that. I did have to change my text file id to work with srm.
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Igor.tverd
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Post by Igor.tverd »

Just tried it out, :D :D :D
The new ships look very promising, something wrong with the engines though, they show up pink in my game :o

The sector doesn't have a name either, perhaps a problem with my install?

Other then that :thumb_up:

P.s. Killerog, what did you change in JobWings?
Fantasy is the impossible made probable. Science fiction is the improbable made possible.
killerog
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Post by killerog »

Sector name is a bug which needs to be fixed for the next version. Sometimes its picks the name up sometimes it doesn't joys of being a beta.


Some sector lights make red look pink, happens with other colours as well. bit odd.

I didn't change the jobwings.

Glad your are liking it any feedback would be great. Get a lack of that any more on these forums. Makes its very hard to fix and improve things when no one gets back to you :(
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Igor.tverd
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Post by Igor.tverd »

Will test it out in the next couple of days, will get back to you with any feedback. No reason to let a good mod sit idle :D

Are you sure about the JobWings, because it's included in the KOG mod package (SRM version), is it just a copy of the original?
Fantasy is the impossible made probable. Science fiction is the improbable made possible.
killerog
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Post by killerog »

Igor.tverd wrote:Will test it out in the next couple of days, will get back to you with any feedback. No reason to let a good mod sit idle :D
Bit hard to get the urge to carry on with a mod when so few people seem interested in it. Even harder when I have limited time.

Are you sure about the JobWings, because it's included in the KOG mod package (SRM version), is it just a copy of the original?[/quote]
Igor.tverd wrote:
Hmm I did edit it but then added the ships to mission director code instead. Best to get rid of it. Ill add that to my list of things to change.
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Igor.tverd
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Post by Igor.tverd »

I'm sure a lot of people will get interested in it once it picks up speed. I did some preliminary testing, here some early feedback.

+ Ships look good
+ The new shipyard is :thumb_up: :thumb_up: :thumb_up:

- Inferno Destroyer in home sector has No pilot + 0 bravato.
- Inferno Destroyer has "Dock at shipyard" order, is this correct? It seems to be just flying around.
- Goner ranger cannot dock at KOG shipyard, it won't even show up in docking options.
- Connection line to the new sector doesn't show up
- The engines are pink in most of the sectors, I hadn't had this happen with any other ships.
http://i16.photobucket.com/albums/b18/h ... n00030.jpg

Suggestions:
Ask the player to jump to Freadoms reach, and have him go though the gate, instead of teleporting him to the sector.

Q: How to I get the new engine effects and trails to show up?
My install order:
13 - Immerse backgrounds
14 - X3R shaders
15 - Hole asteroids
16 - Bigger gates
17 - Complex Cleaner
18 - SRM
19 - 3.1 Beta
20 - SRM version of your Trail pack B
21 - KOG
22 - CMOD4
23 - No station wrecks
24 - Gamestarts

Thank you in advance, looking forward to going though the missions :)
Fantasy is the impossible made probable. Science fiction is the improbable made possible.
killerog
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Post by killerog »

Thats for that.

I have never seen the engines look like that. Very odd. The map line I know how to fix, should be in the next version.

Your order looks fine to me, what trails are not showing up ? Could be a compatibility problem between KOG and the trails but there shouldn't be.
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Igor.tverd
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Post by Igor.tverd »

killerog wrote:Thats for that.

I have never seen the engines look like that. Very odd. The map line I know how to fix, should be in the next version.

Your order looks fine to me, what trails are not showing up ? Could be a compatibility problem between KOG and the trails but there shouldn't be.
Only the Trails on KOG ships are not showing up, I tried with both Trail backs and without them, no luck :(
Fantasy is the impossible made probable. Science fiction is the improbable made possible.
killerog
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Post by killerog »

Hmm ok, i think its due to teh fact that the trail packs do not have the kog trails included, give me 5 mins and ill place a fixed one up.
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Igor.tverd
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Post by Igor.tverd »

killerog wrote:Hmm ok, i think its due to teh fact that the trail packs do not have the kog trails included, give me 5 mins and ill place a fixed one up.
:D Thanks, I would appreciate that :D

Could you do an SRM version? :roll:
Fantasy is the impossible made probable. Science fiction is the improbable made possible.
killerog
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Post by killerog »

Just about to post, they use split trails so they should work. Ill check the SRM tship file, could be a bug with that.

Edit :: SRM seems fine as well. Try removing Cmod 4 see if that works. But it should work with that as well.
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Igor.tverd
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Post by Igor.tverd »

My bad, I was wrong. All KOG fighters have trails. I was retesting every time with M1 and M2, which don't. Sorry :(

Could you add engine emitters to KOG ships in the next version, it looks little bit strange having cap ships move around with no effect?

Btw, the dock doors on M1 = awesome, stargate, shield like effect :D
Fantasy is the impossible made probable. Science fiction is the improbable made possible.
killerog
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Post by killerog »

Ill look into it :wink:

Glad you like the effect, took a while to get working probably but unique to my mod I think.
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TrixX
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Post by TrixX »

I think you'll find there are a lot more watching this mod than you think. I for one am interested to see where it goes :D
"If you’re not prepared to be wrong, you’ll never come up with anything original."
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killerog
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Post by killerog »

I hope so :D.
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Sn4kemaster
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Post by Sn4kemaster »

carrack090 wrote: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.
Exactly the same problem....

Shame because this mod looks very very interesting!
killerog
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Post by killerog »

It works fine for me, try disabling the other mods and see if you can cheat any of the ships in. Also make sure you have it selected in both the mod menus.

The sector/ships will not appear until you get the first message from the KOG agent once you meet the requirements.
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Varek Raith
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Post by Varek Raith »

I got the first message to follow him back to his base.
Problem 1 - I never found Freedom's Reach yet.
Problem 2 - It crashes every time I accept. Even after finding Freedom's Reach.

EDIT.
Problem 2 fixed, in an odd way. I used the "enter" key to accept the mission instead of using the mouse. :?
killerog
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Post by killerog »

How very odd. I do know Freedoms reach has to be have been found for it to work, tested this a lot. So this is odd. Mouse/enter key thing is also odd and I cant see that being anything to do with the mod as all I can do is create the button, nothing to do with how you click it.
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Varek Raith
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Post by Varek Raith »

killerog wrote:How very odd. I do know Freedoms reach has to be have been found for it to work, tested this a lot. So this is odd. Mouse/enter key thing is also odd and I cant see that being anything to do with the mod as all I can do is create the button, nothing to do with how you click it.
Heh, well, I bet you anything it's just some odd quirk in the engine or some weird setup on my system.
So, no worries.
Works fine now.
8)

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