X-Tended -Terran Conflict V2.2 Released. [06/09/2013] (X3:AP prototype available)

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

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sndle9
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Post by sndle9 »

Thanks very much for releasing the mod even though you have further work to do. I've been looking forward to this for months.

Been playing it for around 7 hours already and its playing smooth and glitch free.

Great work guys.
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Trickmov
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Post by Trickmov »

Ramireus wrote:I mean old ship computer:) thats the problem-I fly into sirius prime and it tells me some other name (whichever sector was in that place in old universe). Its just small thing-but it sometimes spoils atmosphere:)

and on contrary-I like new ship computer. I didnt expect you will have time and will to make even this tiny things:)

EDIT:
I have game in full english-or at least I suppose there is no difference between US and GB versions.
that shouldn't happen. Is 00044.pck in the mov-folder of your XTC-install? The file should be from 2010/10/24, 14:24
Yaotzin wrote: Isn't the headquarters supposed to be a shipyard? I made it in the Paranid start but the shipyard control centre thingy just says "No licences" :/
Try disabling and reenabling the AL-Shipyard-plugin. There seems to be a glitch, when the HQ is built, before the AL is active.

Klohunter wrote: How did you put the new ship computer voice in the game? Apparently you haven't overwritten the old sound files.
custom script and new soundfiles
Last edited by Trickmov on Tue, 21. Dec 10, 21:48, edited 1 time in total.
Musicker
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Post by Musicker »

Spent several hours in the new universe last night, using the Argon start.

I feel like I did when I first started in Reunion, except the sectors are bigger! Not knowing anything about what sectors belong to whom, or what lies beyond yonder gate is a great feeling again!

I look forward to many hours of exploration and discovery in the months to come.

Many thanks for all the hard work of the XTC development team.
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VincentTH
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Post by VincentTH »

Sorry, if this is an RTFM question:

Does improving rep with the Split damage the rep with the Boron (and vice versa)?

I know this is implemented in the New Dim mod, and a few feature from that mod make it here. The reason I ask is because in my Split start, my rep with the Boron remains at the very bottom, despite my doing quite a few of missions for the squid.
Gravitycontrol
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Post by Gravitycontrol »

Sorry for the OT but what is RTFM?

BTT:
Well i dont know for sure but if this does not exist it could take a long time depending on how deep you are in the minus ^^.
VincentTH
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Post by VincentTH »

Gravitycontrol wrote:Sorry for the OT but what is RTFM?

BTT:
Well i dont know for sure but if this does not exist it could take a long time depending on how deep you are in the minus ^^.
I know it would take a long time to climb up the pit, but I just want to make sure that if I do missions for the Split, that would not damage my Boron rep. I am fine with the slow climb, on the other hand.

RTFM = Read The **Fine** (censored) Manual

It is a well known Computer Jargon
Last edited by VincentTH on Tue, 21. Dec 10, 22:05, edited 1 time in total.
Mightysword
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Post by Mightysword »

I think I can confirm the blast damage model is bugged or not working as intended (at least I hope so).

I just took out a pirate M3 at about 2km (around the Meson max range), and the moment it explode, my Eclipse (which have 4 or 5 25MJ shields) went from 100% to 0%.

If this is intended, I'm not so sure if it's reasonable. Since fighting a bunch of M3 and aside from their gun and missiles, any time you destroy one have the potential of blast your shield to zero is a grim prospect.

Another thing I notice is the blast damage seem to have a "flat rate" of killing your shield, no matter what size or distance relative to you or your target (I think my yokohama went to 0 shield when it killed an M4 at close distance before). Shouldn't it be by percentage instead depending on size and distance?
VincentTH
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Post by VincentTH »

Mightysword wrote:I think I can confirm the blast damage model is bugged or not working as intended (at least I hope so).

I just took out a pirate M3 at about 2km (around the Meson max range), and the moment it explode, my Eclipse (which have 4 or 5 25MJ shields) went from 100% to 0%.

If this is intended, I'm not so sure if it's reasonable. Since fighting a bunch of M3 and aside from their gun and missiles, any time you destroy one have the potential of blast your shield to zero is a grim prospect.

Another thing I notice is the blast damage seem to have a "flat rate" of killing your shield, no matter what size or distance relative to you or your target (I think my yokohama went to 0 shield when it killed an M4 at close distance before). Shouldn't it be by percentage instead depending on size and distance?
... or flat in terms of damage in MJ, not in terms of 100% percentage. Say an M4 explosion can do 50MJ damage flat. I now only do trade/taxi mission and avoid Combat mission, as I can;t afford to repair my ships.
Last edited by VincentTH on Tue, 21. Dec 10, 22:09, edited 1 time in total.
Ramireus
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Post by Ramireus »

Trickmov wrote:
Ramireus wrote:I mean old ship computer:) thats the problem-I fly into sirius prime and it tells me some other name (whichever sector was in that place in old universe). Its just small thing-but it sometimes spoils atmosphere:)

and on contrary-I like new ship computer. I didnt expect you will have time and will to make even this tiny things:)

EDIT:
I have game in full english-or at least I suppose there is no difference between US and GB versions.
that shouldn't happen. Is 00044.pck in the mov-folder of your XTC-install? The file should be from 2010/10/24, 14:24
its there, file is from 20.12.2010 23:37:50. I suppose its time when vanilla was installed on my comp (downloaded through steam at night). So I think installing mod didnt overwrote it. I will try to reinstall whole thing again.
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Trickmov
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Post by Trickmov »

Make sure, that you've disabled the Steam-Update-function for TC - otherwise Steam may overwrite it. The file has to be from 2010/10/24.
razorhead
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Post by razorhead »

Mightysword wrote:I think I can confirm the blast damage model is bugged or not working as intended (at least I hope so).

I just took out a pirate M3 at about 2km (around the Meson max range), and the moment it explode, my Eclipse (which have 4 or 5 25MJ shields) went from 100% to 0%.

If this is intended, I'm not so sure if it's reasonable. Since fighting a bunch of M3 and aside from their gun and missiles, any time you destroy one have the potential of blast your shield to zero is a grim prospect.

Another thing I notice is the blast damage seem to have a "flat rate" of killing your shield, no matter what size or distance relative to you or your target (I think my yokohama went to 0 shield when it killed an M4 at close distance before). Shouldn't it be by percentage instead depending on size and distance?
It's always possible to turn off the explosion damage in the AL plugins until said bug is corrected.
h2o.Ava
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Post by h2o.Ava »

X2-Eliah wrote:That's an issue with non-English X3 installations, unfortunately...

At the moment, no good way around it, short of reinstalling the game in full English mode.
I have a workaround: the sector names are never spoken, but they are colored. Check out Colored Sector Names in my signature.
Magnabyte
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Post by Magnabyte »

Just a question, been going through all the new ships (oh they are so very epic) and I might have found ether a bug or an issue with my install. The mani and a few other ships (like the one begining with geo) seem to just turn into hyperion model.

thoughts?
VincentTH
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Post by VincentTH »

razorhead wrote:
Mightysword wrote:I think I can confirm the blast damage model is bugged or not working as intended (at least I hope so).

I just took out a pirate M3 at about 2km (around the Meson max range), and the moment it explode, my Eclipse (which have 4 or 5 25MJ shields) went from 100% to 0%.

If this is intended, I'm not so sure if it's reasonable. Since fighting a bunch of M3 and aside from their gun and missiles, any time you destroy one have the potential of blast your shield to zero is a grim prospect.

Another thing I notice is the blast damage seem to have a "flat rate" of killing your shield, no matter what size or distance relative to you or your target (I think my yokohama went to 0 shield when it killed an M4 at close distance before). Shouldn't it be by percentage instead depending on size and distance?
It's always possible to turn off the explosion damage in the AL plugins until said bug is corrected.
We know that. We just want to test and got confirmation from the devs that this is indeed NOT intended. So far we have not seen that.
razorhead
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Post by razorhead »

VincentTH wrote:
razorhead wrote:
Mightysword wrote:I think I can confirm the blast damage model is bugged or not working as intended (at least I hope so).

I just took out a pirate M3 at about 2km (around the Meson max range), and the moment it explode, my Eclipse (which have 4 or 5 25MJ shields) went from 100% to 0%.

If this is intended, I'm not so sure if it's reasonable. Since fighting a bunch of M3 and aside from their gun and missiles, any time you destroy one have the potential of blast your shield to zero is a grim prospect.

Another thing I notice is the blast damage seem to have a "flat rate" of killing your shield, no matter what size or distance relative to you or your target (I think my yokohama went to 0 shield when it killed an M4 at close distance before). Shouldn't it be by percentage instead depending on size and distance?
It's always possible to turn off the explosion damage in the AL plugins until said bug is corrected.
We know that. We just want to test and got confirmation from the devs that this is indeed NOT intended. So far we have not seen that.
Well, at this point, after killing 20 or so M5's in my jaguar I have not had any shield drop after exploding them, regardless of distance. The explosion shockwave is turned on. If this does not apply to m5 victims then disregard what I've just said, since I've yet to kill anything larger than an m5 :P

A few pages back I remember someone of the XTM team mentioning that they are looking into it, so I suppose it is not intended.
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Axeface
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Post by Axeface »

I think it's a combination of Explosion Shockwaves and Exploding Wares, turn both AL options off and I think you'll find find it is indeed them.

Could be considered a RTFM issue :D :)
Gallery of my X ships and fanart eg, Boron Megalodon
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X2-Eliah
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Post by X2-Eliah »

Correct. The shield drop to 0% is indeed a bug, and is being looked into :) If you looked into the XTC's tech support, you would see the confirmation that it is a known bug. For the time being, disable the explosion shockwave plugin, that should remove the problem.. Link to Exploding wares hasn't been established, so that ought to be fine ;)



As far as missions go - unless you kill Borons, doing missions for the Split will not ruin your rep further. Note that not all missions give reputation as a reward, so raising your boron rep will be quite a task :roll:
Last edited by X2-Eliah on Tue, 21. Dec 10, 23:51, edited 1 time in total.
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enenra
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Post by enenra »

VincentTH wrote:
razorhead wrote:
Mightysword wrote:I think I can confirm the blast damage model is bugged or not working as intended (at least I hope so).

I just took out a pirate M3 at about 2km (around the Meson max range), and the moment it explode, my Eclipse (which have 4 or 5 25MJ shields) went from 100% to 0%.

If this is intended, I'm not so sure if it's reasonable. Since fighting a bunch of M3 and aside from their gun and missiles, any time you destroy one have the potential of blast your shield to zero is a grim prospect.

Another thing I notice is the blast damage seem to have a "flat rate" of killing your shield, no matter what size or distance relative to you or your target (I think my yokohama went to 0 shield when it killed an M4 at close distance before). Shouldn't it be by percentage instead depending on size and distance?
It's always possible to turn off the explosion damage in the AL plugins until said bug is corrected.
We know that. We just want to test and got confirmation from the devs that this is indeed NOT intended. So far we have not seen that.
Bug reports go into the Technical Support Forum on TXU and that's where we'll be able to help you. This topic is growing way too fast for us to keep track of any bugs reported here and even give updates about them.
In the TS Forum you'll find that a topic has already been opened and discussed about this issue.
Magnabyte wrote:Just a question, been going through all the new ships (oh they are so very epic) and I might have found ether a bug or an issue with my install. The mani and a few other ships (like the one begining with geo) seem to just turn into hyperion model.

thoughts?
Yes.
Last edited by enenra on Tue, 21. Dec 10, 22:59, edited 1 time in total.
Gravitycontrol
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Post by Gravitycontrol »

well i would love to read there but i get for several hours now the message
Gravitycontrol, you do not have permission to access this page. This could be due to one of several reasons:
Your user account may not have sufficient privileges to access this page. Are you trying to edit someone else's post, access administrative features or some other privileged system?
If you are trying to post, the administrator may have disabled your account, or it may be awaiting activation.
;) So its hard to follow the topics there xD

Edit: yes i clicked on the activation link ^^
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enenra
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Post by enenra »

Gravitycontrol wrote:well i would love to read there but i get for several hours now the message
Gravitycontrol, you do not have permission to access this page. This could be due to one of several reasons:
Your user account may not have sufficient privileges to access this page. Are you trying to edit someone else's post, access administrative features or some other privileged system?
If you are trying to post, the administrator may have disabled your account, or it may be awaiting activation.
;) So its hard to follow the topics there xD

Edit: yes i clicked on the activation link ^^
We have some elaborate anti-Spam systems in place, one of them being Galder-5000. Each registration is checked to be sure no bots get in. Your account should be through that procedure soon... unless you are a xenon, of course. ;)

@VincentTH
Not all missions will result in you getting reputation for the race you've been employed by anymore. ;)

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