[MOD] Immersive environments 1.1 [09-11-2011]
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This looks awesome, I would love it, but I see a lot of people requesting it get finished. May I ask why people are asking that? Would it be less than desirable to use it in its current condition? It requires a restart which is unfortunate as I don't really want to do that, but I will if it is worth it. Is it acceptable to use in its current condition?
Rawr.
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sooo how do I know it's correct or not?h2o.AvA wrote:Adding it to a current game will cause it to not have the correct background/star numbers for the sectors, so you will see the wrong graphics.
I tried starting a new game and Uranus is covered by blue vapor.... is that normal??? I feel not?!

does cat/dat positioning matters? I have CMOD/SRM packs installed before this

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Is the glowing nebula supposed to be covering the planet? http://img839.imageshack.us/img839/2408 ... 215318.jpg
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Happy new year and glad to hear something from you againconnary wrote:Happy new decade to all¡¡¡
Sorry for the lack of info. At this moment i dunno when i will finish this mod. Its first in my priority of free time. I need to redo all the last modifications cause my xuniverse doc was corrupted. Only need to get this free time.

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I read that somewhere in this thread, that's a confirmed bug...chobit-389 wrote:Is the glowing nebula supposed to be covering the planet? http://img839.imageshack.us/img839/2408 ... 215318.jpg
btw that's my screenshot



too bad we can't use this mod in ongoing game




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There have been volunteers to make this into a MD mod.
Essentially you will be able to have all the new backgrounds, planets, and suns added to your game.. plus the suns you already had.
Since there is not a way to remove suns.
However multiple suns of multiple colors sometimes makes things look amazing.
Essentially you will be able to have all the new backgrounds, planets, and suns added to your game.. plus the suns you already had.
Since there is not a way to remove suns.
However multiple suns of multiple colors sometimes makes things look amazing.
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Good to hear from you. Happy new year!connary wrote:Happy new decade to all¡¡¡
Sorry for the lack of info. At this moment i dunno when i will finish this mod. Its first in my priority of free time. I need to redo all the last modifications cause my xuniverse doc was corrupted. Only need to get this free time.

"I feel like that's not the way fantasy space travel works in the real fantasy universe."
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Freya Nocturne's Sigantures
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Freya Nocturne's Sigantures
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I would very much like to see thath2o.AvA wrote:There have been volunteers to make this into a MD mod.
Essentially you will be able to have all the new backgrounds, planets, and suns added to your game.. plus the suns you already had.
Since there is not a way to remove suns.
However multiple suns of multiple colors sometimes makes things look amazing.
Rawr.
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its a bit of work, however using excel it should be easier.
the x3_universe.xml has the sector x,y coord, sun color and location, background number, and planet number, location, and size.
SE would go through and destroy every planet.
MD takes the sector x, y
and modifies the background number,
creates any planets in the sector,
and creates the sun.
One glitch with this, is that the extra suns will increase every sectors energy cell output.
Plus, I'm hesitant about adding planets, unless none overlap any of the vanilla stations. IMO, no planet's atmosphere should be within 100km of a sector's center.
the x3_universe.xml has the sector x,y coord, sun color and location, background number, and planet number, location, and size.
SE would go through and destroy every planet.
MD takes the sector x, y
and modifies the background number,
creates any planets in the sector,
and creates the sun.
One glitch with this, is that the extra suns will increase every sectors energy cell output.
Plus, I'm hesitant about adding planets, unless none overlap any of the vanilla stations. IMO, no planet's atmosphere should be within 100km of a sector's center.
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will this be done for all sectors at once? maybe less burdening to do that per player visit... so only change when the player is ISh2o.AvA wrote:its a bit of work, however using excel it should be easier.
the x3_universe.xml has the sector x,y coord, sun color and location, background number, and planet number, location, and size.
SE would go through and destroy every planet.
MD takes the sector x, y
and modifies the background number,
creates any planets in the sector,
and creates the sun.
One glitch with this, is that the extra suns will increase every sectors energy cell output.
Plus, I'm hesitant about adding planets, unless none overlap any of the vanilla stations. IMO, no planet's atmosphere should be within 100km of a sector's center.
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- Joined: Sun, 14. Dec 03, 21:06
WOW, this mod realy looks awesome - especialy the "FOG BLUE SECTORS"
right now im starting X3 again, after testing XTC and waiting for their full release -.- (but enough off that)
Any eta(rough) till when it will be ready - hopefully i dont have to restart again then -.-

right now im starting X3 again, after testing XTC and waiting for their full release -.- (but enough off that)
Any eta(rough) till when it will be ready - hopefully i dont have to restart again then -.-
Developing Android games waiting for X4