EGOSOFT and Deep Silver announce X Rebirth
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I think menus without menus is probably something as simple as context sensitive dialog depending on who you're talking to. Quickest example that comes to mind is ports in the old Pirates! game (both of 'em). I'm sure there's dozens of other examples, but it's late/early here and my brain is a bit tired.
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This is all good to hear, in my opinion, dialog without drop downs would fall back to dialogs we had with NPC's when we docked at stations in X2..or sooner...they came to you asked you for info or gave you a mission. That would kill a lot of drop downs and make the game more personal. Then the HUD picture..to my knowledge, it looks a bit like the TL interface in X2..a big 'dashboard' with all the info on it. It most probably wont be in fighters, as one person said, saying it obstructed their view, very important in fast fighter crafts, but in things like TL's and big ships...yes, this would do nicely, since they cant be fast maneuvered anyways, and their weapons work independently of the front of the ship.
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....TribblesParanoid66 wrote:Of course a 'Space Gerbil' is always a possibility.

That was one of my oldest predictions (the actual prediction was more to do with how X3TC would end though as I expected the X-Shuttle to get fixed so the pilot leaves the X universe, and that would set up the start of X4.)Paranoid66 wrote:Is it possible they will reintroduce a graphically revamped version of the X-shuttle as the starting ship perhaps stolen from a museum?
However my accuracy rating in predicting what ES will do has been 0% throughout my time here so far.
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Wow we are making biggest topic in Egosoft forum history 
I hope that next week we will get some more information about X-R with new video and so on. At least instead of blurry low quality Mobile-made video from Fedcon we will receive original HD video.
I hope.

I hope that next week we will get some more information about X-R with new video and so on. At least instead of blurry low quality Mobile-made video from Fedcon we will receive original HD video.
I hope.
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CPU: AMD Ryzen 2700X (stock clocks 3.7GHz + 4.3GHz boost), 32GB DDR4 3200MHz CL14 RAM,
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My accuracy rating on x3tc was 2/2 
(Tangential firing, ships with missile hard points)
So clearly by statistical inference, if I assume that there will be space vikings in X:R flying a pirate ship, there is a 100% confidence interval that I will be correct.
I suspect there will be no x-shuttle in this one thou. As the voice over guy says... blah blah.. supernova.. everything changed... . So this game will happen in the future.
Timeline:
http://argonopedia.ppcis.org/histmenu.php
(I'm disappointed IRL, that it is 2011, and I don't have a quantum computer or nano tech
)

(Tangential firing, ships with missile hard points)
So clearly by statistical inference, if I assume that there will be space vikings in X:R flying a pirate ship, there is a 100% confidence interval that I will be correct.
I suspect there will be no x-shuttle in this one thou. As the voice over guy says... blah blah.. supernova.. everything changed... . So this game will happen in the future.
Timeline:
http://argonopedia.ppcis.org/histmenu.php
(I'm disappointed IRL, that it is 2011, and I don't have a quantum computer or nano tech

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It looks a lot like that's been panned down to show more of it. If one 'pit is in however, that may mean modders have a base to work from to create new ones/others.strude wrote:Ewww. Hopefully there is an option to not use that and just have a standard HUD. I'd rather not lose half my visibility thanks.
That said, I wonder if they've gone for the command component approach, where you have a light, medium, heavy and capital cockpit that pits that fit all ship of that size. This way, people who don't like them can turn them off, people who do like them can keep them, modders can mod existing assets, and we won't have the situation where a human was able to hop straight in to a Boron ship without some kind of adaptation.
The cockpit also looks very similar to Alex's concept art.
Last edited by Mopy on Sun, 1. May 11, 14:55, edited 2 times in total.
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so, by the looks of it not much new information...
after 4 years of development, you think ego could at-least confirm some basic features of the game, ie. dual/quad core support? All races return? jumpgate system? BBS? sub-systems?
Its not like those features are going to be added at short notice. Graphics are nice 'n that but if the gameplay isnt up to much, it wont be any fun.
hopefully in the next few months there will be a press release about the game-play.
after 4 years of development, you think ego could at-least confirm some basic features of the game, ie. dual/quad core support? All races return? jumpgate system? BBS? sub-systems?
Its not like those features are going to be added at short notice. Graphics are nice 'n that but if the gameplay isnt up to much, it wont be any fun.
hopefully in the next few months there will be a press release about the game-play.
Last edited by Roguey on Sun, 1. May 11, 15:11, edited 1 time in total.
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Hard Drive Space shouldnt really be an issue, they are relatively cheap to get decent sized ones these days, However my issue is that i need a full new system, for several games that are being released this year, but due to limited income i have already had to start saving as its the full motherboard processor and ram i need to swap out, keeping my existing vid card for a bit longer will save some cash, but im still looking ike im going to have to save £500 approx for the components that should be able to handle what i want.
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amtct wrote:He asked the size to know if the game will have lots of models (you can make an idea that way ) ,not to buy a 15 Gb ard drive .Legionnaire wrote:Hard Drive Space shouldnt really be an issue, they are relatively cheap to get decent sized ones these days,
Actually they asked if they would need to make space on their drive, so the response is validthe old one wrote:one thig i would like to know is how big the game is,TC was about 9gig so do we make space on our present hard drives or get another one,the old one
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With everyone talking about the expected multi core CPU support, no one has mentioned any GPGPU (General Purpose GPU) support. For some tasks, the graphics processor can perform calculations way faster than a CPU. Now whether anything a GPGPU can perform is anything that can be used in X:R is a whole different story, and outside of what I personally would like to guess at. but if it can, and if it does, those considering a new rig specifically for X:R might well be advised to get a multi core CPU and a second graphics card to provide a dedicated GPU.
Although, considering the flashy graphics seen thus far, people would have to weigh up the performance difference between using the second card for SLI/Crossfire or a dedicated GPGPU.
Although, considering the flashy graphics seen thus far, people would have to weigh up the performance difference between using the second card for SLI/Crossfire or a dedicated GPGPU.
Gaming PC: Gigabyte H270M-D3H | i7 7700 | 16Gb DDR4 | Gigabyte GTX1060 6Gb OC | Asus Xonar DGX | Window 10 Home 64bit | Samsung 256Gb SSD
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One thin I'd like to see in this type of game is the ability to design and build my own ships. There was an old game called Cosmic Balance(SSI 1982) that did just this.
Ideally, it would let us chose the hull size we want and then go from there adding engines, weapons and shields as we go. Space is limited so the choices made can make or break any ship design.
I'm really looking forward to X Rebirth.
Ideally, it would let us chose the hull size we want and then go from there adding engines, weapons and shields as we go. Space is limited so the choices made can make or break any ship design.
I'm really looking forward to X Rebirth.
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Hello everyone! I tried to translate the interview as close to the original as possible. Have fun!
"As said, in the lower corner it always says alpha-footage for a good reason. It is all not finished and therefore has not been published yet, however I’m afraid it has already been filmed, as I can see some lenses. Whatever, you should know it is not finished yet, so a lot of things can still change, but you could see some of the things I have mentioned before. There are very big space stations with a huge number of ships, and rich life and a lot of details and our goal is to bring a certain credibility to that life, that you really have a universe where you experience a life of thousands or even millions of people that all have a daily life and when I do something with them, when I do missions, when I trade with them, when I build stations for them, then I change the universe. In the beginning I can do that on a very low level and later on I can do this to a higher extent. And when I play through the before mentioned plot, so to say the story of the game, it is just an introduction, because we want to keep the sandbox-character of the game, a game where I set my own goals, where I can freely develop, nevertheless the plot is an important beginning and it shall be exciting and great and when it has at some point reached its top, when it has reached its goal, then it releases the player in an even greater universe with more opportunities to change the universe and it is up to the player what he will do next and what kind of goals he will set for himself. They can do the same, as we know it from the preceding games. Ok, actually that’s the end of the presentation. If anyone has a question…. Oh yes, there are a couple of arms raising. Maybe it’s better if you come closer, because I won’t hear you - just a little bit."
- "Will there be Submenus, like a 3D-Universe map?"
"Well, the details of the user interface can’t be presented at the moment and it’s simply not finished yet, but of course what we try is to establish a totally different sort of user interface, as I have mentioned before. There won’t be menus after menus you have to navigate through, nevertheless there is information to be received. You can call that a menu, but we don’t call it a menu, because it is presented in a different way. It is due to the fact that everything has something to do with humans, who present the information. This changes the way how menus are shown."
- "Will there be a cockpit-perspective, like in a previous game" - "like X2?"
"I’m not sure how good the camera has been, that stood over there, so unfortunately yes there is."
- "For all ship models?"
"No, no, no… At the moment we can’t speak about it in detail. You must have a little more patience, but not for a very long time. Very soon we will show more, but yes, let’s say there will be one cockpit and this is going to be pretty great and you will see it very soon"
- "Will it be playable on a Mac or only on a PC?"
"It’s not sure, but it will be playable on a PC (hahaha). I’d like to see it on a Mac, but we haven’t done it ourselves yet, so it is a question what we can manage and at the moment... And if so, than it is going to happen later than in the case of the PC-version."
- "In the last X-version, there was a script and modding community. Will there be an interface for modding?"
"Oh, I haven’t mentioned that before. Modding in general and not only modding but the cooperation with the community at all has always been important for us. We can’t do it so openly like we’ve done it before in the earlier games, there was a basis, where you not only changed the technology basis, but also the gameplay basis from game to game. Everybody could understand immediately what the changes are and what to work with. The present game is very different and the technologies that are applied in it are different and that’s why we can’t invite Modders and involve the community. But this is definitely our goal. It might be that some things only make sense when the game is published, but we always develop the games further when they have already been published in every kind of way and here it will be the same for the future. I think the lights tell us that we have to leave soon for the next show. Thank you very much and good bye."
"As said, in the lower corner it always says alpha-footage for a good reason. It is all not finished and therefore has not been published yet, however I’m afraid it has already been filmed, as I can see some lenses. Whatever, you should know it is not finished yet, so a lot of things can still change, but you could see some of the things I have mentioned before. There are very big space stations with a huge number of ships, and rich life and a lot of details and our goal is to bring a certain credibility to that life, that you really have a universe where you experience a life of thousands or even millions of people that all have a daily life and when I do something with them, when I do missions, when I trade with them, when I build stations for them, then I change the universe. In the beginning I can do that on a very low level and later on I can do this to a higher extent. And when I play through the before mentioned plot, so to say the story of the game, it is just an introduction, because we want to keep the sandbox-character of the game, a game where I set my own goals, where I can freely develop, nevertheless the plot is an important beginning and it shall be exciting and great and when it has at some point reached its top, when it has reached its goal, then it releases the player in an even greater universe with more opportunities to change the universe and it is up to the player what he will do next and what kind of goals he will set for himself. They can do the same, as we know it from the preceding games. Ok, actually that’s the end of the presentation. If anyone has a question…. Oh yes, there are a couple of arms raising. Maybe it’s better if you come closer, because I won’t hear you - just a little bit."
- "Will there be Submenus, like a 3D-Universe map?"
"Well, the details of the user interface can’t be presented at the moment and it’s simply not finished yet, but of course what we try is to establish a totally different sort of user interface, as I have mentioned before. There won’t be menus after menus you have to navigate through, nevertheless there is information to be received. You can call that a menu, but we don’t call it a menu, because it is presented in a different way. It is due to the fact that everything has something to do with humans, who present the information. This changes the way how menus are shown."
- "Will there be a cockpit-perspective, like in a previous game" - "like X2?"
"I’m not sure how good the camera has been, that stood over there, so unfortunately yes there is."
- "For all ship models?"
"No, no, no… At the moment we can’t speak about it in detail. You must have a little more patience, but not for a very long time. Very soon we will show more, but yes, let’s say there will be one cockpit and this is going to be pretty great and you will see it very soon"
- "Will it be playable on a Mac or only on a PC?"
"It’s not sure, but it will be playable on a PC (hahaha). I’d like to see it on a Mac, but we haven’t done it ourselves yet, so it is a question what we can manage and at the moment... And if so, than it is going to happen later than in the case of the PC-version."
- "In the last X-version, there was a script and modding community. Will there be an interface for modding?"
"Oh, I haven’t mentioned that before. Modding in general and not only modding but the cooperation with the community at all has always been important for us. We can’t do it so openly like we’ve done it before in the earlier games, there was a basis, where you not only changed the technology basis, but also the gameplay basis from game to game. Everybody could understand immediately what the changes are and what to work with. The present game is very different and the technologies that are applied in it are different and that’s why we can’t invite Modders and involve the community. But this is definitely our goal. It might be that some things only make sense when the game is published, but we always develop the games further when they have already been published in every kind of way and here it will be the same for the future. I think the lights tell us that we have to leave soon for the next show. Thank you very much and good bye."
Last edited by EuRoKa on Sun, 1. May 11, 17:14, edited 3 times in total.
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hmmm on the issue of the cockpit view. mabye by there only being one cockpit he is telling the truth but that one cockpit is actually like a shuttle or pod that can become part of /dock with any ship. hence 1 cockpit too fit all. tbh im not that worried about cockpits but they would be nice.
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I'm thinking back to Darkstar One, where you could only fly one ship (that could be upgraded, but still).. And being ok to confirm one cockpit, but not cockpits for all ships, well that kinda seems like X:R could have a one-ship thing going (also could lead to the game being more personal again, flying a ship with history/etc).