There's even a non-steam exe about somewhere to allow steam users to have multiple non-steam directories without having to grab the ISO from somewhere roughly not-legal.
It's really helpful for modded games as you don't trip Steam's 'OMG this file is different' protection.
"If you’re not prepared to be wrong, you’ll never come up with anything original."
Sir Ken Robinson
I target a satellite, data recorder or anything else I want to pickup. I then hit shift-A (follow) and the ship flys directly towards the object. When the ship has had long enough time to be aiming precisely at the object, I often go off autopilot, put the pedal to the metal, the ship flies over the object and picks it up and I then jump out of sector before the nasties get me. With V0.32b, the ship doesn't line up with the targetted object. It does approach using similar speed and deceleration, just some distance off to the side of the target. I've done the test where you reload a particular save a few times swapping between standard and V0.32b follow and it confirms that V0.32b alone is causing the changed behaviour.
There are many other ways in which I use follow and the orientation of ship to object is often important. You accept a mission to kill some pirate in another sector. Once in the sector, you use follow to get very close to him (behind) and from this position certain weapons work very well (IRE, PBG), so you can kill him before he gets a chance to respond. If the ship is off to one side then it may be impossible to shoot over that far.
Thanks for your science, Glen. Note, though, that if the followed object is not a ship (data recording device, flying ware, banana), this package isn't run. Instead, !move.follow.template.notship is run.
- If a player was following an object, the script was setting you to escort the object as opposed to follow it when appropriate. This would cause your ship to follow the escort formation position (which is offset). This has been fixed.
- JoelR restored to LOVED status.
Edit: Typo: Ensure you downloaded V0.33b.
Last edited by Litcube on Mon, 27. Jun 11, 21:45, edited 2 times in total.
Cyborg11 wrote:Anyone tested it a few ingame days?
Are the frames better with the Vanilla Rewrite?
I've used it from the earlier versions through to 0.33 for around a few hundred game hours I guess. It feels faster. Some specific tests on earlier versions showed a significant improvement beyond around 15 minutes from game start. But that was a version that was logging also. On later versions I haven't done before/after tests, but have noticed higher frame rates than I've ever seen before. Not conclusive of course. As it draws nearer to release candidate I'll put the time into some specific tests again. The improvement for me tends to be similar regardless of what I'm doing.
I'm more into thinking and exploring than war.
Cyborg11 wrote:The Rewrite should be compatible with all mods or are there problems with some?
That's best answered by the developer, Litcube. You should find something on that in the first page or two of this thread. The goal is to make it widely compatible, and so far that looks possible. A few "gotyas" were found but Litcube fixed these pronto and now 0.33b has been running fine for some time. If you install any mod you need to take precautions against data loss (backup your save files first). We've got at least one tester here that has every mod every written and maybe an extra one as well You're certainly very welcome to join the testing. Litcube is the sort of guy that understands what testers want and above all will respond very quickly to reports of problems.
The install is straight forward. Four files go into your /scripts folder. Only one of these overwrites an existing file, the others are additional and won't be used if the other isn't present. So if you want to undo the install just copy the old (single) file back over the top and leave the others.
Cyborg11 wrote:The Rewrite should be compatible with all mods or are there problems with some?
All known conflicts were fixed a few versions ago.
Im that guy that has nearly everything installed and I will say that my game runs significantly smoother. Like glenmcd I havent done any FPS or any other tests lately but it is clear to me anyways that the game runs much smoother. Try it out. The more eyes on it the better.
I dont have hard numbers for sale, but I can tell, that this nice little fix awaken my interest in X3 again. I was in the mood like, what the hell is the point of writing war plugin, when after 4 capital ship arrive in sector, it becomes unplayable?
today I have fought with fleet of about 40 huge xenon ships, and while it was not smooth by any means, it was manageable and even dogfighting was possible. Maybe thats also latest performance tweaks in IR itself but the result is.. wow!
outside of LARGE battles, a can now SETA x6 with smooth framerate and IR cranked to high settings. I can also SETAx6 in smaller battles
mind that I dropped MARS, as MARS itself makes all that impossible (at least on my C2D@3.2)
@djrygar
There's a download link in my first post on page 4 of this thread to a patch that fixes a different bottleneck. If the remaining lag you experience goes away if you SETA for 3 - 4 game hours without changing sectors, it is highly likely to disappear for good with the above patch. The two mods complement each other, meaning that they address different core issues and both can be used at same time. Let me know how you go.
glenmcd wrote:@djrygar
The two mods complement each other, meaning that they address different core issues and both can be used at same time. Let me know how you go.
I think I'll let myself to link to those two as obligatory for IR
numbers you provided actually kill all my interest in MD, what a hideous thing it is.
glenmcd wrote:@djrygar
There's a download link in my first post on page 4 of this thread to a patch that fixes a different bottleneck. If the remaining lag you experience goes away if you SETA for 3 - 4 game hours without changing sectors, it is highly likely to disappear for good with the above patch. The two mods complement each other, meaning that they address different core issues and both can be used at same time. Let me know how you go.
Do you have a dedicated thread for that mod, glen? It sounds pretty useful, and it's never going to be as widely used as it ought if it's buried in the middle of this thread.
sorry I just can't find the TLAs page now. What is IR and MD?
I was hoping that either myself or someone else was going to do a "proper" fix for the bottleneck that I made a quick workaround for. If so then the workaround would have been redundant. But as it looks like it's too hard in consideration of how much longer TC will be the lead product, I guess I might as well make a dedicated S&M thread (my first) anyways.
Re numbers: from what ES have said about Rebirth, at least some of the framerate issues in TC can only be solved by a re-write. I'm so pleased to get up to 330 fps on TC, yet when I play "Mafia", (first person shooter) the fps rarely dips below 3,000. Even with the various bottlenecks in TC, had they actually used multiple cores (even just two) we'd be seeing fps in the thousands on a modern PC for it too. Not that 3,000 fps is all that discernible from 330, but 20 fps (which I regularly get when using neither of above speedups) simply sucks.
Ahahahahaha. Haha. Ha. This thread is amazing in a variety of ways.
The constant giggling throughout alone was totally worth the read.
The .xml/.pck doubling I had seen coming a mile away, the canadians, the poop. Comedy gold.
Either way, I'm starting a new game today anyways, so I suppose I ought to give this a test run. Let's see how it goes.
I'm a little hesitant to add glen's fix, though. Disabling some generics instead of fixing them seems a bit much of a cludge, I'm all for putting this into a seperate thread so the issue gets more attention.
@glen: I assume Improved Races and Mission Director are meant, respectively.
Edit: @Litcube: Where is the LeadShipWingMonitor in your download from? I seem to have a byte-identical version with same changedate from some other source (Modded install here, too), and am curious where I got it from.
Halconnen wrote:@glen: I assume Improved Races and Mission Director are meant, respectively.
Cool thanks for that Halconnen. The mod linked to above should be really safe as it's nothing more than multiplying a number (output of the RNG) by zero for particular generic missions. So there's actually no code / instructions added or removed in any way. But you're still completely justified in not trusting anyones first mod
It's that I feel that circumventing the problem by keeping the missions from occuring is not as good a fix as fixing the missions themselves so they do not break the game.
EDIT: Okay I'll just give it a go. Not sure how director files act, do I or do I not have to remove the _ideal in the filename?
Last edited by Halconnen on Sat, 9. Jul 11, 21:17, edited 1 time in total.