[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)

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paulwheeler
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Post by paulwheeler »

Well I have not had one single crash since moving to AP.

Whatever the cause of your crashes are - I dont think its the XRM. Circle of Labour is fine for me.

I did have a similar crash when playing vanilla and while playing the SRM. Leave the sector alone for a while and when you come back it is usually OK.
greypanther
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Post by greypanther »

Well for me and the only crash I have had so far seems to have been sound related. I may instal an older soundcard, with a very new driver to see if it helps. ( Driver for current card is over two years old, but is the best they offer. ) I don't know if the sound file is from XRM or AP, but that sort of crash didn't happen with either AP vannila, nor XRM + TC. ( Different crash there! )

My crash happened as two capitals exploded. First one started the sound of the explosion, then a heartbeat later the second explosion sound started and the loop began! I have been unable to recreate, so perhaps it was just a freak event, with two explosions so close together.

For future reference, do you have a list of where I can find the various sound effects? If so couldn't I then disable any offending effects? :)

BTW, so far XRM + AP is otherwise smooth, but no more so than XRM + TC. ( Except for the missile boat script thingy! )
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dougeye
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Post by dougeye »

Paul im not blaming XRM, i am thinking along the lines of greypanther that it is a technical issue to do with sound. I mean 200 psp's going off at once probably requires the soundcard to play ball. apart from the one instance in circle of labour AP/XRM works perfectly :D
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greypanther
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Post by greypanther »

Seconded that! :)
XRM, even if the sound files may cause the occasional issue, is really good, its as the game should have been in vannila!
I would disable all sound effects before I would disable XRM. :D
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InFlamesForEver
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Post by InFlamesForEver »

If you look through technical support there are a whole host of topics where the solution was sound card based.
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greypanther
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Post by greypanther »

Well, I have just been experimenting. :)
I have without a doubt a problem with the sound of the capital ship explosion. I still have not had a crash again, yet the sound of the capital ship is obviously problematic. I seem to get it quite randomly. Several times now I get it as I enter a sector! Even without a single capital being present. I have also noticed several other sound effects that are sometiomes out of place. Such as the missile launch sound effect. Any ideas anyone?

Are the sound effects within XRM + AP sourced from AP or XRM?
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morikaane
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Post by morikaane »

dougeye wrote:Ooh im getting as bad as Bioware trying to create "speculation for everyone!" ;) lol
*cringes*

Don't. Just don't.

M.
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dougeye
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Post by dougeye »

morikaane wrote:
dougeye wrote:Ooh im getting as bad as Bioware trying to create "speculation for everyone!" ;) lol
*cringes*

Don't. Just don't.

M.
:lol:
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Slashman
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Post by Slashman »

Did the model for the Eclipse change in AP? I seem to recall it looking kind of Millenium Falconish in TC...maybe my memory is a bit hazy. Or did the model get changed in XRM?

It looks more like a modified Nova now.
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Kruniac
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Post by Kruniac »

I was about to make a lengthly post about how this mod doesn't work even when installed properly. I'm an idiot.

I was having a problem with 1: The mod not doing much aside from telling me it's installed. 2: Gametext errors here and there.

The solution? Make sure the cat/dat files for both parts are named EXACTLY as they should be.

Originally I thought just naming them XRM1.03.dat etc would work. It didn't.

Then I thought naming them 03.cat, 03.dat would work. It didn't. This is because how my OS handles .cat file extensions. .cat is already implied and doesn't need the actual naming of such. The game was reading my 03.cat as 03.cat.cat because of this embedded file extension thing.

Not sure why I'm posting this. I just went for a long time with this mod installed and it seeming to do nothing (not to mention the errors), and I just figured it was my AP or something. I'm really glad to have it working. :P
lich83
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Post by lich83 »

Kruniac wrote:I was about to make a lengthly post about how this mod doesn't work even when installed properly. I'm an idiot.

I was having a problem with 1: The mod not doing much aside from telling me it's installed. 2: Gametext errors here and there.

The solution? Make sure the cat/dat files for both parts are named EXACTLY as they should be.

Originally I thought just naming them XRM1.03.dat etc would work. It didn't.

Then I thought naming them 03.cat, 03.dat would work. It didn't. This is because how my OS handles .cat file extensions. .cat is already implied and doesn't need the actual naming of such. The game was reading my 03.cat as 03.cat.cat because of this embedded file extension thing.

Not sure why I'm posting this. I just went for a long time with this mod installed and it seeming to do nothing (not to mention the errors), and I just figured it was my AP or something. I'm really glad to have it working. :P
Dont worry it happens:) Glad you was able to figure it out..
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robalexhall
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Post by robalexhall »

Yes. I think the model is used for something else now (not sure).

Doesn't look anything like the millenium falcon tho. You aren't missing much :)
paulwheeler
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Post by paulwheeler »

greypanther wrote:Well, I have just been experimenting. :)
I have without a doubt a problem with the sound of the capital ship explosion. I still have not had a crash again, yet the sound of the capital ship is obviously problematic. I seem to get it quite randomly. Several times now I get it as I enter a sector! Even without a single capital being present. I have also noticed several other sound effects that are sometiomes out of place. Such as the missile launch sound effect. Any ideas anyone?
I think this is an X3 bug which has only really become apparent because of the missile boats actually working.

If a missile is launched while the sector is being initiallised, you hear it before you enter the sector, no matter where in the sector the ship firing the missile is.

Its the same for the cap ship explosion sound. This seems to happen when something explodes as the sector is being initialised. I think it is mostly asteroids being destroyed rather than ships - unfortunately i havent worked out how to make asteroids being destroyed call a different sound effect rather than the standard cap ship destruction sound. It seems to be hard coded.

At least, i dont think its an xrm bug - it only ever happens when the sector is loading. If it is an xrm bug then i have absolutely no idea whats causing it.

Many of the xrm sounds are custom made, some by Ulfius in the cmod3, some by me. They are all in the exact same format as standard x3 sounds though.

I have extended the distance at which some sounds can be heard - the cap ship sound especially, which can now be heard from half way across the sector.
gefer8
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Post by gefer8 »

Also, the bounty doesn't pass to the pilot that bails. Should be fixed.

Thread king twice in a row :lol:
dougeye
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Post by dougeye »

Kruniac wrote:I was about to make a lengthly post about how this mod doesn't work even when installed properly. I'm an idiot.

I was having a problem with 1: The mod not doing much aside from telling me it's installed. 2: Gametext errors here and there.

The solution? Make sure the cat/dat files for both parts are named EXACTLY as they should be.

Originally I thought just naming them XRM1.03.dat etc would work. It didn't.

Then I thought naming them 03.cat, 03.dat would work. It didn't. This is because how my OS handles .cat file extensions. .cat is already implied and doesn't need the actual naming of such. The game was reading my 03.cat as 03.cat.cat because of this embedded file extension thing.

Not sure why I'm posting this. I just went for a long time with this mod installed and it seeming to do nothing (not to mention the errors), and I just figured it was my AP or something. I'm really glad to have it working. :P
sorry but this made me laugh especially the first couple of lines lol, i thought to myself did they realy think a mod with 848 pages of posts just didnt work??? lol

no worries though even the best of us make typos etc now and then and spend a dy working out what went wrong lol
I used to list PC parts here, but "the best" will suffice!
Anuke
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Post by Anuke »

paul. any ideas for sector takeover working with XRM?
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dougeye
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Post by dougeye »

Anuke

http://www.x1tp.com/root/index.php?opti ... 20&lang=en

lazcorp claim sector, same one thats recommended on the first page to work with XRM, it wont rename sectors but it will take them over, also if your worried about some enemies respawning after takeover i think paul is addressing this in the next update.
I used to list PC parts here, but "the best" will suffice!
greypanther
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Post by greypanther »

@ Paul: thanks for the reply. :)
Problem is that in my tests I was getting other sounds out of place, just the cap ship explosion is by far the most noticable. I have also had it mid sector as a Xenon L exploded! Course I guess it may have been a asteroid in the distance too!

Can the distance that sounds carry, ( which is itself odd, saying that about a space game! :P ) be reduced, or at least in some way muted, in some way perhaps in relation to the distance away? just that I find it a bit worrying when I hear a huge explosion that seems to be right on top of me, when I look around to find no cap ship ar any other near by! :roll:

I will attempt to break the game again later perhaps. :wink:

*edit* BTW, in my tests I had about 30+ capships and over 100 others slugging it out, the only problems appeared to be related to the sounds playing. Otherwise, smooth baby! :D
Pray that there's intelligent life somewhere up in space
'Cause there's bugger all down here on Earth
paulwheeler
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Post by paulwheeler »

greypanther wrote:
Can the distance that sounds carry, ( which is itself odd, saying that about a space game! :P ) be reduced, or at least in some way muted, in some way perhaps in relation to the distance away? just that I find it a bit worrying when I hear a huge explosion that seems to be right on top of me, when I look around to find no cap ship ar any other near by! :roll:

I will attempt to break the game again later perhaps. :wink:
Yes - its all controlled by the sounds types file. There is a range setting for every sound effect.

If you really want to be realistic for a space sim then there should be no sounds whatsoever except for the internal sounds of your ship - but then that would be dull...
greypanther
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Post by greypanther »

Agreed Paul, but there has to be a balancing point doesn't there? :roll:
I never noticed this problem with TC + XRM, which is odd. :gruebel:
What changed with AP?

I think I will balance the sounds a bit better within the ordinary settings, minus on the sound effects perhaps. It just breaks my immersion a bit with out of place sound effects.

Sorry if I seem to be very picky about trivialities, but you set the bar high with XRM itself. :)
Pray that there's intelligent life somewhere up in space
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