[MOD] Improved Missiles v2.8 | 7 NEW Missiletypes added | [2.50 release]

The place to discuss scripting and game modifications for X Rebirth.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

iforgotmysocks
Posts: 1244
Joined: Fri, 8. Nov 13, 22:35
x4

Post by iforgotmysocks »

spartanheyho wrote:I think it might be me. I replaced my modified files with your originals and no error messages. Something is fishy so be at east - it isn't you, it is me. Time for me to figure out wth is going on up in here.
If you want, upload your version somewhere and send it over.
Can take a look. :)
spartanheyho
Posts: 162
Joined: Sun, 24. Nov 13, 16:06

Post by spartanheyho »

Will do. Making my personal changes from scratch with freshly extracted modded files from your latest version. If I start getting error messages, I will post my version here so you can take a look and help me out.
iforgotmysocks
Posts: 1244
Joined: Fri, 8. Nov 13, 22:35
x4

Post by iforgotmysocks »

johncage wrote:increased flight time? you're kidding me right. these are missiles. in space. they should be zooming around like a bullet, not floating around like they barely have any propulsion.
What exactly does flighttime have to do with velocity?

And heavy torpedos which aren't even guided shouldn't.
Guessing you are refering to crushers. Try swarmkillers instead.
spartanheyho wrote:Will do. Making my personal changes from scratch with freshly extracted modded files from your latest version. If I start getting error messages, I will post my version here so you can take a look and help me out.
Alright, have fun. ;p
spartanheyho
Posts: 162
Joined: Sun, 24. Nov 13, 16:06

Post by spartanheyho »

FYI It worked this time. Guess there were probably minor typos on my part in places. No errors. Time to have fun!! :)
iforgotmysocks
Posts: 1244
Joined: Fri, 8. Nov 13, 22:35
x4

Post by iforgotmysocks »

spartanheyho wrote:FYI It worked this time. Guess there were probably minor typos on my part in places. No errors. Time to have fun!! :)
Nice. ^^
I'll continue trying to get this weird object assignment. xD
iforgotmysocks
Posts: 1244
Joined: Fri, 8. Nov 13, 22:35
x4

Post by iforgotmysocks »

Coming soon:

Modal Modaddition: Missile (Re)Generator

So.. whats that?
The Missile Regenerator is going to rebuild fired missiles,
using the energy normaly wasted by firing a missile and inventory items which fit the task.
If no missile was fired, no missile is gonna be build.
If the player doesn't have a required amount of the needed items, no missile is going to be rebuild.
Rebuilding a missile is going to take time.

Used inventory items for the missile rebuilding process:
miningequipment,
enginecomponents,
jumpdrivecomponents,
weaponinterfacechips,
stasischambers,
teladianiumpanelling,
spacesuits,
smallarms,
terranhightechgoods,
hazardouswaste,
radioactivewaste,
scrapmetal,
shipwreckage,
plutoniumdioxide

What do you think about it?
Last edited by iforgotmysocks on Wed, 4. Dec 13, 17:11, edited 4 times in total.
spartanheyho
Posts: 162
Joined: Sun, 24. Nov 13, 16:06

Post by spartanheyho »

Interesting idea ... I like it!!! Put all that **** in personal inventory to good use in a different way. Might use Roguey's X Rebirth website as a point of reference for all the possible inventory items just in case.

PS. I wish crusher missiles weren't bugged .... f***ing useless pieces of dung .
iforgotmysocks
Posts: 1244
Joined: Fri, 8. Nov 13, 22:35
x4

Post by iforgotmysocks »

spartanheyho wrote:Interesting idea ... I like it!!! Put all that **** in personal inventory to good use in a different way. Might use Roguey's X Rebirth website as a point of reference for all the possible inventory items just in case.

PS. I wish crusher missiles weren't bugged .... f***ing useless pieces of dung .
Hu? Whats wrong with them?
spartanheyho
Posts: 162
Joined: Sun, 24. Nov 13, 16:06

Post by spartanheyho »

They having collision issues. Whenever I fire them, they fly right through objects, ships, stations, etc. most of the time. This makes them pretty much useless.
iforgotmysocks
Posts: 1244
Joined: Fri, 8. Nov 13, 22:35
x4

Post by iforgotmysocks »

spartanheyho wrote:They having collision issues. Whenever I fire them, they fly right through objects, ships, stations, etc. most of the time. This makes them pretty much useless.
That bad? Strange.
They are not exploding at the surface, but underneeth.
I don't see a missile actually flying through an object very often.
Last edited by iforgotmysocks on Wed, 4. Dec 13, 00:26, edited 2 times in total.
spartanheyho
Posts: 162
Joined: Sun, 24. Nov 13, 16:06

Post by spartanheyho »

I do. Its pretty shite. I even removed all files that modified that missile type, started new savegame, etc. and nothing. Those missiles are just shite in general.
iforgotmysocks
Posts: 1244
Joined: Fri, 8. Nov 13, 22:35
x4

Post by iforgotmysocks »

spartanheyho wrote:I do. Its pretty shite. I even removed all files that modified that missile type, started new savegame, etc. and nothing. Those missiles are just shite in general.
How much fps do you get out of the game?
How smooth does it run?

Hm... not sure... ifff..
If slower pcs (no offense, regarding X-R every pc worth less then 2500€ can be considered slow... ^^ ) would have issues calculating boundarys in time...
it could make sense that missiles with smaller hitboxes would be checked a pretty long time later... but i'm just assuming.

I never really thought about that.
I'm guessing you removed the dumbfire files but didn't touch effects.xml? ^^
spartanheyho
Posts: 162
Joined: Sun, 24. Nov 13, 16:06

Post by spartanheyho »

No I removed everything and even tested this in vanilla free-play with no mods whatsoever (you get 2 crushers at the beginning I think) and nada. I think I will test that again ... just in case LOL.
iforgotmysocks
Posts: 1244
Joined: Fri, 8. Nov 13, 22:35
x4

Post by iforgotmysocks »

spartanheyho wrote:No I removed everything and even tested this in vanilla free-play with no mods whatsoever (you get 2 crushers at the beginning I think) and nada. I think I will test that again ... just in case LOL.
Well... just remove effects.xml, if you want to test my theory.
Its pretty much just about the explosionranges.

Normaly expranges can't have anything to do with boundarychecks, but...
i'm not so sure anymore what ego has done there. ;x ^^

I tested it for such a long time and there was no difference at all between Improved Missiles and Vanilla, but you never know.
iforgotmysocks
Posts: 1244
Joined: Fri, 8. Nov 13, 22:35
x4

Post by iforgotmysocks »

Anyway, i'm going to bed know. :s
So late. ._.



Coming soon:

Modal Modaddition: Missile Regenerator

So.. whats that?
The Missile Regenerator is going to rebuild fired missiles,
using the energy normaly wasted by firing a missile and inventory items which fit the task.
If no missile was fired, no missile is gonna be build.
If the player doesn't have a required amount of the needed items, no missile is going to be rebuild.
Rebuilding a missile is going to take time.

Used inventory items for the missile rebuilding process:
miningequipment,
enginecomponents,
jumpdrivecomponents,
weaponinterfacechips,
stasischambers,
teladianiumpanelling,
spacesuits,
smallarms,
terranhightechgoods,
hazardouswaste,
radioactivewaste,
scrapmetal,
shipwreckage,
plutoniumdioxide

What do you think about it?
spartanheyho
Posts: 162
Joined: Sun, 24. Nov 13, 16:06

Post by spartanheyho »

I figured it out!! After a fresh install, registry clean, defrag then reg clean again, reboot etc. I started a new free-play game with no mods whatsoever. Same bug exists ... each volley of v crushers (each time you fire, it consumes 2 ammo and you fire 2 missiles) would fly right through stations/objects/ships. However, on every new free-play game, we are given 5 v crusher missiles. After two volleys, I had 1 missile left. I fired it and only say 1 missile flying towards the station this time. This time though it went BOOM!! I tried this several times in several new free-play games and the single crusher always hits its mark. Kind of interesting to say the least. Anyway, I reported the bug over on the tech support forums. Maybe it will get fixed, maybe not. We will see or maybe we can fix it ourselves for now if we could somehow figure out what is causing this.
iforgotmysocks
Posts: 1244
Joined: Fri, 8. Nov 13, 22:35
x4

Post by iforgotmysocks »

spartanheyho wrote:I figured it out!! After a fresh install, registry clean, defrag then reg clean again, reboot etc. I started a new free-play game with no mods whatsoever. Same bug exists ... each volley of v crushers (each time you fire, it consumes 2 ammo and you fire 2 missiles) would fly right through stations/objects/ships. However, on every new free-play game, we are given 5 v crusher missiles. After two volleys, I had 1 missile left. I fired it and only say 1 missile flying towards the station this time. This time though it went BOOM!! I tried this several times in several new free-play games and the single crusher always hits its mark. Kind of interesting to say the least. Anyway, I reported the bug over on the tech support forums. Maybe it will get fixed, maybe not. We will see or maybe we can fix it ourselves for now if we could somehow figure out what is causing this.
Hm sounds interesting. I'll test it when i'm home.
swatti
Posts: 1278
Joined: Sun, 7. Dec 03, 12:03
x4

Post by swatti »

ISSUES: big boom

The swarm-missiles ALL explode when the first one connects. May need to reduce the explo-radius to as small as possible. Should make em a bit safer to use near allies.

Also, the new "swarm-AI to Sunstalker" has slight oddity. It wont track the nearest target UNTILL it gets close to it. It does seem to work nicely otherwise.
iforgotmysocks
Posts: 1244
Joined: Fri, 8. Nov 13, 22:35
x4

Post by iforgotmysocks »

swatti wrote:ISSUES: big boom

The swarm-missiles ALL explode when the first one connects. May need to reduce the explo-radius to as small as possible. Should make em a bit safer to use near allies.
Hm? I've never seen that before :o . They explode all at once when they reach their flighttime maximum. Missiles which weren't nessesary to destroy the target choose another target. If they impact at the same time, its logical that they all explode.

The only bug i know about swarms is that one missile seems to be fast and the rest keeps catching up very slowly, unable to actually hit the enemy but following upclose and just harming it duo to the explosionradius (thats why i didn't reduce the vanilla explosionrange).
This often happens while being close to an enemy.

Do you have other mods installed which concern missiles?
swatti wrote: Also, the new "swarm-AI to Sunstalker" has slight oddity. It wont track the nearest target UNTILL it gets close to it. It does seem to work nicely otherwise.
Thanks!
I didn't have much time to test it.
Also didn't really plan on releasing it, because missiles just don't work properly at all right now, but somebody asked for it. ^^
I pretty much only added 3 values, (swarm ai)
Thats why i uploaded it as an additional file.

They worked fine when i was testing them. I'll check it out!

EDIT:

So... i tested it, thats not about sunstalkers, thats the swarm ai.
Swarmkillers do behave the exact same way.
Missiles will only redirect without a target if they make it into their ai-redirect range. Seemed to be about 3-4.5 km.
If i have some spare time, i'll try to digg in the ai and look up whats going on there.
Last edited by iforgotmysocks on Wed, 4. Dec 13, 17:00, edited 1 time in total.
iforgotmysocks
Posts: 1244
Joined: Fri, 8. Nov 13, 22:35
x4

Post by iforgotmysocks »

spartanheyho wrote:I figured it out!! After a fresh install, registry clean, defrag then reg clean again, reboot etc. I started a new free-play game with no mods whatsoever. Same bug exists ... each volley of v crushers (each time you fire, it consumes 2 ammo and you fire 2 missiles) would fly right through stations/objects/ships. However, on every new free-play game, we are given 5 v crusher missiles. After two volleys, I had 1 missile left. I fired it and only say 1 missile flying towards the station this time. This time though it went BOOM!! I tried this several times in several new free-play games and the single crusher always hits its mark. Kind of interesting to say the least. Anyway, I reported the bug over on the tech support forums. Maybe it will get fixed, maybe not. We will see or maybe we can fix it ourselves for now if we could somehow figure out what is causing this.
Wow, you were right!

Fresh game, installed Improved Missiles as the only mod and when i shot stations or ships, single crushers always hit the surface! :D

Hmm.......
I hope ego is going to handle that. Wouldn't be much fun trying to find out where to problem is hiding there. :s

Return to “X Rebirth - Scripts and Modding”