[MOD] Capital Ship Bridge

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

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

SyberSmoke
Posts: 655
Joined: Sat, 11. Feb 12, 04:03
x4

Post by SyberSmoke »

I like the mod idea and will need to get it. I was wondering a couple things though:

1. Have you looked into other bridges? Something for the different class of ship like the Rahanas. Since the super structure of many ships is cube shaped it could be something for the future.

2. Have you watched Ender's Game? For some reason I see the captain standing in the center with control panels in a semi circle around him, and a lot of displays showing key tactical information. Much like was depicted in that movie. At least for a warship.
LordSneazy
Posts: 153
Joined: Wed, 11. Dec 13, 19:47
x4

Post by LordSneazy »

I'm trying to perform a similar task of replacing an existing asset with my own. However I keep getting an error on the pathing. Anyone have any suggestions?

Code: Select all

<?xml version="1.0" encoding="UTF-8"?>
<diff>
  <replace sel="/macros/macro[@name='props_he_local_highway_entrance_macro']/properties/component[@ref='props_he_local_highway_entrance']">
    <component ref="props_lordjack_highway_entrance" /> 
  </replace>
</diff>
DlMFlRE
Posts: 15
Joined: Wed, 1. Jan 14, 01:04
xr

Post by DlMFlRE »

2werewolves?

I have a steam-version. I am interested in version 1.24 of the bridge. Tell me how to make 1.24 using the workshop?

http://i.imgur.com/1ButrF5.jpg
wultna
Posts: 203
Joined: Sun, 9. Aug 09, 18:03
x3tc

Post by wultna »

This is the best mod so far!
User avatar
Nikola515
Posts: 3193
Joined: Fri, 4. May 12, 07:40
x4

Post by Nikola515 »

Litauen wrote:Let me know if problem persists. I will put something underneath the Ren for him to stand by while hangar draws itself around.
I don't think your mod is doing this. I was playing vanilla(2.50b) and my character was still falling trough ships landing bay.... There is report in beta about this too :wink:
It's not world hunger because we can't feed poor,it's because there will never be enough to feed the rich .....
Privata
Posts: 719
Joined: Mon, 19. Dec 11, 22:59
x4

Post by Privata »

werewolves? wrote:Just get it off Steam workshop, it works fine for this mod.

Unless you have "non-steam" copy of Rebirth :P
Non steam version? should that not be an insta-ban for that?
User avatar
Aken_Bosch
Moderator (Italiano)
Moderator (Italiano)
Posts: 4488
Joined: Wed, 29. Jun 05, 17:05
x4

Post by Aken_Bosch »

Nikola515 wrote:I don't think your mod is doing this. I was playing vanilla(2.50b) and my character was still falling trough ships landing bay.... There is report in beta about this too :wink:
From what I've seen, the only time the problem happened to me, was in a situation where the engine has been too slow to draw the elements of the room around me, so I happened to "touch the ground" an instant before the ground was effectively created (you may have noticed that your character is spawned some distance from the ground and makes a little fall, I think this is some kind of workaround for this very problem)...maybe it's a coincidence, but I interpreted it this way...
User avatar
Nikola515
Posts: 3193
Joined: Fri, 4. May 12, 07:40
x4

Post by Nikola515 »

Aken_Bosch wrote:
Nikola515 wrote:I don't think your mod is doing this. I was playing vanilla(2.50b) and my character was still falling trough ships landing bay.... There is report in beta about this too :wink:
From what I've seen, the only time the problem happened to me, was in a situation where the engine has been too slow to draw the elements of the room around me, so I happened to "touch the ground" an instant before the ground was effectively created (you may have noticed that your character is spawned some distance from the ground and makes a little fall, I think this is some kind of workaround for this very problem)...maybe it's a coincidence, but I interpreted it this way...

To me all elements wore drawn but my character still keep falling and respawns back in skunk. And if I leave skunk ramp it will start falling again. Im still using vanilla.... That's why I think it is not mod related. I know we had this bug before and it was fixed and it started back in 2.50 again.... Only way to fix this is dock in and dock back out...

Here is pic when I was trying to talk to engineer and just fell trough floor (this happened with vanilla)

http://cloud-4.steampowered.com/ugc/397 ... E1FA4F212/
It's not world hunger because we can't feed poor,it's because there will never be enough to feed the rich .....
User avatar
Miniding
XWiki Moderator
XWiki Moderator
Posts: 948
Joined: Fri, 14. Dec 07, 11:33
x4

Post by Miniding »

DlMFlRE wrote:2werewolves?

I have a steam-version. I am interested in version 1.24 of the bridge. Tell me how to make 1.24 using the workshop?

http://i.imgur.com/1ButrF5.jpg
You seem to be "abonned" to the mod so it is in your game... look at the "extension" ingame main menu to confirm it's on but everything look good on your pict...
Miniding
X3 Reunion - X3 Terran Conflict - X3 Albion Prelude - X Rebirth - X4 CE...
DlMFlRE
Posts: 15
Joined: Wed, 1. Jan 14, 01:04
xr

Post by DlMFlRE »

Workshop works. Mod works. Mod version 1.42. I want 1.24. I do not know how to do a workshop with the help of 1.24 instead of 1.42. Please tell me.
Zippe
Posts: 195
Joined: Sat, 31. Jan 04, 16:25
x4

Post by Zippe »

Does anyone know which soundsample is responsible for this loud humming on the capital bridge? I really need to get rid of that, it drives me nuts, but I can't find it.

Thanks,
Zippe
User avatar
NZ-Wanderer
Posts: 1627
Joined: Thu, 5. Aug 04, 01:57
x4

Post by NZ-Wanderer »

DlMFlRE wrote:Workshop works. Mod works. Mod version 1.42. I want 1.24. I do not know how to do a workshop with the help of 1.24 instead of 1.42. Please tell me.
You won't be able to do it with the steam version of the mod, you will have to wait until the mod author puts the different versions on nexus or some other site..
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth

NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
UniTrader
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 14571
Joined: Sun, 20. Nov 05, 22:45
x4

Post by UniTrader »

Zippe wrote:Does anyone know which soundsample is responsible for this loud humming on the capital bridge? I really need to get rid of that, it drives me nuts, but I can't find it.

Thanks,
Zippe
i think it would be easier to remove this from the bridge directly (you need to disable mod updates before that of course) - just search in the assets-folder of the Mod for sound or noise and, if you are sure which causes this, remove it or post the related ssnippet and i can poinnt you in the right direction ;) (currently i am not at home so i cannt look myself, besides i currently only have a far outdated Version, i think 1.1 or something)
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)
User avatar
Earth Ultimatum IV.
Posts: 5280
Joined: Mon, 3. May 10, 14:39
x4

Post by Earth Ultimatum IV. »

Its the sound of shield generators.
Or the capital ship bridge tower - if Iam not mistaken, it does a sound too.
Some ships have the bridge placed very close to those.
User avatar
Tamina
Moderator (Deutsch)
Moderator (Deutsch)
Posts: 4626
Joined: Sun, 26. Jan 14, 09:56

Post by Tamina »

I always thought it was from the engines as you do not hear the sound when ship doesn't move.

Code: Select all

Und wenn ein Forenbösewicht, was Ungezogenes spricht, dann hol' ich meinen Kaktus und der sticht sticht sticht.
  /l、 
゙(゚、 。 7 
 l、゙ ~ヽ   / 
 じしf_, )ノ 
Sparky Sparkycorp
Moderator (English)
Moderator (English)
Posts: 8074
Joined: Tue, 30. Mar 04, 12:28
x4

Post by Sparky Sparkycorp »

Finally, 2.50 is released and I've purchased my first combat capital 8)

This mod is lovely stuff. I'd misunderstood earlier comments to mean there would be no shadows but we do have some and they are nice to see angling along the bridge as we turn.

By virtue of it's lower cost, speed and interesting main weapon, the first combat capital I picked up was a Balor. Unfortunately, it has a large and somewhat unattractive radar dish taking up quite a bit of the frontal view. It also has a disk on the top of the bridge so if anyone wanted to remove the forward one somehow, that would be fine by me :)
User avatar
werewolves?
Posts: 1166
Joined: Tue, 31. Jan 12, 00:58
x4

Post by werewolves? »

I like the Balor view with the radar, especially when the flak opens up. It looks cool, probably my favourite bridge even with the slightly obscured view.
Sparky Sparkycorp
Moderator (English)
Moderator (English)
Posts: 8074
Joined: Tue, 30. Mar 04, 12:28
x4

Post by Sparky Sparkycorp »

Slightly? We can't click on ships to get a distance reading or track them behind objects so when I ask the captain to attack X in the distance, it would be helpful and enjoyable to be able to see what he was flying towards.
UniTrader
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 14571
Joined: Sun, 20. Nov 05, 22:45
x4

Post by UniTrader »

a certain Mynock just contacted me regarding a minor Bug in this Mod (why me - no idea.. probably because i am mentoined in the Credits..):

when deploying the Construction Vessel the Docking Icon disappears inside the Docking Port

i think this can be resolved by adding a

Code: Select all

 parent="anim_top"
attribute to the connectin of the Player Dock, but note that you will have to move the dock again to the right position and rotation because this attribute messes up those (better: they will be attached to a ship part and not the main hull and move/rotate with it ;) )
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)
User avatar
NZ-Wanderer
Posts: 1627
Joined: Thu, 5. Aug 04, 01:57
x4

Post by NZ-Wanderer »

Hehe I noticed that a while back, but just thought I wasn't supposed to dock at the construction vessel anymore... :oops:
Normally I don't even go on board the construction vessel anyway cause I just get the crew to go from the skunk to the vessel by talking to them on skunk and telling them to work on Construction vessel and off they fly, once it deploys there is no need to go there as well :)
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth

NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.

Return to “X Rebirth - Scripts and Modding”