[MOD] Capital Ship Bridge

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Sparky Sparkycorp
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Post by Sparky Sparkycorp »

Maybe deployed CVs should have a bar instead of one of the side room :)
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NZ-Wanderer
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Post by NZ-Wanderer »

Sparky Sparkycorp wrote:Maybe deployed CVs should have a bar instead of one of the side room :)
Well that would get me landing on the CV again :lol:
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Luke0086
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Post by Luke0086 »

NZ-Wanderer wrote: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 :)
I just tried this method on a deployed construction vessel because I forgot to put a defence officer on it and it's giving me a mission to complete.

However, the construction vessel is part of the station I have, and I can't expand the station in the list for some reason, so until the docking icon comes back I can't give the construction vessel a defence officer :-(
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eMYNOCK
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Post by eMYNOCK »

expand the assets of your station and you should be able to select the CV from the map.

anyway... i figured out that it is not a good idea to stay on board your CV after you gave it an build order... (the very first step)

after the CV itself expanded you may get stuck inside the structure... i'm lucky that i was able to clip out of that ship.. somehow... :roll:

oh.. and yes.. i am the certain Mynock UniTrader was talking about. ;)
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Litauen
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Post by Litauen »

Version update: 1.45 Fix to Fulmekron/Construction Vessel bridge placement, attempt to solve rare falling problem
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Earth Ultimatum IV.
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Post by Earth Ultimatum IV. »

Great effort once again :)
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NZ-Wanderer
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Post by NZ-Wanderer »

Luke0086 wrote:I just tried this method on a deployed construction vessel because I forgot to put a defence officer on it and it's giving me a mission to complete.
However, the construction vessel is part of the station I have, and I can't expand the station in the list for some reason, so until the docking icon comes back I can't give the construction vessel a defence officer :-(
Well what you "could" do is install YorrickVander's Copilot Convo v1.2 mod, it has an option that will populate your ships with crew automatically :) - That's what I use sometimes if I cannot be bothered going out and getting crew myself.. :)
- Egosoft Link Here
Litauen wrote:Version update: 1.45 Fix to Fulmekron/Construction Vessel bridge placement, attempt to solve rare falling problem
Thank you, great work as always :) - dunno what we would do without you...
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.
Zippe
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Post by Zippe »

UniTrader wrote:
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)
I finally found the sound which is killing my nerves :)
The soundfilename is adsign_small.wav, seems like this is used for the big shield generators on the cap ships. Most of the Capitalship bridges are placed directly on top of them, i.e. the Titurel and Rahanas.

I use a second mod which changes this sound to something more bearable (named "better ambient sfx"). This works well inside the stations, but the sound on the ships are not changed.

This mod uses this code to replace the sound:

Code: Select all

<replace sel="/soundlibrary/sound[@id='adsign_ambient_s']/sample">
      <sample start="extensions\better_ambient_sfx\sfx\ambient\other\adsign_small.wav" />
   </replace>
Any pointer on how to change it on the ships would be much appreciated.
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skalapunk
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Post by skalapunk »

Amazing mod, thank you Lit!

I have a question though:

If you are able to change the geometry of the vanilla "parking garage" to the incredible "Capital Ship Bridge", would it also be possible to change the vanilla Skunk "crew quarters" to a bigger, better crew quarters on the Skunk?

My idea is to be able to walk around in several rooms and all the npcs you have on board could be sitting in chairs or standing around similar to how you have done in the Capital Ship Bridge mod.
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YorrickVander
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Post by YorrickVander »

NZ-Wanderer wrote:Well what you "could" do is install YorrickVander's Copilot Convo v1.2 mod, it has an option that will populate your ships with crew automatically :) - That's what I use sometimes if I cannot be bothered going out and getting crew myself.. :)
- Egosoft Link Here
Indeed, the newer functionality in copilot convo is pretty much made to be used with this mod, so I can stand on my lovely bridge and order my squad without running to the captain or running through ENTER-2-2 :)
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Litauen
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Post by Litauen »

@Zippe - thank you, I was wondering also from where this sound comes. Will disable in the next release.

@skalapunk - technically it is possible. But Skunk is not a large ship, it will look weird if you will make this room bigger.
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Litauen
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Post by Litauen »

Version update: v1.46 Shield generator's sound disabled, new bridge ambient added

Please let me know if this solves annoying audio problem.
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Tamina
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Post by Tamina »

Came here exactly after the workshop download started...

What is this "new bridge ambient" you are talking about exactly? And where can I find it?

I am not able right now to test until weekend :/
However I am excited as always when you mod something new; great, greater, greatest, Litauen :D

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 
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XexrelFenix
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Post by XexrelFenix »

Sequana missing a docking point, did you edit that for this mod?
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Litauen
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Post by Litauen »

@Tamina - check https://www.youtube.com/watch?v=ehYXJOffjWc, you should stand on the bridge and listen, nothing special, just some humming and clicks, but better than before in my opinion

@XexrelFenix - leave the sector and come back, bridge should appear, nothing is removed
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XexrelFenix
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Post by XexrelFenix »

Litauen wrote:@Tamina - check https://www.youtube.com/watch?v=ehYXJOffjWc, you should stand on the bridge and listen, nothing special, just some humming and clicks, but better than before in my opinion

@XexrelFenix - leave the sector and come back, bridge should appear, nothing is removed
Hmm, that was werid. :/
Its back though for my lovely Sequana. :)
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Litauen
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Post by Litauen »

Version update: v1.50 Bridge announcements
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Tamina
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Post by Tamina »

Okay cool, that is nice. How much influence do you have on those announcements?
Are you using some voice-files from Egosoft? Third party program?

Would it be possible to increase the number of announcements during fights?
So that the announcements are proportional to shield depletion, to indicate the player that things get serious here?
(Of course those announcements should be more alarming and thrilling - that is why I am asking how much influence do you have on those)

It was a little bit sobering when I was in a "big capitals vs capitals vs fighters vs fighters" (PMC, my ships and HoA) fight and it was completly silent and then a station announcement came in (I couldn't understand her) which sounded like "The trainee brought some homemade cookies, they are on the desk in the conference room".
I was a little bit, well, out of "rage" (from the fight) then :D
Last edited by Tamina on Fri, 24. Oct 14, 15:08, edited 1 time in total.

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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
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Post by Sparky Sparkycorp »

"Would the parents of the Argon girl named Suzie please get her out of the launch tubes?" :)

OK, perhaps taking it too far. lol
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Litauen
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Post by Litauen »

Tamina wrote:How much influence do you have on those announcements?
I can play them anytime based on various conditions, now they are played in pseudo-random intervals and not related to any environment property.
Tamina wrote:Are you using some voice-files from Egosoft? Third party program?
I recorded all files using TTS myself. Part of the texts were "borrowed" from SG2 and adjusted by me to suite XRebirth.
Tamina wrote:Would it be possible to increase the number of announcements during fights? So that the announcements are proportional to shield depletion, to indicate the player that things get serious here?
Very good idea. I like it. Will do. How often do you want to hear these announcements and in which circumstances? (shields/hull down ok, what else?)

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