[MOD] Capital Ship Bridge

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Earth Ultimatum IV.
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Post by Earth Ultimatum IV. »

XenonSurf wrote: But all this comes at the cost of huge framerate drops. Because I'm already struggling with performance, I have setup a special NVidia profile with NVidia Inspector, but I will have to go down to a resolution of 1280x720 (I have a decent i7 desktop), the game will then look worse and the performance gain is only moderate.

+1 on this... Great work on the mod, but the backrooms are causing trouble. :)
XenonSurf
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Post by XenonSurf »

Hi Earth Ultimatum,
I may be wrong, but I think that the lateral rooms and the long corridor with the steps are causing a lag, the main bridge (if you go directly to it) is OK.

XenonS
Hemectu
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Post by Hemectu »

Request:

I love this mod, makes the whole game, but would it be possible to have the Skunk being actually repaired when docked?

There is a mechanic working on it when you go to see the landing bay :)
WILLIAMSTOM
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Post by WILLIAMSTOM »

its amzing!

well, a few bugs, one is standing next to the side window and player can see the door outside when the door is open. the other is that player may fall down the ship when go across the door. Just small bug, dosent matter anyway.
XenonSurf
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Post by XenonSurf »

The player may get stucked when going from the bridge to the lateral doors (to the panorama corridors). In this case the workaround is easy:
Just press SHIFT-D to return to your Skunk and dock again.

XenonS
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Tamina
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Post by Tamina »

Always remember: Do not stand near walls or other vertical obstacles while the ship is turning in any direction.

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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 
XenonSurf
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Post by XenonSurf »

Ach, that's the reason :D
Thanks Tamina to clarify!

Meanwhile I have a suggestion for an additional Capital Ship Bridge LIGHT version that shouldn't require too much work IMO.

For performance reasons, I had to reduce the monitor resolution. It's all still looking very good, but moving forwards, panning around from left to right or up to down takes quite a bit to update the screen (lag).

To give a relief for players with only moderately good system specs (3.0 GH, i7 desktop, Nvidia GeForce 8800 GTS, 8 GB RAM), the only little changes I propose for a LIGHT version is:

1)
Just make the 2x2 doors in the panorama rooms (when comming from the bridge) locked and remove all the in-between corridors inclusive the 2 crew quater rooms.
You'll only go once there for curiosity and then no more, except to pickup your MO, so this loss can easily be accepted.

2)
Make the Marine Officer spawn in one of the panorama corridors instead of in the crew quarter.

3) *Maybe*
Greatly shorten-up or remove the steps that lead to the hangar, or make it a smaller leveled corridor without steps. Make this corridor much darker so this will emphazise the environement change.

All the remaining can of course stay as is which is all superb.
I think this LIGHT version will make significant FPS improvements.

Greets,
XenonS
UniTrader
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Post by UniTrader »

just had an idea about another solution/improvement related to the performance XenonSurf mentoined:

drop this as libraries/renderparam_library.xml in the Mod:

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<?xml version="1.0" encoding="utf-8"?>
<diff>
<replace sel="//lodrules/rule[connections/tag[@name='cluster_inside_detail']]/@range">100.0</replace><!-- Original Value: 250.0 -->
<replace sel="//lodrules/rule[connections/tag[@name='interior']]/@range">50.0</replace><!-- Original Value: 150.0 -->
<replace sel="//lodrules/rule[connections/tag[@name='character']]/@range">30.0</replace><!-- Original Value: 100.0 -->
<remove sel="//lodrules/rule/connections/tag[@name='dockingbay']"/><!-- Original Value: 16000.0, but turret_big is also there, so seperating them: -->
<add sel="//lodrules">
  <rule range="250.0" sizecontrib="100" speed="1.0">
    <connections>
      <tag name="dockingbay" />
    </connections>
  </rule>
</add>
</diff>
this dramatically reduces the render Range of interiors (about 1/3 of the original value except for the dockingbay/interior itself, which was 16km - practically unlimited for this purpose, therefore decreased to 250m)
feel free to play around with the Values and give feedback :)

EDIT: corrected number
Last edited by UniTrader on Wed, 20. May 15, 03:29, edited 1 time in total.
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 ;)
XenonSurf
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Post by XenonSurf »

Hi Unitrader,
my Extensions folder have cat/dat files in it. So prior of creating a libraries folder and creating a xml file with your content, should I extract al cat files first?

Thanks,
XenonS

PS: too bad that i cannot get my MSI Afterburner show me the FPS in XR, because x64 bit, so I cannot make an 'exact' observation about fps changes, but I will of course feedback my experience.
UniTrader
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Post by UniTrader »

not necesary if there is no file conflict (meaning if this file is not in the cats/dats yet)
if both are present cat/dat would have priority so extracting and merging them, and then re-packing the resulting file would be necesary, but i doubt that. alternatively you could put it in another extension where it doesnt conflict

note: i am not using this Mod myself
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 ;)
XenonSurf
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Post by XenonSurf »

Thanks, will try asap without extracting, simply adding a libraries folder with the xml.
Also I now remember that my MSI-A has a logging function for FPS/GPU etc.
so I will get some relevant numbers quickly 8)

And thx very much for your 'prompt' solution, everything getting better fps is a heaven in XR :D

Will come up with numbers,
XenonS
XenonSurf
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Post by XenonSurf »

I have done some test after putting the values in a xls file to compare.
Still I have to find a way to log fps results.

Removing the docking bay values will cause the entering area of standard stations to turn to black..I think that's why the default is rather big with 16000, but maybe another value causes this.

The fps increase is only moderate, not radical, but I haven't yet played with the values, only using your set changes.

I think the CAP Ship Bridge is just too big in volume and should be reduced - without changing its spirit. Only solution I see is to cut out the lateral corridors and keeping the panorama area.

XenonS
Arkangel1981
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Post by Arkangel1981 »

thanks for all the work of the community.
I would like to experiment to see if I learn something ; which is the program to decompress the file dat ?
and all this, when I put the line in the extended directory does not work for me
help..please :oops:
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X2-Illuminatus
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Post by X2-Illuminatus »

With the Catalog tool, which is part of the X Rebirth tools, you can open and extract catalog files. Please note that you actually have to open the "cat" file, which contains an index of files being present in the equally named "dat" file.
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trenrommel
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Post by trenrommel »

Ever since I got this mod have been obsessive over tweaking my own game bridges. but i cant for the life of my figure out how to edit platforms, any help would be great.
XenonSurf
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Post by XenonSurf »

Captain vanishes if I change it from CAP.
I don't know if this is an issue with XR or with the mod.

After a boarding, I got all crew in the CAP and then I re-dock.

If I call another captain remotly from the CAP and ask him to work on the CAP, I see the cutscene with the captain comming in. I then re-dock.
After going back to the skunk, the other captain is not there, he VANISHED. No, he is not in the CAP crew quarters.


AAAARRRGGGHHH... That's it I guess: he is in the CAP in the Hangar at the entrance of the Skunk :D :D :D
I never see this because I use SHIFT-D... Must check that...

Any idea?

XenonS :
BlackRain
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Post by BlackRain »

Does anyone else get errors like this from the bridge mod?

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[General] ======================================
[=ERROR=] Cannot match path '/soundlibrary/sound[@id='notification_hint']' in patch file 'extensions\litauen_capital_ship_bridge\libraries\sound_library'. Skipping node.
[General] ======================================[General] ======================================
[=ERROR=] Invalid SoundID "hash(958769488)" on macro: "interiors_rooms_ar_first_person_hud_glass_macro"! No definition found in SoundLibrary.
[General] ======================================
[General] ======================================
[=ERROR=] Invalid SoundID "hash(958769488)" on macro: "interiors_rooms_ar_first_person_hud_glass_macro"! No definition found in SoundLibrary.
[General] ======================================
[General] ======================================
[=ERROR=] Invalid SoundID "hash(958769488)" on macro: "interiors_rooms_ar_first_person_hud_glass_macro"! No definition found in SoundLibrary.
[General] ======================================
[General] ======================================
[=ERROR=] Invalid SoundID "hash(958769488)" on macro: "interiors_rooms_ar_first_person_hud_glass_macro"! No definition found in SoundLibrary.
[General] ======================================
w.evans
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Post by w.evans »

BlackRain wrote:Does anyone else get errors like this from the bridge mod?

Code: Select all

[General] ======================================
[=ERROR=] Cannot match path '/soundlibrary/sound[@id='notification_hint']' in patch file 'extensions\litauen_capital_ship_bridge\libraries\sound_library'. Skipping node.
[General] ======================================[General] ======================================
[=ERROR=] Invalid SoundID "hash(958769488)" on macro: "interiors_rooms_ar_first_person_hud_glass_macro"! No definition found in SoundLibrary.
[General] ======================================
[General] ======================================
[=ERROR=] Invalid SoundID "hash(958769488)" on macro: "interiors_rooms_ar_first_person_hud_glass_macro"! No definition found in SoundLibrary.
[General] ======================================
[General] ======================================
[=ERROR=] Invalid SoundID "hash(958769488)" on macro: "interiors_rooms_ar_first_person_hud_glass_macro"! No definition found in SoundLibrary.
[General] ======================================
[General] ======================================
[=ERROR=] Invalid SoundID "hash(958769488)" on macro: "interiors_rooms_ar_first_person_hud_glass_macro"! No definition found in SoundLibrary.
[General] ======================================
Yup, lots.
BlackRain
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Post by BlackRain »

It is quite annoying, any way to fix it? heh. I get thousands of lines of it :(
XenonSurf
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Post by XenonSurf »

Hi BlackRain,
I'm using this mod to my satisfaction. I can check it for you, but how do you check it? Is there a logfile somewhere?

XenonS

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