Litcube's Universe
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
-
- Posts: 4796
- Joined: Tue, 31. Oct 06, 12:11
There are many problems with the Linux version. I switched back to Windows after trying the install of LU on Linux (using the comments that have been posted on the old wiki).
The sun is a problem, yeah, a lot of them have black borders. And there are many other tiny problems as well, like a lot of games (textures, AA, ...), but I'm pretty sure that the balance and the commands are preserved, because they are "within" the game. It's not like you use a different engine to read gameplay elements like OpenGL instead of DX.
The sun is a problem, yeah, a lot of them have black borders. And there are many other tiny problems as well, like a lot of games (textures, AA, ...), but I'm pretty sure that the balance and the commands are preserved, because they are "within" the game. It's not like you use a different engine to read gameplay elements like OpenGL instead of DX.
-
- Posts: 1019
- Joined: Sun, 26. Sep 10, 06:00
Most of the Linux modding problems (of any game) stem from the case sensitive filesystem. As modding generally requires that certain files override original game assets, filename case sensitivity matters a lot because if they are different then the files don't overwrite each other. You could simply try to install LU and the game on a filesystem with case-insensitive filenames.idont wrote:I recently installed this mod to my linux version of AP, and it works okayish. However there's a few things that I'm not sure if they're broken or just not documented well enough for me to find.
That's normal, that's the same in Windows version of LU. It's frustrating but that's how it is. Transport missions are the rarest (about 5%). It will be even more frustrating the second you manage to get a TL because suddenly those large numbers of Build Station missions seem to drop significantly.[*]There seems to be a weird balance in the missions offered, in that I am almost only offered defend station, patrol and build station missions. I have however seen a single transport personnel one, so they're not totally missing. Is this intended?
Again normal. I don't know what Litcube's original motivation for it was but one possible explanation from my side is that the explorer tries to stay safe. Imagine that it's discovering an enemy sector (Xenon or Pirate or OCV) so it needs to first enter it (to discover the sector and get the sector data, like who owns it), then it needs to go back to a safe location (which can only be the previous sector it came from), then decide what to do (and because it's an enemy sector it will avoid going back to fully explore it). How else would you have this work?[*]When the automated explorers explorer a new sector, they always enter the sector, then immediately turn around and land in a station in the previous sector, with the command land somewhere safe. Then they launch again, fly to the new sector and map it. Why?
Yeah, I saw those too, no idea. Try to use the Encyclopedia to look up the ware and see if it's required by any station.[*]There are some new wares like artificial fertilizer or construction equipment, but I can't see any information on what they're for.
[/list]
X3LU 1.5.2/1.7.0 Youtube series with: IEX 1.5b + LUVi, SIaF r7 (previously also used Phanon Plus 4.02, Revelation Plus 1.04, Diverse Game Starts - LU Edition)
[ external image ]
[ external image ]
-
- Posts: 1016
- Joined: Wed, 4. Feb 04, 17:37
-
- Posts: 3258
- Joined: Fri, 8. Dec 06, 13:45
-
- Posts: 257
- Joined: Sat, 22. Dec 07, 23:18
-
- Posts: 13
- Joined: Thu, 11. Jan 07, 18:15
Thanks for the help. I was mostly concerned with the stuff that felt weird, like the missions being different or the cowardly explorers. Now that I know that's intended, I'll just have to learn to live with it.
How I installed the mod:
How I installed the mod:
- Get Linux Steam to install me a fresh version of AP.
- Download the no steam exe from egosoft. This will never be executed, but makes the installer happy.
- Start Windows in a virtual machine, and expose the AP install as a network drive.
- Point the installers at the network drive and let them do their thing.
- Shut down the virtual machine and start AP normally. Apart from the suns, everything apparently works as it should.
-
- Posts: 2993
- Joined: Sun, 25. Dec 05, 10:42
Ok, looks like that would result in a OK install - as for the suns, its likely a compression issue on the texture, The loading of the DXT textures in OpenGL or a converter can sometimes result in a lost alpha channel depending on the compression type. You could try replacing the textures for the suns with issues with other suns that dont have thoes issues; or re-compressing them with DXT1 (i think).
[ external image ]
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
-
- Posts: 1016
- Joined: Wed, 4. Feb 04, 17:37
The weapon switching part of Smart Turrets for your ships is working with LU, there is only a minor problem with smart main guns (weapon switching for your ship's cockpit guns) - don't use this. I'm using Smart Turrets in my current LU game and it is working perfectly fine.Lord Dakier wrote:Is there a recommended turret mod with this? I tend to use Mars over Smart Turrets, just wondering if it's compatible and all that?
I haven't tested the more advanced stuff the script can do with missile frigates, only the weapon switching part.
-
- Posts: 3193
- Joined: Fri, 4. May 12, 07:40
Something seems pretty messed up with this mod.... I used cheat script because I didn't wont waste another 40h to find out that something is wrong here..... I used Terran ships 6x M6 and 1xM2 armed with Wraith,Spector and Poltergeist Missiles. They wore all set up to 100% chance to shoot missiles. Also I set up MLCC so they fire :
1)Wrath on M1,M2,M7 and stations.
2) Spector on M6,M8,M3,Fragters and TL/TM.....
3)Poltergeist Fighters,M3,M4 and M5.
Now problem is M2 rarely fires Wraith missiles on stations only and M6 use only Wraith on everything (even M5).....
I installed everything again from scratch even started new game and still same problem. Does anyone know what a hell is going on because It is annoying and I like this mod and I don't want to uninstall it.
Also I used cheat script but I didn't use it with Plugin Manager so I don't thing it would have any effect on behaving. Also does anyone know if steam version comes automatically with bonus pack ???
Sorry for my bad English.
1)Wrath on M1,M2,M7 and stations.
2) Spector on M6,M8,M3,Fragters and TL/TM.....
3)Poltergeist Fighters,M3,M4 and M5.
Now problem is M2 rarely fires Wraith missiles on stations only and M6 use only Wraith on everything (even M5).....
I installed everything again from scratch even started new game and still same problem. Does anyone know what a hell is going on because It is annoying and I like this mod and I don't want to uninstall it.
Also I used cheat script but I didn't use it with Plugin Manager so I don't thing it would have any effect on behaving. Also does anyone know if steam version comes automatically with bonus pack ???
Sorry for my bad English.
It's not world hunger because we can't feed poor,it's because there will never be enough to feed the rich .....
-
- Posts: 3193
- Joined: Fri, 4. May 12, 07:40
Thanks for answering.... Those ships wore assigned to station running MLCC... I called them to assist in pirate sector and that was outcome ... Also ships that are not assigned to MLCC do the same thing (especially capital ships) M7M don't have any problems though...... Do you have any idea what could have happened. Im installing fresh AP copy form Steam and I will try again....
It's not world hunger because we can't feed poor,it's because there will never be enough to feed the rich .....
-
- Posts: 370
- Joined: Thu, 9. Nov 06, 14:59
I've got a little ... optical problem.
http://i.imgur.com/a2xKvzf.jpg
I've installed this mod over a new AP download, but somehow the VOL and TC values at stations aren't where they should be. Do you have an idea to fix it?
As you see, behind the number, thats shows how many drones are at the station, there is a grey 'M' that should show how big the ware is.
{Images posted directly to the forums should not be greater than 640x480 or 100kb, oversize image now linked - Terre}
http://i.imgur.com/a2xKvzf.jpg
I've installed this mod over a new AP download, but somehow the VOL and TC values at stations aren't where they should be. Do you have an idea to fix it?
As you see, behind the number, thats shows how many drones are at the station, there is a grey 'M' that should show how big the ware is.
{Images posted directly to the forums should not be greater than 640x480 or 100kb, oversize image now linked - Terre}
Intel i7 8700, Gtx 1070, 16gb RAM. I think i'm ready for X4. Bring it on, Egosoft! [edit 2025: this signature didnt age well
]

-
- Posts: 3258
- Joined: Fri, 8. Dec 06, 13:45
-
- Posts: 1016
- Joined: Wed, 4. Feb 04, 17:37
About Terran shield production factories:
I thought immersion is an important point in LU. So when I'm asking the question "Where do all Terran ships get their shields?" and the answer is "They came out of thin air", then something isn't right.Joubarbe wrote:...
@BlackArchon : because they don't(I mean, even in Vanilla, they don't have any shield factories)
...
-
- Posts: 3258
- Joined: Fri, 8. Dec 06, 13:45
Does the STO script work with this then do you know?BlackArchon wrote:About Terran shield production factories:I thought immersion is an important point in LU. So when I'm asking the question "Where do all Terran ships get their shields?" and the answer is "They came out of thin air", then something isn't right.Joubarbe wrote:...
@BlackArchon : because they don't(I mean, even in Vanilla, they don't have any shield factories)
...
-
- Posts: 32
- Joined: Fri, 25. Feb 05, 00:11
Having problems with the station agent and my weed plex. He's only selling to nearby stations (around 15 jumps) repeatedly in very small quantities when there are empty teladi stations a bit further away
Have autojump fuel set to 100 jumps on the agent, and around 80 jumps i think on the station itself...
Its a SCH so he only has to sell
Is there some sort of leveling requirement to trade further out like UT? He's been station agent for ages so would be surprised
Have autojump fuel set to 100 jumps on the agent, and around 80 jumps i think on the station itself...
Its a SCH so he only has to sell
Is there some sort of leveling requirement to trade further out like UT? He's been station agent for ages so would be surprised
-
- Posts: 1019
- Joined: Sun, 26. Sep 10, 06:00
Yes there is a leveling requirement for both DAs and SAs. Just press "u" on your SA and you'll see the current level. Goes up to 20.jaws104 wrote:Is there some sort of leveling requirement to trade further out like UT? He's been station agent for ages so would be surprised
EDIT: actually, what I only meant to say is that there are levels. If this level affects the trade range I don't know (would have to look at the code) but it's possible. Other reasons your SAs might not be working as expected:
- need to have player presence in every sector where a deal might be found (ie have a satellite, station or ship in that sector)
- the sell price could be too high, press "d" on the station and adjust it and look at the number of jumps (on the rightmost column) for the nearest sale at that price
- need to have certain minimum reputation with the faction owning the station that you'd sell to (don't remember exactly what reputation level, probably better than -2)
- the cargo bay may be full or for some reason there isn't room in the cargo bay
X3LU 1.5.2/1.7.0 Youtube series with: IEX 1.5b + LUVi, SIaF r7 (previously also used Phanon Plus 4.02, Revelation Plus 1.04, Diverse Game Starts - LU Edition)
[ external image ]
[ external image ]
-
- Posts: 32
- Joined: Fri, 25. Feb 05, 00:11
Ok just checked, he's rank 20.
I have satellites in all sectors, selling 1 below normal price, loads of room in cargo. Station is rammed full of weed and have export set to above 30%
level 20 jump range for the UT on wiki it says 18 for selling. Maybe this is max for the station agent?
EDIT :: I transferred all the weed to a dock i have in a sector in middle of the map and the docking agent starting selling it in proper quantities to the empty stations... so yeah
I have satellites in all sectors, selling 1 below normal price, loads of room in cargo. Station is rammed full of weed and have export set to above 30%
level 20 jump range for the UT on wiki it says 18 for selling. Maybe this is max for the station agent?
EDIT :: I transferred all the weed to a dock i have in a sector in middle of the map and the docking agent starting selling it in proper quantities to the empty stations... so yeah

Last edited by jaws104 on Sun, 3. Jan 16, 20:14, edited 1 time in total.