[Realspace MODS] "STARS" - "XRSGE" - "REM" - various

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LostCompany
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by LostCompany »

MarcusInVR wrote: Sat, 13. May 23, 17:24
The only intention is to make the sectors bigger. I do not intend to add any other sectors. ReScale is, as the name suggests, about scaling.

// EDIT:
Any further discussion about my mod should be held in its own post: viewtopic.php?f=181&t=454961
Understood! Unfortunately, there is no general formula that can be used to inflate the existing sectors. Like a balloon in which you fill 100% air instead of 50%.
Folker
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by Folker »

Hi realspace, in the boron mission The Royal Way, when you have to approach the highway construction site to defend it, it puts in the briefing "approach the highway construction site" but it doesn't indicate the direction.

So I went to Darkness Sanctuary: The Cove
As it was marked that there would be a boron carrier "Reminiscence of Menelaus" but I couldn't find it. Is it normal? Because there is no highway in the mod. Or is it a bug?

PS: I love your mod, I used it in 5.0 and I'm using it again in 6.0 and your work is always so admirable.
Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by Realspace »

LostCompany wrote: Sat, 13. May 23, 22:22 Maybe the mod calculates too many unnecessary objects, which are currently not visible (out of view) at all? The problem seems to be related to the number of objects in the sector.
Testing other boron sectors tomorrow.
I doubt that the stuttering is due to my mod. I have a much lesser cpu/gfx than yours and have none. I'd investigate the parallax occlusion. It causes massive fps drop in my game in cockpit view. And please test xrsge without other mods if having these problems. A probable cause can be any other mod changing the economy, the jobs, etc. Those are not compatible with xrsge.
Another user commented in the nexus about the glitch gone in Terran sectors. This means the fix works, it was the size of the meshes.
edit: I tried a fresh start in vanilla game, no STARS and no XRSGE. Man, the performance is bad! Not talking about the aspect... :roll: but fps are much less than in stars+xrsge. Stuttering everywhere. I will stop looking for causes in my mod, where I already have optimized all regions to be very lowly impactful on the game. I have much better performance in xrsge than in vanilla, in asteroid's/foggy regions it's something like 45 fps vs 25 :o :!:
Folker wrote: Sun, 14. May 23, 13:01
Yes we discussed with Ziplock about this a few posts before. I will rebuild the highway in Sanct of darkness. That will be the single only hw in all xrsge universe but hei, it is a safe passage one so can make sense :-)
I don't know if it will work out of the box with current save, maybe.
In the nexus it was reported that the mission's step where you have to bring the ship to Avarice is broken. I still have not got there, my game shows no erros in the log. Anybody else having this? If yes, please activate the debuglog and look for any line containing "$PirateSectors" and write here what the log says.

---------------------------------

I am uploading xrsge with highways set back
for now, also a STARS patch is available
https://www.nexusmods.com/x4foundations/mods/507
It changes the planet in Segaris (that should also work for terraforming) and changes all base textures for the planets, making them lighter and hopefully resolving the (vanilla) issue of texture's borders drawing a line on the terrain of planets
Last edited by Realspace on Sun, 14. May 23, 16:23, edited 1 time in total.
LostCompany
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by LostCompany »

Realspace wrote: Sun, 14. May 23, 14:37 I doubt that the stuttering is due to my mod. I have a much lesser cpu/gfx than yours and have none. I'd investigate the parallax occlusion. It causes massive fps drop in my game in cockpit view. And please test xrsge without other mods if having these problems. A probable cause can be any other mod changing the economy, the jobs, etc. Those are not compatible with xrsge.
Another user commented in the nexus about the glitch gone in Terran sectors. This means the fix works, it was the size of the meshes.
I have no other mods beside x4rsge, stars and your engine mod running when testing x4rsge. Will recheck SOL/TER sectors after lunch!
I like to help find out whats the root of the problem is! Maybe I'm unlucky with my rig having some compatibility issue... don't know ...

Regards
~Exo~
Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by Realspace »

LostCompany wrote: Sun, 14. May 23, 16:22 I have no other mods beside x4rsge, stars and your engine mod running when testing x4rsge. Will recheck SOL/TER sectors after lunch!
I like to help find out whats the root of the problem is! Maybe I'm unlucky with my rig having some compatibility issue... don't know ...
Regards
~Exo~
Try a start in vanilla game in the same sectors to compare. As I edited above, I tried and omg the performance was very bad! I've optimized the regions in xrsge to be very light. In asteroids or fogs the performance is night/day different in my game, after having made all fogs less dense and dimmer and asteroids vaster/spread out there is a difference of 20fps, not talking about the aspect... :doh:

...and check the parallax occlusion. I had to set it off, it ate something like 40fps in cockpit view :o ...but my gf card is old
Folker
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by Folker »

Realspace wrote: Sun, 14. May 23, 14:37 Another user commented in the nexus about the glitch gone in Terran sectors. This means the fix works, it was the size of the meshes.

Yes we discussed with Ziplock about this a few posts before. I will rebuild the highway in Sanct of darkness. That will be the single only hw in all xrsge universe but hei, it is a safe passage one so can make sense :-)
I don't know if it will work out of the box with current save, maybe.
In the nexus it was reported that the mission's step where you have to bring the ship to Avarice is broken. I still have not got there, my game shows no erros in the log. Anybody else having this? If yes, please activate the debuglog and look for any line containing "$PirateSectors" and write here what the log says.
Okay, I saw nothing error who containing "$PirateSectors", I just had lauch pirate start with the S transporter ship and I launch the debuglog. I don't know if is this that you want or other things

Realspace wrote: Sun, 14. May 23, 14:37 I'd investigate the parallax occlusion. It causes massive fps drop in my game in cockpit view. And please test xrsge without other mods if having these problems. A probable cause can be any other mod changing the economy, the jobs, etc. Those are not compatible with xrsge.
Ah, I didn't know that, it is interesting, this is a raison witch I have my game who have low FPS (20-30). And when have only you mod I reach 50 FPS
You know how to make your mod compatible with FOCW and Economy overhaul ? Because I love there 3 mods, and if I know how to make it compatible, I will do it, is just question of time
Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by Realspace »

Folker wrote: Sun, 14. May 23, 16:35 Okay, I saw nothing error who containing "$PirateSectors", I just had lauch pirate start with the S transporter ship and I launch the debuglog. I don't know if is this that you want or other things
Nope, that one should work fine. All TOA missions should by now. What I mean is the boron story, the part where you are asked to bring something or a ship to Avarice, it was reported as bugged in the Nexus. I still have not played to there yet.
Folker
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by Folker »

Realspace wrote: Sun, 14. May 23, 16:46 Nope, that one should work fine. All TOA missions should by now. What I mean is the boron story, the part where you are asked to bring something or a ship to Avarice, it was reported as bugged in the Nexus. I still have not played to there yet.
Maybe the debuglog not think that is bug, is possible or not ?

I'm sorry, I asked the question for economy overhaul and FOCW before to ask if is compatible even if I think there didn't with your mod
But if is not, I ready to make it compatible, you just have to explain to me how to make it, and I do.
Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by Realspace »

What usually happens is that some missions are not active at start so the debuglog can not see a missing cue or similar at game's start. It means you have to arrive at the mission in the game to see the error appear. But TOA missions should be all ok. It is Boron mission here.

BTW XRSGE 4.3.8 is ready
https://www.nexusmods.com/x4foundations/mods/507
I've set back the highway in Sanct. of Darkness.
Don't know if it will work with an old save
Folker
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by Folker »

Realspace wrote: Sun, 14. May 23, 17:19 What usually happens is that some missions are not active at start so the debuglog can not see a missing cue or similar at game's start. It means you have to arrive at the mission in the game to see the error appear. But TOA missions should be all ok. It is Boron mission here.

BTW XRSGE 4.3.8 is ready
https://www.nexusmods.com/x4foundations/mods/507
I've set back the highway in Sanct. of Darkness.
Don't know if it will work with an old save
OK I test it with my last save
Folker
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by Folker »

I tested, and the highways are in the sector. But the quest is the same, dosen't active the guidance.

I accepted the quest in my old save. So we can conclude that is not compatible with old save
ziplock815
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by ziplock815 »

I will test with the save before accepting the quest. Maybe it will work... :gruebel:
Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by Realspace »

Somebody having the glitch of triangles due to the 6800 gf card, can please tell me how is the thing in system greater profit (rusiris dream, Shadow of giants, etc)?
ziplock815
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by ziplock815 »

ziplock815 wrote: Sun, 14. May 23, 18:06 I will test with the save before accepting the quest. Maybe it will work... :gruebel:
Seems "the High road" quest works now, I have a guidance. Tested with a savegame that I'd made before accepting the quest.

P.S. I've just made a long range scan and game crashed with fatal error window :cry:
LostCompany
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by LostCompany »

Realspace wrote: Sun, 14. May 23, 16:28
Try a start in vanilla game in the same sectors to compare. As I edited above, I tried and omg the performance was very bad! I've optimized the regions in xrsge to be very light. In asteroids or fogs the performance is night/day different in my game, after having made all fogs less dense and dimmer and asteroids vaster/spread out there is a difference of 20fps, not talking about the aspect... :doh:

...and check the parallax occlusion. I had to set it off, it ate something like 40fps in cockpit view :o ...but my gf card is old
FPS NEVER was a problem to me... See the screenshots from last week! They are 150+ (I play 4k but also tested 1440p) and never dropping. First it was the boxes/triangles problem with the RX6000 series card together with heavy stuttering while moving... you fixed problem #1 (the visual one) but the stuttering is always there. Thats my latest find out. I'm sorry that I found no time this day for more tests. But be sure, I'm doing this in the course of the week! Never give up! :)
Realspace wrote: Sun, 14. May 23, 19:59 Somebody having the glitch of triangles due to the 6800 gf card, can please tell me how is the thing in system greater profit (rusiris dream, Shadow of giants, etc)?
Do you have the sector coordinates (like 2,1 or 3,-2) available or the name how they appear in custom games sectorlist? I cannot locate them.
Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by Realspace »

Don't worry, I've started redoing all meshes cluster by cluster. Am reducing the box at e10 aka 10 milion kms. The longest distance in-cluster we have in xrsge is 8 million so that will suffice. It takes some time but it has to be done so. I hope this also increases performance in general. If ego had done planets in the size of those in boron dlc, comparable to earth, then the box could be done smaller as I did in boron sectors. But base game has small moons that are 5x the size of earth! Redoing planet's meshes is much more complicated than enlarging the box. When importing/exporting the planet's model gets often corrupted or loses part of the materials. Skyboxes not.

The only reason i can think for the stuttering out of my specific mod is that maybe you have to optimize the amd settings. What my mod makes is some more burden on the gf card but nothing massive, more a memory problem for how x4 works. So after using v-sync in game plus other settings in amd and screen panel and fps limiter at144 both in screen (very fast one) and in software, the stuttering is no more in my game except when fps drop. Having fast cards can make think that those optimizations are not needed but they are even more bc the mismatch of the rendering is the reason. And worse case is with fast cards + slow screens. My rx580 and ryzen 3600 are equally... slower than the screen :-D
LostCompany
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by LostCompany »

Realspace wrote: Sun, 14. May 23, 14:37 edit: I tried a fresh start in vanilla game, no STARS and no XRSGE. Man, the performance is bad! Not talking about the aspect... :roll: but fps are much less than in stars+xrsge. Stuttering everywhere. I will stop looking for causes in my mod, where I already have optimized all regions to be very lowly impactful on the game. I have much better performance in xrsge than in vanilla, in asteroid's/foggy regions it's something like 45 fps vs 25 :o :!:
This is really strange! I played x4 with a couple of small mods, but never had any performance issues. I remember my old rig i7 quadcore and nvidia GTX980 runs very smooth.
However... you recalculate the sectors (or a subset for early testing) and lets start testing! Only 3 days office time and 4 weeks holidays following :) time enough...
ziplock815
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by ziplock815 »

Realspace wrote: Mon, 15. May 23, 08:53 Don't worry, I've started redoing all meshes cluster by cluster. Am reducing the box at e10 aka 10 milion kms. The longest distance in-cluster we have in xrsge is 8 million so that will suffice. It takes some time but it has to be done so. I hope this also increases performance in general. If ego had done planets in the size of those in boron dlc, comparable to earth, then the box could be done smaller as I did in boron sectors. But base game has small moons that are 5x the size of earth! Redoing planet's meshes is much more complicated than enlarging the box. When importing/exporting the planet's model gets often corrupted or loses part of the materials. Skyboxes not.
Is it really needed? I thought you'd already made distances and planets realistic. The only thing that bothers a bit is some planets (at least vanilla) rotating very quickly. But I don't experience any stuttering now and overall fps is good. Small stuttering occurs in some foggy sectors and only when using external view.
Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by Realspace »

Well...there is an increasing number of users reporting this glitch. So after so much work why not removing this last major issue? I've already redone half the universe, it is easier than being looking for each report, I can't stand those anymore :roll: . Anyway skyboxes so large are not needed, they were done in the first "age" :D of the mod when I was attempting to recrate an entire solar system inside a single cluster. A modding option many of us "veterans" waited since X2 that seems will have to wait again, maybe X5 will allow it, together with some procedural moons to land on for mining.

In that doing I also "clean" each cluster, rework backgrounds to be minimal and to look better also for those having no Reshade. So the time is not wasted. It also should accomplish a lighter weight for the mod, not that it was heavy, STARS is much more.
LostCompany
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by LostCompany »

Anything we can test/help? Test driving a few finished sectors? Or has the complete Galaxy recalculated first?

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