[WIP] Venator Continued

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Argon Destroyer
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Post by Argon Destroyer »

Is there anybody who tested that's ship? I adapted that for XTM and all works fine except 3 things:
1) The 3-rd Turbo Laser Battery on the right side doesn't move. All other are moving in horizontal and vertical axis
2) The docking bays for m6/ts/tp(main hangar and bottom mini hangar) are works very well, but fighter bays are doesn't work. Fighters just fly to position behind Venator and stop. It is possible to dock them by using scripts, and they will undock successfully, but they won't to dock.
3) In External view the Turbo-laser battaries are invisible even with maximum camera zooming. If you are in ship and flying near the ship you can see them. I think that's because of settings in config file. To small visible area.
The codea system dosn't work except bombing. I suppose that thats because of section (2). But that system must use transporter device, so i'm shocked :D
I must repeat, that i changed config files to combine that's beta with XTM and i could made something wrong. So i need somebody to test this on vanilla game to be sure, that that's all just because of my incorret adapting.
KongDeluxe
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Post by KongDeluxe »

well you can test it yourself don´t you? just start the mod with a new game and do a quick try out of the ship, so you ll see if your problems are caused by an incorrect adapting or not.
AgentX250
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Post by AgentX250 »

didnt anyone read the readme :? ? you need both the cat/dat and the spk for it to work right :P .

@argon: i didnt notice these issues when i tested it, i'll retest and see if it happens.

@max: some balancing will be done on the finished ship but it wont be very extensive.

it should also be noted that no efforts were made to make the beta compatible with other mods as it's a beta. the final version will be compatible with some mods and expand as time goes by.

@striker: i was planning on forming a mod DB page to house this, but if you think you can keep the german page up to date and relay any questions that the thread doest already answer to me (pm or email is fine) go for it
Striker304
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Post by Striker304 »

1) The 3-rd Turbo Laser Battery on the right side doesn't move. All other are moving in horizontal and vertical axis
2) The docking bays for m6/ts/tp(main hangar and bottom mini hangar) are works very well, but fighter bays are doesn't work. Fighters just fly to position behind Venator and stop. It is possible to dock them by using scripts, and they will undock successfully, but they won't to dock.
3) In External view the Turbo-laser battaries are invisible even with maximum camera zooming. If you are in ship and flying near the ship you can see them. I think that's because of settings in config file. To small visible area.
1) correct, I also had that problem. But the turret fires its weapons as it should.
2) Yep, the fighter bays don't work for me, too
3) I don't have that problem, I can see all the turrets in external view
i was planning on forming a mod DB page to house this, but if you think you can keep the german page up to date and relay any questions that the thread doest already answer to me (pm or email is fine) go for it
OK, I'll create a german thread... But I dunno how to add the textfile to the .spk-file, so I can send you the translated t-file and you may create a german version.

mfg
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Argon Destroyer
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Post by Argon Destroyer »

3) I don't have that problem, I can see all the turrets in external view
Then that's because of my display resolution 1024x768
Striker304
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Post by Striker304 »

Hmm, that's strange. I installed the .spk file using the X plugin manager light, but nothing happens. I still have ReadText errors etc.

Also, installing the spk didn't add any file. Neither a script nor a t-file was added...

mfg
Striker
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Resheph
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Post by Resheph »

Did You also paste the dat/cat files?
The glory of the gods
Is put out
Like a reed torch
In the water
The roof of the house of Amun is fallen
Even the gods must die
DarthVain
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Post by DarthVain »

Excellent, will have to test it out tonight my time.
Another one bites the dust!!

DarthVain
maxurugi
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xr

Post by maxurugi »

Thank you very much for the early beta!

The Ship is really nice. As i told you, i imported the ship into the star wars mod from the german forums. It wasn't easy because of problems i can't really explain, but i'm almost done.
As i noticed, the T&B XX8 bullets of yours look a lot better than those from the german sw-mod, so i decided to use them. It works with one exception: the color of the bullet.

Would you tell me how to change a bullets color? Thanks in advance.


maxurugi
AgentX250
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Post by AgentX250 »

ok i reproduced 1 and 2. 3 happens when the view distance is medium to far at max zoom i can see them.

@striker: pm me a link or i'll pm you my email. then i'll add a german copy to the mod and re upload it. idk about the spk file it should work fine.

@max: well why put it off if its done right :D . i think you're talking about the xx9 (typo?) anyway they are the stock HEPT rounds. page 8 contains talk about the model/mesh/skin file but i nor anyone else in this thread can seem to find its location. once you find the file(s) all you should have to do is change the color with a program like gimp. if you do find the file please let us know where it is.
DarthVain
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Post by DarthVain »

Well, I tried everything. Even created an .spk of it (adding the other .spk to it), and I get an invisible ship with this method of installing.:evil:

If I use the cat/dat file as either a mod or false patch with the .spk file installed, nothing shows up.

So I'm at a loss here. The only mod I so far have installed is Roguey's mod.
Another one bites the dust!!

DarthVain
Striker304
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Post by Striker304 »

Did You also paste the dat/cat files?
Of course I did. But pasting the cat/dat file doesn't add anything to the 'scripts' or 't' folder...

mfg
Striker
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imperium3
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Post by imperium3 »

DarthVain wrote: So I'm at a loss here. The only mod I so far have installed is Roguey's mod.
Which adds extra ships, right?

Ship mods are not compatible with one another - usually the highest cat/dat overwrites all others, and mods in the "mod" folder have supremacy over cat/dats. So the only way for you to see this ship is to test it without Roguey's mod, or to make sue it's the highest-priority file - at which point all of Roguey's ships disappear.

@OP Sweeet sweet of sweetness, this ship is goddamn awesome.
Argon Destroyer
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Post by Argon Destroyer »

Striker304 wrote:
Did You also paste the dat/cat files?
Of course I did. But pasting the cat/dat file doesn't add anything to the 'scripts' or 't' folder...

mfg
Striker
The script and t file are in spk file, but cyrcrow's spk manager says, that this spk file is broken. I tryed to open spk in spk packager, but it says, that file was created in ald format, and couldn't read.
I think that would be nice, if AgentX250 could release them in rar archive separetly :)
HogMaster
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Post by HogMaster »

I downloaded the .rar and first tried to install it via the plugin manager which installs it as a Script rather than a ship. When I went into game I could not find it in the shipyards or on the cheat menu.

I then added the .dat/cat files to mods folder, but still the ship is not appearing anywhere.
KongDeluxe
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Post by KongDeluxe »

HogMaster wrote:I downloaded the .rar and first tried to install it via the plugin manager which installs it as a Script rather than a ship. When I went into game I could not find it in the shipyards or on the cheat menu.

I then added the .dat/cat files to mods folder, but still the ship is not appearing anywhere.
maybe a stupid question but lets give it a shot. did you activate the mod in the start up screen?
DarthVain
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Post by DarthVain »

My synopsis:

1. I finally have the ship in-game but only works if no other mod that includes ships is installed. I'm currently using the Mod format and will try the false patch version tonight.

2. Trying to convert the .cat file to an .xsp and combining the .xsp file that comes with the mod doesn't work. The ship will load but will show up invisible in-game when installed with Cycrow's Plug-in Manager version 1.2. I haven't tried using V1.3 beta.

Is it possible you could create a xsp version?

3. Could you please change the Cockpit_Scene file from an M5 to an M1 or an M2? or alternatively, could you advise how I can get into the mod file so I can change it myself? The M1 or M2 couckpit is more suited for the M1 cap ship than a Fighter version.

Apart from that, the ship looks great and I noticed all weapons working. I docked a TS and viewing the docking was amazing. The docking entrance looks terrific.

Definitely a great design and a much worthy ship to have. Hopefully made compatible for a few super mods when finalised.

Thanks for the great addition. 8)
Another one bites the dust!!

DarthVain
HogMaster
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Post by HogMaster »

When I import/install a file in the Plugin Manager it is activated automatically, but I can de-activate them manually. The other thing I can do is de-activate all mods but the Venator and see if it appears ingame then.

I have Combat Mod 3 and some other ships added you see.

Although so add that it is being read as a SCRIPT and NOT in the Installed Ships section with my other added vessels.
DarthVain
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Post by DarthVain »

HogMaster wrote:When I import/install a file in the Plugin Manager it is activated automatically, but I can de-activate them manually. The other thing I can do is de-activate all mods but the Venator and see if it appears ingame then.

I have Combat Mod 3 and some other ships added you see.
I had Roguey's Mod v1.0 installed as a false patch with .xsp installed ships such as the Super Star Destroyer, Imperial Star Destroyer using the Plugin Manager. No problems with these ships.

Using the next available cat/dat number for the Venator supposedly overides the Roguey's false patch but that wasn't the case. Nothing showed up in-game (of course the included .spk file was also installed) and all Roguey's ship were still available.

I even reversed it by having the Venator cat/dat file numbered before Roguey's cat/dat numbers and made no difference whatsoever.

The next thing I did was created a .xsp file using the Cycrows Creator .exe program and also combined the included spk from the mod. No problems there, it converted the .cat file (or dat file, not certain). I thought, beauty... I'll fix the stats up as well, change the cockpit_scene file from a M5 to a M1 and then install it with the plugin manager.

No probs there either with the exception that the ship was invisible in-game. The textures didn't show up.

Thirdly, with having Roguey's mod as a false patch and using the "activate Mod" format before starting the game and having the included .spk file installed with the plugin manager didn't change anything either. :cry:

The next thing I'll try is using the Venatore as a falsh patch and install Roguey's Mod via the install Mod method and see if that will include the Venator still.

Anyway, I hope the team can create a .spk version that will add the ship whilst I have a mod installed as well (for example Roguey's, Transcend II or DDS).

Anyway as stated in my earlier post, the ship will show up no probs when no mods containing ships are installed. Well in my game anyway.
Another one bites the dust!!

DarthVain
AgentX250
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Post by AgentX250 »

I think I should form a support thread for this lol.

ok
@argon: what version are you using. it was created with package creator v1 (rc1).

@hog: the spk is a script, the cat/dat is the ship you need both. please try this mod by itself.

@darth: the hanger idea was mostly Anubitus' and yes it is very nice. the final version may be in xsp (since this way is causing such trouble). the cockpits will be taken into advisement.

so i'll be opening a thread for problems related to this mod, so please post them there ( http://forum.egosoft.com/viewtopic.php? ... 81#3509081 ). feedback should be posted here though, and not in the support thread.

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