Deadly Ship&Station Mod w/Scripts by RS (RC4 Available) - [Image Warning]

The place to discuss scripting and game modifications for X³: Reunion.

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Rambam
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Post by Rambam »

Hey Deadly,

I'm starting a new game to try out the mod, but I was wondering whether the eventual (non-beta) release would be compatible with our old save games.

The reason I'm asking is that I've tried out the preview mod (great stuff!), but didn't keep it installed in case of incompatibilities with the final version. If it turns out to be incompatible, I can still use the preview version to kit out my empire with some of the new ships!

I'll end by saying a big thanks to you and Red Spot for all your hard work. I'm thankful for having a part-time job in a library so that I can lounge around 6 hours a day playing X3. To have a job like yours with business trips to Geneva, to come home and start work on modding all the ships people have requested, and to still have the energy to check the forums and to answer everyone's questions....jeez.

What kind of caffeine pills are you on? Can I have some? I'm thinking of taking up Parkour (Free Running), and as a 35 year-old with asthma and an arthritic knee, I think that whatever you must be taking might give me the necessary energy boost!




P.S. I demand that you indroduce Shadow ships from B5 with all the proper textures and a new beam laser and everything (only kidding :P ! Thanks again, and keep up the good work!)
duke8202
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Cockpit

Post by duke8202 »

Hello DeadlyDa,

Your Mod in X2 was awesome and still my favorite. Is is possible to add cockpit to your X3 mod? Just wondering...
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TiggerBandit
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Post by TiggerBandit »

apricotslice wrote:Are you able to target them, or the gun isnt firing when you press the trigger ?

Also check its set to auto-aim.
yeah it is set to autoaim, or at least I assume it is, as when I do the same mission without RSDA pack it is in autoaim mod.

The gun he dont fire nothing, and I have a feeling not only am I the middle of the ship, but I am facing forward, as the drones go towards the back of it, and I cannot traverse around to face the little buggars. I can barely see them impacting at the side of the screen.

I have wiped the entire directory and all scripts and saves, so I am unsure why it is happening after a rewipe.

If it is just me, then I figure I can deal with it somehow, but if it is not, then RS & DA need to know.
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apricotslice
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Post by apricotslice »

Thats worth posting a message in the technical help forum.
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TiggerBandit
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Post by TiggerBandit »

apricotslice wrote:Thats worth posting a message in the technical help forum.
Mission works fine if I dont have RSDA module loaded though.
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TSM
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Post by TSM »

TiggerBandit wrote:
apricotslice wrote:Thats worth posting a message in the technical help forum.
Mission works fine if I dont have RSDA module loaded though.
Sounds like the RSDA Mod's T-Ships entry is incorrect, I suggest you pm the Author :)
FAQ's Egosoft Interactive FAQ
Egosoft Wiki
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Red Spot
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Post by Red Spot »

TiggerBandit wrote:
apricotslice wrote:Thats worth posting a message in the technical help forum.
Mission works fine if I dont have RSDA module loaded though.

Now please dont undestand me the wrong way ....

But dont you think its kinda 'not smart' .... to try and play the plot while this is a Beta .. and adds its own missions to the game ....??
(ofcourse it should work .. but as it has been said that some ships turrets are buggy I guess you got your answer ....;))



G
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TiggerBandit
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Post by TiggerBandit »

Red Spot wrote:
TiggerBandit wrote:
apricotslice wrote:Thats worth posting a message in the technical help forum.
Mission works fine if I dont have RSDA module loaded though.

Now please dont undestand me the wrong way ....

But dont you think its kinda 'not smart' .... to try and play the plot while this is a Beta .. and adds its own missions to the game ....??
(ofcourse it should work .. but as it has been said that some ships turrets are buggy I guess you got your answer ....;))

drat !
must of missed that piece of advice !
but at least I now have an answer, thanks RS.

and I appreciate your comments, but I thought we were all supposed to be beta testing to help you guys find any holes in your otherwise excellent work.


G
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Red Spot
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Post by Red Spot »

TiggerBandit wrote: ..................


thats why I added the 'dont get me wrong' bit .. ;)

cause it is known some turrets are buggy ..
and in mission 2 all you do is fire a turret .. (1+1= .....:))

and you are appreciated for the help ..
its just that the mod and the plugin should never make any diff. to the plot ..
however you need to finish the plot before you can use the plugin/mod ..
meaning you'd have to do the whole plot basicly for nothing ..


anyway as I've understooth it .. Deadly will be getting home today .. so you'll prob have a fix for it within a couple days ..



G
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TiggerBandit
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ok

Post by TiggerBandit »

ok, its cool, I just thought I would beta test the whole lot for you guys.

by the way, please excuse the stupid question, but I have explored a bootload of sectors,and then went to the asteroid base, but it hasnt given me any missions.

started a custom game as an anonymous argon or something like that.

do I have to play for 2 hours after my first visit before I get my first mission ?
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Dioltas As Dia
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Post by Dioltas As Dia »

@TiggerBandit

Make sure your in a M6 class or above, its also time-based so you have to put so time into the game before theyre availible (afaik :wink: )

In my game it was
Spoiler
Show
at least 3.5 hours until the shipyards were built and i got my first 'side' mission. I had a sizeable trade and fighting rank too aswell as police-ranking race rep (the rank where the police license is available to you) with the Split/Boron/Argon
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Dioltas As Dia
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Post by Dioltas As Dia »

@Red Spot

About a side mission, are they geared towards you first having a carrier-class ship? because...
Spoiler
Show
After a while i got my first automated side mish to obtain a Starfury and bring it back to the Roid base. The bad thing was it was in Xenon Sector 347 and I only had a Falcon Sentinel with 250mj shields and speed 200. Once i get to the sector, the Starfury itself was approx 30,5,30 (northeast of the sector's center). The ship itself was damaged and could only go at a speed of 91. The only way i could actually claim it (without dying in my spacesuit) was to System Overide it. Even then it was impossible to get it out the sector with the amount of Xenon around. It barely travelled 3km. before disintigrating to floating bits of junk :shock: :) Im still waiting for the next mish, but im guessing that it was intentional that it was put in a 'hostile' sector. Im just asking because i found the difficulty too hard without going in, using a carrier and whisking it away
What do you reckon, am i just lame? :P

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

EDIT3: I regularly get these log messages all with no sender

#1 = "destruct"

#2a = "ARRAY(Doubleshadow's Asteroid Base and HQ(Unknown Sector) 1000, 0, Pirates)"

OR

#2b = "ARRAY(Red Spots Construction......Wharf(Priest's Pity)1000, 0, Pirates)" [the ....... is the rest of the Wharf's name which i forget :oops: ]

#3 = "null"

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

EDIT: I also forgot to mention that LV's Race Response Fleets use the new ships aswell, i saw a Paranid Rapid Response Gunboat and a load of Tie Defenders/B-wings and a Argon RR Trident. Its a tell-tale sign that the shipyards have spawned :wink:

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

EDIT2: I have a Paranid shipyard spawned in Priest's Pity. There is no equipment dock in that sector. Only two possibilities i can guess are 1) The communications facility (secret Paranid installation) is classed as a equipment dock OR 2) the ED.Array has the communications facility included. Though you'd know more about it than i would :wink:

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

Glad to be of any testing help 8)
Last edited by Dioltas As Dia on Sat, 28. Jan 06, 21:51, edited 3 times in total.
Socio
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Post by Socio »

Crashes X3 during loading of saved game?


I wanted to test out the mod I downloaded the RC3 version of the mod, installed it and the scripts and T files that came with it. I also dowloaded the DDR 1.25 plugin and installed it (overwriting some scripts and a T file)

When I try to load a game with the Mod selected it will crash X3 however I have several other mods that load fine so it is not X3 it is the mod.

Should I not have installed the scripts that came with the RC3.rar just the ones that came in the DDR 1.25 plugin?
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Dioltas As Dia
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Post by Dioltas As Dia »

@Socio

Are you loading a save game or stating a new game?

DDRS wont work with a save game previous to the mod being used, it needs a fresh game with plot-finished or non-plot game (ala Custom game).
djssuk
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Post by djssuk »

As always, in a rush... so sorry for not reading all of the posts.

Can I ask a simple yes / no question? Are all of the files and scripts files needed in the first screen mod package? I have got a new space station in Unknown Sector but it is called ReadText and a number (sorry, forgot to note it)?
Grunks
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Post by Grunks »

I put this on and its great! Only problem is that the B-Wing didn't fire
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Dioltas As Dia
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Post by Dioltas As Dia »

@djssuk

Release version 3 here

Install that and then install
this script plugin

Select the mod package (should be RC2 on the menu) and get go

PS. you might have to uninstall the version on the first page beforehand....
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DeadlyDa
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Post by DeadlyDa »

OK all...back from the grave, and digging into the bug reports.

I have already squashed the Gonner Transport bug in the turret mission of the plot, and am looking through the thread for others.

Hopefully I'll have someth9ing posted later tonight. I haven't seen anything yet that suggests a restart would be needed.
Socio
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Post by Socio »

Dioltas As Dia wrote:@Socio

Are you loading a save game or stating a new game?

DDRS wont work with a save game previous to the mod being used, it needs a fresh game with plot-finished or non-plot game (ala Custom game).
Ah that is my problem then, thanks!
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DeadlyDa
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Post by DeadlyDa »

FIX LIST:
At this point, I have fixed:
  • -- The missing Darkship model is now in-game (also altered the shield and performance specs to align it with other M3 ships).
    -- The Trident (Maquis Raider) turrets now fire correctly.
    -- The front windows on the Trident are now properly textured.
    -- All weapons on the B-Wing now fire correctly.
    -- The latest version of Red Spot's scripts are now included.
I am investigating the custom Shipyards showing up as stations/factories, and apparently the weapons on the double-laser turret on the M6 models no longer rotate as you shift the POV/aim of the turret.

Does anyone else have anything they know about that I missed?

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