...not to worry. As I re-texture the ships, they are getting the new X3 engineFX effect. I'll re-check the ships I've already done and see if missed a thruster.Just remembered I also noticed one of the ships didn't have 'light' in the right engines...
Deadly Ship&Station Mod w/Scripts by RS (RC4 Available) - [Image Warning]
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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Well personally I think all ships that look good fits into the X-Universe... 
Little update: I tried going back into the sector with the roid base now, and this time it did take about 30 seconds for it to load, so apparently something is still loading but not showing.
Another thing. One of the Monsoons in there is firing at the roid base now. Is this intentional? The first time I went in all the ships were 'frozen' in an X pattern (they didn't move). Now they're flying about, and the Monsoon is attacking the base.

Little update: I tried going back into the sector with the roid base now, and this time it did take about 30 seconds for it to load, so apparently something is still loading but not showing.
Another thing. One of the Monsoons in there is firing at the roid base now. Is this intentional? The first time I went in all the ships were 'frozen' in an X pattern (they didn't move). Now they're flying about, and the Monsoon is attacking the base.
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Er..em..tell me, is there some problem that prevents you from just letting them sit in the shipyard and not buying them...or is this some sort of a religious conviction you have?star wars ships suck. they don't fit in the x universe.
Sorry...a bit of light humor

Seriously, if I only included those ships that everyone liked...there would be no ships, since there is always someone out there who absolutely hates ship x, y, or z.
That's the reason I ended up with 33 ships in X2...to give players a choice.
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I just tried the preview, and fell in love with the thor
But maybe a tad bit overpowered for an M3? *slaps self* Huh? Who said that? 
Nah, I know, ships not balanced yet.
Don't worry about the "Star Wars sucks" dude, a friend of mine had his website hacked because it contained the words "Star Wars" ... apparently some fierce haters out there
The Asteroid also didn't show for me, looks the same as on X-it's screenshot.
Also, there is only one thing that one can collide with, it is a tiny disk in the center of the visible docking arms ... looks like a small Oreo cookie.
Loading times were a bit on the long side, but not overly so ... 20-30 sec maybe, but my machine is almost 3 years old, P4 2.6 GHz, Radeon 9600 SE, 1 Gig RAM.
Also, it was a neutral station, not under player control, though it had a playerowned X-Wing docked. Though it contained loads of every known ware, some even were full.
Edit: Could you please list the modded files in your final release? I have to run a combined "lessroids/simpleHUD/nofog" mod due to my machine and hope I can run both at the same time.


Nah, I know, ships not balanced yet.
Don't worry about the "Star Wars sucks" dude, a friend of mine had his website hacked because it contained the words "Star Wars" ... apparently some fierce haters out there

The Asteroid also didn't show for me, looks the same as on X-it's screenshot.
Also, there is only one thing that one can collide with, it is a tiny disk in the center of the visible docking arms ... looks like a small Oreo cookie.
Loading times were a bit on the long side, but not overly so ... 20-30 sec maybe, but my machine is almost 3 years old, P4 2.6 GHz, Radeon 9600 SE, 1 Gig RAM.
Also, it was a neutral station, not under player control, though it had a playerowned X-Wing docked. Though it contained loads of every known ware, some even were full.
Edit: Could you please list the modded files in your final release? I have to run a combined "lessroids/simpleHUD/nofog" mod due to my machine and hope I can run both at the same time.
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well some things that came up
first of all, Im using German version which migth be the source of a couple problems ?
- Ship and Station names show some untitled or unknown (cant remember) name -> posible german game conflict ?
- some of my jump gates disapeared. I can target them still, but they are gone and noone (not even NPC Ships) can fly though them, if someone arives its a huge red ligth ball ... the target marker shows where the portal should be on map and in space, I can fly though the position ... however the portal is not there.
This only apears to happen to portals that lead into a unexplored area
If I notice other things I will post here
first of all, Im using German version which migth be the source of a couple problems ?
- Ship and Station names show some untitled or unknown (cant remember) name -> posible german game conflict ?
- some of my jump gates disapeared. I can target them still, but they are gone and noone (not even NPC Ships) can fly though them, if someone arives its a huge red ligth ball ... the target marker shows where the portal should be on map and in space, I can fly though the position ... however the portal is not there.
This only apears to happen to portals that lead into a unexplored area
If I notice other things I will post here
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I am also using the german version, worked fine for me. Did you adapt the file in the t-folder?
It only contains the english file. To get it to run on a german system, rename the file from 44xxxx.xml to 49xxxx.xml, and open it up in an editor and also change the 44 in the second line to a 49.
Maybe Deadly could supply this file in the next release as well.
It only contains the english file. To get it to run on a german system, rename the file from 44xxxx.xml to 49xxxx.xml, and open it up in an editor and also change the 44 in the second line to a 49.
Maybe Deadly could supply this file in the next release as well.
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DeadlyDa wrote:Red Spot....look's like there's a glitch in the patrol script?...and the Monsoon is attacking the base.
eeehhmm .. no not in that way .. they will not look for enemy stations ..
so it must that they have hit the station or so and turned red
(but than still the script itself wont trigger them attacking it)
anyway .. thats history .. that base was pirate and the ships Yaki (asking for trouble ..

cause the Yaki are enemy to anyone but the player (so no Yaki base)
but you cant spawn pirate ships (so I had to make those Yaki)
but as I've just send you some new (updates scripts you asked) and even newer(what I told you about) scripts so that shouldnt happen (anymore) ..
(still pretty weird .. cause like I said they dont look for stations but actually look for enemy-ships of the station..

G
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Excellent! I will download when I get home from work
Thanks for the preview
I will integrate the ships and station in a custom universe and see how they are in all their nekkid glory without the scripts! I let you guys know if there is a problem.
Oh, did I say Thanks for the preview?

Thanks for the preview

I will integrate the ships and station in a custom universe and see how they are in all their nekkid glory without the scripts! I let you guys know if there is a problem.
Oh, did I say Thanks for the preview?

Try not to let your mind wander... It is too small to be out by itself.
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renameing files fixed wrong namesMailo wrote:I am also using the german version, worked fine for me. Did you adapt the file in the t-folder?
It only contains the english file. To get it to run on a german system, rename the file from 44xxxx.xml to 49xxxx.xml, and open it up in an editor and also change the 44 in the second line to a 49.
Maybe Deadly could supply this file in the next release as well.
I tested some more about jump gates errors
when I load the game with the mod installed, the jump gates in the system Im inside are there and working as intended.
Once I leave that system (use jump drive or just use gate) ALL gates are gone ...
another thing I noticed
If I dont enable the mod (on game load) it wont load ANY savegames until I either enable the mod or delete all files (didnt try new game)
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OK...RS to the rescue!
Here is the updated script pack:
http://www.flatrock.org.nz/wolf/images/ ... cripts.zip
- The Asteroid Base/HQ is now a player-owned station.
- All standard trade wares have been added to the HQ, but there is zero quantity...ya gotta go buy/steal your own goods!
- The patrol is flying around the HQ, but is a neutral race. I have not seen any strange behavior from the patrol, so I can't comment on it doing weird things like attacking the station. I may need to update another type file to provide the NPC ships with collision avoidance information regarding the docking arms for the Cap ships.
We're going to try and avoid getting into a fix & release cycle on the Preview...at least for the scripts. Obviously, I will quickly post any update that improves and/or solves the graphic glitches that some people are having with the 'roid, as we'll need that tested.
Here is the updated script pack:
http://www.flatrock.org.nz/wolf/images/ ... cripts.zip
- The Asteroid Base/HQ is now a player-owned station.
- All standard trade wares have been added to the HQ, but there is zero quantity...ya gotta go buy/steal your own goods!
- The patrol is flying around the HQ, but is a neutral race. I have not seen any strange behavior from the patrol, so I can't comment on it doing weird things like attacking the station. I may need to update another type file to provide the NPC ships with collision avoidance information regarding the docking arms for the Cap ships.
We're going to try and avoid getting into a fix & release cycle on the Preview...at least for the scripts. Obviously, I will quickly post any update that improves and/or solves the graphic glitches that some people are having with the 'roid, as we'll need that tested.
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Hi Deadly,
Had to try this mod, loked too good to miss, but I have found a few problems. I know that this is a preview, and that you worked really hard to get it out in the time you promised....
Tried on a saved game (and checked after reading some of the above posts) - the gates to any sector that I have not yet visited are minute. They can't be seen either visually or on the monitor - but it was fun seeing a ship being sqeezed into the sector through the eye of a needle. If I have been to a sector, then the gates appear O.K, but if one of my ships has been there, but I haven't, then the gates are invisible.
Tried on a new game, and the gates seem to be O.K.
For new and saved games, like X-it's picture, there are just the docking ports, no asteroid.
For both new and saved, the base was neutral, as were the ships around it, but the ships started shooting at my 'gift' ship docked at the base.
I software 'captured' the base and all the ships (the things we do to test) and stopped them shooting.
I then scripted in the Roger Young (liked it in X2), but it would not accept more than one gun in the left, right or rear turrets. So I did the normal thing of save, quit right out, and restart the saved game. I then found that there was another base (neutral) as well as the original, and in the same place, and again the Yaki around it were shooting at my ships.
So another round of s/w 'capturing' so they were all mine.
Checked the Roger Young, and all the guns could be loaded.
So, another save and restart - and there was a third base....
At which point I went back to check the gate effects mentioned above.
For the saved games I had the less roids, less enemies and no fog rolled into my own cat, your mod, and the DD Mod Scripts plus a few other scripts.
For the new game I had your mod and the DD Mods scripts.
Your mod still looks to be one I really want to try, hope that some of this info is of some use in fixing the poblems,
Have fun,
Boron- Ol Fh'art
Edit - The new DD Mod Scripts in the post above were not the ones I tried- that got posted while I was writing this.....
Edit 2 - Tried the new DD Mods scripts, solves the problems of neutral station, being shot at, and creating a second base in the same place - nice timing Red Spot .....
Had to try this mod, loked too good to miss, but I have found a few problems. I know that this is a preview, and that you worked really hard to get it out in the time you promised....
Tried on a saved game (and checked after reading some of the above posts) - the gates to any sector that I have not yet visited are minute. They can't be seen either visually or on the monitor - but it was fun seeing a ship being sqeezed into the sector through the eye of a needle. If I have been to a sector, then the gates appear O.K, but if one of my ships has been there, but I haven't, then the gates are invisible.
Tried on a new game, and the gates seem to be O.K.
For new and saved games, like X-it's picture, there are just the docking ports, no asteroid.
For both new and saved, the base was neutral, as were the ships around it, but the ships started shooting at my 'gift' ship docked at the base.
I software 'captured' the base and all the ships (the things we do to test) and stopped them shooting.
I then scripted in the Roger Young (liked it in X2), but it would not accept more than one gun in the left, right or rear turrets. So I did the normal thing of save, quit right out, and restart the saved game. I then found that there was another base (neutral) as well as the original, and in the same place, and again the Yaki around it were shooting at my ships.
So another round of s/w 'capturing' so they were all mine.
Checked the Roger Young, and all the guns could be loaded.
So, another save and restart - and there was a third base....
At which point I went back to check the gate effects mentioned above.
For the saved games I had the less roids, less enemies and no fog rolled into my own cat, your mod, and the DD Mod Scripts plus a few other scripts.
For the new game I had your mod and the DD Mods scripts.
Your mod still looks to be one I really want to try, hope that some of this info is of some use in fixing the poblems,
Have fun,
Boron- Ol Fh'art
Edit - The new DD Mod Scripts in the post above were not the ones I tried- that got posted while I was writing this.....
Edit 2 - Tried the new DD Mods scripts, solves the problems of neutral station, being shot at, and creating a second base in the same place - nice timing Red Spot .....
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Not to be a pain in the butt, but could there be any chance of mentioning what major mods/scripts will no longer work if we using this one please??
I'm using the :
Terracorps combat Pilot and Taskforce Script
Station Trader Script
Lasertower update script
Complex Manager script
Basic Patrol Plugin
Mk3 Autotrade plugin
less asteroids/less enemy Mod
M6 Upgrade Mod (with cockpits)
So far I've been very lucky in that nothing conflicts with anything else

Update, after installing the new mod it doesn't look as if any of the things I got installed are being conflicted with (although I "could" be wrong) cause everything acts ok so far..
I'm using the :
Terracorps combat Pilot and Taskforce Script
Station Trader Script
Lasertower update script
Complex Manager script
Basic Patrol Plugin
Mk3 Autotrade plugin
less asteroids/less enemy Mod
M6 Upgrade Mod (with cockpits)
So far I've been very lucky in that nothing conflicts with anything else


Update, after installing the new mod it doesn't look as if any of the things I got installed are being conflicted with (although I "could" be wrong) cause everything acts ok so far..

Last edited by NZ-Wanderer on Tue, 10. Jan 06, 03:34, edited 1 time in total.
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
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- Sith Lord
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I have added an image warning in the thread header before i was forced to nuke them to url's 
------------------------------------------------------------------------
Some of those ships are mighty fine, I look forward to trying this one out


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Some of those ships are mighty fine, I look forward to trying this one out

LV's TC Scripts
Readme's For All My Scripts
I felt a great disturbance in the forum, Like millions of voices cried out in terror, then were silenced
si tacuisses, philosophus mansisses
Readme's For All My Scripts
I felt a great disturbance in the forum, Like millions of voices cried out in terror, then were silenced
si tacuisses, philosophus mansisses
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UPDATE: Revision A of the Preview Release has been uploaded. Download links are in the original post.
Changes:
+ Replaced the X3 textures on the Asteroid Base with old X2-style textures. It's ugly as sin, but loads quick. I expect to have the load-time issue with the X3 textures sorted shortly, and will make everything "pretty" again once I have it working to my satisfaction.
+ Includes the latest script pack from Red Spot (same as in the link I posted above).
EDIT: Sigh...got in a hurry, screwed up the .cat file. I fixed it within 5 minutes of uploading, but if you slipped in there and download something with an /objects folder in it, please grab it again...sorry.
Changes:
+ Replaced the X3 textures on the Asteroid Base with old X2-style textures. It's ugly as sin, but loads quick. I expect to have the load-time issue with the X3 textures sorted shortly, and will make everything "pretty" again once I have it working to my satisfaction.
+ Includes the latest script pack from Red Spot (same as in the link I posted above).
EDIT: Sigh...got in a hurry, screwed up the .cat file. I fixed it within 5 minutes of uploading, but if you slipped in there and download something with an /objects folder in it, please grab it again...sorry.
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- Joined: Sat, 29. Nov 03, 16:05
love this mod ! only thing is the jumpgates shrink and its impossible to fly thru em lol ! its okay in the startin sec,but once i leave there the gates in the next sec are impossible to get thru . really lookin forward to the final release of your mod ,just fix the gate problem please 

Asus A8N-SLI Premium
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AMD 64 4000+
Evga 7800GT X2
2GB Corsair in dual channel
Audigy 2 zs
160 gb Seagate SATA HD
Veiwsonic ve91ob 19 " LCD
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Well the only thing I tried out so far is the Station...
Hehehe you just happened to pick the very sector that I was training my fleet pilots in, so there it was in all its glory
That is one incredible station you built there.. - Tried it out with an M5, M3, TL and M6 plus several of my fleet docking.. - All went with no hitches at all, and I now got about 10 or so ships all parked up out of the way of the training
I did notice one tiny glitch, but it no big deal....
[ external image ]
Seems the docking mechanism has come loose from the asteroid
But apart from that just the asteroid alone in this mod is amazing work.. THANK YOU VERY MUCH
Hehehe you just happened to pick the very sector that I was training my fleet pilots in, so there it was in all its glory



That is one incredible station you built there.. - Tried it out with an M5, M3, TL and M6 plus several of my fleet docking.. - All went with no hitches at all, and I now got about 10 or so ships all parked up out of the way of the training

I did notice one tiny glitch, but it no big deal....
[ external image ]
Seems the docking mechanism has come loose from the asteroid

But apart from that just the asteroid alone in this mod is amazing work.. THANK YOU VERY MUCH

Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.