[MOD] [AP] STAR WARS episode DEAD

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Killjaeden
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Post by Killjaeden »

If you could use invisible weapondummies (i remember Xwing Alliance where capitals shot out of "boxes") - you could animate them in 3D in the ship scene so they swap positions. I never tried this but theoretically it should be possible.
You can't use rotating turrets in that case, as the firingpoint can't be animated (it's fixed in components.txt)

It's also possible to make "fake" turrets - this requires even more advanced 3D skills though - a single turretdummy consisting of multiple turrets which all rotate like the functional turret. That would be only for looks though.
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Dinoff
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Post by Dinoff »

thanks killjaeden. i dont have the modeling or scripting know how to do some of that. what about making it fire like the fragmentation bomb launcher. at least then i get the scatter and from a distance it could look like multiple lasers firing.
i64man
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Post by i64man »

Dinoff, I got the mod installed per your instructions the only file in the mods folder of the addon Albion prelude only. I have the cheat script set in my controls and when I activate the script (Shift V), I get a bunch of ships but not the star wars ships.

do you have any ideas?
Dinoff
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Post by Dinoff »

first: did you enable the mod in the x3 launcher?
second: the ships will be listed under the race of other in the ship spawner menu
third: see one
four: did you put the cat and dat files in the mod folder or the zip file?
five: if 1-4 did not work describe what you did in step by step detail.
six: laundry
seven: its a trap
i64man
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Post by i64man »

Dinoff,

I extracted the files to the folder:

X3/TC/addon/Mods/ .... both files

Then when I started the game I selected the mod and started AP, I see the StarWars up on the upper part of the screen. then the game crash

I then try running the AP XRM and I do not see the ships.
Dinoff
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Post by Dinoff »

do you have xrm in your mods folder?

"I then try running the AP XRM and I do not see the ships."

how did you install xrm?

did you accidentally put it in your TC folder instead of addon folder (i ask because i have done this)?

the install should be something like this in your addon folder:
vanilla files:
01
02
scripts
t
mods (my mod can go in here)
etc....
XRM: files
03 XRM v1.22 PART 1
04 XRM v1.22b PART 2
scripts t and whatever else is in there from 1.22b part 2 that are for ap
or whatever makes them higher on the list of cats and dats

other files:
cats and dats that are addons to XRM
(my mod can go here as the highest number)

try to get xrm working first and then install my mod. i have had issues of installing xrm before with no plausible explanation other than steam had issues installing ap

what other mods do you have installed?
i64man
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Post by i64man »

Dinoff..... I think I know what the problem was. I did installed your mod on a folder label mod, not on the root directory of the addon where the xrm is install.

I am installing a clean copy from the xrm since i think a file got corrupted. then I will install the script again with your mod after the xrm on the main directory of AP..

will let you know how it works.

thanks
i64man
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Post by i64man »

Dinoff,

It works. everything is fine and have a CR90 as my personal ship for now. For your next update, would you consider making the CR90 a little faster, after all it suppose to be a blockade runner.

Also, it seems that there is a problem with the sound. I get no voice whatsoever. I have the sound options set to 100% for voice, but no chance. I posted this on the XRM as well.
Dinoff
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Post by Dinoff »

will do with the CR90. the sound wouldnt be on my end. and by voices do you mean betty wont say custom names or that nobody talks?
i64man
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Post by i64man »

Dinoff,

don't worry about the sound, it is fixed. And I will surely appreciate what you do to keep this mod going forward. I know there is a lot of people will eventually downloading it and playing.

Now out of curiosity, when I start the game after the albion screen, I get the screen for the mod:

Star Wars written on one end and on the opposite end says 01. Is that the version of the game or something else?
Dinoff
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Post by Dinoff »

that is something old from when kakadu made the original mod. i have not gotten around to fixing it but i keep it in to let me know that the mod is enabled and working.

by the way: at the present time other than fixing the speed on the CR90, what other quick and cheap balances would people like the see. i am still working on turrets so hang on in that department.
i64man
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Post by i64man »

I did notice although it was very shortly that when you approach the corvette from the rear you can see the engine bank. At first you see only th e glow and as you get closer you see the engines. it looks a little off but when you are up close and personal, is like finally the corvette in the correct size in the X3 universe.

Jose
i64man
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Post by i64man »

Dinoff,

I think I have a corrupt map. I downloaded the AP map and compare it to the what I have explore of the galaxy so far and there is a problem. I took a picture but is not letting me attach it.

I made my way from Legends home to montalar, no problem. Then through Avarice towards Farpoint Relay. The first indication is the FPR in not sown in the map. MNake my way to Midnight star, no problem.

The I see Scion fire is trough the south gate and the north gate takes me all the way to Ginn Escape. But if I follow the map for AP, I should go to Nijy Deception.

Could it be that I have a wrong map? I am posted this as well on the SW threat since it is based on the XRM and maybe there is a conflict somewhere.
Dinoff
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Post by Dinoff »

have you tried restarting with a new game? i dont edit anything with the map so im not sure what is going on there
i64man
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Post by i64man »

Dinoff,

this was a new game. I asked Paul and he couldn't help since you mod is after the XRM and might have overwritten something. I will try a new game with a different start and see.

Will probably do some experimenting, like removing your mod, start a new game, check the map and see if i have the same issue. If everything is ok, then i will reinstall your mod and check.

Will let you know.
i64man
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Post by i64man »

Dinoff,

I can now say that your mod does change the location of the sectors. I deleted the XRM and SW mod's from the addon folder. I installed the XRM and checked the same start of the game I was playing under the SW mod, Otas Operative.

I activated the map cheat mode and all the sectors are were they should be. FarPoint Relay, is there and can be seen on the map. The same is when I reach Midnight Star, the north gate goes to Nijy Deception and the Albion system can be reach through Belt of Aguilar.

So, I then installed the SW map and the map is change. FRP is not where it should be on the galaxy map, neither is Mandalay. But when traveling from New Income, they are there.

The norh gate on Midnight star is wrong and instead of having an organized map, once the map passes Black Hole Sun, it is all convoluted and sectors are shown but not connected.

I sincerly hope you can fix this.
Dinoff
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Post by Dinoff »

i64man,
this is not on my end because this mod does not change the map. please elaborate as to what star wars map you are talking about because i did not include any in this mod. if you have found kakadu's star wars mod and taken the map from it then i cant help you. once again. i have included no map in this mod. if you look in your addon directory delete any folder that says maps. this is not a problem that i have experienced and it cannot be from my mod as i did not edit touch include etc. any map file.
i will try to help but i have checked all of my files and found no explanation for your problem.
please list all mods and scripts that you are using.
edit* did you update AP before this error occurred? there was a recent change in the cat/dat numbers that you should be aware of.
Dinoff
edit to the edit* are you describing how some sectors are not adjacent to each other on the universe map and the map randomly jumps around occasionally if a sector is not conected to the one next to it?
edit to the edits edit* Paul and I are at a loss as to what is going on with this map thing. if anyone could chime in and help out it would be greatly appreciated. by the way i64man, what is your first language. this may help in the process in case something is getting lost in translation.
i64man
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Post by i64man »

Dinoff,

I do not have any maps directiory on the addon folder. As for the update, yes my system updated but since them I deleted the cat/dat 03,04 and 05, which before the update, they were the XRM (03 and 04) and SW 05.

I reinstalled the both the XRM and the SW mod and took steam to offline mode. As for additional scripts:

Marine Repairs, NPC Bailout, Universal Banking, Salvage Cmd SW and Salvage Claim Logain Industries CSecG,Cheat Pck AP, Pluggin Config, Hotkey Config, JSON parser Library and the ware manager.

In addition I have the Codea, Hullmed and the MARS and the cockpits from the XRM. As for Kakadu SW mod map, I do not have it. Like I said there is no map folder on the addon folder and as matter of fact, there is no such folder on the TC folder either.

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Dinoff
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Post by Dinoff »

i rescind my argument as it turns out there was a phantom file in some random folder that i haven't used since i made the mod. this problem has been fixed
Anti-Paranoid
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Post by Anti-Paranoid »

Hey Dinoff the .dat file in your folder is corrupt. I downloaded several times but same crc error.

Greets

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