Enterprise model for you to play with

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maddi81
Posts: 31
Joined: Mon, 8. Mar 04, 08:00
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tip for the modder

Post by maddi81 »

i´ve looked in your pck when decompressed, for the germen version you should change the language id from 44 to 49
Esqueaks
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Joined: Sat, 6. Mar 04, 22:43
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Re: tip for the modder

Post by Esqueaks »

maddi81 wrote:i´ve looked in your pck when decompressed, for the germen version you should change the language id from 44 to 49
Good point, well presented. Thanks for spotting that, i'll change it. Did it make any difference?
maddi81
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some more ideas

Post by maddi81 »

well the only difference was that the ingame text for commands or self programmed mission text is , if you have a 44 in a german version, just things like " read text 4953693463" and so on, but change it to the right number you can read the real text like "get enterprise"


unfortunately this did not solve the problem which i explained i can´t give your ship commands except for this one special command where you create a new enterprise.

i´ve looked in some other decompressed pck from the folder, and my ideas would be:

1. you have not written enough commands for recocnizing the game the software for the ship in the pck

2. everything in your mod( which means all lines in the pck/dat/cat) has to be correctly done for the german version to work there(language id etc.)

3. your , or part of your mod conflict with other game parts/scripts/mods. but this is quite time extensive to test, but i will do it nevertheless.
maddi81
Posts: 31
Joined: Mon, 8. Mar 04, 08:00
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sorry

Post by maddi81 »

oh boy i really have to apologize, this thing with i could not give any commands to my ship in your mod, wasn´t your mods fault, it was because i "accidentially" erased some essential gamescripst from the scripts folder before installting your mod.
Andypocalypse
Posts: 160
Joined: Thu, 5. Feb 04, 22:28
x4

Post by Andypocalypse »

:D hi just thourt i would post to tell you that i downloaded enterpise and that it worked for me first time :P and also very very well done you have made my month :wink:
Andypocalypse
Esqueaks
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Joined: Sat, 6. Mar 04, 22:43
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enterprise bridge

Post by Esqueaks »

After some experimenting i've discovered that doing the bridge for the enterprise will be quite easy if i can find a model for it (except for the animated textures). I've given up searching and started creating one, so this is gonna take some time. In the meantime if any of you have, or know the location of, a model from a federation ship (not the olympus or TOS) let me know. It'll speed things up considerably.

E
Andypocalypse
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Post by Andypocalypse »

:D this persons got the right idea :)
Andypocalypse
Andypocalypse
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Post by Andypocalypse »

im trying to keep this at the top for people to see :D
Andypocalypse
Esqueaks
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Post by Esqueaks »

Hi guys. Quick update. The 1701-E bridge is coming along slowly although the textures are killing me and i'm having a lot of trouble with the dimensions. I'm probably gonna give up on it and do the 1701-D: much wider range of schematics available.

Don't hold your breath, i gotta work sometimes as well.

E
Andypocalypse
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Post by Andypocalypse »

:? think you could rustel up a borg cube :wink:
Andypocalypse
Andypocalypse
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Post by Andypocalypse »

OH DEAR would you look at that my fingers have slipped and put this topic back at the top shame on me :lol: 8)
Andypocalypse
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GoateeCat
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Post by GoateeCat »

You silly silly man, now everyone will want one!! ;)
Andypocalypse
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Post by Andypocalypse »

GoateeCat wrote:You silly silly man, now everyone will want one!! ;)
:lol: i try
Andypocalypse
Andypocalypse
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Post by Andypocalypse »

*cough* OH NO I DONE IT AGAIN :roll:
Andypocalypse
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tensin
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Post by tensin »

Firstly *great mod*.

I've been trying to do the same (or work up to it), but am stuck early one. I cannot seem to get new ships to become available in the "Create Ship" script command. I notice Enterprise show up.

I think I simply don't know the naming for the xml files and how to reference them in the tships command. I've looked at the information for the twares, but seem unable to translate it.

I don't suppose you could share a short "which colums to hit and how to number them" for adding ships?
XeHonk
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Post by XeHonk »

you cannot create new ships afaik.. just replace existing ones (that dont show up in the game)
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tensin
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Post by tensin »

Yes, you can create new ships. This mod does, in fact, fcreate a new ship.

My problem is not with creating it so mush as getting it to show in the scripting language as addable... again, this is something which was accomplished by the author of this add-in. It can be done, I just don't understand how to do it.

Further, as it turns out, I am modifying an existing ship... but one which was disabled. I've already changed the body type to 940... I suspect my problem is with adding the page17... when I tried recompressing my catd and dat files, the /t directory does not seem to be included (as checked when I reuncompress) which is odd, because "USS Enterprise" is still showing up on the create list.
coolerthanu
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Post by coolerthanu »

This mod doesn't make a new ship, it replaces the Xenon K model with the enterpirse model and spwans a Xenon K for you, try going to a Xenon sector with the mod on its an enterpirse battle :wink:
"I once shot a man just to watch him die... Then I got distracted and missed it." - Kids in the Hall 8-)
Seawolfe
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Post by Seawolfe »

coolerthanu is correct. The Enterprise replaces the Xenon M2. I am working on adding to the list instead of replacing something in it. We'll see where it goes once I get every piece of it figured out.
Seawolfe

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

"Consequences, shmonsequences, as long as I'm rich" - Daffy Duck
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tensin
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Post by tensin »

I found the mod problem that was causing my confusion... why replace the M2? Why not replace (for example) the TL and then change its class?

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