[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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paulwheeler
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Post by paulwheeler »

Generic Evil Creature wrote:It appears those TOA-style gates in Advanced Universe Pack have some issues with collision geometry.

For starters, if you have some ships following you and you're approaching one of the gates, the escorts begin evading the gate as far as approx. 7 km away from it.
Was this in an escort mission? There are issues with some missions and collision avoidance. Its something to do with MD code and not the built in collision avoidance. It happens in vanilla too. The ships just wont to through unless you go through first. I've not had any issues when ships are following normally.

As for the crashing into gates thing - that's in vanilla too I'm afraid. There's not much I can do. You could try running Bounce.
Xangi
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Joined: Thu, 24. Jan 13, 05:06
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Post by Xangi »

I've noticed another interesting thing. My SETA seems to slow down after being on for more than about 10 seconds. It starts at 600%, but then slows down to around 200%. This effect is not just a visual one, it also affects my actual speed, to the point where there is almost no speed difference when I turn off SETA to when it's been on for a while.
Boredom
Posts: 115
Joined: Tue, 24. Nov 09, 15:23

Post by Boredom »

@ paulwheeler, or someone else that can help

Im creating some custom content for personal use, but there's something i cannot figure out, wonder if you can give me some pointers?

My plan was to beef up a custom Adv Corvette, add a few more turrets on it, and create a custom laser that can only be used by it, by also creating a custom turret in tcockpits. I dont want them dudes to use my guns against me :)

I got the ship in the game already, with custom name, and custom weapon (modified Beta kyon); Everything is alright with it, no strange behavior , no crashes, it even flies.

For the turrets, i understand that if i want to add some extra side/back/front turrets to it, id have to edit the scene file. I added them in tships, and the appear in game, can mount weapons and all, but they dont fire. Any recommendation you can make here is very much welcome, like how to extract it properly what program to use, and how to put it back. I saw some tutorials out there, but they tend to be a bit scattered and confusing for someone starting from 0 :)

Till i get there, i tried to just add an extra laser part to existing turrets. They work, but fire off the ship, and creating a weird cross fire effect. How can i solve this? The ordinals are all tidy, nothings messed up there.

My custom weapon and custom bullets work well, i can fire them and hurt things, but MARS won't recognize it; they do fire with the normal vanilla weapon scripts tho. I looked at you 7504, and understand i need to add an entry here for my weapon to work with MARS?. Here's a sketch:

<t id="470"> Prototype Starburst Shockwave Cannon </t><t id="471"> 4200 </t><t id="472"> 800 </t>
<t id="473"> 0 </t><t id="474"> 0 </t><t id="475"> 400 </t>

<t id="480"> Beta Kyon Emitter Prototype </t><t id="481"> 30000 </t><t id="482"> 15000 </t>
<t id="483"> 0 </t><t id="484"> 0 </t><t id="485"> 900000 </t>

<t id="480">SKIP( Quantum Pulse Repair Laser )</t>

I basically followed whatever logic sequence i could figure, to come up with ID 480 and so forth. I didnt want to fiddle with changing everything to tuck in after the Beta Kyon entry, so just added it to the end, but all i can do with all the ID stuff is scratch my head and wait for divine inspiration, because i dont quite understand how it works and what is needed for.
Also, i looked at your 8387, for weapon priorities. I guessed i'd have to tuck it in here as well

<t id="48">40</t> <!--Photon Pulse Cannon-->
<t id="49">41</t> <!--Quantum Shockwave Cannon-->
<t id="50">45</t> <!--Beta Kyon Emitter Prototype-->

I prioritized it right after the Gamma Kyon, and increased the values for the few that come after.

<t id="9">46</t> <!--Experimental Electro-Magnetic Plasma Cannon-->
<t id="10">47</t> <!--Prototype Matter/Anti-Matter Launcher-->
<t id="11">48</t> <!--Prototype Starburst Shockwave Cannon-->
<t id="4">49</t> <!--Quantum Pulse Repair Laser-->

Tks in advance!
paulwheeler
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Joined: Tue, 19. Apr 05, 13:33
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Post by paulwheeler »

The weird effect when you add extra gun parts is a bug in the game engine. There's no fix except to add new weapon entries in the scene file.

You can extract scene files from part 1 of the xrm using the x3 editor 2. You can edit them in Notepad. If you're just adding a weapon to an existing turret, then you just need to add a weapon dummy. To add a new turret you need a camera dummy as well. TShips references the node index of these dummies, so make sure you don't alter the numbering of existing nodes. The problem with editing in Notepad is positioning the dummies. You either do it by trial and error, or load the scene into a 3d editor like Gmax.

For Mars, IIRC the entries need to be in the same order as they are in TLasers, but don't quote me on that...

For the weapon priorities what you have done is correct.
paulwheeler
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Joined: Tue, 19. Apr 05, 13:33
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Post by paulwheeler »

Xangi wrote:I've noticed another interesting thing. My SETA seems to slow down after being on for more than about 10 seconds. It starts at 600%, but then slows down to around 200%. This effect is not just a visual one, it also affects my actual speed, to the point where there is almost no speed difference when I turn off SETA to when it's been on for a while.
Never heard of that one before. Does the visual seta counter reduce or just the apparent speed?
Xangi
Posts: 13
Joined: Thu, 24. Jan 13, 05:06
x3tc

Post by Xangi »

paulwheeler wrote:
Xangi wrote:I've noticed another interesting thing. My SETA seems to slow down after being on for more than about 10 seconds. It starts at 600%, but then slows down to around 200%. This effect is not just a visual one, it also affects my actual speed, to the point where there is almost no speed difference when I turn off SETA to when it's been on for a while.
Never heard of that one before. Does the visual seta counter reduce or just the apparent speed?
The counter stays the same, everything else changes. I messed around a bit and found that it slows to 200% exactly, when the counter reads 600%.
Boredom
Posts: 115
Joined: Tue, 24. Nov 09, 15:23

Post by Boredom »

paulwheeler wrote:
TShips references the node index of these dummies, so make sure you don't alter the numbering of existing nodes.
Meaning that i should also NOT change the original ordinals in tships, just go from the last up to add net turrets/guns??
djrygar
Posts: 1842
Joined: Mon, 10. Aug 09, 02:09
x3ap

Post by djrygar »

hello


I have strange problem with waretemplate

everything works well in TC, but I started AP with TC plots and XRm / IEX

it seems that ware template file is not parsed at all. When I open it in X3 Editor, it shows me right path to your cat/dat pair

when I run Galaxy Editor, custom fabs are there displayed as <invalid entry> (for example EM Repeater Forge in Oort Cloud), spawning trough script results in default delexian wheat production.

Any ideas?

already tried - extracting waretemplate to addon/maps (extracted as waretemplate.xml)

manually checked cat/dat above XRM for any other possible conflict, but nothing is overwriting it

Has this file changed between TC and AP? because it appears like AP threats this file as invalid
paulwheeler
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Joined: Tue, 19. Apr 05, 13:33
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Post by paulwheeler »

The TC plots for AP is not compatible with the XRM. It puts its own universe map in and various other files (maybe warestemplate too?). You'll have to remove it. I've included as many TC plots already as will work with the XRM AP universe.

Warestemplate is never parsed when fabs are spawned via the script engine, you have to manually set products and resources - only the mission director and the in-game station building parses warestemplate.
Last edited by paulwheeler on Sun, 27. Jan 13, 11:31, edited 2 times in total.
paulwheeler
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Joined: Tue, 19. Apr 05, 13:33
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Post by paulwheeler »

Boredom wrote:
paulwheeler wrote:
TShips references the node index of these dummies, so make sure you don't alter the numbering of existing nodes.
Meaning that i should also NOT change the original ordinals in tships, just go from the last up to add net turrets/guns??
Yes - that keeps it nice and simple. You can reorder them if you really want to, but you need to edit all the node references in TShips as well. If all you're doing is adding a couple of turrets, then adding them to the end of the file is much simpler and easier to debug.
paulwheeler
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Joined: Tue, 19. Apr 05, 13:33
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Post by paulwheeler »

Xangi wrote:
paulwheeler wrote:
Xangi wrote:I've noticed another interesting thing. My SETA seems to slow down after being on for more than about 10 seconds. It starts at 600%, but then slows down to around 200%. This effect is not just a visual one, it also affects my actual speed, to the point where there is almost no speed difference when I turn off SETA to when it's been on for a while.
Never heard of that one before. Does the visual seta counter reduce or just the apparent speed?
The counter stays the same, everything else changes. I messed around a bit and found that it slows to 200% exactly, when the counter reads 600%.


Are you sure its not the game starting to stutter? It might simply be that it can't keep up with all the processing required at 6x seta. If its slowing to exactly 2x and is smooth, well I have no idea what could cause that. Certainly an x3 issue rather than an xrm issue...
Xangi
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Joined: Thu, 24. Jan 13, 05:06
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Post by Xangi »

paulwheeler wrote:
Xangi wrote:
paulwheeler wrote:
Xangi wrote:I've noticed another interesting thing. My SETA seems to slow down after being on for more than about 10 seconds. It starts at 600%, but then slows down to around 200%. This effect is not just a visual one, it also affects my actual speed, to the point where there is almost no speed difference when I turn off SETA to when it's been on for a while.
Never heard of that one before. Does the visual seta counter reduce or just the apparent speed?
The counter stays the same, everything else changes. I messed around a bit and found that it slows to 200% exactly, when the counter reads 600%.


Are you sure its not the game starting to stutter? It might simply be that it can't keep up with all the processing required at 6x seta. If its slowing to exactly 2x and is smooth, well I have no idea what could cause that. Certainly an x3 issue rather than an xrm issue...
Quite the opposite of a stutter, it's perfectly smooth, which is odd for SETA actually. In fact, it seems that it usually slows down right after a stutter, maybe there's a framerate optimization script that's doing it?
Generic Evil Creature
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Joined: Sun, 7. Oct 12, 20:18
x3ap

Post by Generic Evil Creature »

paulwheeler wrote: Was this in an escort mission? There are issues with some missions and collision avoidance. Its something to do with MD code and not the built in collision avoidance. It happens in vanilla too. The ships just wont to through unless you go through first. I've not had any issues when ships are following normally.
No, that's not about escort missions. I just order some ships to follow me, and whenever I approach a gate, they start avoiding the gate too far from it. When I use a simple script on the gate and set it to ignore collisions, they instantly stop avoiding it.

This is with Advanced Universe Pack, where gates have a different mesh... which gives me an idea. I'm going to try and replace that TOA mesh with vanilla gate mesh, just to see what happens.

----------------------------------
Added:

So I replaced references in TGates back to others\argon_gate_scene and the problem seems to have been solved - followers no longer start evading gates at 7km distance.

The only negative effect so far is that the gate active zone has shrunk to less than 1/2 of the gate radius, which is weird. I don't know if there's any way to fix that. I tried replacing those references to patch20\terran_gate_scene (Terran Neptune gate), but the active zone area still remains about 1/4 of the warp gate.
Somnus
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Joined: Tue, 27. Nov 12, 15:58
x4

Name this system

Post by Somnus »

Can anyone name this system?

http://i.imgur.com/eDUsLln.jpg

I can't remember for the life of me where I took this screenshot! There's a large asteroid field behind me which you can see the start of.

It's from AP with XRM and IE backgrounds.
Boredom
Posts: 115
Joined: Tue, 24. Nov 09, 15:23

Post by Boredom »

Xangi wrote:This is good to know, as I'd often get hit with those missiles I mentioned when capturing ships as well. Are there any plans to integrate NPC Bailing into XRM?
I really hope not, it's a nice feature to have at the start of a new game, as for getting some extra quick money, but it ends up turning the game into a ship salvaging simulator :roll:, i honestly think it should be left out as a stand alone script. XRM has plenty of other ways for making money, a simple one being gathering crates, there'll be tons. And you can start hacking ships right away, before you have any decent marines for boarding, so there :) and don't forget the stock market! (didn't even need to use it)
Boredom
Posts: 115
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Re: Name this system

Post by Boredom »

Somnus wrote:Can anyone name this system?

http://i.imgur.com/eDUsLln.jpg

I can't remember for the life of me where I took this screenshot! There's a large asteroid field behind me which you can see the start of.

It's from AP with XRM and IE backgrounds.
Think it's one of the Terran sectors.
X3extremer
Posts: 33
Joined: Mon, 11. Sep 06, 14:17
x3

Post by X3extremer »

hi everyone,

i installed MARS for turret control and it seem to work fine. then i installed mefos for main gun switch control. but now i cant fire the main guns at all.

i can set up weapongroups for mefos and save them. and when i hit "g" for the weaponmenu the weapon are installed. but they are "grey" in the HUD control.

does anyone have an idea how to solve this problem?

mfg
User avatar
Moonrat
Posts: 1354
Joined: Sun, 20. Apr 08, 16:20
x4

Re: Name this system

Post by Moonrat »

Somnus wrote:Can anyone name this system?

http://i.imgur.com/eDUsLln.jpg

I can't remember for the life of me where I took this screenshot! There's a large asteroid field behind me which you can see the start of.

It's from AP with XRM and IE backgrounds.
I think you meant "It's from AP with XRM and IE + IEX backgrounds." It's one of mine if you know what I mean... :roll:

It is 'Interworlds' and it's an Argon Border sector.
Image
IEX Download Statistics - LUVi / XRMi ( 3115 / 5415 )
X4 Crexit 324 ; X4 Encounters 3193 (STEAM Unique/Current 6341/3412)
Klldarkness
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Joined: Mon, 20. Jun 11, 04:57
x3ap

Post by Klldarkness »

So, i've spent an exceptionally large amount of time capping ships, to raise the money for a HQ.

I've finally got one, and a nice little clear sector to set it up in.

All is fine and dandy, except that i can't get it to recycle, or reverse engineer.

I have two extra ships, a Xenon L, for reverse engineering, and a Goner Aran for recycle.

I've added both to their respective queues, but they don't do anything. Hitting U tells me that one will take a bit over 6 hours, but the time never drops, and the other about 54 minutes. Neither time drops. I've sat here for about an hour, hoping it'd start, but no go. I'm hoping someone can offer some help, or explain to me what i've done wrong. >.>


Mods in use:

Community Plugin Configuration :: Cycrow :: 1.51 :: 03/01/2012 :: Library :: Yes :: No
Hotkey Manager :: Cycrow :: 1.21 :: 03/01/2012 :: Library :: Yes :: No
Plugin Manager Library Scripts TC :: PluginManager :: 1.50 :: 16/12/2011 :: Library :: Yes :: No
Ware Manager :: Cycrow :: 1.10 :: 28/8/2011 :: Library :: Yes :: No
Salvage Claim Software :: Cycrow :: 1.21 :: 20/01/2010 :: Ship Upgrade :: Yes :: No
Salvage Commands and NPCs :: ThisIsHarsh :: 1.5 :: 20/11/2008 :: Piracy :: Yes :: No
JSON parser library :: ThisIsHarsh :: 1.2 :: 5/9/2010 :: Library :: Yes :: No
NPC Bailing Addon :: ThisIsHarsh :: 1.7.8 :: 21/09/2010 :: Piracy :: Yes :: No
Cheat Collection Package AP :: Cycrow :: 1.62 :: 18/12/2011 :: Other :: Yes :: No
Cheat Collection Package :: Cycrow :: 1.60 :: 15/10/2009 :: Cheat :: Yes :: No
Achievement Framework :: Cycrow :: 1.00 :: 06/01/2010 :: AL Plugin :: Yes :: Yes
Pirate Starts :: TEKing66 :: 1.30 :: 27/7/2010 :: General Mod :: Yes :: No
Emergency Transporter Extension :: Cycrow :: 1.10 :: 01/04/2011 :: Ship Upgrade :: Yes :: No


And XRM 1.28


Help? D:



Running X3: TC 3.2 & AB v?
Generic Evil Creature
Posts: 11
Joined: Sun, 7. Oct 12, 20:18
x3ap

Post by Generic Evil Creature »

A rather curious observation.

In my game, I purchased an Orbital Shipyard and set up camp in Akeela's Beacon (near the jump beacon). Quite often I can see one of those huge Research Ships belonging to Creditania, Thuruk's Inc. or Waverider coming in from the west gate to dock with it. The shipyard's NPC trading is set to disabled, so I assume they're not coming in to trade.

So, any insights on why they keep coming? I mean, it's not like they're creating any problems, it's just funny to watch how those huge ships perform their docking sequence. (Especially when all four capship slots in the SY are occupied.)

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