[MOD] SSBM V2.7 & Cmod3-SSBM

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

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spacefueladdict
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Post by spacefueladdict »

Valkenswaard wrote:Hi,

Have you found a suitable background for the sol systems yet? Just wondering...and I'm impatient as always :D

greets
Valken
Unfortunatly not, which is a pain, so at the mo we'll have to put up with what we got.... however i'm going to recommend altering the gamma level in the game for this mod, as all the background look even better when it's reduced to 105 (Default is 127). :D
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Valkenswaard
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Post by Valkenswaard »

Maybe I can help track down or even create a background. What resolution do you need? Or better even, give me the requirements of a background to work in X3.

greets
Valken
Gods last name is not dammit!


"Fiery the angels fell; deep thunder rolled around their shores, burning with
the fires of Orc"
...quote from Blade Runner...

literary allusion to Blake's 'America, A Prophecy'
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spacefueladdict
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Post by spacefueladdict »

Valkenswaard wrote:Maybe I can help track down or even create a background. What resolution do you need? Or better even, give me the requirements of a background to work in X3.

greets
Valken
Not sure, The solar system background is one of the tricky backgrounds. Most of them have a 'sky box' file which is a Bod file with 4 associated DDS files which are the background image. Then some are the 'Sky box' with the background incorportated into it..... and the solar system is one of those! :( and i haven't got a clue haw to deal with one of those.

What i can tell you is that the DDs files that are used in the others are split into quadrants, and the resolution is some thing like 2096x1048, so i guess the whole image would be 4192x2048?
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enenra
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Post by enenra »

Valkenswaard wrote:Maybe I can help track down or even create a background. What resolution do you need? Or better even, give me the requirements of a background to work in X3.

greets
Valken
I'd recommend you Aragon Speed's Tutorial for creating backgrounds but as TXU is down at the moment because of server migration, I can't post the link atm. Will post it later. ;)
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spacefueladdict
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Post by spacefueladdict »

enenra wrote:
Valkenswaard wrote:Maybe I can help track down or even create a background. What resolution do you need? Or better even, give me the requirements of a background to work in X3.

greets
Valken
I'd recommend you Aragon Speed's Tutorial for creating backgrounds but as TXU is down at the moment because of server migration, I can't post the link atm. Will post it later. ;)
Is there also tutorials for the 'skyboxes' there too, i.e, how to create and modify existing? :)
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spacefueladdict
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Post by spacefueladdict »

*Update*

All sector are now complete...PHEW!

Added 7 new sector to the map, Three Pirate, one Xenon, one Terran and Two ATF.

Currently working on the jobs file to populate a pirate core sector and a xenon coer sector, along with an ATF core.

Added an extra 20 or so SSP throughout the universe which i hope will solve the E-Cell shortage in V1.0.

Completed the adjustment os the sun lighting in each sector, to give a more sublte lighting effect, (makes it a little eerie in places too).

May add Spaceflies to most split food fabs and add the spacefly fab to selected shipyards.
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X2-Eliah
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Post by X2-Eliah »

Split spacefly fab had a number of issues when trying to complex it (add to a complex), IIRC it had no complex nodes.. A word of warning, maybe it isn't worth to include it in the mod.. Or at least add a warning when you do.
MindImage
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Post by MindImage »

Great mod btw! :-)
One question: will the new version require an additional restart because of the changes?
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spacefueladdict
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Post by spacefueladdict »

MindImage wrote:Great mod btw! :-)
One question: will the new version require an additional restart because of the changes?
unfortuneatly yes, there are massive changes to the sectors, backgrounds Etc,etc. i'm sure it will be worth it though! :wink:

Maybee your right, X2, if there have been issues in the past, them it's best i don't complicate things up, cheers for the info.
semiliterate
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Post by semiliterate »

iirc, spaceflies are for engine technology for the Split - it doesn't seem like they would need them for a factory that recieves its energy requirements from batteries.
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spacefueladdict
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Post by spacefueladdict »

semiliterate wrote:iirc, spaceflies are for engine technology for the Split - it doesn't seem like they would need them for a factory that recieves its energy requirements from batteries.
Thats true, i do seem to remember them being used as a secondary resource in thier fabs in X2, i was just thinking it would be nice to have them back in the game to a greater extent than they currently are. :wink:

BTW, does anyone know how spaceflies are generated in sector (the ones that fly around) is it in the jobs file or are they added some other way?
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-[e1337e.weazel]-
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Post by -[e1337e.weazel]- »

When do you release the new version?
***modified*** und stolz drauf
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X2-Eliah
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Post by X2-Eliah »

I'd hazard a guess that he needs to check the compatibility with the 2.0 version, most likely finish some stuff and all..

Well, as much as I can guess, it could be out in the following week or the one after that - I can't imagine the process taking any longer than that.. I myself am waiting for it patiently.. (Actually, I'm using the spare time to re-read the lord of the rings and do some other stuff.. So it doesn't bother me when this comes out).

One thing I do know for sure and can say about is that the 2.0 version is being worked on, so it is a matter of time and patience..
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spacefueladdict
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Post by spacefueladdict »

In the final stages of putting the finishing touches together, hopefully should have the finished mod available for download on thursday :)
semiliterate
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Post by semiliterate »

is the economy fixed?
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spacefueladdict
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Post by spacefueladdict »

yes i think so, adjusted frieghter speed up by about 20%, and have increased the number of free traders in the jobs file and altered it so the will run with max engine tuning instead of 60% tunings, so this should cure that little problem.
[Snipe] Bando
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Post by [Snipe] Bando »

Fantastic mate.

Looking forward to this.
I'm not playing this game anymore without this (and CMOD3) being updated for V2.

Good you're working on it. Loved this mod very much. Anxiously waiting till Thursday now.....

Thanks for all the work

Bando
captain1
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Post by captain1 »

dido
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spacefueladdict
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Post by spacefueladdict »

[Snipe] Bando wrote:Fantastic mate.

Looking forward to this.
I'm not playing this game anymore without this (and CMOD3) being updated for V2.

Good you're working on it. Loved this mod very much. Anxiously waiting till Thursday now.....

Thanks for all the work

Bando
Thanks, If your using CMOD3 I would suggest not using the Improved ship add-on or the extreme universe add-on, as (with the permission of SS-T) added the M6's with docking slot into the T/ships update, and i have loosly based the jobs file in this mod to the one in the extreme universe add-on.

It will be fine for the main part of CMOD3, as i plan to use it myself. :)
semiliterate
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Post by semiliterate »

so have you upped the speeds? that was the main reason i used the improved ships plugin - because i like capital ships and i'd rather it didn't take three hours to turn one halfway around.

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