Deadly Ship&Station Mod w/Scripts by RS (RC4 Available) - [Image Warning]

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tokyoboy
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Missing Gates and texture on ROid base.

Post by tokyoboy »

I am having the same problem as some of the others, after I install the mod I can go through 1 gate but then I get trapped and can not get out.

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ice_49 posted [SNIP] only thing is the jumpgates shrink and its impossible to fly thru em lol [SNIP] just fix the gate problem please
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M N Lawrence posted [SNIP] the gates to any sector that I have not yet visited are minute.
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Holodmer posted [SNIP] 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 ...
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Heh - Unfortunately for me I happened to get stuck in Presidents ENd and there are no stations there to fuel my jumpdrive.

Just me and an increasing supply of transports trapped in Presidents end with thos glowing balls showing the way in but no way out.

Iits okay though this being preview release I saved before I installed so just reverted to a save after deselcting this mod.

Tokyo
TokyoBoy
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DeadlyDa
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Post by DeadlyDa »

This "jumpgate problem" is really strange.

I don't alter jumpgates.

There are two elements to the mod:
  • 1) All the new graphics are "additive"...that is nothing in the base 1.3 file set is altered. I can't see how adding graphics can impact something like the size at which jumpgates spawn
    2) There are 7 type files being replaced.
    • Components.txt
      Dummies.txt
      TCockpits.txt
      TDocks.txt
      TFactories.txt
      TShips.txt
      TWareT.txt
    I've carefully looked through these files, and there is no place that any of them refer toi umpgates.
In an effort to better understand the problem, please let me know what ship you were flying at the time, and if you have any other mods running.

Many thanks...
Holodmer
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Post by Holodmer »

I was flying my nova scout (should be the name in the english version)

currently I use the following scripts

- Overtune v1.20 by Cycrow
- SatelliteDeploy v1.11 by Bhruic
- Lasertower Upgrade by Euclid
- X3 Race Response Fleets (JTP - jump to protect) v1.0 by Toastie
Derek M.
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Post by Derek M. »

Deadly, it's great to see one of your mods in X3. The Millenium Falcon is a work of art and as for the Roger Young, well, what can I say? Looks great, handles well but I can't hit doodly with it. But that seems to be the norm with capital ships in Xn.

I too had problems with the asteroid base not manifesting but no probs with jump gates (new game). I noticed a significant frame rate hit when using the Thor in heavy fight scenes. Not something I've experienced before.

I was happy about the absence of X2 cockpits in your mod.

Will you be incorporating some form of weapons rebalance in the full mod? I'm sure that would be advantageous. Keep up the good work.
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Red Spot
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Post by Red Spot »

Holodmer wrote:I was flying my nova scout (should be the name in the english version)

currently I use the following scripts

- Overtune v1.20 by Cycrow
- SatelliteDeploy v1.11 by Bhruic
- Lasertower Upgrade by Euclid
- X3 Race Response Fleets (JTP - jump to protect) v1.0 by Toastie

when you are not using the mod you should remove the 'setup.DDRS.Preview' script from your scripts folder ..
should work fine than ..


G
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Dioltas As Dia
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Post by Dioltas As Dia »

Hey DeadlyDa and Red Spot

this is the almighty of mods so far!!!

I downloaded the first preview release and had similar problems to everyone but with the *new* preview release and the *new* complimentary script pack, everything is A-OK.

Excellant work lads, tis the shlit.

PS. nothing major but when i started it up there were TWO asteroid bases (one neutral and one player-owned). When i destroyed the neutral base (LV cheat script) it "visually" blew up the asteroid base (y'know the little explosions everywhere and then the big one) but left the player-owned one in the same place. My theory is that the two are overlapping each other in the exact (and i mean EXACT, not even a centimeter off :D ) place.

Also there are alot of neutral "Deadly" ships for some strange reason attacking the base. Now im not bothered cause its so heavily defended but its funny :)

Anyway i dont mean to be a downer, i know this is a preview and for me personally, i think it is very very much workable so thank you!

*kneels and bows* "Were not worthy!" "Were not worthy!"

Slán
X-it
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Joined: Wed, 6. Nov 02, 20:31
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Post by X-it »

Thanks again for all your work with this.

I haven't tried the latest versions yet (and probably will not as I prefer to wait for the 'finished' version since we can't continue our main game with this yet), but I'd just like to say that the gates were never a problem for me.

- I jumped all over the place first before I found the darn sectors :) and all gates were there and working

- I use the following scripts (copied from another thread):
X-it wrote:
  • Station Trader by Naffarin
  • Universe Explorer by Baldor
  • MK3 Update by ticaki (from the dev test forum)
  • Most, if not all of Cycrow's scripts: Afterburner, Assassins Guild, BBS Extras, Bounty Hunters Guild, Insurance Dealer, Winnable Lottery, Mercenaries Guild, System Override Software MK2, Overtune BBS, Smugglers Guild
  • XaiCorp Fleet Support Ship Software
  • XaiCorp Remote Transporter Device Software
  • Scripts by LV: Self Repairing Hull Technology, Race Response Fleet, BBS Offers, Dock TS (allows docking of TS ships on TLs), PSG Removal hack
  • TerraCorp Combat Pilots and Task Force addon by Myros
- I use mods: Less roids, no fog, no civilians, cockpit callback and minimal hud

- When I tested I was in my Split Elephant when jumping, and sometimes in the Pirate Nova Raider when flying around
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NZ-Wanderer
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Post by NZ-Wanderer »

I too have the same gate problem as others....

I was in my Nemesis M6

I tried both going through the nearest gate (after I went through it the problem occurred.
then I tried jumping halfway across the universe, but the problem occurred soon as I entered the new sector.

Both times I started the game in the unknown sector where the station is..

My other mods/scriptsa I run are:

Terracorps combat Pilot and Taskforce Script - by Myros
Station Trader Script - by Naffarin
Lasertower update script - by Euclid
Complex Manager script - Naffarin
Basic Patrol Plugin - from dev test forum
Mk3 Autotrade plugin - from the dev test forum
less asteroids/less enemy Mod - BlackRain
M6 Upgrade Mod (with cockpits) - by Mehrunes
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.
X-it
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Post by X-it »

Red Spot wrote:
Holodmer wrote:I was flying my nova scout (should be the name in the english version)

currently I use the following scripts

- Overtune v1.20 by Cycrow
- SatelliteDeploy v1.11 by Bhruic
- Lasertower Upgrade by Euclid
- X3 Race Response Fleets (JTP - jump to protect) v1.0 by Toastie

when you are not using the mod you should remove the 'setup.DDRS.Preview' script from your scripts folder ..
should work fine than ..


G
Does this mean that we can disable all of the script files by removing/renaming that one file? If so that's great, and I might still keep it installed and test from time to time until final release.
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DeadlyDa
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Post by DeadlyDa »

Both times I started the game in the unknown sector where the station is..
Wait a miniute..how on earth are you starting out in the Unknown Sector with the station?

What sort of game are you starting that accomplished that? None of the X3 start-points do that.

Regardless, I still have no clue as to what would cause gates to get small.

If something doesn't turn up, I may have to ask someone to send me a savegame.
neaput
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Joined: Sun, 11. Apr 04, 18:27
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Post by neaput »

Thanks guys for some brilliant work.

I get the wierdo small gates problem with a 1.3 game (13 days playing time - flying elephant and mamba) but gates seem OK with new plot or non-plot games.

No other mods installed and using several scripts (e.g. Escort +EscortCCM, BBSExtras,FSUP,QFLS,X3rpm,Station Trader, Trader Mk3 update from L3+ forum).

Savage Spur is slideshow no-no. Bit frustrating to order each new toy back to Empires Edge to test drive your craftmanship! Nevermind, next time I'll send in an Elephant to collect a few M3/4/5s to play with.

I guess we need to be patient for you to work your magic :D
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DeadlyDa
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Post by DeadlyDa »

PROGRESS:

In between adding new ships, and re-texturing the old ones...I've found time to get the Asteroid Base to spawn quite quickly, and have now restored the DDS textures used in X3.

I've also figured out how to speed up the loading of "polygon-heavy" ships like the Starfury.

The old slow-loading 'roid base, along with the patrol using Starfury's and Gunboats...meant that entering the sector with the base required a 60 second wait to render everything :oops:

I can sympathize with "slide show" issue in Savage Spur...it's pretty well ruined the sector for anything other than flying through it during the plot.

Red Spot has made really good progress on the HQ ship building scripts, and they seem to working well (at least for me, in the limited time I actually get to play the game). He's got a few more "surprises" for the mod...and I think you'll really be impressed with the work he's doing.

If I end up updating the Preview Release to pick up the "fixed" 'roid base, I'll move the SY and ED somewhere else. (The sector was picked as a temporary home for the SY and ED because it was out of the way, but also someplace the player would have to go to complete the plot. Unfortunately, I had not been back there since I went through the plot, and didn't realize that 1.3 had ruined it.)

I suspect an auto mining script (once we get a good one) turned loose in there would clean things up a bit :roll:
Darth Tyrant
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Post by Darth Tyrant »

Hey deadlyda, great work bro. Any chance you can include the Imperial Lambda-class shuttle as a passenger transport?
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NZ-Wanderer
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Post by NZ-Wanderer »

My appoligies, I meant "When I start my SAVEGAME" - Sorry for not making myself clearer...
I can put up one of my savegames on a blank web page if you wish download it to take a look at it...
DeadlyDa wrote:Wait a miniute..how on earth are you starting out in the Unknown Sector with the station?
PS: If you ever find you have time on your hands would you consider making the "Battlestar Galactica" from the original TV series.. - I think that ship would make a brilliant M1 :) :)
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.
paulatwork6
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Post by paulatwork6 »

Cant wait for the full MOD.

Is there any idea of when it may be released?
Starscream99
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Post by Starscream99 »

:o The Starfurry is cool looking also so is the Roger Young And the M1 :o

:?: is the Roger Young suposed to turn of a dime or is that a bug in the mod :? also I found out that the M2 engine flame goes into the engine on the left side and not out of the engine :?:

P. S.
Do you by chance have plans to put an eclipse super star destroyer in this mod or in a future one :?:

Looking forward for the full version :D
Mailo
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Post by Mailo »

I think a super star destroyer is out of the question, by it's size alone.
How big was it?
The Force says between 16.0 and 17.5km in length, and this pic suggests a width of 2/3 of the length.

Now close your eyes and try to imagine, what an 11km wide ship would do to a jumpgate :lol:

Not to mention it probably couldn't even enter the gate plane of a sector, because it wouldn't fit between stations.
B-O'F
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Post by B-O'F »

Hi Deadly and Red Spot,

I have tried to recreate the gate problems I mentioned in my prevous post, but now I am getting the same problem as Holdmer mentioned - gates are O.K. in the saved game starting sector, but as soon as you leave the sector all the gates are minute.

I tried this with the original preview mod and Rev A.

I don't think it is a ship problem, as mine is a 'slightly' modified XP-Shuttle.

I can't match the scripts and mods that I am using with those posted by others, apart from the less asteroids/less enemies and less fog, but I still have the problem even when these are removed.

As I prefer your mod, I have started a new game - it is worth losing a few mllion....

Thanks for all your work (past and future?)
Boron - Ol Fh'art.
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Red Spot
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Post by Red Spot »

M N Lawrence wrote:Hi Deadly and Red Spot,

I have tried to recreate the gate problems I mentioned in my prevous post, but now I am getting the same problem as Holdmer mentioned - gates are O.K. in the saved game starting sector, but as soon as you leave the sector all the gates are minute.

I tried this with the original preview mod and Rev A.

I don't think it is a ship problem, as mine is a 'slightly' modified XP-Shuttle.

I can't match the scripts and mods that I am using with those posted by others, apart from the less asteroids/less enemies and less fog, but I still have the problem even when these are removed.

As I prefer your mod, I have started a new game - it is worth losing a few mllion....

Thanks for all your work (past and future?)
Boron - Ol Fh'art.

about starting a new game .. no problem .. but keep your current save-game ..

cause you wont be able to use the final version with a save from the preview version .. but a regular save could be used with the final version ..

so any empire you now build in the preview mod is going to be lost ..
but any current save might just be able to be used in the final version ..

(hope I'm making any sence here ..)


G
B-O'F
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Post by B-O'F »

Hi Red Spot,

No problem, if I need to I will start again when the mod is completed, as it is all a learning exercise - as well as fun. There were no factories in my old game, just a few million from trading (mainly bartering).

Thanks for your scripts.

Enjoy yourself,

Boron - Ol Fh'art.

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