[CANCELLED] Transcend I for TC

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Observe
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Post by Observe »

SAVOTW wrote:I'm curious is this mod placed in the mod file or main TC folder as a higher cat number? Also have you had any problems with cockpit cameras? Best wishes by the way for your december release.
Thanks SAVOTW. :)

This mod is not a "false patch". Instead, it is placed in the \mods folder and selected as Active mod during X3 init screeen. The game is played as custom game. This way we do not interfere with standard game, and are not so subject to requiring change every time ES makes official patch.

Regarding cockpit cameras, we have no problems. Keep in mind that all our ships use different method for cockpit cameras than ES uses. The standard (ES) way of specifying cockpit camera is via Components.txt - whereas we include camera in the scene file instead. Either way works fine, but many modelers use the scene file method because it doesn't require Components.txt. :wink:
SAVOTW
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Post by SAVOTW »

Hmm, the setup sounds identical to the way I have done ours. I also tried both methods of getting the cameras to work(components and listing cameras in scene files, with no joy. I must have made an error somewhere or corrupted a file in exporting and extracting originally weeks ago, I can't think where else I have made an error. Have you noticed any major changes in scene files that must be noted for TC? Do you have 2 lines of code for main body of a ship? have u used C numbers?

thanks again, and sorry for posting in the mod topic - but as I said you seem to be ahed of the game and gone beyond this issue.
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Observe
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Post by Observe »

SAVOTW wrote:...Have you noticed any major changes in scene files that must be noted for TC? Do you have 2 lines of code for main body of a ship? have u used C numbers?
There are NO changes required with conversion from Reunion to TC for ship scene files. Yes 2 lines of code are required as before - one for file path, and one for x,y,z location in the scene. And yes, sometimes we use "C" numbers. Again, this does not affect TC conversion. :wink:
SAVOTW
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Post by SAVOTW »

Well it's very weird and I cannot explain it but ships\props\cameradummy will just not work for me. BUT there is another camera, used for the khakh,called 939 that did work. So now I'm using that instead.

Thanks for your help in this matter
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Observe
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Post by Observe »

SAVOTW wrote:Well it's very weird and I cannot explain it but ships\props\cameradummy will just not work for me. BUT there is another camera, used for the khakh,called 939 that did work. So now I'm using that instead.
That certainly is very weird considering ships\props\cameradummy work perfectly for me! Good to know though in case I begin having the same troulbe as you for some odd reason.
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Observe
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Post by Observe »

Completely redone, here is the second generation Evader M6 class:

[ external image ]

[ external image ]

Altogether, the Evader series spans 3 ship classes: M3, M6, and M2. Each retains the classic "evader" characteristics with design geometry optimized for evading enemy fire.
Stu Austin
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Post by Stu Austin »

Spectre2032 wrote:Very cool dude just one question have you been able to figure out what keeps Terran factories from being sold at a shipyard. I have tried everything short of hosing down my computer with gasoline and igniting it. Thus far I can get a Terran station to maybe sell 1-4 factories beyond that it's nothing. I have already populated plenty of variants of Terran ships. Just they are maybe in need of some serious loving.
I just md'ed my noterity to the top area along with 100 million credits and bought 7 factories and set up the 7 factories.
Transcend Mod Team - AP, TC, Reunion
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Observe
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Post by Observe »

And no Fleet with the mission that Transcend has is complete without a powerful and well armed Factory Transport (TL):

[ external image ]

With plenty of docking facilities for Fighter support:

[ external image ]
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Observe
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Post by Observe »

Then there's the one-of-a-kind Apocalypse. This ship carries a massive "super weapon" able to destroy Stations, Factories, and any Capital ship with a single shot. The downside is it takes a long time for this weapon to recharge - leaving the slow moving Apocalypse with little defensive weaponry:

[ external image ]
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Observe
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Post by Observe »

Long before creation of jumpgates there was an ancient race who possessed technology which enabled intergalactic travel. These are called Templegates. There full purpose is unknown.

One such gate lies isolated in a far-reaching sector of Terran space, locked inside an asteroid. Terran Space Intelligence (TSI) forces have known about this asteroid since the outer sectors were explored, but have until recently been unable to gain access to the interior.

Information revealed from an unknown source has enabled unlocking the outer door. This Templegate leads to a sector never heard of before:

Templegate asteroid with X2-style local nebula clouds:
[ external image ]

Templegate inside the asteroid:
[ external image ]
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Observe
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Post by Observe »

One more added to the mod. This powerful M3 Fighter from Crip67:

[ external image ]

And another one. This fearsome M2 Destroyer from Killerog:

[ external image ]
Last edited by Observe on Mon, 22. Dec 08, 04:14, edited 1 time in total.
Gridd
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Anxious

Post by Gridd »

Observe, I for one am anxiously awaiting the release, Your X3R mod kept me playing that for a long time and want some of the same experience in TC.

Thanks for all your work

Gridd
StormRazor52
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Post by StormRazor52 »

You again are doing justice to all X3 modders by creating only the best for the community. Can't wait to get my hands on your mod. Thanks for all you and all the others creators of your mod.
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Observe
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Post by Observe »

Thanks guys. :)

FYI: We are currently in preperation for final beta as we make various adjustments based on latest game patch, and finalize new Mission Director coding along with other enhancements.

Stinger M7 added:

[ external image ]

[ external image ]
TEN10X_en
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Post by TEN10X_en »

*wrings hands in anticipation*

... :D
[Snipe] Bando
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Post by [Snipe] Bando »

Great stuff coming up.

Thank you Observe and your team for making this effort.

I hope you all have a great new year.

Like TEN10X_en I'm waiting and checking this thread almost every 10 minutes.

Good luck, and thx

Bando :thumb_up:
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Observe
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Post by Observe »

Not to forget Mech Warrior Uziel with its highly flexible "arm turrets":

[ external image ]
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Observe
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Post by Observe »

Here is the New Game menu when Transcend is selected as the active mod:

Click for full size
[ external image ]

Additional startup games will be activated when the mod is released. :)
[Snipe] Bando
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Post by [Snipe] Bando »

Sure would like to try it

:thumb_up: :thumb_up:
pepperg
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Post by pepperg »

call me dense (go ahead, do it!), but i have skimmed through this thread, and still don't know the breadth of what this mod is- new ships i can deduce, but what else? is this a "total" mod in the spirit of xtended for x3:r?
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