[Mod-AP][In-Dev] X-Timelines: The Syndicate

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

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Drockt1
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Post by Drockt1 »

Not sure if we can ask specific questions about the mod yet. but have you guys changed the way ship capping works(ala how xtended did it)? I personally like the changes xtended did in that department.
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TrixX
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Post by TrixX »

Ship capping is on the list of things to look at, but won't be out with the initial beta. We will have something to deal with it during beta and by final v1.0 release.

Seeing as Fleet control and management is central to this mod and ships have been balanced with fleets in mind, capping is definitely something that needs addressing from Vanilla ;)
"If you’re not prepared to be wrong, you’ll never come up with anything original."
Sir Ken Robinson
Drockt1
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Post by Drockt1 »

TrixX wrote:Ship capping is on the list of things to look at, but won't be out with the initial beta. We will have something to deal with it during beta and by final v1.0 release.

Seeing as Fleet control and management is central to this mod and ships have been balanced with fleets in mind, capping is definitely something that needs addressing from Vanilla ;)
Great to hear and thanks for the reply.
JohnWhorfin
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Post by JohnWhorfin »

Hey ! Moving the servers, must be getting close !
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MrUp
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Post by MrUp »

JohnWhorfin wrote:Hey ! Moving the servers, must be getting close !
Nice to hear someone say that... if only we knew. :o
“I may not have gone where I intended to go, but I think I have ended up where I needed to be.” ― douglas adams, The Long Dark Tea-Time of the Soul

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Jack08
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Post by Jack08 »

MrUp wrote:
JohnWhorfin wrote:Hey ! Moving the servers, must be getting close !
Nice to hear someone say that... if only we knew. :o
The closed beta will start very soon (within the next 5 days), and the open beta to follow not long after that.
[ external image ]
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
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TrixX
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Post by TrixX »

Yeah the hard part for me is gone, now just cleaning a few files up and preparing for CAT/DAT creation for Closed Beta. During Closed Beta we are fixing up the Universe files and hopefully adding a few new weapons fx and then with those elements complete Open Beta will commence :)
"If you’re not prepared to be wrong, you’ll never come up with anything original."
Sir Ken Robinson
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Jack08
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Post by Jack08 »

This was one insane battle :D
(Click for a larger image)
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[ external image ]
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
reiks
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Post by reiks »

Oh my god oh my god oh my god!

That is awesome
Scoob
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Post by Scoob »

Hi Jack08,

How're you finding performance in such large-scale battles? May I ask what spec machine you're using...sorta relevant to the question :)

Cheers,

Scoob.
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Jack08
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Post by Jack08 »

Scoob wrote:Hi Jack08,

How're you finding performance in such large-scale battles? May I ask what spec machine you're using...sorta relevant to the question :)

Cheers,

Scoob.
20 FPS within that battle constantly

I7 860 (Lynnfield) @ 3.6ghz OC (Stock: 2.8ghz)
G.Skill DDR3-1600
Nvidia GeForce GTX-275

Please keep in mind that this battle was done with vanilla ship models and t-files, better performence is expected with XTL assets and tfiles.

There are also various performence options within XTL: Chaos(ImprovedRaces2.0) to improve performence such as LowCPU mode witch reduces script overhead and cuts fighter counts by 50%, There is also a no fighter mode that removes fighters from carriers altogether

We have paid verry close attention to peformence and are confident that XTL should run on a wide veriety of core speeds due to the config options mentioned above
[ external image ]
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
spikened
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Post by spikened »

Wow, this is just what I was looking for. Thanks guys :)
Will any of the cockpit mods be compatible with this mod?
Drockt1
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Post by Drockt1 »

Man looks like we will have alot of fun stuff to play with soon. Ive been on hardcore X3 withdraw for the last 4+ months(stopped playing x3 soon after getting bored with XTC 1.1. With this awesome mod +XTC 2.0(hopefully much improved over 1.1), and X rebirth, seems like so much space capping goodness is on the way.
Mad_CatMk2
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Post by Mad_CatMk2 »

man Jack, you seem to be adding so much to the game...(with your special coding sauce?)

what else have you not showed us :lol:

i bet you're GoD's dad :D
I fly an OWP. What about you?
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TrixX
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Post by TrixX »

I still haven't found out what he's been eating recently, but between Jack08 and Litcube things have really hotted up around the internal discussions. There will be a few surprises for peeps on release that we desperately want to talk about but also want to see the reactions too first ;)

@Drockt1 - That's what we are hoping for. We'll be tweaking and fixing as many issues as we can over the next few months while adding all the content that couldn't make it into the release of the beta.

Things on the revamp list during beta:
Particle FX
Engine flares
Turret models (adding M6/Fighter turrets to those lacking them)
Textures for many different things


@spikened - I'll be making a cockpits version as an addon. Probably a combination of the two cockpit mods out there with their permission.

There will also be a no particle fx addon for those with low end rigs ;)
"If you’re not prepared to be wrong, you’ll never come up with anything original."
Sir Ken Robinson
Treelor
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Post by Treelor »

Particle FX? Do you mean when I hit the hull of an enemy ship, I can see ignited gasses and bits of molten metal spewing out of the breach I caused? Or even just fancier explosions?

I think I have a stiffy.
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TrixX
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Post by TrixX »

Unfortunately locational damage is not a part we have implemented. I was referring mainly to the way it's used for engine/missile trails.

I do hope to make some more interesting explosion gfx at a later date but that will be closer to the final release ;)
"If you’re not prepared to be wrong, you’ll never come up with anything original."
Sir Ken Robinson
Mad_CatMk2
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Post by Mad_CatMk2 »

TrixX wrote:Unfortunately locational damage is not a part we have implemented. I was referring mainly to the way it's used for engine/missile trails.

I do hope to make some more interesting explosion gfx at a later date but that will be closer to the final release ;)
the tease!!!

good luck with the beta :D
I fly an OWP. What about you?
Drockt1
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Post by Drockt1 »

Hows it going? Think you guys will release open beta before the super awesome date of 11/11/11 that may suck away everyone's time ;)?
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Chobittsu
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Post by Chobittsu »

Whats on 11/11/11? (aside from WWII aircraft filling my local skies)
And from what I can gather, the open beta will be up soon :P Lots of progress is being made

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