[Mod-AP][In-Dev] X-Timelines: The Syndicate
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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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
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."
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Sir Ken Robinson
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Great to hear and thanks for the reply.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
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The closed beta will start very soon (within the next 5 days), and the open beta to follow not long after that.MrUp wrote:Nice to hear someone say that... if only we knew.JohnWhorfin wrote:Hey ! Moving the servers, must be getting close !
[ external image ]
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
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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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[ external image ]
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
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20 FPS within that battle constantlyScoob 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.
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
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
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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.
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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

@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
Sir Ken Robinson
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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
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
Sir Ken Robinson
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the tease!!!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
good luck with the beta

I fly an OWP. What about you?
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