[MOD] [AP+TC] XRM 1.19f - IEX 1.2a Compatibility patch (23.04.2012)
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
-
- Posts: 94
- Joined: Sun, 23. Jan 11, 14:45
I´ll be honest: You what?
I just rechecked, there is a south gate in Credits Received.
There is also a south gate in Rhy's Crusade leading to Matriarchs Thorn. That is correct. What seems to be the problem with that?
Which "xrm map for referance" are you using? Link please.
You did start a new game right?
I just rechecked, there is a south gate in Credits Received.
There is also a south gate in Rhy's Crusade leading to Matriarchs Thorn. That is correct. What seems to be the problem with that?
Which "xrm map for referance" are you using? Link please.
You did start a new game right?
-
- Posts: 28
- Joined: Mon, 26. Dec 11, 20:35
Hello,
I just realized that I have been using the March 4 version of this patch (with the wrongly named .pck) Will I have to start a new game if I install the rectified patch?
Also since as far as I know 1.18c didn't change the universe map is this version of the patch compatible with it?
Until now I've only encountered 2 issues with my game, an invisible and intangible factory (apart from the docking clamps which I can use with no issues) and strangely passive behavior of M6s and Bombers that spawned in a "Protect Transport" mission. Could this be caused by the fact that I'm using the faulty patch on 1.18c?
Thanks in advance.
I just realized that I have been using the March 4 version of this patch (with the wrongly named .pck) Will I have to start a new game if I install the rectified patch?
Also since as far as I know 1.18c didn't change the universe map is this version of the patch compatible with it?
Until now I've only encountered 2 issues with my game, an invisible and intangible factory (apart from the docking clamps which I can use with no issues) and strangely passive behavior of M6s and Bombers that spawned in a "Protect Transport" mission. Could this be caused by the fact that I'm using the faulty patch on 1.18c?
Thanks in advance.
-
- Posts: 94
- Joined: Sun, 23. Jan 11, 14:45
Hmm, the faulty version was only up for less than 10 hours, but if you are sure that is the one you have: unfortunately yes a new game is required for the map to be recognized. The universe map gets read exactly 1 time in any game: when you start a new game. Anything after that is just saved savegame data based on that map. That is the reason for this restart sillyness.I just realized that I have been using the March 4 version of this patch (with the wrongly named .pck) Will I have to start a new game if I install the rectified patch?
Yes.Also since as far as I know 1.18c didn't change the universe map is this version of the patch compatible with it?
The XRM patches are generally compatible as well: if there are map changes they are small and script based (not map based) which generally work fine.
1. Missing model files or Tfactory issue.invisible and intangible factory ... and strangely passive behavior of M6s and Bombers
2. Script issue likely
Neither has anything to do with the map, I´m afraid you´ll have to keep looking for the cause elsewhere.
-
- Posts: 50
- Joined: Fri, 13. Jan 12, 01:54
i apologize my other message was rather cryptic. i wasent able to locate a link to the map i was referencing, but basicly that south gate in Credits Denied leading to Bright Profit is not there and nether does the north gate in bright profit. and i'm confidant that i installed everything correctly and don't have any other mods that should be doing thisBlack147 wrote:I´ll be honest: You what?
I just rechecked, there is a south gate in Credits Received.
There is also a south gate in Rhy's Crusade leading to Matriarchs Thorn. That is correct. What seems to be the problem with that?
Which "xrm map for referance" are you using? Link please.
You did start a new game right?
i think i have said gate weirdnessBlack147 wrote:
A note regarding gate positions: since version 1.2 gate positions modified in both XRM and IEX use the one that makes the greater change - ie can be from either mod and is furthest away from the center. Let me know of any weirdness you see with gates, this can easily be rectified with a simple script.
-
- Posts: 8132
- Joined: Tue, 19. Apr 05, 13:33
Just a FYI - XRM 1.19 has changed the map again! So users of this mod are advised to hang on for an update to this before updating their xrm cat/dats.
The main changes are: all Equipment Docks, Trading Stations, Military Outposts and Orbital Defence stations for sale have been changed to new TFactories entries, the Medusa Vanguard and Poseidon have been added to shipyards, I've removed an erroneous station in Pyramid Income and there is a new gate link between Midnight Star and Njy's Deception.
The main changes are: all Equipment Docks, Trading Stations, Military Outposts and Orbital Defence stations for sale have been changed to new TFactories entries, the Medusa Vanguard and Poseidon have been added to shipyards, I've removed an erroneous station in Pyramid Income and there is a new gate link between Midnight Star and Njy's Deception.
-
- Posts: 94
- Joined: Sun, 23. Jan 11, 14:45
Thank you Paul, I am working on the update. Should be out sometime later.
ShadowGod56: I have found what you meant. As well as 3 other funky gate connections. Thank you for finding those, these will all be fixed in the update.
It´ll be a script, no restart required.
EDIT: Update is up. Please run the update script after all other installions if you are continuing a savegame. Ie after running the XRM update script. This is not required if you are starting a new game.
ShadowGod56: I have found what you meant. As well as 3 other funky gate connections. Thank you for finding those, these will all be fixed in the update.
It´ll be a script, no restart required.
EDIT: Update is up. Please run the update script after all other installions if you are continuing a savegame. Ie after running the XRM update script. This is not required if you are starting a new game.
-
- Posts: 50
- Joined: Fri, 13. Jan 12, 01:54
i installed the new version and ran the patch but the one in credits denied still is not showing up , the other gate in bright profit has however
also is the system maelstrom supposed to be as big as it is? the universe map says that it is a 100km long gate system but s showing up 191km from one gate to the other, i remember it being a big system but never that big
also is the system maelstrom supposed to be as big as it is? the universe map says that it is a 100km long gate system but s showing up 191km from one gate to the other, i remember it being a big system but never that big
-
- Posts: 94
- Joined: Sun, 23. Jan 11, 14:45
Strangeness. Please get this script, run it and report back. All gates should be created for you.i installed the new version and ran the patch but the one in credits denied still is not showing up , the other gate in bright profit has however
Just looked at it... it is indeed a bit on the big side. However, this is exactly how it is on the IEX map, it is much smaller on the XRM map. IEX->larger change->wins.also is the system maelstrom supposed to be as big as it is?
I use a move/rotate script in my own game and if something is just too far out or causing other problems, I just move it to suit.
-
- Posts: 50
- Joined: Fri, 13. Jan 12, 01:54
-
- Posts: 94
- Joined: Sun, 23. Jan 11, 14:45
Good to hear!
New update up!
This includes the XRM 1.19c map changes to TC for new games and a mission director script to patch a running savegame. That last bit is somewhat experimental, please let me know if somehting doesn´t work.
READ THE INSTRUCTIONS!
If you are running AP you don´t need this 1.5 version, it is the same as 1.4. Only TC players are affected.
New update up!
This includes the XRM 1.19c map changes to TC for new games and a mission director script to patch a running savegame. That last bit is somewhat experimental, please let me know if somehting doesn´t work.
READ THE INSTRUCTIONS!
If you are running AP you don´t need this 1.5 version, it is the same as 1.4. Only TC players are affected.
-
- Posts: 3206
- Joined: Thu, 16. Jul 09, 12:24
-
- Posts: 94
- Joined: Sun, 23. Jan 11, 14:45
-
- Posts: 94
- Joined: Sun, 23. Jan 11, 14:45
-
- Posts: 1354
- Joined: Sun, 20. Apr 08, 16:20
I am getting some reports of big FPS drops in some sectors using IEX which I believe is related to the increased viewing distance. I would very much like to hear of any similar issues XRM folk are having when loading my mod. Please post on the IEX thread any issues which you believe are related to IEX or general comments there-in.
Thanks.
PS: Apologies to Black147 for gate-crashing his thread
Thanks.
PS: Apologies to Black147 for gate-crashing his thread


IEX Download Statistics - LUVi / XRMi ( 3115 / 5415 )
X4 Crexit 324 ; X4 Encounters 3193 (STEAM Unique/Current 6341/3412)
-
- Posts: 287
- Joined: Sat, 24. Dec 11, 11:14
I have discovered a big problem in my case that I am pretty sure its related to the patch.
In my last two Albion Prelude installs of IEX+XRM, with the Argon Peacekeeper start, I always got a game freeze in Circle of Labor after a few minutes.
I first reported the problem in the XRM thread here, and paulwheeler suggested that I delete the patch and see if I still got the crash.
And I did just that, deleting only the patch and leaving IEX and XRM in place, and started a new game. And after flying in circle of labor for more than 10 minutes I didn't get a freeze anymore.
In my last two Albion Prelude installs of IEX+XRM, with the Argon Peacekeeper start, I always got a game freeze in Circle of Labor after a few minutes.
I first reported the problem in the XRM thread here, and paulwheeler suggested that I delete the patch and see if I still got the crash.
And I did just that, deleting only the patch and leaving IEX and XRM in place, and started a new game. And after flying in circle of labor for more than 10 minutes I didn't get a freeze anymore.
-
- Posts: 94
- Joined: Sun, 23. Jan 11, 14:45
I checked that out and compared the map entries for circle of labour in XRM and the patch. Aside from some different gate positions and planets it is exactly as on the XRM map.
To be sure I just flew 30 minutes in Circle of Labour in my running savegame. Nothing happened, cannot reproduce.
The fact that your freeze happens *after* entering the sector tells me it isn´t map related, otherwise you would get a crash *before* actually entering.
Assuming a correct XRM install, your problem appears to be script related. What ships and stations are in the sector and what scripts are you running?
To be sure I just flew 30 minutes in Circle of Labour in my running savegame. Nothing happened, cannot reproduce.
The fact that your freeze happens *after* entering the sector tells me it isn´t map related, otherwise you would get a crash *before* actually entering.
Assuming a correct XRM install, your problem appears to be script related. What ships and stations are in the sector and what scripts are you running?
-
- Posts: 287
- Joined: Sat, 24. Dec 11, 11:14
Thank you for checking it out.Black147 wrote:I checked that out and compared the map entries for circle of labour in XRM and the patch. Aside from some different gate positions and planets it is exactly as on the XRM map.
To be sure I just flew 30 minutes in Circle of Labour in my running savegame. Nothing happened, cannot reproduce.
The fact that your freeze happens *after* entering the sector tells me it isn´t map related, otherwise you would get a crash *before* actually entering.
Assuming a correct XRM install, your problem appears to be script related. What ships and stations are in the sector and what scripts are you running?
When I enter the sector there is an ongoing battle between a lot of Terran and Argon ships. It would be best if I could screenshot everything present, but I can't, getting a black image when I ctrl+v it in paint. Do you know how can I do it?
The extra scripts are few. MARS, Bonus Pack 5.1.0, LazCorp Claim Sector, Logain Industries Capital Ship Energy Cell Generator (CSecG), and Marine Repairs.