[Mod] Unofficial bug (player) fixes 2.7comp * updated 12 Jun*

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OOZ662
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Post by OOZ662 »

A request; could you scale the gates up just a bit to where the Valhalla becomes a viable playership? Not sure how much work that entails.
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Killjaeden
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Post by Killjaeden »

Imo that isn't a bug... Valhalla wasn't meant to be playable
Isn't there already a "big-Gates"-mod?
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Post by OOZ662 »

Well, it is so long as it never has to go through a gate.

I know there was one for Reunion, haven't seen one for TC, but I haven't looked. Since I'm currently working in-depth with this mod, it'd be handy to have a draffutt-approved gate.
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Post by Killjaeden »

Why would someone change the hole system if you could also resize the valhalla :P
It should be very easy to scale the gates...
and it doesn't require a playerbugfixmod / a playerbugfixmod doesn't need bigger gates if someone likes to toy around with an ubersized ship. so i would recommend an external mod instead
Maybe i can do it, it's not much work if i only have to scale the model.
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Post by OOZ662 »

I think you just have a penchant for following me around saying "No!" to everything I post. :o It's draffutt's choice what he puts in his mod. If he doesn't want to, then I'll find a way to put it in mine.
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Post by Net-burst »

OOZ662 wrote:I think you just have a penchant for following me around saying "No!" to everything I post. :o It's draffutt's choice what he puts in his mod. If he doesn't want to, then I'll find a way to put it in mine.
Look in the german thread here: http://forum.egosoft.com/viewtopic.php?t=253556 . I think you will be interested in it :) . Just use google translate.
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Post by OOZ662 »

Net-burst wrote:Look in the german thread here: http://forum.egosoft.com/viewtopic.php?t=253556 . I think you will be interested in it :) . Just use google translate.
Thanks, I'll have a look. :)
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Post by Killjaeden »

I think you will be interested in it Smile . Just use google translate.
It's not about resized gates
It's about a new universe where only big ships can have a JD and not all jumpgates can be used to jump.
It's draffutt's choice what he puts in his mod.
Yes of course it is, i only posted my opinion.
And as said you can easily add resized gates to your universe by replacing the body files (fakepatch or unpacked into the gamefolder), so an external mod would be better for those who don't want to use either playerbugfixes or resized gates ;)
I think you just have a penchant for following me around saying "No!" to everything I post.
:gruebel: unintendend if any
i post in topics i'm interested in so if i would 'follow you' around that means we have same interest but different opinions - who is to blame? ;)
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Post by OOZ662 »

Killjaeden wrote:It's about a new universe where only big ships can have a JD and not all jumpgates can be used to jump.
Does it have a bigger jumpgate model that could just be extracted? That's what I thought he meant in linking it.

No offense intended, it was just kinda weird. :D All's well.
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Post by Killjaeden »

OOZ662 wrote:Does it have a bigger jumpgate model that could just be extracted? That's what I thought he meant in linking it.
There is no public release yet, so you would have to sign up as tester and then they would expect some feedback...
And iirc they never mentioned to increase gatesize.
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Post by Requiemfang »

OOZ662 did you look at the SSBM mod? I noticed something real big in that one... is that the gates are humongous... compared to not using the mod
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Post by OOZ662 »

Yep, those gates are pretty...large. :D Thanks for the link.
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Post by Requiemfang »

not exactly a link but a suggestion :lol: should be easy to find since it's being posted in now by me :D
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OOZ662
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Post by OOZ662 »

Already ripped them out, shoved them in my install, and tested them with a Valhalla and a wheezing jumpdrive. They're just what I need.
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Post by Requiemfang »

awesome :D
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Post by draffutt »

glad you were able to find an alt OOZ662.
None of us is as smart as all of us. ~Ken Blanchard

TC player bug fixes
Reunion player bug fixes
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Post by OOZ662 »

Check the Osprey's cockpit scene reference; it seems to be "4512" instead of "ships\teladi\cockpits\teladi_m6_cp_scene"

EDIT: Is that correct? I see the Khaak Clusters have the same number for cockpits and many ships have numbers for model scenes...weird.

The Khaak Gaurdian (TShips entry 348) has a fighter explosion effect; it should be 38. Has it been replaced by entry 367, though?
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Post by draffutt »

4512 is the old way cockpits were labeled; back in the x2 days i believe.

as for the guardian i am not quite understanding your question. "vanilla" game uses 248 as the guardian and 348 is the advanced barracuda. object 367 was incorrectly labeled as an argon ship which i just relabeled and up'd the stats a little as a more advanced version. even so vanilla doesn't use 367. as for the explosive effect i haven't touched those yet so i don't know what each of the numbers affects.
None of us is as smart as all of us. ~Ken Blanchard

TC player bug fixes
Reunion player bug fixes
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Post by OOZ662 »

Whoops, yup, meant #248. It has an explosion effect of 36, which is a tiny little poof associated with when a fighter gets killed. Other ships in its class use 38, a big fiery ball. It defines what occurs when the ship's hull reaches 0.

It's a bug in vanilla, too; I remember it was the first thing I fixed in my personal game back when I first started using X3Editor.
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Post by draffutt »

good to know :thumb_up: i have updated mine. thanks for the info.
None of us is as smart as all of us. ~Ken Blanchard

TC player bug fixes
Reunion player bug fixes

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