[MOD] IEX - AP/TC Sector Visual Enhancement - IEX 1.5b (27/07/2014)

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

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

Chyre
Posts: 12
Joined: Tue, 12. Jun 12, 23:47

Post by Chyre »

biohazard15 wrote:
Chyre wrote:Well, for starters, make sure you have the IE and IEX files before the TCAP files (in other words, IE = 04.dat/04.cat, IEX = 05.dat, 05cat, TCAP = 06.dat/06.cat, TCAP IEX patch = 07.dat, 07.cat). Weird stuff happens if you put the IEX files after.
They're installed correctly, of course. The "extra" stations are in universe map file (BTW, Dark Space Installation is present in dillpickle's original map file, too).
Also, looks like that there is no gates for Zyarth' Stand and Twisted Skies (which makes these two sectors inaccesible with IEX installed).
Hmmm, interesting. I'm not seeing any problems with the Goner temple at least; it's there from game start, but initially unfinished and undockable like it's supposed to be. The other stuff I haven't checked yet.

However, I have noticed a few oddities of my own. Specifically, after starting a new game with both mods enabled:
1.)All stations in war sectors are duplicated. This seems to effect only war sectors; I checked a few other random sectors and they didn't show any sign of it.
2.)Certain stars in the backgrounds of certain sectors render with ugly black boxes around them, and jump in front of the GUI menus. See attached screen shots below.

Both issues occur only when IEX and TCAP are both enabled; removing the IE, IEX, and TCAP IEX patch cat/dat files and running with just TCAP makes them go away.

Screenshots of star weirdness:
[ external image ]

[ external image ]
User avatar
Moonrat
Posts: 1354
Joined: Sun, 20. Apr 08, 16:20
x4

Post by Moonrat »

Familiar wrote:Not compatible with XRM advanced universe?
You'll need to use XRMi, see the IEX OP for details...

I am aware of a possible issue with the IEX TCAP compatibility mod files but unfortunately I'm rather busy working on something else at the mo' and so won't be able to spare any time on this presently. Sorry.
Image
IEX Download Statistics - LUVi / XRMi ( 3115 / 5415 )
X4 Crexit 324 ; X4 Encounters 3193 (STEAM Unique/Current 6341/3412)
User avatar
Moonrat
Posts: 1354
Joined: Sun, 20. Apr 08, 16:20
x4

XRMi 1.30.5a

Post by Moonrat »

XRMi
  • The latest XRMi compatibility patch is here. The IEX OP has been updated accordingly including the changes introduced by X3:AP 3.1

    A new game will be required for XRMi 1.30.5a to function correctly.
Please let me know of any problems. :wink:


INSTALLATION INSTRUCTIONS
  • Unpack the zip file and then order the cat/dat files as follows:

    For XRM (TC) in the main TC folder...
    • 01-13 EGOSOFT stuff
      14 IE
      15 IEX
      16 XRM (1)
      17 XRM (2)
      18 XRMi
    For XRM (AP) in the 'addon' folder...
    • 01-04 EGOSOFT stuff
      05 IE
      06 IEX
      07 XRM (1)
      08 XRM (2)
      09 XRMi
    NOTES : Any optional XRM packs but NOT the Backgrounds pack should come afterwards, these may however cause issues with IEX depending on their content.
    A new gamestart is recommended.
Image
IEX Download Statistics - LUVi / XRMi ( 3115 / 5415 )
X4 Crexit 324 ; X4 Encounters 3193 (STEAM Unique/Current 6341/3412)
Mr.Freud
Posts: 325
Joined: Sat, 16. Nov 13, 20:20
x4

Post by Mr.Freud »

Could someone pls tell me how to increase view distance?
User avatar
Moonrat
Posts: 1354
Joined: Sun, 20. Apr 08, 16:20
x4

Post by Moonrat »

Mr.Freud wrote:Could someone pls tell me how to increase view distance?
If you are playing X3AP, on the initial load menu there is a "Graphics Settings" button and under this there is a "View Distance" option.
Image
IEX Download Statistics - LUVi / XRMi ( 3115 / 5415 )
X4 Crexit 324 ; X4 Encounters 3193 (STEAM Unique/Current 6341/3412)
Mr.Freud
Posts: 325
Joined: Sat, 16. Nov 13, 20:20
x4

Post by Mr.Freud »

Moonrat wrote:
Mr.Freud wrote:Could someone pls tell me how to increase view distance?
If you are playing X3AP, on the initial load menu there is a "Graphics Settings" button and under this there is a "View Distance" option.
Thx, but I mean: is there a way to increase view distance even more(more than very high option offers)?
User avatar
Moonrat
Posts: 1354
Joined: Sun, 20. Apr 08, 16:20
x4

Post by Moonrat »

You could change the values in the 'Types\TBackgrounds.txt' file to affect the view/fade distances even more so...
Image
IEX Download Statistics - LUVi / XRMi ( 3115 / 5415 )
X4 Crexit 324 ; X4 Encounters 3193 (STEAM Unique/Current 6341/3412)
Mr.Freud
Posts: 325
Joined: Sat, 16. Nov 13, 20:20
x4

Post by Mr.Freud »

Moonrat wrote:You could change the values in the 'Types\TBackgrounds.txt' file to affect the view/fade distances even more so...
thx, found it
Barleyman
Posts: 127
Joined: Sun, 16. Apr 06, 00:52
x3

Post by Barleyman »

Moonrat wrote:You could change the values in the 'Types\TBackgrounds.txt' file to affect the view/fade distances even more so...
Why buy the cow if you can have the milk for free?

Here's one I edited for myself.

View distance is set to 50000000;55000000 or original value, whichever is bigger. That works out to 110km fade in, 100km solid. This is made by editing the "nofog" file.

If you like pea soup you might want to keep the original values but for nofog having gigantic rocks popping in "close" for some sectors by is odd. You can't see the fog but the view range is not adjusted accordingly.
russbo
Posts: 862
Joined: Sat, 12. Nov 05, 21:53
x4

Re: XRMi 1.30.5a

Post by russbo »

Moonrat wrote:XRMi
  • The latest XRMi compatibility patch is here. The IEX OP has been updated accordingly including the changes introduced by X3:AP 3.1

    A new game will be required for XRMi 1.30.5a to function correctly.


NOTES : Any optional XRM packs but NOT the Backgrounds pack should come afterwards, these may however cause issues with IEX depending on their content.
A new gamestart is recommended.[/list]
I was going to experiment with this, but I figured I'd ask first. Is a new gamestart "recommended" or "required"? I have a rather long standing XRM AP game (over 1500 hours) that I'd rather not start over :)
User avatar
Moonrat
Posts: 1354
Joined: Sun, 20. Apr 08, 16:20
x4

Post by Moonrat »

You can try and see what happens, the problem is that a lot of the map object/background changes won't be included as your save game now has the 'old' universe in it... forever. Where new IE/IEX objects or replacement backgrounds have been replaced with the same 'id' you will see them but they might not always be in the correct place and any additional ones will never appear.

Starting a new game of course would include everything.
Image
IEX Download Statistics - LUVi / XRMi ( 3115 / 5415 )
X4 Crexit 324 ; X4 Encounters 3193 (STEAM Unique/Current 6341/3412)
Vayde
Posts: 850
Joined: Fri, 6. Feb 04, 21:02
x3tc

Post by Vayde »

With the no fog option enabled should all of the original foggy sectors have zero stars?

I've just started a new AP play through with TC plots added and have down loaded and set up the relevant files as per the instructions. All false patches.

Also noticed on the main menu screen it states TCAP 1.5 - IEX 1.4a. I have downloaded the latest version of IEX and IE.


Vayde
Still life in the old dog yet...
User avatar
Moonrat
Posts: 1354
Joined: Sun, 20. Apr 08, 16:20
x4

Post by Moonrat »

Vayde wrote:With the no fog option enabled should all of the original foggy sectors have zero stars?
Could you let me know what order you have the CAT/DAT files in please within the main and 'addon' directory, thanks.
Image
IEX Download Statistics - LUVi / XRMi ( 3115 / 5415 )
X4 Crexit 324 ; X4 Encounters 3193 (STEAM Unique/Current 6341/3412)
Vayde
Posts: 850
Joined: Fri, 6. Feb 04, 21:02
x3tc

Post by Vayde »

In my addon folder

05 Immersive Environments
06 IEX
07 TC Plots 2.2a for Albion Prelude 3.1 IEX
Still life in the old dog yet...
russbo
Posts: 862
Joined: Sat, 12. Nov 05, 21:53
x4

Post by russbo »

Years ago, someone made a conversion software to transfer one's save game from I think it was X3 to X3TC; you could move your empire to a new game.

Any idea if there's a way to move one's empire from a saved game of X3AP, to a "new" game, so I can take advantage of these new backgrounds? I don't see myself playing XRebirth anytime soon...
Vayde
Posts: 850
Joined: Fri, 6. Feb 04, 21:02
x3tc

Post by Vayde »

Hi again Moonrat,

any update on my last question?


Vayde
Still life in the old dog yet...
User avatar
DrBullwinkle
Posts: 5715
Joined: Sat, 17. Dec 11, 01:44
x3tc

Post by DrBullwinkle »

russbo wrote:Years ago, someone made a conversion software to transfer one's save game from I think it was X3 to X3TC; you could move your empire to a new game.

Any idea if there's a way to move one's empire from a saved game of X3AP, to a "new" game, so I can take advantage of these new backgrounds?
X3TC Converter (Works with AP as well).
User avatar
Moonrat
Posts: 1354
Joined: Sun, 20. Apr 08, 16:20
x4

Post by Moonrat »

Vayde wrote:In my addon folder

05 Immersive Environments
06 IEX
07 TC Plots 2.2a for Albion Prelude 3.1 IEX
Sorry I've been rather preoccupied with RL. I see you are using the NoFog option. Where did you put the 'TBackgrounds.txt' file? For AP it should be in the 'addon\types' folder.
Image
IEX Download Statistics - LUVi / XRMi ( 3115 / 5415 )
X4 Crexit 324 ; X4 Encounters 3193 (STEAM Unique/Current 6341/3412)
Vayde
Posts: 850
Joined: Fri, 6. Feb 04, 21:02
x3tc

Post by Vayde »

It is. Also about the version number displayed, any idea's?
Still life in the old dog yet...
User avatar
Moonrat
Posts: 1354
Joined: Sun, 20. Apr 08, 16:20
x4

Post by Moonrat »

Vayde wrote:It is. Also about the version number displayed, any idea's?
You could give me the sizes of each file. Is the "no stars" restricted to just one sector or many? Also can you give me a list (or at least a sub-set to check).
Image
IEX Download Statistics - LUVi / XRMi ( 3115 / 5415 )
X4 Crexit 324 ; X4 Encounters 3193 (STEAM Unique/Current 6341/3412)

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”