[MOD] Capital Ship Bridge

The place to discuss scripting and game modifications for X Rebirth.

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Litauen
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Post by Litauen »

These 3 are mine: [=ERROR=] [Geometry::Geometry] Boundingbox is invalid/empty for geometry, others are not.
w.evans
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Post by w.evans »

Thanks for letting me know that they aren't yours.

Bug hunting we will go!
antoniut
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Post by antoniut »

Which metod you use to find these errors? Sorry for ask, maybe the answer is somewhere in fórum, but not find it :)
w.evans
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Post by w.evans »

@antoniut entering

-logfile debuglog.txt

in launch options in Steam [right-click "X Rebirth" -> Properties -> Set Launch Options...] generates a debuglog.txt file one level up from your save folder. (Mine is in C:\Users\<username>\Documents\Egosoft\X Rebirth\121909829\)

edit: path was wrong. Sorry for going OT, OP.
antoniut
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Post by antoniut »

Thanks a lot man!! :)
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YorrickVander
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Post by YorrickVander »

@w.evans those reports crop up in various places in vanilla (the 4 sound/ui related) even from the player cockpit lol. I expect ego will clean them up when more pressing issues are fixed.
X Rebirth - A Sirius Cybernetics Corporation Product

Split irritate visiting pilot with strange vocal patterns.
w.evans
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Post by w.evans »

Thanks, Yorrick! Good to know that I can ignore them. Was dreading having to deactivate all of the mods, then reactivating them again one-by-agonizing-one.

@antoniut no problem.
balogt
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Post by balogt »

This is some fantastic work, I can only imagine the hours spent on it. not that it would affect game play but could you add more hallway connections that would lead to a reactor room, bar, etc. so one could run around while your miner is mining.

2. is it possible to populate the ship with folks like on a base, not that you eed to hire them but chatting with them is nice.

just ideas for immersion..beyond the incredible it already creates.
balog
Altimis
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Post by Altimis »

Is this save game compatible? thanks in advance
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YorrickVander
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Post by YorrickVander »

Yes mate, you can activate/deactivate at will with no issues.
X Rebirth - A Sirius Cybernetics Corporation Product

Split irritate visiting pilot with strange vocal patterns.
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Litauen
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Post by Litauen »

Update: v1.95 Static Galaxy Map

[ external image ]
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NZ-Wanderer
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Post by NZ-Wanderer »

That looks nice :)
Spots Transcend in there as well - Great work....
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth

NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
cmol
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Awesome mod

Post by cmol »

This is an absolutely awesome mod.
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alexalsp
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Post by alexalsp »

I do not see the message about the status of the shields and hull. This message no.

Mod litauen_showbalance, can affect this?
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Litauen
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Post by Litauen »

Update: v2.00 Dynamic Galaxy Map

[ external image ]

Shows in which system we are.

I am afraid only for English only because game identifies systems by name, which I guess is different in different translations.
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YorrickVander
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Post by YorrickVander »

you can do comparison by /t file entry {xxx,xx} too. it was successfully used in WWX to setup the changes to faction sector ownership
X Rebirth - A Sirius Cybernetics Corporation Product

Split irritate visiting pilot with strange vocal patterns.
UniTrader
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Post by UniTrader »

Litauen wrote:Update: v2.00 Dynamic Galaxy Map

[ external image ]

Shows in which system we are.

I am afraid only for English only because game identifies systems by name, which I guess is different in different translations.
just adding a new, translated Image file with a "-L049" at the end of the File Name is enough ;)

eg:
Original File:
Galaxy_Map.dds
Translated Files:
Galaxy_Map-L049.dds
Galaxy_Map-L033.dds
etc.

in case no File specific for the current Language is found the Game will fall back to the Original File (therefore also no -L044 because Original Language is english)


or are you refering to problems regarding identification of the system because you use $system.name? you should check for $system.macro instead, because thats whats used internally, not the language-specific name :roll:
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)
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Litauen
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Post by Litauen »

I used player.cluster.knownname, yep, player.cluster.macro should be universal. Thank you for suggestions, will fix it later.
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Aken_Bosch
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Post by Aken_Bosch »

I've just tested it in my game (Italian), I could see the map without problems and it correctly reported the sector I were in (Albion) in English, I didn'test it travelling to another sector to see if the map updated accordingly, will do tomorrow, but I suppose there will be no problem...a much appreciated addition, thank you as always! :wink:
JESS 246
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Post by JESS 246 »

Hi All

As i said in an earlier post I'd like to see all bridges smaller and to the relevant size to ships like list below.

Small for miners,construction and freighters up to medium sizes.

Medium for medium-larger freighters, destroyers,Taranis and Titurel sized ships

As the mod is now maybe a bit smaller for XL freighters,Awans and all larger size ships.

And as for those doors do they have to be that big why not like the machine shop and office doors.

Other than that the mods fine.

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