[MOD] Capital Ship Bridge

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Nanook
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Post by Nanook »

Great, immersive mod. I find myself just standing in the front a lot, enjoying the view. Thanks for giving us this, it's so much better than standing in a docking bay. :D

However, one thing grates on me. Those announcements. They're way too loud, and they don't jibe with anything that's going on, oftentimes quite the opposite. Please, can you give us a toggle to turn them off?
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Litauen
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Post by Litauen »

Announcements are just to create the mood. When ship is under attach, announcements will tell that shields are going down, then hull. When ship is boosting - announcements tells this also.
Nanook
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Post by Nanook »

Sorry, I find they spoil the mood. They're too loud, much louder than the normal voices. And as I said, they don't ever seem to correspond to what's actually going on. For example, I was told by the announcer that I had too little fuel to jump, while I was in the process of doing just that, and had a full tank. All I'm asking for is a way to turn them off. Personally, I find most of the voices in the game a bit annoying. I love the bridge mod, but really don't like the voice. A toggle, please?
Have a great idea for the current or a future game? You can post it in the [L3+] Ideas forum.

X4 is a journey, not a destination. Have fun on your travels.
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Litauen
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Post by Litauen »

I don't know how to do this as an option. Maybe if more experienced modders could suggest something without editing files, then I could do this.

Hard way is to extract mod files and delete ../md/Bridge_Announcements.xml

--

Another idea - create dummy mod and inside it create folders/file /extensions/Litauen_Capital_Ship_Bridge/md/Bridge_Announcements.xml

inside delete cues/cue name BridgeAnnouncements with xml remove statement (can't write exact text from the head)

That way this dummy mod will disable announcements in the Bridge mod.
UniTrader
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Post by UniTrader »

Litauen wrote:
inside delete cues/cue name BridgeAnnouncements with xml remove statement (can't write exact text from the head)

That way this dummy mod will disable announcements in the Bridge mod.

Code: Select all

<diff>
  <remove sel="//cue[@name="BridgeAnnouncements"] />
</diff>[code]

;)
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 »

Update: 2.04 Guns

Found some models in the files. I love guns. Gave them to the bridge NPCs.
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ImTranKill26
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Post by ImTranKill26 »

Boosting annoncements do not work at home, is this normal ?
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Litauen
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Post by Litauen »

Please explain "at home". What is this?
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ImTranKill26
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Post by ImTranKill26 »

Excuse for my bad english, Boosting annoncements do not work for me.
I never have messages for the boost with the mod.
Is this normal ?
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Litauen
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Post by Litauen »

Update: v2.10 Viewing Platforms

http://i.imgur.com/c64HALM.jpg

@ImTranKill26 - will check boosting audio.
SupraRZ
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Post by SupraRZ »

Litauen wrote:Update: v2.10 Viewing Platforms

http://i.imgur.com/c64HALM.jpg

@ImTranKill26 - will check boosting audio.
Omfg yes !!! Lituan ty

Egosoft I want this on stations .... :D
Peter Hull
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Post by Peter Hull »

Litauen wrote:Update: v2.10 Viewing Platforms

http://i.imgur.com/c64HALM.jpg
Another masterpiece :)
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NZ-Wanderer
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Post by NZ-Wanderer »

That is AMAZING now I be able to see my ships being shot at from the sides :P - Thank you..
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Binouse
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Post by Binouse »

SupraRZ wrote:http://i.imgur.com/c64HALM.jpg

Omfg yes !!! Lituan ty

Egosoft I want this on stations .... :D
YES YES !
Lituan try to make the same thing on station please :P :wink:
Sparky Sparkycorp
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Post by Sparky Sparkycorp »

Epic addition :)
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Aken_Bosch
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Post by Aken_Bosch »

Well you can now boast in the description that the Capital Bridge mod is Windows-ready :D

Awesome "little" addition, I've just enjoyed a trip from Maelstrom to Fields of Opportunity watching the scenery pass by my side window...the only glitch is that you can also see the hangar from the outside through the windows, but it doesn't detract from the experience, and I'm also aware of the limitations you have to cope with in your work (also, seeing from outside the trick you used for adding the hangar room, I think I understood why it lags so much compared to the rest ;))

Another little note, I can confirm that the dynamic galaxy map may not work in languages different from English...it updated correctly in every sector I've visited before, but didn't work when I entered Fields Of Opportunity, probably because it's the only sector with its name translated (in Italian it's "Campi di Opportunità", while Albion, Omicron Lyrae, Devries and Maelstrom stay the same)...just to let you know ;)
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Freeman_79
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Post by Freeman_79 »

Heya Litauen

Again nice work with the walkway, although I found several bugs since the change, some minor, some major.


The major bugs I found was:

* Getting stuck at several points at the walkways, both left and right, you can move, jump or anything, have to leave the bridge and dock again.

* In the corridors with the windows, you getting pulled outside thru the doors(both doors and both sides), after that you getting stuck on the outside of the ship/door and cant get in to the corridor again, have to leave the platform.


And a sidenote, on the right side room when you come up from the landing platform is a development/process room of some kind, why dont change that to the bunk room, with showers, beds etc. Since the diner area is on the opposite side?.



Best Regards
//Freeman
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Litauen
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Post by Litauen »

About the translations. I want to compare macros, but none of this works for me:

<do_if value="player.sector.macro == 'cluster_b_sector04_macro'">
<do_if value="player.sector.macro eq 'cluster_b_sector04_macro'">
<do_if value="player.sector.macro.ismacro.{macro.cluster_b_sector04_macro}" />

maybe more experienced modders can suggest how to check for macro?
UniTrader
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Post by UniTrader »

the last one should work afaik, the two first can not because a macro is not a string.
try one of this:
player.sector.macro == macro.cluster_b_sector04_macro
or this may work, too
player.sector.macro.id == 'cluster_b_sector04_macro'
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 ;)
UniTrader
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Posts: 14571
Joined: Sun, 20. Nov 05, 22:45
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Post by UniTrader »

the last one should work afaik, the two first can not because a macro is not a string.
try one of this:
player.sector.macro == macro.cluster_b_sector04_macro
or this may work, too
player.sector.macro.id == 'cluster_b_sector04_macro'
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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