X-Tended -Terran Conflict V2.2 Released. [06/09/2013] (X3:AP prototype available)

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

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Sorkvild
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Post by Sorkvild »

Great news for today.
Hope you will make it beofre the summer :)
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Ikaruga
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Post by Ikaruga »

Great news indeed !

Many thanks to Jack08 and all the XTC team !
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Darkwolf7
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Post by Darkwolf7 »

Glad u guys found the bug and XTL jack08 is the hero I presume so thanks and I give u my sol plus a bonus my shadow lol, I am filled with joy, Thanks to all u guys again.
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Terraformer33
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Post by Terraformer33 »

Great news will be when new version of mod (2.0) will be released. We are waiting almost 1 year and what ?
I think X-Rebirth will be first.
dougeye
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Post by dougeye »

Aragon Speed wrote:Jack08 from XTL has jumped into the breach to help out with scripting so we are now back on track. Also the 24 hour bug has been found and fixed. For those of you who are interested it was a bad check in a script causing an infinite loop bug.
great news guys! i had this with a script i installed back in regular TC + mods after about 24 hours i would have 40000 scripts running, 30000 of which were the same script not clearing lol
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dougeye
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Post by dougeye »

Terraformer33 wrote:Great news will be when new version of mod (2.0) will be released. We are waiting almost 1 year and what ?
I think X-Rebirth will be first.
might be bad english to blame but that sounds a little ungreatful dont you think?
I used to list PC parts here, but "the best" will suffice!
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X2-Eliah
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Post by X2-Eliah »

We're not expecting people to be grateful (Or in fact anything else - this project is for our own fun) ;) 2.0 has been delayed by a horribly long time, and it's natural that some folks have grown annoyed - nothing to be done. Hopefully they'll still consider playing 2.0 when the time comes.
Vayde
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Post by Vayde »

Indeed very noble of Jack08 to help the competition out :twisted:

Will this favour be reciprocal?

Will we soon be seeing cross mod support from many other areas??

Can you imagine everyone working together on a single mod???

Would ego fear the many and construct their very own tower of Babel :gruebel:

Cross mod support for the good of the game is fantastic. Every player benefits from the combined knowledge and coding expertises available.

Jack08, congrats on this fine example to us all :D
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bmystic
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Post by bmystic »

Hi is this version compatible with TC 3.2 ?
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X2-Eliah
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Post by X2-Eliah »

1.2a? Hm. Perhaps. Make sure you install 3.2 first and only then the mod - I think it should mostly work that way.
bmystic
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Post by bmystic »

Thanks for reply. Thats what im about to do . I made a backup just in case.
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Aragon Speed
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Post by Aragon Speed »

A couple of new pictures for 2.0.

The first is of the new complex hub we have added. It has 10 docking slots for fighters, unlimited internal docking for TS, and a single dockinh spot for a TL.

(Click the images for larger versions)
[ external image ]

The second picture is one of the XTC 2.0 replacement models for the factory ships. In this case the Teladi mining ship.

[ external image ]
dougeye
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Post by dougeye »

Sweet like the pics!

have you guys made any improvements to complex tubes/hubs etc? and their placement?
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mr.WHO
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Post by mr.WHO »

Aragon Speed wrote:
The second picture is one of the XTC 2.0 replacement models for the factory ships. In this case the Teladi mining ship.

[ external image ]
Teladi T0 = Dead Space Ishimura :) (of course not by look, but by concept)
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bluenog143
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Post by bluenog143 »

Aragon Speed wrote:Jack08 from XTL has jumped into the breach to help out with scripting so we are now back on track. Also the 24 hour bug has been found and fixed. For those of you who are interested it was a bad check in a script causing an infinite loop bug.
Wow that must have been a mean bugger. Good to see it's been "exterminated".

And I got to say the models for this mod (ships/stations) for the races are very well done.
SinisterDeath wrote:This reminds me of something...

"I don't believe in GoD, but GoD sure believes in blowing up my factories."
Dark_Ansem wrote:Seeing your creation in-game and working makes one feel all warm and fuzzy inside.
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Killjaeden
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Post by Killjaeden »

have you guys made any improvements to complex tubes/hubs etc?
they have reduced polycounts now and very optimised collision models - that should give a little bit of a fps boost in heavy "complexed" sectors. Placement can't be altered.
[ external image ]
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Image
Darkwolf7
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Post by Darkwolf7 »

Nice ship design

By the way if u build in uniform complex mods r not a mess for those of u who have that problem
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Vinniversym
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Post by Vinniversym »

Pardon if I'm going to ask a repeating question about sun-looking engines
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(which was one biggest thing i did not like in 1.00) are they going to look differently than blinding light from the ass of each ship ( although i think M2, m0 would look nice with "super heavy duty engine" but a Buster with a sun does not seem to need a star to power itself. 8)
DJC
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Post by DJC »

X2-Eliah wrote:We're not expecting people to be grateful (Or in fact anything else - this project is for our own fun) ;) 2.0 has been delayed by a horribly long time, and it's natural that some folks have grown annoyed - nothing to be done. Hopefully they'll still consider playing 2.0 when the time comes.
No wories here I am waiting with great expectation for 2.0 "good things come to those who wait" and wait and wait and wait :lol: it's all good. Take your time and get it right :!:
Attention: All of your ships are under attack
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Killjaeden
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Post by Killjaeden »

(which was one biggest thing i did not like in 1.00) are they going to look differently than blinding light from the ass of each ship ( although i think M2, m0 would look nice with "super heavy duty engine" but a Buster with a sun does not seem to need a star to power itself.
The engines have an engine effect and a flare (sun-thing). The flare's can be removed while still having the colored exhaust flames. Altering the flares to not be blinding is kindoff hard (we tried), because they are supposed to simulate "blinding" lens effect ... You are not the only one who dislikes these :wink:
Perhaps there will be an option to disable those flares on ship exhausts in the installation menu - no promises though.
[ external image ]
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