[MOD] X2 Ship Callback Mod V2 {V1.08} [4/6 3.1 compatible][Cockpit version added]

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mastersmon
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Post by mastersmon »

Ah ok. Maybe I'll translate it when I am on it.
Durchsage: "An die Stationssicherheit: Wir haben einen 587 im Korridor"
Stationssicherheit: "Also gut Jungs, da hat sich wieder ein M5 beim Andocken verflogen"

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killerog
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Post by killerog »

If you can that would be great :D
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mastersmon
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Post by mastersmon »

I am already on it, finished the Borons and Argons and now doing Teladi ^^

There you go:
http://www.file-upload.net/download-267 ... 9.xml.html

Thats the translated T-file.
Durchsage: "An die Stationssicherheit: Wir haben einen 587 im Korridor"
Stationssicherheit: "Also gut Jungs, da hat sich wieder ein M5 beim Andocken verflogen"

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killerog
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Post by killerog »

Thanks, once I sort my grphic driver issue out ill take a look. (640x480 on a 24" screen is really really bad. )
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mastersmon
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Post by mastersmon »

Sounds screwed up ;)

Didn't get to test it yet but I'll do now.
Durchsage: "An die Stationssicherheit: Wir haben einen 587 im Korridor"
Stationssicherheit: "Also gut Jungs, da hat sich wieder ein M5 beim Andocken verflogen"

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Superbun270
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Post by Superbun270 »

I recently decided to play x3 again, and decided to pick up the most recent version of this mod. so i went to your website and dowloaded the most recent with-trails version. (EDIT: i've also tested the without trails version, which also dosen't work)

I deleted my old version and instaleld this. I started a new game and cheated in a colosus mk1. I couldn't dock and the docking port was still not there...it looked like it was still using the models from an old version. In fact the message onece i enabled the script editor and re-loaded the game said I had v1.03, despite the .cat file being called V1.08.

p.s. earlier you wanted an old version of the .cat/.dat i have V1.02 hanging around if you still need it
Last edited by Superbun270 on Thu, 22. Jul 10, 22:39, edited 1 time in total.
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eMYNOCK
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Post by eMYNOCK »

Heya guys,

because mastersmon has reported a incompatibility between my X2 Cockpit Callback and the x2 ships callback, i've decided to create a little crossover for our mods.

I've only changed the paths to the cockpit-scenes so there should no problems to combine them.

X3 TC Cockpit Callback (only in german)

Crossover Direct Download Link

Cheers
The_Mynock
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Scoob
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Post by Scoob »

Hi,

Did a fresh install of TC (patched to 2.7.1) to try out this mod properly.

All was working fine though I hadn't seen any "mk1" ships yet, that just changed however.

In Hatikva's faith there's an Argon fleet which consists of three "MK1A Dragons" - thing is the ship is classed as an M3 (unexpected) and the model is very very broken. I can see part of a fusalage of a ship I do not recognise plus two left and two right turrets (not standard TC design from what I can tell) floating in space somewhere behind the model. Looks bloody odd!

Not sure if I've bodged the install, all I did was patch, add a few scripts (pure scripts not mods) installed this ship callback mod (1.08 ) and activated it prior to launching TC.

Edit: Just saw an old MK1 Buster which looked fine. I just notced that the MK1 Dragon is a prototype variant according to betty...possibly the Military Base Response Revamp script has spawned something it shouldn't have?

Any ideas? Anyone else seen this odd MK1 Dragon flying around?

Cheers,

Scoob.
paulwheeler
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Post by paulwheeler »

Scoob wrote:Hi,

Did a fresh install of TC (patched to 2.7.1) to try out this mod properly.

All was working fine though I hadn't seen any "mk1" ships yet, that just changed however.

In Hatikva's faith there's an Argon fleet which consists of three "MK1A Dragons" - thing is the ship is classed as an M3 (unexpected) and the model is very very broken. I can see part of a fusalage of a ship I do not recognise plus two left and two right turrets (not standard TC design from what I can tell) floating in space somewhere behind the model. Looks bloody odd!

Not sure if I've bodged the install, all I did was patch, add a few scripts (pure scripts not mods) installed this ship callback mod (1.08 ) and activated it prior to launching TC.

Edit: Just saw an old MK1 Buster which looked fine. I just notced that the MK1 Dragon is a prototype variant according to betty...possibly the Military Base Response Revamp script has spawned something it shouldn't have?

Any ideas? Anyone else seen this odd MK1 Dragon flying around?

Cheers,

Scoob.
The MK1A Dragon is a ship that I added when I was fixing this mod up for merging it into the SRM. Its basically a souped up X2 Dragon and should be an M6.

Check the standard MK1 Dragon. The MK1a uses the same model and scene file. It certainly sounds like a botched install to me.
Scoob
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Post by Scoob »

Hi Paul,

Thanks for your reply.

I cannot see how my install is botched as it really is a simple case of extracting the mod to my TC folder, that's either gonna be right or wrong surely? Not ok for some ships but broken for at least one, wouldn't you think?

Also 2.7.1 doesn't change tShips does it? So if this mod is designed for 2.7 then all should be well. I'll re-install the mod again just in case & post back here.

Cheers,

Scoob.
paulwheeler
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Post by paulwheeler »

No - 2.7.1 doesn't change tships.

As I said check the standard X2 Dragon. If thats OK then the MK1a should be OK - unless Killerog has altered it of course.
Scoob
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Post by Scoob »

Hi Paul,

I've not seen a standard MK1 Dragon yet - I'll script one in to test it.

Other MK1 ships I've seen so far (only a couple) have looked ok.

Edit: The MK1 Dragon looks just fine :?

Cheers,

Scoob.
manx
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Post by manx »

Scoob wrote:Hi,

Did a fresh install of TC (patched to 2.7.1) to try out this mod properly.

All was working fine though I hadn't seen any "mk1" ships yet, that just changed however.

In Hatikva's faith there's an Argon fleet which consists of three "MK1A Dragons" - thing is the ship is classed as an M3 (unexpected) and the model is very very broken. I can see part of a fusalage of a ship I do not recognise plus two left and two right turrets (not standard TC design from what I can tell) floating in space somewhere behind the model. Looks bloody odd!

Not sure if I've bodged the install, all I did was patch, add a few scripts (pure scripts not mods) installed this ship callback mod (1.08 ) and activated it prior to launching TC.

Edit: Just saw an old MK1 Buster which looked fine. I just notced that the MK1 Dragon is a prototype variant according to betty...possibly the Military Base Response Revamp script has spawned something it shouldn't have?

Any ideas? Anyone else seen this odd MK1 Dragon flying around?

Cheers,

Scoob.
I've seen that ship; kinda looked like the fighter from Killerog's Shippack, except with big turrets floating around it.

I've only seen it because I used Cycrow's cheat scripts to spawn a wing of random ships; one of them was this Dragon A.
Scoob
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Post by Scoob »

Hi manx,

Thanks for your post, think that confirms that this may well be a bug then wouldn't you agree? Not a game killer, just an oddity though so I'm happy to keep playing.

Cheers,

Scoob.
paulwheeler
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Post by paulwheeler »

Definitely sounds like a bug.

As I said I added the MK1a for my own personal mod - I guess Killerog left it in when I sent him updated files, but somehow its got messed up (it works fine in the SRM).

It can easily be removed from TShips (should be at the bottom) - or if you change the race for the ship to "0" in TShips it will no longer be spawned by any scripts.

If you want to fix it - its probably just pointing at the wrong scene file in TShips. It should use the same scene file as the standard MK1 Dragon.
Scoob
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Post by Scoob »

Hi Paul,

Cool, I'll copy the Mk1 Dragon row in tShips for the Mk1a version.

One thing though, there will be several of the bugged Mk1a's docked at various places no doubt (some were seen docking at an M1) could this potentially cause a crash with M6's (when fixed) docked at a carrier? If this is the case I'll just zero the entry for the time being.

Cheers,

Scoob.
Scoob
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Post by Scoob »

Hi,

Couple of little issues I've spotted while playing today:

1. Mk1 Mamba has a hole in the top of the cockpit area so you can see into the model.

2. Mk1 Odysseus appears to be off centre. I.e. if you rotate around it the pivot point is just ahead of the nose - might compromise targeting this ship.

Sorry if these have been posted already - this thread is getting long!

An observation if I may? Some of the MK1 M1 and M2 ships seem to be a little too powerful. My assuption would be, based on old X2 specs, that the MK1 ships would be smaller, faster but ultimately less shielded (old 125mj shields we max in the day, retrofit to take a couple or so 1gj reasonable) as well as carrying less armament. I know this is purely personal taste so no big deal, it's just great to see the old X2 ships in TC - they sure do look good!

Cheers,

Scoob.
killerog
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Post by killerog »

Been away for a few days so need to catch up on a few of these posts.

I will be taking a look at this mod again and fix any bugs people have mentioned in a week or two after my birthday. If you find any more please post them so I can fix as many in one go as I can
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paulwheeler
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Post by paulwheeler »

Scoob wrote:Hi Paul,

Cool, I'll copy the Mk1 Dragon row in tShips for the Mk1a version.

One thing though, there will be several of the bugged Mk1a's docked at various places no doubt (some were seen docking at an M1) could this potentially cause a crash with M6's (when fixed) docked at a carrier? If this is the case I'll just zero the entry for the time being.

Cheers,

Scoob.
As long as there are none in the sector you're in when you alter the line, they should all be fine.

The mk1a is based on the mk1 stats, but faster and with a few extra guns. Basically its on the same level as the x3 dragon. I put it in just because I like the look of the old x2 dragon, but I wanted it to compete with the x3 equivalent.

If you want, download the srm and copy the mk1a line out of that. That should get it working while retaining the improved stats.
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Vortexz
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Post by Vortexz »

I used cheats as well, and for x3r, i only bought all 3 games recently and i figured, what's the point of building factories on a game i'm only doing for the story, now that i'm on X3TC, i will not cheat.
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