Transcend II "reloaded" - update March 6, 2011

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

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Kapakio
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Post by Kapakio »

Well, I've been playing with this mod for a couple of hours and I have to say it's really impressive. The most exciting thin is the exploration of this totally new universe. There are some really cool sectors, and cool background music too. The new ships are cool, a little overpowered, but it's OK.

The only thing is that the sectors are too big. I like to do side missions, and getting the missions in such big sectors take too much time, even in a fast ship.
skeptic
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Post by skeptic »

Just an update, after a clean install and reinstall of Transcend 2 the issue is already starting to manifest itself. I have just started a new game (Lost In Space) and am still wandering the first couple of sectors. The OSR Evader Corvette following me will speed up to max speed, then to zero, then speed up, then stop again. It will do this the whole way across a sector even though the player ship maintains a constant speed, unless I move to another sector, then it will jump and start doing it again in that sector. Something screwy going on.

Edit:

The problem seems to start after installing the Ware Manager (Cycrow) though I'm not 100% on that.
Stu Austin
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Post by Stu Austin »

skeptic wrote:Just an update, after a clean install and reinstall of Transcend 2 the issue is already starting to manifest itself. I have just started a new game (Lost In Space) and am still wandering the first couple of sectors. The OSR Evader Corvette following me will speed up to max speed, then to zero, then speed up, then stop again. It will do this the whole way across a sector even though the player ship maintains a constant speed, unless I move to another sector, then it will jump and start doing it again in that sector. Something screwy going on.

Edit:

The problem seems to start after installing the Ware Manager (Cycrow) though I'm not 100% on that.
Hello. I just rechecked the md code and its correct. Started the Lost in Space numerous times and tried different things to try to get the Corvett to duplicate what you say is happenning.
The testing is showing it is doing exactly what it should. After it comes thru the wormhole, it moves to the starting playership position and stops. Checked the command menu of the Corvett and auto jump is not selected and the command for the ship is set to "None". It must be the script you mentioned that is causing the problem.
stu
Transcend Mod Team - AP, TC, Reunion
Stu Austin
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Post by Stu Austin »

vbruzual wrote: The only thing is that the sectors are too big. I like to do side missions, and getting the missions in such big sectors take too much time, even in a fast ship.
Thanks. Are the side missions timing out (in other words does the missions fail)?
The main reason the sectors are bigger is so the stations could be placed further apart and ship traffic won't bunch up and with this, the frame rates had a much improvement.
stu
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Kapakio
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Post by Kapakio »

Stu Austin wrote:Thanks. Are the side missions timing out (in other words does the missions fail)?
No, the timing is OK, although the distances make the things a little harder.

By the way, It seems that the main plot mission is broken. I'm doing the Invasion start, and after I finished the long trip to Piscium Sigma, I was told to wait here for my fleet support to arrive. I've been waiting for one hour and nothing happens. I jump out and continued exploring other sectors and came back later. Still nothing...
Stu Austin
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Post by Stu Austin »

DarthVain wrote:My mission is stuck on Piscium Sigma and Gruis xi nothing there when I arrive there.
Hello. I just flew from Pool of Silence to Gruis xi 3 times and everything is triggerring like it should in Gruis xi.
Spoiler
Show
Upon entering sector Gruis xi, Lost Fleet 2 will spawn. A few seconds later, a messenger will arrive near you and give you a message to dock at the Goner Temple in Pool of Silence.
If you went to Gruis xi after recieving the message in Pool of Silence, everything should work.
Spoiler
Show
Upon entering Pool of Silence for the first time, you should recieve Lost Fleet 1. If you didn't, please post.
This is gamestart Lost in Space?

stu
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Kapakio
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Post by Kapakio »

What about my case? I'm playing Invasion start and after I arrived in Piscium Sigma I was told to wait for my fleet to arrive and nothing happens.
Stu Austin
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Post by Stu Austin »

vbruzual wrote:What about my case? I'm playing Invasion start and after I arrived in Piscium Sigma I was told to wait for my fleet to arrive and nothing happens.
I'm working on it right now. I did test this part a couple of days ago and it worked fine and just got done re-checking the mission director code. I'm making a run with it now.
stu
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DarthVain
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Post by DarthVain »

Stu Austin wrote:
DarthVain wrote:My mission is stuck on Piscium Sigma and Gruis xi nothing there when I arrive there.
Hello. I just flew from Pool of Silence to Gruis xi 3 times and everything is triggerring like it should in Gruis xi.
Spoiler
Show
Upon entering sector Gruis xi, Lost Fleet 2 will spawn. A few seconds later, a messenger will arrive near you and give you a message to dock at the Goner Temple in Pool of Silence.
If you went to Gruis xi after recieving the message in Pool of Silence, everything should work.
Spoiler
Show
Upon entering Pool of Silence for the first time, you should recieve Lost Fleet 1. If you didn't, please post.
This is gamestart Lost in Space?

stu
1. Yes Gamestart is Lost in Space.

2. So if you're in another sector and receive the message to go to Gruis xi, it won't work then?

3. I've got the 1st and 2nd fleet but still get the message to go to Gruis xi as well as Piscium Sigma where nothing appears.
Another one bites the dust!!

DarthVain
Stu Austin
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Post by Stu Austin »

@vbruzuzl
@darthvain

Thanks guys for bringing these problems to our attention.
Testing all 3 gamestarts tonight in various ways, I have found the problems you are describing. Going back thru the md code, I have found a couple of areas where they are missing certain cues that triggers the spawning of the ships at a pre determined time and in one instance where the ships are not spawning in
Spoiler
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Piscium Sigma
We're working to correct the problems along with other corrections and will post when the mod is updated.
stu
Transcend Mod Team - AP, TC, Reunion
Stu Austin
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Post by Stu Austin »

UPDATE on above post bugs.

We should have an update ready this afternoon (U.S. time) on bugs that were posted. We're in the process of retesting each gamestart and insuring it works correctly.
stu
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DarthVain
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Post by DarthVain »

Terrific. Look forward to the update.

One question though, Will we need to restart from scratch when the update comes through or can we start from a save?
Another one bites the dust!!

DarthVain
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Observe
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Post by Observe »

DarthVain wrote:Terrific. Look forward to the update.

One question though, Will we need to restart from scratch when the update comes through or can we start from a save?
After careful review, we believe we have solution that will NOT require restart. :)

However, due to very heavy RL workload on my part, Stu updating his system to Windows 7, and the need for sufficient testing, we likely won't be able to release new version until perhaps Friday or Saturday.

Thanks for your patience!
DarthVain
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Post by DarthVain »

Observe wrote:
DarthVain wrote:Terrific. Look forward to the update.

One question though, Will we need to restart from scratch when the update comes through or can we start from a save?
After careful review, we believe we have solution that will NOT require restart. :)

However, due to very heavy RL workload on my part, Stu updating his system to Windows 7, and the need for sufficient testing, we likely won't be able to release new version until perhaps Friday or Saturday.

Thanks for your patience!
No problemo. Thanks for the heads up.
Another one bites the dust!!

DarthVain
Casper335
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Post by Casper335 »

Hey great mod :) one thing in the next update could you add the magnetar in a shipyard can't seem to find one :(

Casper
Stu Austin
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Post by Stu Austin »

Casper335 wrote:Hey great mod :) one thing in the next update could you add the magnetar in a shipyard can't seem to find one :(

Casper
Spoiler
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Argon Shipyard in Persei epsilon. Top left hand area of map.
stu
Transcend Mod Team - AP, TC, Reunion
Kapakio
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Post by Kapakio »

By the way, I saw a couple of starburst and arrows flying in argon sectors. Are they available to buy?
Casper335
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Post by Casper335 »

oops will check it out thanks :)

Casper
Stu Austin
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Post by Stu Austin »

vbruzual wrote:By the way, I saw a couple of starburst and arrows flying in argon sectors. Are they available to buy?
Hello. No, they are not available for sale but maybe will add them in later. I've have seen them flying around in vanilla also.
stu
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Observe
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Post by Observe »

vbruzual wrote:By the way, I saw a couple of starburst and arrows flying in argon sectors. Are they available to buy?
Keep in mind you do get the Dart - which has top speed = 1000+ m/s, and also has a front laser (albeit a weak one). That should get you anywhere you want to go (without jumping) very fast. :)

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