@u24j7x5
I thank you. You also did me a favor by translating the text files for some of my other scripts/mods. Only the xx6868 was for Exodus, but still I thank you.
@All
Somehow, I seem to have a reputation, which has proceeded me into the XTUniverse website (home of XTM).
I fixed their Thor Mk2's slight grapical problems, and made it new engine flares. They seemed to like this.
Then one of them wanted me to look at their P Raider to see if something was amiss with an engine cowling. Couldn't find anything there, but noticed some nasty artifacting in Max. Turns out, parts of that ship had some 4th dimensional layers causing the artifacting.
What I mean by 4th dimensional layers, is a bit complicated to understand for most. But for me, it is this:
Dimension 1: Width
Dimension 2: Height
Dimension 3: length
For most of us, this is how 3D objects are defined. For X3, it's how we make shapes, apply textures and such. These shapes, however, are one sided. They have an 'exterior' (that which you'd see in the game) and nothing else.
A 4th dimensional object has an 'interior'. This 4th part can have textures too. This can come in handy at times, but not for a ship which you'd not normally SEE the insides of anyway. It also adds verts/polys that are not used, and as such take up space, make the object load longer, etc..
I removed what caused the artifacting. The result was a somewhat smaller ship vert/poly count.
I let them have the modifiecations I made to the 2 ships. They are extremely happy.
They also are going to set up a 'consultancy' area on their site, and have me as one of several 'consultants' to help them, and other mods makers (there are several at the XTU site) with problems, optimizations, or ideas.
The moral of this, is it gives me a look at their mod in detail. I may snag an idea or 2, including one that looks good for 'patching' a mod.
What they've done, is set the core of their mod to work as a 'false patch' (one above the last of Egosoft's real patches), and any 'fixs' they make are distributed as smaller 'patches', with only that which has changed included.
This idea does work for me. But it raises a slight problem with you users. It would require you to have a dedicated X3 directory for Exodus (you can have multiple directories, with whatever mod you want, I have 9).
I'll leave it to you to decide how you want me to deal with this.
Current Activities
I'm making way with rewriting the ship construction script for SENTINEL. And with a few extra scripts, allow specific selection of EFS ships in the build command. This will help some of you, by eleminating the 'hunt and choose' method we have now.
I'm also 'borrowing' one of DD's ships from the DDRS mod (with permission from long ago), and will add sufficient guns, shields and other stats, for it to perform as a Ware/Ship recovery vehicle.
It will take me a bit to get the scripts that will control this ship created. Then redoing the Quest to allow you to 'find' one (will be after you discover the Genesis, so you don't have this hog parked now where with nothing to do.

)
Once I get the ship construction scripts done, I'll release them as a 'live patch'. You'll probably have to shut the SENTINEL down before you install them (since SENTINEL does do ship construction by itself) so that it will use the new requirements.
Ship repair is also something that will be included in the update. This will make ship repairs closer to what the HQ would do.
Another aspect I'll be including, is you being ASKED what to do with a damaged ship that docks. The choices will be:
1) Repair - This will put the ship in the the
Repair queue, and it's hull will be repair'd over time
2) Scrap - All tradeable wares on the ship will be offloaded, including shields and weapons. The ship will then be passed to Eladan's
Scrap Ship at Carrier script for deconstruction. The materials from the deconstruction is based on the ships type and hull condition. The scrapping of the ship will return 15% less materials than would be returned if the ship was scrapped at the Player HQ.
3 Ignore - SENTINEL will not do anything with this ship, even if you launch it and dock it again (won't even ask you what to do with it on docking). This can be handy if you get a ship you'd like to send to the Player HQ (if you get it) for reverse engineering, or you plan on doing something else with it.
With option 2, I am toying with the idea of removing
Upgrade's as well, storing them in an 'array'. I'll modify the 'Ship Upgrade' scripts to check this array for parts, and, if found, install one instead of sending a ship out to 'collect' them.
With this idea, I'd also create an option 4, Ignore but remove Wares/Upgrades. This would REALLY be useful if you did want to reverse engineer a ship, but didn't want to lose any 'valuable' upgrades.
With the release of the scripts, I'll either disable Gene's
recovering of ships you own that are less than 50% hull, or change it to a question. It's not always useful to have Gene poping in to collect a ship when you have Traders servicing her.
We'll see how this pans out. Hopefully, things go ok.
