Transcend II for Terran Conflict - (ver 2.0.3 - 07.30.09)

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JESS 246
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What Ships are not

Post by JESS 246 »

Hi Observe

I've tried you mod and I'm playing the lost in space plot and for start I don't know if its me or the mod but the ships are not what they appear to be.

I have come across a small section of my lost fleet and even though they say one name of the ship they appear to be another. ie. Mobile Fortress, Hallstorm, Evader mk7/Corvette, and the Dart etc. are all Mammoths.

I look in the ship list of any shipyard and all the above ships are not there except the Mammoth.

In all the sectors I've visited all the big capital ships say one thing but turn out to be Mammoths.

secondly I'm asked to dock at a gonar temple so i dock at the Gonar Temple In Pool of Silence and I get the message the temple no longer excist, What am i docked at then.

And thirdly every 5-10 seconds i get a emergency message saying Read text 7901-0 this is most annoying.
Scoob
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Post by Scoob »

Hi JESS 246,

I had the thing with everything being Mammoths one time I started. Basically it appeared to be caused by Transcend's tShips being overridden by another. I think in TC if it's asked to generate a ship it doesn't know about then it creates Mammoths instead.

If you use T2 as a MOD it should in theory be the last thing applied, overriding everything else. However if you game folder has a TYPES folder with a tShips in there that will overwrite it.

On another note...

Observe: has something changed in 1.3 re: MF docking? Just updated & when my two Hailstorms undocked BOTH tried to undock from the TOP docking point even though one was docked at the top and the other below as normal.

I also noticed that as my MF came through a gate both upper & lower Hailstormed appeared to undock/redock quickly without actually undocking. Difficult to explain but basically when the ship came through the gate both Hailstorms appeared away from the ship above and below respectively only to appear back in their usual docked locations a second later. I only noticed cos I was waiting by the gate for it to come through.

Edit: to Clarify, the LOWER Hailstorm always undocks by 1) 'jumping' to appear in the TOP docking slot 2) flying straight ahead 3) crash into the MF! Oops. 1.2 didn't worth this way with both ships separating from the MF correctly before moving off.

In 1) even if the other Hailstorm is there it still does this, and collision detection appears to be off until 3) where the lower Hailstorm (now at the top) has travelled about its own length forward.

One final thing...my MF always takes damage from the gate when entering a sector.

Edit: Ok, just one more thing :) It appears that most ships cannot really 'see' the MF and are constantly crashing into to - even while stationary. My Stingers tend to undock, fight valiantly & defeat the enemy only to ram themselves to death. Same goes for fighters etc. The bulbous front of the MF tends to cause the most problems but basically ships hit everywhere. On the flip side, during fights it IS quite cool seeing fighters etc. 'skim the superstucture' so to speak while in combat...well, it look good until they hit lol :)

Apologies if I sound overly critical, just trying to be of some help squashing the surprisingly few bugs/issues I'm spotting during my play.

Still having fun though :)

Cheers,

Scoob.
JESS 246
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Post by JESS 246 »

Thanks Scoob.

Hi are you saying that should i remove the types folder or not.

As for the Hailstorm stuff i havn't come to that yet.

Thanks all.
Scoob
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Post by Scoob »

Hi JESS 246,

Rename it for the moment, try again and see if those Mammoths are replaced by something proper - you might need to start a new game not sure, try it and see.

Is the Types folder something you've added for a personal mod or something or have you just extracted stuff? I have a Types folder in my game but purely for my Bullet, Laser and Shield MOD which does not conflict with Transcend II. My Ship MOD though had to go as it was a direct conflict...Transcend II having the odd extra ship in game :) I could merge the two potentially as I understand Transcend II does not touch vanilla ships.

Re: Hailstorm, I probably should have spoilered that but after those screens & movies were posted I didn't think it quite so critical.

Good luck, lemme know how you get on.

Cheers,

Scoob.
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Observe
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Post by Observe »

KaZTek wrote:Hate to sound like a broken record, but....This is why I'd like info on the features, ships, and the like of the mod if in case there is something that'll jive with the hard custom-modded work I've done for myself
Please refer to my comments several posts ago: "@KaZTek: Yes, I will be working on a ship encyclopedia in coming days as requested".

Please also understand, in RL I work 50-70 hours a week, sometimes weeks on end without a day off in the pressure-cooker world of High Tech. As I'm sure you can imagine, the work involved in producing a mod such as Transcend, is no small feat.

This mod is primarily co-developed by Stu Austin and I. Both of us have spend practically every waking available moment for the last two (or more) years developing this mod and its contents.

I wish I could wave a magic wand and have a ship manifest appear in the form you desire. However, I must attend to things in order of priority (as I see them). Also, I must make sure that when a ship list is produced, that it is consistent with the quality standards we set.
JESS 246 wrote:In all the sectors I've visited all the big capital ships say one thing but turn out to be Mammoths...
As Scoob mentioned, this is caused by TShips conflict from some other previously installed mod.

@Scoob: Thank you for listing the various docking (and other) issues that you have encountered. I will look into and fix them all as soon as possible. Your critique and observations are very valuable.
JESS 246
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Post by JESS 246 »

Hi All.

I have solved my problem i did this by removing the Types folder from the X3TC Program files and started a new game and everything is working fine .

If any of you other players outthere are having the same or other problems try removing the types folder and see if this helps.

I thank you for your help.


Your's Jess 246.
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Observe
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Post by Observe »

JESS 246 wrote:I have solved my problem i did this by removing the Types folder from the X3TC Program files and started a new game and everything is working fine .
Excellent. That's good news JESS 246!!

FYI: You shouldn't have to actually remove the \types folder. The problem you had will only manifest if there is some stray file in that directory left over from some errant mod. In your case, it was probably a TShips file as Scoob deduced.
jacare
Posts: 289
Joined: Fri, 10. Jan 03, 00:45
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Post by jacare »

Hi Observe
Thanks for this Mod.

I did a fresh installation and all starts worked correctly.
I started in Pirate hunted and has a problem in Musca Digna.
There is no "music" in this sector.
And in Major Apus my FPS goes to "1". Impossible fighting in this sector.

Thanks
Stu Austin
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Post by Stu Austin »

@jacare
Hello Jacare. Did you by any chance play Lost in Space and Invasion? If not, try them for about 15 minutes each and see if you have the same problem with slow down. Thanks.

stu
Transcend Mod Team - AP, TC, Reunion
jacare
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Post by jacare »

Hi Observe . It´s me again

I have another problem:
Spoiler
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I found the Stinger and when I give orders to dock in a station,the menu of all station of the sector doesn´t appear , stay clean.
It´s a bug?
TheDante
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Post by TheDante »

jacare wrote:Hi Observe . It´s me again

I have another problem:
Spoiler
Show
I found the Stinger and when I give orders to dock in a station,the menu of all station of the sector doesn´t appear , stay clean.
It´s a bug?
Tried dockin at a shipyard, because it´s so big it cannot dock at little stations.
Dante
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jacare
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Post by jacare »

TheDante wrote:
jacare wrote:Hi Observe . It´s me again

I have another problem:
Spoiler
Show
I found the Stinger and when I give orders to dock in a station,the menu of all station of the sector doesn´t appear , stay clean.
It´s a bug?
Tried dockin at a shipyard, because it´s so big it cannot dock at little stations.
Dante
Oh sorry.

Thanks
someone else
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Post by someone else »

this mod looks very very very cool... and I love the Hailstorm :D

but from where came the idea of a ship like that? :? it is quite unusual to see even artwork of a ship with its "rotating sections that shoot" :roll:

another thing that I love is its docking bay... the bright "force field" effect reminds me of Homeworld... and the gargantuan docking space into it... where the ships DO NOT DISAPPEAR like in Vanilla docking bays...
Trade, Fight, Build, Think, Modify.
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jacare
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Post by jacare »

Stu Austin wrote:@jacare
Hello Jacare. Did you by any chance play Lost in Space and Invasion? If not, try them for about 15 minutes each and see if you have the same problem with slow down. Thanks.

stu
I already played Lost in Space, Invasion (the worst) because the game start with the 2FPS, Pirate Hunted and Custom Game (when I enter in Home of Light)

The same problem appears in different sectors.
Usually when I move to the gate or when I'm in the middle of the sector, or if there are many ships or station, the FPS drops.
I need to turn my ship to a point where do not have any ship or station to return to the 15-20 FPS.
I already updated the drivers for video card and updated the directx too.
Now I'm playing Lost in Space. The problem appears in Apus Major, Capilitus. Sometimes I'm going to the gate and the FPS drops to 1, and must turn my ship and return to the gate and everything returns to normal.

Thanks for help
Scoob
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Post by Scoob »

Hi,

Another minor bug spotted:

M6 Evader Corvette has four main gun mounts but only 1, 2 & 3 fire their installed weapon. It is possible to install a weapon to point 4 but it does not fire.

To those experiencing strange slowdowns all I can suggest is it's some weird conflict with something else you have installed. I applied T2 over an existing game with a handful of scripts etc. and had all sorts of weirdness going on - despite the install I copied as a base working just fine. It was only after a complete re-install that everything started working well again.

I've since been steadily re-installing the various scripts etc. I use and the game continues to perform exceptionally well. Seriously since installing this MOD I've never seen TC play so fluidly.

I will post my updated script list after my next playing session.

Cheers,

Scoob.
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Observe
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Post by Observe »

someone else wrote:...but from where came the idea of a ship like that? it is quite unusual to see even artwork of a ship with its "rotating sections that shoot"
Thanks someone else! That was just another one of my hairbrained ideas that escaped the garbage can. Several years ago I realised that X3 Capital ship didn't have enough guns for full coverage - so I made the guns rotate around the ship. This way, all turrets can point in any direction.

This can be very effective if you line-up your ship sideways against an enemy battleship, and "broadside" it. [ external image ]
jacare wrote:...The same problem appears in different sectors.Usually when I move to the gate or when I'm in the middle of the sector, or if there are many ships or station, the FPS drops. I need to turn my ship to a point where do not have any ship or station to return to the 15-20 FPS.
These are problems either associated with X3-TC itself (not uncommon), or some conflicting scripts/mods. Transcend does nothing that would cause performance drop - in fact the opposite is true.

Stu Austin is looking into this problem to see what he may be able to suggest.
Scoob wrote:M6 Evader Corvette has four main gun mounts but only 1, 2 & 3 fire their installed weapon. It is possible to install a weapon to point 4 but it does not fire.
Thanks for bringing to my attention Scoob. We are in the process of making various fixes and adjustments for next release update, so please let me know anything else that you notice. Probably next update won't be for a few days, and won't require restart.
GB
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Post by GB »

Found a bug ?

In the sector Scuti Upsilon there is a gate " West temple gate" that is partly stuck in the asteroid and you can ear the noise of the gate hitting the asteroid. It is hard to get thrue the gate, I tried with a Dart and crashed twice before i got true.

Nice mod Observe.
Scoob
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Post by Scoob »

Hi,

Observe:

No problem, I'll continue to report things I spot.

GB:

SPOILER
Spoiler
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The noise you can hear is I assume damage being done as certain parts (east) of that sector will damage the hull of your ship - 2% (rather than a number of hull points) every 'tick'.

The Dart is fast enough to get through and survive and once in the West of the sector you don't take damage.

Only a VERY small ship like the Dart can get through that gate - did it once myself but not in my current game.
Cheers,

Scoob.
GB
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Post by GB »

Scoob it is not that because the hull eating thing stop after you finish the mission in that sector and I could not have made it to the gate in my Dart with hull eating.
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Observe
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Post by Observe »

GB wrote:Scoob it is not that because the hull eating thing stop after you finish the mission in that sector and I could not have made it to the gate in my Dart with hull eating.
Thank you for bringing this to my attention GB!!

I will investigate and correct for next version. :)

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