[MOD] [AP+TC] XRM 1.19f - IEX 1.2a Compatibility patch (23.04.2012)

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Black147
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Post by Black147 »

Erenar wrote:Just to confirm... If I setup XRM 1.23, IEX1.2a and this, I will miss out on some changes XRM makes when starting a new game? Even if I run any XRM update scripts it won't make any difference, the universe changes from 1.20(?) will be gone?
I can't confirm anything since I haven't looked at XRM since 1.20 :P

If you install as you describe and then run the XRM update scripts from 1.20 and up sequentially, the map should work. I have no idea if the scripts work ...

I'll be back in around 3 weeks and update everything.
Aegyen
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Post by Aegyen »

I updated Black's patch myself, when I found out it was missing some things due to the latest XRM updates. Paul hasn't changed anything on the map since 1.22b, so this will work for now. It merely makes the changes to the shipyards, docks that Paul has added since Black created this. If Paul changed (moved) any station's positions, those won't be included. There was wayy too much difference in the formatting for the 2 files, and no way was I going to compare all the coords by hand.

Unofficial Update

P.S. Unfortunately, this requires a new game start, to make things like the 'new' Tempest to show up at OTAS SY... :cry:
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Erenar
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Post by Erenar »

Lovely thanks :) I'm starting afresh anyway so all is good :) I tried the method I asked about and ended up with 6 gates in Aldrin so defo doesn't work :P
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Familiar
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Post by Familiar »

Is there any hope for update as IEX 1.3 has released and XRM is already 1.23 ?
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Moonrat
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Post by Moonrat »

I am already working on a new mini-mod to make the latest versions of IEX and XRM compatible (which I will endeavour to keep up-to-date). Last night I finished the into movie merge and the load menu textures. Now onto the map itself. Whilst most of the map simply requires the sector/sun/planet data copied across, there are of course new sectors within XRM not native to vanilla TC & AP... so these need a first pass. As you can imagine, with 278 sectors in TC plus 20 more in AP this will take some time.
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X4 Crexit 324 ; X4 Encounters 3193 (STEAM Unique/Current 6341/3412)
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Familiar
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Post by Familiar »

Moonrat wrote:I am already working on a new mini-mod to make the latest versions of IEX and XRM compatible (which I will endeavour to keep up-to-date). Last night I finished the into movie merge and the load menu textures. Now onto the map itself. Whilst most of the map simply requires the sector/sun/planet data copied across, there are of course new sectors within XRM not native to vanilla TC & AP... so these need a first pass. As you can imagine, with 278 sectors in TC plus 20 more in AP this will take some time.
Glad you're working on it, thanks :)
If I could dream about AP+IEX+XRM+AP TC Plot compatibility :)
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Moonrat
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Post by Moonrat »

Has someone produced a TC Plot for XRM map yet?
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paulwheeler
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Post by paulwheeler »

The XRM AP map is extremely close to the TC map, with all sectors appearing in their proper place, so with the exception of the A New Home and Aldrin plots (as these sectors already exist in the map), I see no reason why there should be any issues running the TC plots in AP mod. Just delete the map from the plot cat/dat so it uses the XRM map.
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Moonrat
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Post by Moonrat »

After some mind numbing sessions in NotePad++ merging IEX into XRM 1.23 TC & AP (plus a few bits elsewhere) I've finally got a basic no frills XRM/IEX compatible mod (1.23/1.3a) ... I think. All the sun/star/planet positions/types are correct, the backgrounds match, the gate orientations don't send you towards a planetry fiery death and the SPPs rather usefully all face the local sun(s).

What I have not done however is to "tart up" the 50 or so new XRM sectors so that they look pretty.The 64 million credit question is... Should I finish that before releasing the mod. or are people so desperate that they'd be happy with something useable (hopefully) but part baked? Please note a new game will be required and the map can only considered a beta for now... :)

NOTE: The current idea in keeping this up-to-date is to apply small delta edits to this base... that's the theory anyway cos' I've lately seen enough of NotePad++ to last a life time!
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minime83
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Post by minime83 »

Hi Moonrat,

how much time do you need for 50 sectors? I can imagine planty of month. I think usable release is OK for me.

P.s. thanks for the lots of work :wink:
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Moonrat
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Post by Moonrat »

Here we go...

I have created a small 'fake' patch to make IEX compatible with XRM, this is called XRMi and can be found here or on the main IEX OP (see logo below).

Unpack the zip file and then order the cat/dat files as follows:
  • IE
    IEX
    XRM Part 1
    XRM Part 2
    Any optional XRM packs but NOT the Backgrounds pack
    XRMi
This needs to be done in both the main TC directory and the AP 'addon' directories. A new gamestart is recommended.

*** NOTE *** XRMi is currently under development. All vanilla sectors have been converted but only a few of the extra XRM ones have been altered.
There may be therefore a few oddities in some areas of space... I will convert these when time permits and re-release a new version.

All reasonable feedback most welcome... but please not on the main XRM thread. Please either post here or the main IEX thread, thankyou.
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Drache257
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Post by Drache257 »

Moonrat wrote: A new gamestart is recommended.
you mean only start the game again or a completely new game?
Sometime it s confusing.
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Moonrat
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Post by Moonrat »

Drache257 wrote:
Moonrat wrote: A new gamestart is recommended.
you mean only start the game again or a completely new game?
Sometime it s confusing.
A completely new game will benefit from all changes introduced with each new version of IEX or XRMi. If you use a pre-saved game and simply start again from a checkpoint, any new replacement objects (of the same name) will be seen but new additional items and/or altered object positions will not. So in short it is worth downloading and utilising new versions of IEX and XRMi when they appear for existing save games as you may benefit. However only a brand new game will see it all.

Further information follows... Image textures and object files are read during every startup of each gaming session regardless whether it is a new or old game, and so any changes to pre-existing named textures/objects will be seen in-game. Often some of the base textures & object files are simply replaced with updated ones with each new release of IEX and so a new gamestart will not be required to enjoy them.

However... sometimes I also alter the positions/characteristics of suns, planets & gates as well as adding brand new content to the x3_universe map. These changes will not appear in any new game as an existing savegame already has the map information stored (along with ship/station/sun/planet positions etc. etc.) and it is not refreshed. This is why sometimes XRM releases have a patch which 'installs' new objects into the existing game save data otherwise a brand new game would be required... Why doesn't IEX/XRMi have this, Real Life I answer... :wink:
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IEX Download Statistics - LUVi / XRMi ( 3115 / 5415 )
X4 Crexit 324 ; X4 Encounters 3193 (STEAM Unique/Current 6341/3412)
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Moonrat
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Post by Moonrat »

I have updated the XRMi release to keep it in step with XRM 1.24, it can be found here.

There were no changes to the map files for the standard XRM universe for both TC & AP but I have taken this as an opportunity to release the additional XRM sectors I have managed to tune. A brand new gamestart will be required to see these...

[ external image ][ external image ][ external image ][ external image ][ external image ][ external image ]

NOTE: XRMi 1.23.3a reached 68 downloads in just 4 days... thank you for your interest folks. :)
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IEX Download Statistics - LUVi / XRMi ( 3115 / 5415 )
X4 Crexit 324 ; X4 Encounters 3193 (STEAM Unique/Current 6341/3412)
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Moonrat
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Post by Moonrat »

As rashly promised by myself I have created a small update to XRMi to keep it in step with the latest version of XRM 1.24b.
I've finished a few more sectors and a new game will be required to see them... You may download the latest copy of XRMi from here.

[ external image ][ external image ][ external image ]

Please note this will be the last time I post here, all updates will be posted only on the IEX & XRM threads (before I risk the wrath of the moderators for multiple posts) :roll:
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IEX Download Statistics - LUVi / XRMi ( 3115 / 5415 )
X4 Crexit 324 ; X4 Encounters 3193 (STEAM Unique/Current 6341/3412)

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