[DELETED] X3 Remap

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

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

User avatar
vukica
Posts: 1744
Joined: Sun, 10. Aug 08, 18:05
x4

Post by vukica »

Moonrat wrote:
vukica wrote:LUV has two sets of planets. see-through and opaque.
I'm curious about this... in vanilla X there have always been a range of planets/moons which sit 'in front' of the sector background texture and another which sit 'behind' giving the ability to use the background as a kind of artistic fog in front a celestial body. From experience and from what I read elsewhere how a planet behaves seems to depend entirely upon it's position in 'TPlanets' rather than anything within the "object" definitions... or has Litcube managed to come up with something else... or have I missed something (which I can now exploit)?
:?
i'm not sure this is present in vanilla. maybe a few of them...

EDIT: just checked, yup, only a few planets exist in both versions. in LUV all of them exist in both versions, except for "special" planets.
Split say NEED MORE FIREPOWER!!
User avatar
Moonrat
Posts: 1354
Joined: Sun, 20. Apr 08, 16:20
x4

Post by Moonrat »

Not wishing to denigrate LU in any way at all as it's a very, very worthy piece of work... but I think some factual unclarity has crept into some of these posts...
solarahawk wrote:IEX has about 50 or 60 different unique sector backgrounds, LUV has a couple hundred.
Errmmm... IEX 'TBackground' has 125 elements (not 50 or 60), some are variants of others, not all are used. LU has 250 however a large number are simply re-coloured variants of the very same background elsewhere, and I'm not sure all 250 are utilised? So I think we are comparing apples and pears here... One of the design goals of IEX was to achieve some commonality between neighbouring areas of space rather than the previous random look-and-feel of vanilla. I believe that XTC also followed this design principle. Whilst it is the intention perhaps to expand the number a little, it will never be the intention to have one per sector. Less is sometimes more...
solarahawk wrote:Plus, I think you may lose the new soundtrack diversity in LU, though all of that should have been corrected by the Remap.)
The IEX compatibility patch for LU has exactly the same music definitions as it was based upon the original LU map. You should not therefore lose any "diversity" by using the IEX map for LU... unless someone can point out something I may have missed... but I think the above point may be inaccurate.
vukica wrote:yup, iex.
....
and everything solarahawk said + LUV has two sets of planets. see-through and opaque. this is one feature of LUV remap relies on for new sectors.
As mentioned before I believe the feature of having 'see-through' and 'opaque' planets is a vanilla X feature and not something Litcube has added. Both vanilla and native IEX and IEX for LU has this feature. Unless someone can show me a new planet type (in which case can I please plagiarise it! :roll: )

Always on the lookout for potential improvements however I need to look into this fog thing... however nebulous it might be! :)
Image
IEX Download Statistics - LUVi / XRMi ( 3115 / 5415 )
X4 Crexit 324 ; X4 Encounters 3193 (STEAM Unique/Current 6341/3412)
User avatar
vukica
Posts: 1744
Joined: Sun, 10. Aug 08, 18:05
x4

Post by vukica »

Moonrat wrote:Not wishing to denigrate LU in any way at all as it's a very, very worthy piece of work... but I think some factual unclarity has crept into some of these posts...
solarahawk wrote:IEX has about 50 or 60 different unique sector backgrounds, LUV has a couple hundred.
Errmmm... IEX 'TBackground' has 125 elements (not 50 or 60), some are variants of others, not all are used. LU has 250 however a large number are simply re-coloured variants of the very same background elsewhere, and I'm not sure all 250 are utilised? So I think we are comparing apples and pears here... One of the design goals of IEX was to achieve some commonality between neighbouring areas of space rather than the previous random look-and-feel of vanilla. I believe that XTC also followed this design principle. Whilst it is the intention perhaps to expand the number a little, it will never be the intention to have one per sector. Less is sometimes more...
solarahawk wrote:Plus, I think you may lose the new soundtrack diversity in LU, though all of that should have been corrected by the Remap.)
The IEX compatibility patch for LU has exactly the same music definitions as it was based upon the original LU map. You should not therefore lose any "diversity" by using the IEX map for LU... unless someone can point out something I may have missed... but I think the above point may be inaccurate.
vukica wrote:yup, iex.
....
and everything solarahawk said + LUV has two sets of planets. see-through and opaque. this is one feature of LUV remap relies on for new sectors.
As mentioned before I believe the feature of having 'see-through' and 'opaque' planets is a vanilla X feature and not something Litcube has added. Both vanilla and native IEX and IEX for LU has this feature. Unless someone can show me a new planet type (in which case can I please plagiarise it! :roll: )

Always on the lookout for potential improvements however I need to look into this fog thing... however nebulous it might be! :)
offtopic dude.

yes, it's an old feature. litcube added this feature for ALL planets. jeebus...
Split say NEED MORE FIREPOWER!!
User avatar
Moonrat
Posts: 1354
Joined: Sun, 20. Apr 08, 16:20
x4

Post by Moonrat »

Off topic? :? I'm terribly sorry... as there appeared to be inaccuracies about my own mod posted within this thread I rather foolishly thought I might have a right of reply... and to enquire from a technical perspective what LU might additionally offer (to further us modders).

What on earth is "jeebus" ??
Image
IEX Download Statistics - LUVi / XRMi ( 3115 / 5415 )
X4 Crexit 324 ; X4 Encounters 3193 (STEAM Unique/Current 6341/3412)
User avatar
vukica
Posts: 1744
Joined: Sun, 10. Aug 08, 18:05
x4

Post by vukica »

Moonrat wrote:Off topic? :?
This thread is about LU remap.

Which is NOT compatiblewith IEX.

http://i524.photobucket.com/albums/cc32 ... jeebus.jpg
Split say NEED MORE FIREPOWER!!
User avatar
Moonrat
Posts: 1354
Joined: Sun, 20. Apr 08, 16:20
x4

Post by Moonrat »

You seem to be selectively answering my posts... all of the quotes of inaccurate statements of IEX come from this thread but these were not ruled off-topic. All I was doing was putting the record straight and also trying to constructively enquire if LU had added something that I wasn't aware. Obviously when I see disparaging or inaccurate statements about my work I get upset... presumably you would if the same happened the other way around. I'm all for constructive criticism and in the past it has changed many mods for the better including my own work.

What on earth is "jeebus" ?? Was that a mis-spelled profanity (against the forum rules?)
Image
IEX Download Statistics - LUVi / XRMi ( 3115 / 5415 )
X4 Crexit 324 ; X4 Encounters 3193 (STEAM Unique/Current 6341/3412)
Sparky Sparkycorp
Moderator (English)
Moderator (English)
Posts: 8074
Joined: Tue, 30. Mar 04, 12:28
x4

Post by Sparky Sparkycorp »

Hi Vukica,

As before, posting list of my LU mods below in case they could be an alternative cause.

I used a LU Diverse Game Start where we begin in Earth. The planet is there and so is the Torrus but the system is called Blue Profit and it is connected to 3 other commonwealth sectors (which also have Terran stations and backdrops, like The Moon).

Code: Select all

Game and mod install order.

1. New LU install: 
- Clean X3AP 
- Non-steam patch 
- LU v1.40 
- LU v1.51 
- Soundtrack v1.11 
LU GUI v1.2.3) 

2. 
Anarkis pirates (plus the 2 support packs) 
Diverse Game Starts-v5-LU Remap Ed (Daughter of Earth startt) 
LU Remap 
minor improvements+fixes (04.06.2015)
misc_text_improvements (01.06.2015) 
MK3_Improvement_LU_0.6.1b 
Quick Wings 1.1.0 
XM-R v1.59b

3.
X3LU_SIaF-7-r3 

4.
EMS_v1.0.2A 

5.
LU Alternate Gate Graphics  (blue star)
User avatar
vukica
Posts: 1744
Joined: Sun, 10. Aug 08, 18:05
x4

Post by vukica »

Try installing remap last.
Split say NEED MORE FIREPOWER!!
Sparky Sparkycorp
Moderator (English)
Moderator (English)
Posts: 8074
Joined: Tue, 30. Mar 04, 12:28
x4

Post by Sparky Sparkycorp »

Good idea, thanks! After trying that, the Diverse Starts were not available so I quickly reapplied those scripts and it looks good. The starts were available, Earth was called Earth, and it had gates to Earth-related sectors :)

My final install was as follows (I guess Diverse Starts could be dropped from group 2 but I didn't fancy restarting just to check this time):

Code: Select all

1. New LU install: 
- Clean X3AP 
- Non-steam patch 
- LU v1.40 
- LU v1.51 
- Soundtrack v1.11 
LU GUI v1.2.3) 

2. Anarkis pirates (plus the 2 support packs) 
Diverse Game Starts-v5-LU Remap Ed (Daughter of Earth start) 
minor improvements+fixes (04.06.2015) 
misc_text_improvements (01.06.2015) 
MK3_Improvement_LU_0.6.1b 
Quick Wings 1.1.0 
XM-R v1.59b

3. LU-GoldUI-V1.0.0
X3LU_SIaF-7-r3  (all options)

4. EMS_v1.0.2A (default EMS HUD)

5. LU alternate gates - blue star (03.06.2015)

6. LU Remap 0.55

7. Diverse Game Starts-v5-LU Remap Ed (Daughter of Earth start)
Edit: Typo.
Last edited by Sparky Sparkycorp on Sat, 6. Jun 15, 08:55, edited 1 time in total.
User avatar
vukica
Posts: 1744
Joined: Sun, 10. Aug 08, 18:05
x4

Post by vukica »

Sparky Sparkycorp wrote:Good idea, thanks! After trying that, the Diverse Starts were not available so I quickly reapplied those scripts and it looks good. The starts were available, Earth was called Earth, and it had gates to Earth-related sectors :)

My final install was as follows (I guess Diverse Starts could be dropped from group 2 but I didn't fancy restarting just to check this time):

Code: Select all

1. New LU install: 
- Clean X3AP 
- Non-steam patch 
- LU v1.40 
- LU v1.51 
- Soundtrack v1.11 
LU GUI v1.2.3) 

2. Anarkis pirates (plus the 2 support packs) 
Diverse Game Starts-v5-LU Remap Ed (Daughter of Earth start) 
minor improvements+fixes (04.06.2015) 
misc_text_improvements (01.06.2015) 
MK3_Improvement_LU_0.6.1b 
Quick Wings 1.1.0 
XM-R v1.59b (all options)

3. LU-GoldUI-V1.0.0
X3LU_SIaF-7-r3 

4. EMS_v1.0.2A (default EMS HUD)

5. LU alternate gates - blue star (03.06.2015)

6. LU Remap 0.55

7. Diverse Game Starts-v5-LU Remap Ed (Daughter of Earth start)
Excellent, thanks for the info!

I'm guessing one of the improvement scripts is touching files remap is also using. I suppose that in that case it doesn't matter.
Split say NEED MORE FIREPOWER!!
caishow2
Posts: 79
Joined: Wed, 3. Jun 15, 14:21
x3ap

Post by caishow2 »

How does the boss don't TC version of the
User avatar
solarahawk
Posts: 257
Joined: Sat, 22. Dec 07, 23:18
x4

Post by solarahawk »

vukica wrote: I'm guessing one of the improvement scripts is touching files remap is also using. I suppose that in that case it doesn't matter.
There is one file overlap between the Remap and Diverse Gamestarts. It is types\gamestarts.xml which defines the available gamestarts, both of them remap the LUV Damyath starts to the new Argon Prime address. Installing Remap last overwrites that file and eliminates the new gamestarts.

I verified the DGS-LU Remap package has the correct gamestart.xml. It is weird that Argon Prime would even show up as Blue Profit. Blue Profit is in a completely different corner of the map (16,17).

I'll have to ponder this more.
User avatar
vukica
Posts: 1744
Joined: Sun, 10. Aug 08, 18:05
x4

Post by vukica »

i'm telling ya, it's one of the improvement mods.
Split say NEED MORE FIREPOWER!!
User avatar
solarahawk
Posts: 257
Joined: Sat, 22. Dec 07, 23:18
x4

Post by solarahawk »

Oh, you mean memeic's or JSDD's tweaks? Hmm, I didn't catch that. I'll take a look.
Sparky Sparkycorp
Moderator (English)
Moderator (English)
Posts: 8074
Joined: Tue, 30. Mar 04, 12:28
x4

Post by Sparky Sparkycorp »

Never mind, just seen following post :)
Last edited by Sparky Sparkycorp on Sun, 7. Jun 15, 23:15, edited 1 time in total.
User avatar
solarahawk
Posts: 257
Joined: Sat, 22. Dec 07, 23:18
x4

Post by solarahawk »

[superceded by replacement hotfix further down page]
Last edited by solarahawk on Mon, 8. Jun 15, 23:13, edited 1 time in total.
Sparky Sparkycorp
Moderator (English)
Moderator (English)
Posts: 8074
Joined: Tue, 30. Mar 04, 12:28
x4

Post by Sparky Sparkycorp »

Thanks for the fixes. Feedback follows for a fresh install and the Aldrin Freelancer start. Current mod versions and install order at the end (where there are groups, they were installed alphabetically).

1. Starting sector is Aldrin and that is written in one place on the sector map but in two other places on the Sector map, it says "Sector 04-08". Moving south takes me to ** but it is named Preachers Refuge instead.*

2. The initial loadout is 8 guns up front, 1 right, 1 back and none left. In case not intentional, the empty left slot it triggers OCD tendencies :)

3. The starting speed, at 42 m/s, is a bit slow for getting to station to upgrade or gates to explore. Perhaps it could be increased with a corresponding reduction in the wallet.


* Doesn't seem to be start-specific as same is seen in at least the other I checked (Simple Lar).

**
Spoiler
Show
De Vries

Code: Select all

Install order:

1. New LU install: 
- Clean X3AP 
- Non-steam patch 
- LU v1.40 
- LU v1.51 
- Soundtrack v1.11 
LU GUI v1.2.3) 

2. Anarkis Pirates v2.01 (+2 support packs; default options) 
Direct Despoit (07.06.2015)
misc_text_improvements (01.06.2015) 
MK3_Improvement_LU_0.6.1b 
Quick Wings 1.1.0 
Remap 0.56 (05.06.2015) + hotfix (07.06.2015)
XM-R v1.59b

3. LU-GoldUI-V1.0.0
X3LU_SIaF-7-r3 (all options)

4. EMS_v1.0.2A (default EMS HUD)

5. LU alternate gates - blue star (03.06.2015)

6. Diverse Game Starts v1.06 Remap Ed (Aldrin Freelancer start) (added last to avoid loss of starts after installing another thing)
User avatar
solarahawk
Posts: 257
Joined: Sat, 22. Dec 07, 23:18
x4

Post by solarahawk »

Not sure what the deal is with the sector names. Vukica may know.

Re: the Aldrin Freelancer start in Diverse Gamestarts, I don't have control over the placement of guns. I didn't add enough guns to fill all the slots. I felt the provided number was a good start. :wink: There a few starts like that, and because the game just fills the slots the way it feels like it, you have to move them around as you see fit. For instance, in some cases, I would choose to to move an extra front or side turret to the rear to help with anti-missle defense.

I suppose I could add some Engine Tunings to help out a bit.

Also, have you installed my Remap hotfix? The file doesn't show any downloads in its stats.

EDIT: Oh, you ninjaed your mods list. Can you redownload the hotfix and reinstall it? I had a senior moment and initially posted the wrong file. I replaced it with the correct one, but for a couple minutes there was a window where you may have snatched a bad hotfix.
Sparky Sparkycorp
Moderator (English)
Moderator (English)
Posts: 8074
Joined: Tue, 30. Mar 04, 12:28
x4

Post by Sparky Sparkycorp »

Ah, no biggy about the guns - should have guessed it was randomised and yeah, it isn't nice loadout :)

Edit: I'll try installing again with just the remap and see if that has same effect on map names. Then I'll add some LU mods in turn.
solarahawk wrote: Also, have you installed my Remap hotfix? The file doesn't show any downloads in its stats.
Hmm, odd. I've downloaded it twice so far (last night and this evening, UK time) so I guess something is up with the counter.
Last edited by Sparky Sparkycorp on Mon, 8. Jun 15, 22:21, edited 1 time in total.
Sparky Sparkycorp
Moderator (English)
Moderator (English)
Posts: 8074
Joined: Tue, 30. Mar 04, 12:28
x4

Post by Sparky Sparkycorp »

solarahawk wrote: EDIT: Oh, you ninjaed your mods list. Can you redownload the hotfix and reinstall it? I had a senior moment and initially posted the wrong file. I replaced it with the correct one, but for a couple minutes there was a window where you may have snatched a bad hotfix.
lol - will do :)

(For now, please ignore my last ninja edit of my last post!)

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”