[MOD] Warp Gate Redesign - V1.0 Available 13/2/2011
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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Rogue
- Posts: 767
- Joined: Wed, 6. Nov 02, 20:31

Yep, Upgraded to 1.30 tried the second link still got the message but it worked this time:
http://i17.photobucket.com/albums/b99/d ... n00067.jpg
Cheers guys.
and Hotsake, it's still listed as a beta on the forum thread, hence why I hadn't upgraded
http://i17.photobucket.com/albums/b99/d ... n00067.jpg
Cheers guys.
and Hotsake, it's still listed as a beta on the forum thread, hence why I hadn't upgraded
Knock knock. Who's there? Zerg Rushhhhhhhhhhhh!
"Smoke me a kipper, I'll be back for breakfast" - Ace Rimmer
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"Smoke me a kipper, I'll be back for breakfast" - Ace Rimmer
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Rogue
- Posts: 767
- Joined: Wed, 6. Nov 02, 20:31

Seems so, I'm gonna do some more checking tomorrow (really need some sleep) just to verify it wasn't a conflict with anything else.
It's far more probable that it was something I screwed up since I have a knack for that, and I'm running a fair few mods.
Knowing my luck it was Immersive envrionments. Although that plus your gates almost blew my mind away when I went in PTNI HQ.
It's far more probable that it was something I screwed up since I have a knack for that, and I'm running a fair few mods.
Knowing my luck it was Immersive envrionments. Although that plus your gates almost blew my mind away when I went in PTNI HQ.
Knock knock. Who's there? Zerg Rushhhhhhhhhhhh!
"Smoke me a kipper, I'll be back for breakfast" - Ace Rimmer
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"Smoke me a kipper, I'll be back for breakfast" - Ace Rimmer
[ external image ]
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HotSake
- Posts: 472
- Joined: Sun, 3. Jan 10, 22:15

Yeah, he really should make an announcement or something. It's a release candidate (hence "RC 1") which means it's basically stable. More importantly, it's required for SPKs put together with the newest SPK creator, and on more than one occasion, he's posted in a mod's thread saying that the solution to a problem someone was having was to use 1.30.Rogue wrote:and Hotsake, it's still listed as a beta on the forum thread, hence why I hadn't upgraded
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Cadius
- Posts: 979
- Joined: Fri, 5. Dec 08, 12:41

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Rogue
- Posts: 767
- Joined: Wed, 6. Nov 02, 20:31

Well there ya go, I learned something todayHotSake wrote:Yeah, he really should make an announcement or something. It's a release candidate (hence "RC 1") which means it's basically stable. More importantly, it's required for SPKs put together with the newest SPK creator, and on more than one occasion, he's posted in a mod's thread saying that the solution to a problem someone was having was to use 1.30.Rogue wrote:and Hotsake, it's still listed as a beta on the forum thread, hence why I hadn't upgraded
Knock knock. Who's there? Zerg Rushhhhhhhhhhhh!
"Smoke me a kipper, I'll be back for breakfast" - Ace Rimmer
[ external image ]
"Smoke me a kipper, I'll be back for breakfast" - Ace Rimmer
[ external image ]
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Alex Corvis
- Posts: 1365
- Joined: Fri, 29. Dec 06, 21:30

Ah, ok. Thanks.Cadius wrote:hmm no need to really, you can go into
X3TC directory/objects/others/Cadius/Warp_Gate_B5
and delete the "wormhole.bod" file. That should remove the horizon.
A. Corivs
By the way, maybe it's a feature but ships enter a sector outside of the new gates (Babylon 5). Everytime I pass a gate I enter the sector at the upper left side (in flight direction) of the gate.
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Retiredman
- Posts: 795
- Joined: Fri, 4. Sep 09, 02:35

Those necro gates are huge!!!
addding the special ripple effect makes them look really good.
The Hub gates arn't changed either..
Great work..
addding the special ripple effect makes them look really good.
The Hub gates arn't changed either..
Great work..
You think a hero is some weird sandwitch and not a guy attacking a Xeno J with a kestrel.
Sir.. I said .. A guy attacking a J with a kestrel is the sandwitch.
Sir.. I said .. A guy attacking a J with a kestrel is the sandwitch.
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Cadius
- Posts: 979
- Joined: Fri, 5. Dec 08, 12:41

@Alex Corvis: Not really a feature, it's a bug I haven't figured out. For now it hasn't caused any gate related death.
@Retiredman: Yep big enough to allow a stock Valhalla to fly through without exploding. I've recently started a new game and since Hub gates and Terran Jump Gates only appear later in the game it's a bit difficult to test. So I postponed changing them til I could be sure it's not gonna cause any issue.
@Retiredman: Yep big enough to allow a stock Valhalla to fly through without exploding. I've recently started a new game and since Hub gates and Terran Jump Gates only appear later in the game it's a bit difficult to test. So I postponed changing them til I could be sure it's not gonna cause any issue.
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Osiris454
- Posts: 741
- Joined: Tue, 4. Jan 11, 22:03

Cadius, what happened to the original warp gate redesign? I liked the one you came up with the first time. The large rotating blocks on the back would have been really cool. I love your new gates, but I was steering away from any cross game/genre mods. Do you plan on making a regular jump gate redesign (no themes in mind)?
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Rogue
- Posts: 767
- Joined: Wed, 6. Nov 02, 20:31

Aye the Balcora gate is my current "must have".
The Necron gates really don't look that out of place however. They certainly fit more in with the concept of "ancient technology" for me at least.
The Necron gates really don't look that out of place however. They certainly fit more in with the concept of "ancient technology" for me at least.
Knock knock. Who's there? Zerg Rushhhhhhhhhhhh!
"Smoke me a kipper, I'll be back for breakfast" - Ace Rimmer
[ external image ]
"Smoke me a kipper, I'll be back for breakfast" - Ace Rimmer
[ external image ]
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Anti-Paranoid
- Posts: 260
- Joined: Thu, 16. Jul 09, 17:35

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Killjaeden
- Posts: 5366
- Joined: Sun, 3. Sep 06, 18:19

Necron gate ... hmm looks quite nice.
How about a Tyranid gate? One that burps if you fly through.
Wonder what ES's TNBT will be like... would like to do a battlefleet gothic mod if its good and moddable.
How about a Tyranid gate? One that burps if you fly through.
Wonder what ES's TNBT will be like... would like to do a battlefleet gothic mod if its good and moddable.
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X-Tended TC Mod Team Veteran.
Modeller of X3AP Split Acinonyx, Split Drake, Argon Lotan, Teladi Tern. My current work:

X-Tended TC Mod Team Veteran.
Modeller of X3AP Split Acinonyx, Split Drake, Argon Lotan, Teladi Tern. My current work:

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Rogue
- Posts: 767
- Joined: Wed, 6. Nov 02, 20:31

lol, Burping gate. I want one of them 
Knock knock. Who's there? Zerg Rushhhhhhhhhhhh!
"Smoke me a kipper, I'll be back for breakfast" - Ace Rimmer
[ external image ]
"Smoke me a kipper, I'll be back for breakfast" - Ace Rimmer
[ external image ]
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paulwheeler
- Posts: 8132
- Joined: Tue, 19. Apr 05, 13:33

Just a heads up - once installed, I had trouble changing models or going back to vanilla in an existing save.
Removing them or swapping to the other model gave me the old save game corruption issue.
The only way was to go to a Terran sector with no standard warp gates. Save, swap them and then reload.
Love the models though - Great work as usual Cadius! Looking forward to getting more of them!
Removing them or swapping to the other model gave me the old save game corruption issue.
The only way was to go to a Terran sector with no standard warp gates. Save, swap them and then reload.
Love the models though - Great work as usual Cadius! Looking forward to getting more of them!
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7igor099
- Posts: 90
- Joined: Tue, 22. Feb 11, 15:52
Please
http://narod.ru/disk/3429467001/%D0%92% ... 5.rar.html
Funnel Babylon - on a clean game works opening and closing when approaching the ship to the funnel and otadalenie ....
But I can not enter into the gates of fashion ...
in return for empty gates ....
Please add to your UTB fashion ...
Thanks ....
Funnel Babylon - on a clean game works opening and closing when approaching the ship to the funnel and otadalenie ....
But I can not enter into the gates of fashion ...
in return for empty gates ....
Please add to your UTB fashion ...
Thanks ....
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Hatzi [FIS]
- Posts: 911
- Joined: Sat, 24. Sep 05, 16:37

