[MOD] Warp Gate Redesign - V1.0 Available 13/2/2011

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Rogue
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Post by Rogue »

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
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Cadius
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Post by Cadius »

i see.. so v1.30 compulsory then? I'll note that up front
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Rogue
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Post by Rogue »

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.
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HotSake
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Post by HotSake »

Rogue wrote:and Hotsake, it's still listed as a beta on the forum thread, hence why I hadn't upgraded
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.
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Cadius
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Post by Cadius »

Ah that must be it then. I made the spk using v1.30 RC1
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Alex Corvis
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Post by Alex Corvis »

Hi, these redesigns look great, I especially like the Babylon 5 Version. But is there a chance to make a version without visible event horizon? Just like the Terran TOAs?

A. Corvis
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Cadius
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Post by Cadius »

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.
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Rogue
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Post by Rogue »

HotSake wrote:
Rogue wrote:and Hotsake, it's still listed as a beta on the forum thread, hence why I hadn't upgraded
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.
Well there ya go, I learned something today :D
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Alex Corvis
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Post by Alex Corvis »

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.
Ah, ok. Thanks.

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.
Retiredman
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Post by Retiredman »

Those necro gates are huge!!!

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.
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Cadius
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Post by Cadius »

@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.
Osiris454
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Post by Osiris454 »

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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Cadius
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Post by Cadius »

yes, there's a few more designs coming in. Will upload them when they're done.
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Rogue
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Post by Rogue »

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.
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Anti-Paranoid
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Post by Anti-Paranoid »

Pure jewels like everything from you ;)

Is there a chance to install it without the Plugin Manager?
Im using different Fake-Patch Mods so i dont know if its running with the Plugin Manager.

I tried to unpack them with the Explorer but no chance.


Go on with this awesome work!
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Killjaeden
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Post by Killjaeden »

Necron gate ... hmm looks quite nice.
How about a Tyranid gate? One that burps if you fly through. :D

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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Rogue
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Post by Rogue »

lol, Burping gate. I want one of them :)
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paulwheeler
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Post by paulwheeler »

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!
7igor099
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Please

Post by 7igor099 »

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 ....
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Hatzi [FIS]
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Post by Hatzi [FIS] »

i like the necron ones ;)

and now make some ships of the emperors most gloryfull navy :lol:

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