[MOD] Build Rahanas Hybrid in Shipyard - UPDATE - 13.1.2014 - Rahanas Hybrid M

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redshift690
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Post by redshift690 »

I just tried this out and ordered the container/energy Rahanas, but was unable to order any drones for it through the build UI? As in there where none available. So went ahead and had it built anyway thanking I would just go to the next ship trader for drones but still was unable to order drones for it? Can a shipyard run out of drones?
UniTrader
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Post by UniTrader »

it can, it is a known problem and has nothing to do with this extension..
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)
redshift690
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Post by redshift690 »

Oh yeah, I should have figured. I'll just edit them in then. Thanks for the mod :wink:
UniTrader
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Post by UniTrader »

added a Plus-Variant which contains the first new added Ship in Rebirth i already mentoined in another Thread. *puts Hot Glue aside for today*

Note that this is a BETA Version and is not throughly tested yet. (just built it and made sure everything looks fine, no functionality tests yet)
Feedback very welcome :)
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)
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Frumph
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Post by Frumph »

Long time listener, first time caller ..

Love this. Grats on first custom ship ;/


/* side note */

I was mimic'ing how you added the other hybrids to the wares list and differen l_stations, added the tyteral(sp?) to the xl station; and it just went nuts AI wise, tried to add _m size to the _l traders and they just made hybrids for some reason ;/ yeaaa I need to learn more.. think it was because I didn't know where the shp_ references came from
jeroll3d
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Post by jeroll3d »

Very, very and very nice work!

:) :) :) :) :) :)
Entusiasta da série X3! The best game.
UniTrader
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Post by UniTrader »

i think the problem is that an L Shipyard can only build L Ships, and XL only XL ships. maybe you should try to add M ships to M Shipyards ;) (not really sure, but i think the Shiptrader there only does not exist because he could not offer anything)

another method would be to declare that the M Shipa are L Ships, too or that the L Dock is an M Dock, too, not sure if possible though.. didnt experiment in that direction yet.
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)
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Baconnaise
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Post by Baconnaise »

This is amazing work Unitrader. Imagine someone might get the medium/s class ship dealer working at some point as well. Playing with it right now :p.
Vim Razz
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Post by Vim Razz »

well done!

though I can't help but wonder what it must be like to have to destroy the jumpdrive on that thing for a boarding op... =p
Logain Abler
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Post by Logain Abler »

Great work, it has really helped with my own playing around with new ships.
One thing I noticed is there is a targetpoint.xml in the library folder which holds all the scan & hack points for ships & stations.

I've added for my Missile Destroyer I have in game, I'm not sure if its 100% required:

Code: Select all

<diff>
<add sel="/targetpoints">
  <pointlist macro="units_size_xl_capital_destroyer_m_macro" tags="ship_xs hack">
    <point x="18.2704" y="-80.5241" z="4.94765" r="50.4" special="1" comment="jumpdrive"/>
    <point x="-0.0257339" y="62.724" z="615.284" r="50" comment="shield generator"/>
    <point x="0.9727" y="92.2453" z="285.93" r="50" special="1" comment="shield generator"/>
    <point x="0.328705" y="-127.855" z="-458.661" r="50" comment="shield generator"/>
    <point x="-151.753" y="-32.088" z="32.7642" r="50" comment="shield generator"/>
    <point x="153.353" y="-31.8129" z="29.4822" r="50" special="1" comment="shield generator"/>
  </pointlist>
  <pointlist macro="units_size_xl_capital_destroyer_m_macro" tags="ship_xs scan">
    <point y="-70.1954" z="-423.567" r="25"/>
    <point x="-111.121" y="-45.0584" z="-655.141" r="25"/>
    <point x="-72.7495" y="-60.0643" z="-569.08" r="25"/>
    <point x="72.7495" y="-60.0643" z="-569.08" r="25"/>
    <point y="-7.38937" z="-537.732" r="20"/>
    <point y="63.9978" z="-654.688" r="25"/>
    <point x="-35.5946" y="64.0941" z="-718.047" r="25"/>
    <point x="35.5946" y="64.0941" z="-718.047" r="25"/>
  </pointlist>
  <pointlist macro="units_size_xl_capital_destroyer_m_macro" tags="ship_xs launchpath">
    <point x="30" y="35" z="850" r="10"/>
    <point x="-110" y="50" z="1000" r="20"/>
  </pointlist>
  <pointlist macro="units_size_xl_capital_destroyer_m_macro" tags="ship_xs dockpath">
    <point x="-110" y="50" z="1000" r="20"/>
    <point x="-30" y="35" z="850" r="10"/>
  </pointlist>
 </add></diff>
LA
Burnstein
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Post by Burnstein »

Vim Razz wrote:well done!

though I can't help but wonder what it must be like to have to destroy the jumpdrive on that thing for a boarding op... =p
I'm wondering the same thing. Moreover what happens when the turrets at the bottom of each of the glued ships starts to fire...
UniTrader
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Post by UniTrader »

no idea, but i have a reworked Version WIP where the things you mentoined are fixed ;) there is just one detail i am currently trying to improve before releasing/updating
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)
UniTrader
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Post by UniTrader »

UPDATE PLUS-Version from 0.60 to 0.70

-> Diverse Details improved
---> Turrets pointing towards the inner side of the Ship removed
---> now only one Jump Tunnel Device in a reachable place
---> second Playerdock and Radar removed
---> grafical improvemente (removed the Clipping Error on the front Section ^^)
---> Improved Drone Pahts when loading/unloading (untested; feedback please :) )
---> more Turrets and Shields

-> Uninstall-Procedure created (works for previous Version, too; completely removes the Mod from the savegames)
-> Update-Procedure created (success feedback really needed; this procedure in general is new and will probably be used in many future mods)

-----------------------------------------------------------------------
For Updating and Uninstalling from Savegames a helper Programm is necesary which has to be extracted into the XR Main Folder (NOT in the Extensions), available here
----------------------------------------------------------------------
Uninstall-Procedure (also works for the previous Version):
-> you may not be on the Rahanas Hybrid in any of your Savegames (being nearby is fine, just not docked)
-> Backup your Savegames (although i make some too in a backup-folder, but they are overwritten without question)
-> install current Version of the Mod if not already done
-> install current Version of the aforementioned helper program if not already done
-> execute the uninstall.bat you find in the save-folder of the extension
-> when the Programm is finished close the Window (you can see a "done." almost at the bottom)
-> the Savegame is now free from this Mod.
-----------------------------------------------------------------------
Update-Procedure:
-> you may not be on the Rahanas Hybrid in any of your Savegames (being nearby is fine, just not docked)
-> Backup your Savegames (although i make some too in a backup-folder, but they are overwritten without question)
-> install current Version of the Mod if not already done
-> install current Version of the aforementioned helper program if not already done
-> execute the update.60.bat you find in the save-folder of the extension
-> when the Programm is finished close the Window (you can see a "done." almost at the bottom)
-> the Savegame is updated to the current Version.


EDIT: i just noticed a serious mistake in the mod :S anyone who downloaded the update today please download again and simply overwrite :S thank you.. :)
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)
Endeavour79
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Post by Endeavour79 »

FYI, the update tool doesn't work on Steam installation..

- path is not used correctly.. it,s trying to backup
...\Documents\Egosoft\X Rebirth\save
instead of
...\Documents\Egosoft\X Rebirth\RANDOMNUMBER\save

and even if you copy all saved to the "correct" folder, the XML-Patcher is throwing some errors..couldn't read them as the window closed to fast

Cheers, End
UniTrader
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Post by UniTrader »

ah, i should have mentoined that: Steam Cloud is not supported because it changes the saves back to their previous state when you start the Game. so even if i change it it wouldnt work. and finding a workaround for that is imo too much hazzle.

and when the Window is closing too fast there is definietly something wrong because i specifically looked up how not to close the Window when done.. normally it should stay open and print "done." in the 3rd-to-last line. where did you extract the additional Program to?
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)
Endeavour79
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Post by Endeavour79 »

I put the helper tool in the Xrebirth main folder and started the update60 batch as instructed.
UniTrader
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Post by UniTrader »

cannt reproduce. i even deleted it here and did the whole downloading and installing procedure myself again in case something happened when uploading.
patching the version 0.60 test-savegame was succesful (Time of last change changed), patching the 0.70 test-savegame failed (no update time change; as expected) and the uninstall script worked for both afterwards. anyone else having this problem?
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)
docwho83
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Post by docwho83 »

UniTrader wrote:ah, i should have mentoined that: Steam Cloud is not supported because it changes the saves back to their previous state when you start the Game. so even if i change it it wouldnt work. and finding a workaround for that is imo too much hazzle.

and when the Window is closing too fast there is definietly something wrong because i specifically looked up how not to close the Window when done.. normally it should stay open and print "done." in the 3rd-to-last line. where did you extract the additional Program to?
work around for this is to turn steam cloud off. Tho I do not recall having issues with cloud while editing in notepad++. Only ask me if I would like to reload after saving the file again from within game. And I tend to keep NP++ open most of the time with a copy of my save open. just so I can pull information from it.
AC_Black
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Post by AC_Black »

~S~

Yup turn the cloud saves off. I do not have the notepad open and it reinstalls the save BEFORE the edit. With it turned off, everything works just fine.

Excellent mod BTY Thank you :)
Honor is the Only thing to Hold True.

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UniTrader
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Post by UniTrader »

some comments if a Updated Rahanas M completely works would be great. i had to omit some IDs for the Patching File and i wonder if the Game generates them in that case (behavior i would expect) or does something weird (hopefully not ^^) - especially a comparision between a Patched one and a newly build One with the Patch would be great.. :)
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)

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