[Realspace MODS] "STARS" - "XRSGE" - "REM" - various

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Realspace
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

ziplock815 wrote: Wed, 15. Oct 25, 14:43 Small bug report: Argon Prime and Belt of Aguilar have Accelerator-Jumpgate connection
Thanks, will fix.
Guys do you have stuttering in the game? I tested without XRGSE and even without STARS, so no mods at all. It is a stuttering party. I can't play the game this way. I've worked on all hardware's optimization (ram, gpu, etc.) and possible errors in the events (had a gamebar/xbox error), registry fixes etc. I solved them all. So now all other games go very smooth and have literally zero stutter. X4 started showing this about after the first hotfix released, I thought I had messed something in the mod but not.
Going to re-install the game in a fresh new fast disk, hope it solves. Just asking for feedbacks, if problem persists I'll open a post in the tech forum.
ziplock815
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by ziplock815 »

I was experiencing a lot of stuttering, but then found out that my kuertee's mods are outdated so I disabled them and now everything is fine

Realspace how can I convince you to make a port of X-Rebirth sectors into the XRSGE? Should I kill someone? :lol: Yes I understand that there's almost no point of that without rebirth stations, but at least we could have Toride, Cold star, Fields of opportunity , de'Vries and Maelstrom - even in X-Rebirth there weren't lots of stations in these sectors + you've already added some ships in REM + some more new stations in XRSGE that look quite "rebirth-stylish", so half of the job is already done :wink: There could be some secrets hiding in vasts of space in these sectors...lots of stuff. Really miss these sectors and really don't want to return to Rebirth just to fly there
(Btw personally I see no problem in having Omicron Lyrae and Home of light sectors too, they could be just reimagined in order to fit in XRSGE style - I mean stations locations, gas regions etc)

P.S. I soo love Akeela's Beacon sector, hope you won't change it in future. In general, I find it a great idea to mix vanilla map with XRSGE vision and atmosphere, feels like a big step forward in immersion and feeling of the vastness of space while saving X4's...4X strategy/management gameplay

Edit: Tempting Fumes - fps drops when looking to the huge gaseus region (with these strange "vertical" asteroids)
Also, foggy region in Trinity Sanctum (gas giant low orbit) kills fps too
Realspace
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

EGO changed something in last update regarding regions (fogs, asteroids) so now all my loworbit/suncorona nebulae are messed up. I can't really understand what it is. First, gas seeds are smaller and more, so gas looks more like bubbles. Then the density is messed up so fps suffer. Gas borders are not blurred as they were but a thick wall. Also, do you see fog changing shape when moving inside it, in low orbits? Like changing from small bubbles to bigger?
Seems happening only with the massive gases I use around planets or sun.
I am revisiting them for what is possible or even removing..
ziplock815
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by ziplock815 »

Personally, I'm not a fan of huge gas regions, especially around planets, blocking the view, so I don't mind if you simply remove them. Anyway, you could keep small regions like in Rebirth where you can hide stuff so players would have some motivation to explore them. And not very dense fog around asteroid belts that form some gas giant's rings - these seem to have almost no fps impact.
Either didn't notice the changes in the fog or I thought it was normal :gruebel: What I did notice, that distant fog in Windfall flickers when looking around from the cockpit.
Realspace
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

Those regions were meant to make the loworbit have different stages of thickness. I use 3 layers, one is a subtle gas regions, second is a dense gas region, third is the atmosphere where shields are burn. You enter the second layer only if going to the planet or sun. You can test with xrsge 9 on orbital planets, if you navigate down after 100km you enter a thicker cloud. But the new changes make all layers similarly thick and loooking.
Since xrsge whole cluster in fog is no more, only low orbits or sun coronas. But sun coronas in particular had different layers, now is a wall of fog. But I start to think that my pc has ghosts, it renders things in its own way :o
At least I know that you too have the red triangle glitch. Btw if you go to memory of profit 2 (solar sector) how does the corona fog show? As subtle or thick white bubbles?
Almost all my custom fogs flickr, big ones more. So it is not only me then..
Realspace
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

I've released a version of REM Hyperdrive that is very light, it has NO SCRIPTS AND NO EFFECTS, any!
:arrow: https://www.nexusmods.com/x4foundations ... ?tab=files

Not only travel acceleration is instantaneous and travel speed is much higher, the mod also features the KEEP MOMENTUM after you boost with FA Off. Awaiting to work on a new REM this is useful to crosse the sectors in XRGSE 9
BTW, XRSGE 9 - BETA 2 is ready, I've made many changes (save-compatible)....it is arriving...

___________________________________________

I've released an even lighter alternative, at the same link:
REM - Boost
It contains only the two features of:
BOOST KEEPS MOMENTUM WITH F.A. OFF and
BOOST REMAINS LONGER ON THE COURSE WITH FLIGHT ASSIST ON
Travel speed and accelerations unchanged from vanilla.

__________________________________________

XRGSE 9 BETA 2 version 9.0.1 is ready.

It is a major update but save compatible.
You can continue your old game. If you notice something strange, start a new game and go in the same location to see if the issue happens with a new game.

I had to redo all regions (asteroids and gases) so took the time to do them better and less demanding for cpu. I removed all volumetric fogs and exchanged them for other kinds of fogs that are more similar to X Rebirth. Hope you like them too, it took a lot of time (am not finished yet).

Please report if the new fog regions are too thick or strange (I made tens of them, could have missed to check them all).


This update also adds a lot of Frontier systems. They are different from Xrsge 8, not only internally but also strategically placed. The aim is to make the southern quadrant alive and fighting and to provide Xenon a lot of connections to replenish their fleet in the other systems.

So here it is:
:arrow: https://www.nexusmods.com/x4foundations/mods/1140
Features
-various fixes to gates and connections
- reworked jobs for better patrols
- reworked regions (asteroids/gas) for better look and performance (changed volumetric fog into not volumetric)
- added and reworked several new systems from Frontier:
* Perpetual Sin, Perdition's End, Clarity's End, Xenon Hub, Duke's Vision, Duke's Citadel, Aldrin, Reservoir of Tranquillity, Nyana's Fortune.
- reworked a few connections to make Xenon Hub a strategic base to help Xenon in south quadrant and a menace to Terran too.

__________________________________________
Realspace
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

XRGSE 9 BETA 3 version 9.0.2 is ready.

:arrow: https://www.nexusmods.com/x4foundations/mods/1140

-various fixes to gates and connections
- reworked regions (asteroids/gas) for better look and performance (changed volumetric fog into not volumetric)
- added and reworked several new systems from Frontier:
* Kho's Reproach, Njy's Deception, Consecrated Fire,Faulty Logic, Tebathimanckatt's Legacy, Thyn's abyss, Ghinn's Escape
- reworked a few connections to make Xenon more present in south quadrant
- added ownership to Xenon of Aphrodite's Storm system
- fixed Argon Pirate start, now all factions are normally spawn at start
- added ARGON PATRIOT Start, in southern quadrant

I've added an UPDATER you can use only if you want to continue an old save (Beta1 or Beta2). It is in the optional files, download and install as another mod, continue an old save, save the game again. Remove the mod.
Realspace
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

I finally found the culprit for the strange behavior of ship in superhighway if you pilot manually. Since X4 v8 the central splineposition is required to make the ship point direction. My superhighways had not that spline, it was not necessary before 8. So Now I have to embark in the tedious work of rewriting each superhighway. :x
The good news is that these changes won't break the save because enter/exit zones won't change. Also I've reset speed in superhighway quite slower in order to enjoy and "feel" the transit. And will use the change to also add "verticality" to the splinetube..

_________________________________________-

Ok, I've released a patch for the superhighways. Now when you enter manually they behave correctly and I also reduced a lot the transit speed to enjoy the view.
It should be compatible with previous saves because enter/exit zones are not changed.
Look in the updates tab..
ziplock815
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by ziplock815 »

Nice new fogs you made out there Realpace

I experience small stutterings in busy regions, but I play the first beta save. I used Updater mod, but maybe I should start a new game?
Realspace
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

Busy of what, ships or asteroids/gas?
Just for test, start a new game. The updater only adds stations to the new systems otherwise they are devoid of stations if you don't start a new game and are then filled with time.

BTW I've added a new patch, I fixed a gas region in The Reach that made the RAM explode :D
ziplock815
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by ziplock815 »

I think it's because of all. Trinity Sanctum gas giant sector is very busy with ships and there're also lots of roids + gas clouds.
Whoa, you finally made it! :o Teran accelerators in terran sectors! (Started a new game as Terran cadet, very immersive to travel through Terran space, especially when I finally can fly slower in shw)
Edit: small bug in Jupiter sector - twitching asteroids in small asteroid field
Btw, I'd suggest to change Jupiter that is visible in asteroid field (but visible only like a big star in reality) to Ceres. Or even make a whole subsector, so you could travel to Ceres from Asteroid field using shw.
Edit 2: think it's gas clouds that kill fps - bad performance in Jupiter low orbit and there're not a lot of ships/asteroids/stations there.
Edit 3: One more Jupiter bug - jumpgate instead of the accelerator.
Realspace
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

Thanks for the feedback, I told at release of latest beta that probably some regions (gas) have to be checked. I redid a lot of them so expected some to be too thick (even if removing the volumetric fog they can hit fps).
BTW I've finally found the cause of stuttering: disrupt areas (travel disrupt and damage) cause the engine to always write positions of ships inside these regions in the save, this burdens memory a lot. I removed it (only atmosphere remains, with all effects and damage, but npc do not go there).
I've made a new script, very light, that checks if the player is inside a gas region and travel started hits the shields (more steps, before an advise, etc) but not if the shield is already low.
So I'll check these things you reported and will update the patch
Realspace
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

XRSGE The Expanse Reborn Version 9.0.3
Release version
:arrow: https://www.nexusmods.com/x4foundations/mods/1140

To me, this is the final. No more sectors to add, nor significant changes, only bug fixing.

-various fixes to gates and connections
- reworked regions (asteroids/gas) for better look and performance (changed volumetric fog into not volumetric)
- reworked Albion (backgrounds)
- reworked Argon Prime (backgrounds, planet and + one internal superhighway)
- added and reworked several new systems from Frontier:
* Tharka's Fall, Duke's Domain, Fifth Cascade, Bluish Snout, Great Trench, Light Water, Menelaus' Paradise, Lucky Planets, Shore of Infinity, Menelaus' Frontier, Zyarth's Stand, Thuruk's Pride
- added ownership to Xenon of Fifth Cascade system
- changed some superhighways to avoid too much distance
- removed disrupt (travel and damage) from busy areas, only remain as atmosphere
- added a script that damages the player ship if inside a nebula, please report if it is overkill or not properly activates (only inside gas).

STARS Patch version 7.5.4 is needed for some cosmetic changes, as f.i. Argon Prime planet, grab it here:
:arrow: https://www.nexusmods.com/x4foundations ... ?tab=files
ziplock815
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by ziplock815 »

I read the description, saying "New game required, you can continue from latest beta (but something could not be as expected)"
not as expected...that means?... :gruebel:
Realspace
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

Means fog/asteroids regions that are different, stations that are not spawn at beginning, these things. I took great care to update "heavy" things such as superhighways by using compatibility tricks. Nothing that will break the game. For future reports, new game or not better to specify.
ziplock815
Posts: 496
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by ziplock815 »

Well, I better start a new game then
don't want any unexpected...surprizes in mid-game :lol:

Btw, I have terrible fps after this update. But maybe it will fix itself somehow later (I just started a new game)

I've been thinking...Don't you have any plans for adding terrraforming possibility? Since you've decided to keep the vanilla sector layout.
Realspace
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

Terraforming is not disabled, maybe some planets are not rendered as expected. It depends on STARS more than Xrsge. The procedure should work normally. If you test it I'd be glad. Just cheat some million credits ad go :)
Yes I too see stuttering again, after I had removed disrupt areas it had gone..will check for errors, I don't think that some more sectors can cause it, they are also quite empty.

Edit: I see no errors, not a single move error as there was in xrsge 8 due to the big distances. Let me know if it continues after saving and reloading..
Realspace
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

XRSGE - The Expanse Reborn version 9.0.4

:arrow: https://www.nexusmods.com/x4foundations/mods/1140

(save-compatible)

- changed superhighways in Belt of Aguilar and moved the gate to the Void close to the Lagrange
- changed Albion (Gas Giant), added a superhighway and new position of accelerator
- reworked sector Silent Witness, backgrounds and content + 2 new superhighways
- moved accelerator to Bala Jii in Silent Witness close to the new Lagrange point
- moved Mitsuno System
- moved gate to Mitsuno system in Ianamus Zura to the southern shw's exit
- changed superhighways in Jupiter
- fixed several superhighways' internal orientation
- added several new regions
- removed damage to shields in gas regions due to unpredictability of effect

If you have not already done it, STARS Patch version 7.5.4 is needed for some cosmetic changes, as f.i. Argon Prime planet, grab it here:
:arrow: https://www.nexusmods.com/x4foundations ... ?tab=files
ziplock815
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by ziplock815 »

Realspace do you have stutterings in the latest version of the mod? I have a lot...maybe you dlcould decrease the number of the military ships in the universe? Fleets are so large that I have a complete slideshow sometimes :roll:
Realspace
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

This is crazy, I did not change the job file in latest updates. The only difference is the mod is packed into dat/cat. I even removed almost all disrupts..so you observe bigger fleets now vs the older betas?

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