Search found 54 matches

by Amon RAy (RAider.EG)
Wed, 4. May 05, 10:11
Forum: X²: The Threat - Scripts and Modding
Topic: RA`s mod 0.9 (Beta Version avaible)
Replies: 111
Views: 20300

Khm... I`ll include an xls table with custom bodys description in mod archive in next beta. Unfortunately I can not just change file names in \v - beause it will enforce me to make changes in cockpit scenes from \cut - and this scenes made not by me, but by other men. I`ll take a look at them - mayb...
by Amon RAy (RAider.EG)
Tue, 26. Apr 05, 06:16
Forum: X²: The Threat - Scripts and Modding
Topic: New Sectors&New Ships Thread
Replies: 95
Views: 37713

I have a present for you ;) http://checkertwo.narod.ru/patch06.zip 00.06 version of programm. http://checkertwo.narod.ru/patch07.zip 00.07 version of programm. In 00.06 version CheckerTwo made: - a 200 new ship slots avaible - option to make corrections of default shield class and count for Sats and...
by Amon RAy (RAider.EG)
Thu, 14. Apr 05, 09:34
Forum: X²: The Threat - Scripts and Modding
Topic: The Khaak Conflict
Replies: 45
Views: 15093

As I know - sector music defined in 44001.xml in galaxy map description part. And there is a combat music - it turns on each time you engage a battle with enemy.

I dont know - is there is a ScE command to change track. I`ll ask someone who knows ScE very good - an answer i`ll post here. :)
by Amon RAy (RAider.EG)
Wed, 13. Apr 05, 23:14
Forum: X²: The Threat - Scripts and Modding
Topic: New Sectors&New Ships Thread
Replies: 95
Views: 37713

2 rusty I think, you should know - what you can not do in game: 1)multyple launching from one scene-model(if this scene consist of two m1s - anyway they`ll migth have only one launching body). 2)you can not target to subsystem on ship - like target on engines. You can not limit ship speed by script ...
by Amon RAy (RAider.EG)
Wed, 13. Apr 05, 18:32
Forum: X²: The Threat - Scripts and Modding
Topic: New Sectors&New Ships Thread
Replies: 95
Views: 37713

[quote="CKarl"]Another thing unknown to Zor is that theres a current max of 50 new ships. :shock: And Sindwiller, I do not think this will work for adding new weapons. I think those are WAY to hard coded. :cry:[/quote] The count of new ships - defined in CheckerTwo`s source codes. It can be changed ...
by Amon RAy (RAider.EG)
Tue, 12. Apr 05, 09:38
Forum: X²: The Threat - Scripts and Modding
Topic: New Sectors&New Ships Thread
Replies: 95
Views: 37713

Is the including of x2story.obj in cat\dat - produce changes in game?...I mean - do you try this?...we did not tryed it yet. Maybe game fill take this info from MOD cat\dat, but maybe - not. Which obfj-file has a great priority - original or included in mod? If this way is possible - there will be n...
by Amon RAy (RAider.EG)
Mon, 11. Apr 05, 18:08
Forum: X²: The Threat - Scripts and Modding
Topic: New Sectors&New Ships Thread
Replies: 95
Views: 37713

2 CKarl - please, send me a copy of English Readme textfile - I`ll send it forward to CheckerTwo and in next releases of his programm this readme will be inlcluded :)... and, I think anyway you should find in this forum the topic about I told you yesterday - there is an info - how to change default ...
by Amon RAy (RAider.EG)
Mon, 11. Apr 05, 17:58
Forum: X²: The Threat - Scripts and Modding
Topic: [Open Beta1.0b] New Pirates Map/Mod Universe [07.04.05]
Replies: 40
Views: 6076

Re: opposites

[quote="CBJ"]The reason that there aren't more tools is simple: lack of time. Please do not discuss piracy on the forums; no matter what the circumstances, piracy is illegal and discussion of it is banned under the forum rules.[/quote] Khm...no time - no tools, I understood. But - what about sharing...
by Amon RAy (RAider.EG)
Mon, 11. Apr 05, 17:23
Forum: X²: The Threat - Scripts and Modding
Topic: [Open Beta1.0b] New Pirates Map/Mod Universe [07.04.05]
Replies: 40
Views: 6076

[quote="CKarl"]SOMEONE will be happy. :D I haven't tried to make it more readable yet sense I'm still getting my head around it, thats the biggest step and the last one. @.@[/quote] Its for modders - programm can work in console form - so end user can download it included in mod with specific bat-fi...
by Amon RAy (RAider.EG)
Mon, 11. Apr 05, 17:16
Forum: X²: The Threat - Scripts and Modding
Topic: [Open Beta1.0b] New Pirates Map/Mod Universe [07.04.05]
Replies: 40
Views: 6076

Re: opposites

[quote="Harlock776"]You have to remember the part of the world this game comes from. In many parts of europe the society and cuilture and even the people are very restrictive about everything in life. There is a terrible mentality there (except in sweden hehe) to not even trust anyone, it's like eve...
by Amon RAy (RAider.EG)
Mon, 11. Apr 05, 10:20
Forum: X²: The Threat - Scripts and Modding
Topic: RA`s mod 0.9 (Beta Version avaible)
Replies: 111
Views: 20300

khm...Disconnected???... Its very strange, I have never seen this bugs and more - never heared about such bug before.

Do you have packed or unpacked game? Do you use any other mods?
and - what is in your log file?
by Amon RAy (RAider.EG)
Mon, 11. Apr 05, 10:01
Forum: X²: The Threat - Scripts and Modding
Topic: [Open Beta1.0b] New Pirates Map/Mod Universe [07.04.05]
Replies: 40
Views: 6076

I think, Egosoft should release(this verbs I want to put in "past" form....but I am forgot - how to, sorry ;)...) more powerfull instruments and more information in Modderkit. If they are afraid of pirates - lol! Pirates are not interested in game structure - all that pirates need - just sell as muc...
by Amon RAy (RAider.EG)
Mon, 11. Apr 05, 09:33
Forum: X²: The Threat - Scripts and Modding
Topic: 3DSMAX5 modelling specific info needed
Replies: 11
Views: 990

Re: 3DSMAX5 modelling specific info needed

[quote="Harlock776"]I've read this entire board many times about modding and while it has a lot of useful info it doesn't quite have some specific info that is really needed for 3dsmax users... [/quote] I am using 3dsMAX6, but there is no big difference. I`ll try to help you, execuse me, please, my ...
by Amon RAy (RAider.EG)
Mon, 11. Apr 05, 00:24
Forum: X²: The Threat - Scripts and Modding
Topic: Anyone ever had this problem
Replies: 5
Views: 948

Be careful with using any comand from class "find..." - each one can make a real slowdown of the game. Bala Gi(I hope you know who is this man ;)...) in his scripts uses 10 strings of code as a replace for just 1 command - and it works faster. If you want a good knowing - how to write a best scripts...
by Amon RAy (RAider.EG)
Sun, 10. Apr 05, 23:01
Forum: X²: The Threat - Scripts and Modding
Topic: [Open Beta1.0b] New Pirates Map/Mod Universe [07.04.05]
Replies: 40
Views: 6076

[quote="CKarl"]It has already been tested and proved that you can make the AP Gunner and, the Xenon M0, and the Khaak M0 appear via editing a save game. And that'll be neat to play some ships from Privateer... nevermind I've never played that game... :cry: And wheres the link to your mod so I can ge...
by Amon RAy (RAider.EG)
Sun, 10. Apr 05, 18:55
Forum: X²: The Threat - Scripts and Modding
Topic: [Open Beta1.0b] New Pirates Map/Mod Universe [07.04.05]
Replies: 40
Views: 6076

I send an email to CheckerTwo in the morning, still waiting for his respond. Yesterday he promised to send me a ship models from "Privateer" game and I ask him to make an english readme to his programms and send to me all this stuff in one package ;) New ship slots now avaible - 50 completely new +1...
by Amon RAy (RAider.EG)
Sun, 10. Apr 05, 07:52
Forum: X²: The Threat - Scripts and Modding
Topic: [Open Beta1.0b] New Pirates Map/Mod Universe [07.04.05]
Replies: 40
Views: 6076

2 CKarl This file avaible for download for everyone from "elite-games" site since august 2004 :)... I thougth here every modder knows this catch... khm....all links to EG site is restricted on this forum - because russian publisher of X2TT doesnt like our site :o)... And there is only russian langua...
by Amon RAy (RAider.EG)
Sun, 10. Apr 05, 01:55
Forum: X²: The Threat - Scripts and Modding
Topic: [Open Beta1.0b] New Pirates Map/Mod Universe [07.04.05]
Replies: 40
Views: 6076

Great MOD ;).... I think, you`ll be interested with this information: there is way to show custom sectors on the map - you must edit the SCENE body from \cut directory named 00749.pbd(packed and crypted BOD) Example: /=============================================================== / 3D Scene Informa...
by Amon RAy (RAider.EG)
Tue, 29. Mar 05, 12:56
Forum: X²: The Threat - Scripts and Modding
Topic: RA`s mod 0.9 (Beta Version avaible)
Replies: 111
Views: 20300

2 All - corrected version uploaded on host and avaible from links in previous post. I recommend you to completely uninstall previous version - remove all RA`s mod files from \scripts before redownload new archieve and install it. I mean: Install beta5 on game, that clean of previous 0.9 betaversions...
by Amon RAy (RAider.EG)
Tue, 29. Mar 05, 09:13
Forum: X²: The Threat - Scripts and Modding
Topic: RA`s mod 0.9 (Beta Version avaible)
Replies: 111
Views: 20300

Which version of mod do you use - packed or unpacked? unpacked version is easier to edit - if you know how to ;) there was a problem in latest archieves. The bugs was not in scripts or models, but on the stage of combining all the stuff together...hmmm....human factor :ooops: .I think this why your ...

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