Search found 13420 matches

by UniTrader
Mon, 17. Aug 20, 22:19
Forum: X4: Foundations - Scripts and Modding
Topic: Looking For X4 Map Schematic
Replies: 6
Views: 927

Re: Looking For X4 Map Schematic

sub-sectors of larger zones? Zones are the smallest kind of space in the game, and they dont contain other Spaces.. Map Hierarchy goes like this (bigger ones contain the smaller ones): Galaxy > Clusters > Sectors > Zones > (Objects) with one little exception: Superhighways (technically a Zone) are d...
by UniTrader
Thu, 13. Aug 20, 18:47
Forum: X4: Foundations - Scripts and Modding
Topic: Can I see the in-game logos as a file?
Replies: 2
Views: 507

Re: Can I see the in-game logos as a file?

get egos cat tools (bonus downloads from the forum) and extract the files in assets/fx/gui/textures/factions (dont ask me which cat/dat). These files are gz-compressed, but some programs like gimp can open that directly. For others you have to decompress it first
by UniTrader
Wed, 12. Aug 20, 16:06
Forum: X4: Foundations - Scripts and Modding
Topic: [Help] Change Starting Station
Replies: 6
Views: 886

Re: [Help] Change Starting Station

all valid xml commands are defined in the aiscripts.xsd and md.xsd (depends which one of both you write), and both include the common.xsd for shared commands. For expressions in these commands refer to the scriptproperties.html (use it from a webserver for proper viewing, don't forget to also give i...
by UniTrader
Tue, 11. Aug 20, 20:03
Forum: X4: Foundations - Scripts and Modding
Topic: [Help] Change Starting Station
Replies: 6
Views: 886

Re: [Help] Change Starting Station

The station= will be pretty much always the same, except maybe for a few unique stations (they alll share the same macro), ^^ already said that macro is always the same, with a few exceptions you can count on one hand probably. also here a quickly hacked together md script for you: <?xml version="1...
by UniTrader
Mon, 10. Aug 20, 10:42
Forum: X4: Foundations - Scripts and Modding
Topic: [Help] Change Starting Station
Replies: 6
Views: 886

Re: [Help] Change Starting Station

you can use Rogues Site ( roguey.co.uk - check the url when looking at the map) to get the Zone (and Sector) Macros. The station= will be pretty much always the same, except maybe for a few unique stations (they alll share the same macro), but you could try one of these: <xs:enumeration value="trade...
by UniTrader
Wed, 5. Aug 20, 16:19
Forum: X4: Foundations - Scripts and Modding
Topic: [MOD] Hard FoW Cell Borders (2020-08-04)
Replies: 4
Views: 936

Re: [MOD] Hard FoW Cell Borders (2020-08-04)

from what I have seen this is just a filled polygon, without any texture that could be changed trivially. Not sure how to put a texture on it, and I prefer to spend my experiment time on other stuff first
by UniTrader
Tue, 4. Aug 20, 20:17
Forum: X4: Foundations - Scripts and Modding
Topic: [MOD] Hard FoW Cell Borders (2020-08-04)
Replies: 4
Views: 936

[MOD] Hard FoW Cell Borders (2020-08-04)

This Mod makes the for some people barely visible micro hexes currently not visible by Radar far better visible, which is aimed to help some colorblind people, Since a Screenshot tells more than a thousand words: https://steamcommunity.com/sharedfiles/filedetails/?id=2187514323 and here the Download...
by UniTrader
Thu, 30. Jul 20, 22:51
Forum: X4: Foundations - Scripts und Modding
Topic: Falsche Reservierung am Baulager.
Replies: 7
Views: 1899

Re: Falsche Reservierung am Baulager.

Ich hab gerade zufällig ins Script des Managers geschaut und gesehen, dass es durchaus absicht ist dass Station und Baulager direkt mittels Frachtdrohnen über das Masstraffic Network waren austauschen.
by UniTrader
Wed, 29. Jul 20, 23:52
Forum: X4: Foundations - Scripts and Modding
Topic: Quaternions.
Replies: 14
Views: 1230

Re: Quaternions.

where the X-axis points forward, Y-axis to the right and Z-axis downward. Not sure how this affects the other stuff but the convention in X4 and earlier games is X points Up (up on your monitor; up from the ecliptic; Up of a Ship) Y points Right (right on your monitoy; East on the Ecliptic; Right o...
by UniTrader
Mon, 27. Jul 20, 20:50
Forum: X4: Foundations - Scripts and Modding
Topic: Quaternions.
Replies: 14
Views: 1230

Re: Quaternions.

you would need to basically make a resized clone of all engines you want to choose between, and make them compatible with the slots by using a different set of tags (like "engine medim_large component", note the _ because space is a seperator between diffrent tags) than the vanilla ones. An alternat...
by UniTrader
Tue, 21. Jul 20, 18:21
Forum: X4: Foundations - Scripts and Modding
Topic: Replace in XML not working?!?
Replies: 3
Views: 533

Re: Replace in XML not working?!?

also you forgot the encapsulating <properties>....</properties> because now you replace <properties> <identification name="{20105,2354}" basename="{20105,2351}" shortname="{20105,2355}" description="{20105,2352}" mk="2" /> <bullet class="bullet_spl_m_sticky_01_mk2_macro" /> <heat overheat="10000" co...
by UniTrader
Mon, 20. Jul 20, 17:39
Forum: X4: Foundations - Scripts and Modding
Topic: Easy Mod help needed
Replies: 2
Views: 546

Re: Easy Mod help needed

you have one set of "" too much. should be <diff> <replace sel="/materiallibrary/collection[@name='p1effects']/material[@name='p1_holograph_ads_01']/properties/property[@name='diffuse2_map']/@value">extensions\custads\assets\textures\ad_signs\p1_holograph_ads_01_diff</replace> <replace sel="/materia...
by UniTrader
Mon, 13. Jul 20, 17:53
Forum: X4: Foundations - Scripts and Modding
Topic: [Mod] Advanced Renaming (updated 2020-07-11)
Replies: 71
Views: 16954

Re: [Mod] Advanced Renaming (updated 2020-07-11)

Not really in the Scope of this Project. Also would require more hacking in the UI than i want.
Only compromise i can see is to make an expression to rename the Pilot or Manager of a Ship, but thats it. not any NPC present, which is obviously what you want.
by UniTrader
Sat, 11. Jul 20, 15:06
Forum: X4: Foundations - Scripts and Modding
Topic: [Help] Changed NPC Name In Save - Reverted When Job Changes
Replies: 5
Views: 1108

Re: [Help] Changed NPC Name In Save - Reverted When Job Changes

i guess its related to a random seed value many objects have, from which stuff like Name, Looks and stuff is generated. not sure about the save structure, but i think its worth a shot to try and removing it..
by UniTrader
Sat, 11. Jul 20, 14:18
Forum: X4: Foundations - Scripts and Modding
Topic: [Mod] Advanced Renaming (updated 2020-07-11)
Replies: 71
Views: 16954

Re: [Mod] Advanced Renaming (updated 2019-07-13)

Just updated the Version linked in the first Post. Changes i remember sine the last update (sorry, its been a while): => Fully Compatible with latest non-beta Game Version* (slightly reduced functionality in Beta or any unknown game Version) => Now Uses SirNukes' Lua Loader if present (old _G Workar...
by UniTrader
Wed, 8. Jul 20, 19:42
Forum: X4: Foundations - Scripts and Modding
Topic: official Egosoft X4 modding API docs?
Replies: 13
Views: 2200

Re: official Egosoft X4 modding API docs?

The issue is entierely with firefox to my knowledge - it used to have some kind of Webserver builtin to view Webpages locally properly, but that got removed "for security reasons". (EDIT: Or they blocked Access to other local files for the same reasons, not really sure) - So not really fixable by ed...
by UniTrader
Tue, 7. Jul 20, 22:23
Forum: X4: Foundations - Scripts and Modding
Topic: official Egosoft X4 modding API docs?
Replies: 13
Views: 2200

Re: official Egosoft X4 modding API docs?

recent versions of FF broke local usage of that file. now it only works if this file and all its dependencies are on some webserver.
by UniTrader
Tue, 7. Jul 20, 22:19
Forum: X4: Foundations - Scripts and Modding
Topic: [Mod] Advanced Renaming (updated 2020-07-11)
Replies: 71
Views: 16954

Re: [Mod] Advanced Renaming (updated 2019-07-13)

Just a quick heads up: => Mod folder Name is important . you have to remove the suffix -master which github attaches to it (otherwise the game wont find the required lua file) => while the old _G workaround should still work (i didnt remove the calls for it) i have migrated to SirNukes' Lua Loader a...
by UniTrader
Wed, 1. Apr 20, 17:22
Forum: X4: Foundations - Scripts und Modding
Topic: Alte Mods tauchen trotz Löschen immer wieder auf (content.xml)
Replies: 3
Views: 1618

Re: Alte Mods tauchen trotz Löschen immer wieder auf (content.xml)

Ich denke mal, dass das Problem die Steam cloud ist. Versuche mal, entweder das Spiel zu starten, die Datei zu löschen, dann das Spiel wieder beenden oder, wenn das nicht klappt, spiel starten, content.xml leeren (also alle Einträge entfernen, aber den Root Node behalten), und dann das Spiel benden ...
by UniTrader
Wed, 1. Apr 20, 03:06
Forum: X Rebirth - Scripts und Modding
Topic: Mod Übersetzung schlägt fehl (Problem beim packen/entpacken der .cat Dateien?)
Replies: 4
Views: 6260

Re: Mod Übersetzung schlägt fehl (Problem beim packen/entpacken der .cat Dateien?)

speichere deine Übersetzte Datei als t/0001-l049.xml erstmal ungepackt in der extension, und lass die originale unangetastet. XR/X4 lesen auch nicht gepackte Dateien, und das -L049 suffix ist für die deutsche Variante jeder Datei (sofern vorhanden)

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