A new Flagshipp and more

The place to discuss scripting and game modifications for X²: The Threat.

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ThalonMook
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Post by ThalonMook » Wed, 19. Jan 05, 13:00

Hi,

I think you forgott something!!!

1. Download the Mod form the first Site... There some Updates past the last time.
2. Copy the Mod in the mods-folder in the Root of X2.. If there is no mod-folder create it... Copy the script in the scripts-folder...
3. Have you aktivated the MOD ???? How to aktivate start X2.. on the first Window use select Mod... Select the Mod... Start X2 and enjoy...

Ok

CU Thalon

Creston
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Post by Creston » Wed, 19. Jan 05, 22:39

Thanks for the tips Talon, but I did all that. :)

I even ran your initialization script. I can SEE the ships in the shipyard, the models just don't look right for me. But then again, apart from the Xshuttle by Rei, no mod that introduced another ship has ever worked for me, I always get some vague fuzzy white thing instead of the ship itself. Even funnier is that I can actually fly right through the white thing, so it's not just a texturing problem, the game doesn't really recognize it as being a ship.

I have no idea what causes this on my computer, I've reinstalled the game twice to try to fix it, no go. It won't even work on a clean new install, just patched.

Bah. :|
Thanks anyways :)

Creston

private mofo
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Post by private mofo » Thu, 20. Jan 05, 20:18

what programs are you guys designing this awesome ships on. i have some way cool ship ideas if someone could sent me a link to where i can download the program from. If anyone puts up the link i'll be churning out ships in no time.

Cheers Alex :D
Dancing on the head of a pin is not a talent if the head of the pin is considerably larger then you........

AdmiralTigerclaw
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Post by AdmiralTigerclaw » Thu, 20. Jan 05, 22:19

Sounds like that should go over to Tech Support if you haven't bugged them already.

You patched CORRECTLY right?
Make sure to patch one step at a time if you're below 1.2... patch up to 1.2 then up to 1.4.
Second, give it a test run with just THIS mod. Also, don't forget to save once and restart from that save to ensure the mod's running full power after you run the initialization script.

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DeadlyDa
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Post by DeadlyDa » Fri, 21. Jan 05, 01:08

private mofo said:
...if someone could sent me a link to where i can download the program from...
Unfortunately, 3dMax is required to create ships from scratch...and 3dMax is quite expensive.

You can download GMax, which is Freeware developed on the same codebase, and create models. While you will be able show images of the ships you create, you still won't be able to use them with X2.

If you can arrange it, I understand that Discreet (publisher of 3dMax) makes student copies available at a greatly reduced price.

Creston
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Post by Creston » Tue, 25. Jan 05, 17:36

Well, I finally managed to get it working after a completely fresh install of X2. Somehow even when I started a new game, the previous Mod was still interfering or something. :|

Very nice work, unfortunately, the flagship has some texturing issues for me, and certain textures flicker off and on. This makes it incredibly tiring to watch, and I always fly capships from the outside camera, so I'm going to give it a pass.

But excellent work on the models! :)

Creston

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ThalonMook
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Post by ThalonMook » Tue, 25. Jan 05, 18:19

Hi,
Very nice work, unfortunately, the flagship has some texturing issues for me, and certain textures flicker off and on. This makes it incredibly tiring to watch, and I always fly capships from the outside camera, so I'm going to give it a pass.
I know this but it was my first mod so you must live with that :-)
When I make the next mod all will be better...


The docking problem with the X-Trans I will fix this weekend... I must make it a littel shorter...

Ok CU Thalon

private mofo
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Post by private mofo » Tue, 25. Jan 05, 19:30

you got any idea where this arragement can be made to get 3D max?
Dancing on the head of a pin is not a talent if the head of the pin is considerably larger then you........

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DeadlyDa
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Post by DeadlyDa » Tue, 25. Jan 05, 20:01

you got any idea where this arragement can be made to get 3D max?
A quick Google search turned up more hits than i cared to count. Here is one of many... http://www.genesis-technologies.com/dis ... tudent.asp
Hope this helps...

AdmiralTigerclaw
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Post by AdmiralTigerclaw » Wed, 26. Jan 05, 08:19

ThalonMook wrote:Hi,
Very nice work, unfortunately, the flagship has some texturing issues for me, and certain textures flicker off and on. This makes it incredibly tiring to watch, and I always fly capships from the outside camera, so I'm going to give it a pass.
I know this but it was my first mod so you must live with that :-)
When I make the next mod all will be better...


The docking problem with the X-Trans I will fix this weekend... I must make it a littel shorter...

Ok CU Thalon
If you can avoid changing the model (I love its current design...) Try to avoid it. It's just weird that it likes to act like it does inside docks. It's also only a problem if you're flying it around yourself. For AI, it's excelent. Makes a nice TL supplier. "Red Dwarf Fuel Tender" As well as a spectacular bulk cargo carrier. (Multi Ore Mine transfer.)

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ThalonMook
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Post by ThalonMook » Wed, 26. Jan 05, 20:02

Hi,

To make the X-Trans a better docking....
I will only remove one of the cargobarrels...

I will not change the size off the cargobay or some ship data....

I think there are no big optical changes......

The X-Trans is the first moddel that I've made only with MAX.
So it's no problem to change some parts....

Ok I will do this the next days......

The flaggship I must make new in Max when I will replace some Parts.
I made it with Max but then I have completly rewrite it with a texteditor because the properties I used in Max were wrong...
After this hard work (2 days without sleeping :-) ) I know much more about the cut-scenes and files also I've learned
how to import the parts from X2 into Max with the right parameters....


At the moment I'm working at the "Heimat V1.4" Mod form Metuelisator to make it working with X2 V1.4 and to put my ships in the mod...
I fixed some bugs and make it a little harder....

If you dont know what this Mod is...

Here a short part of the readme....

Code: Select all

Mod: Heimat V1.5 (for X2 Version 1.4)
---------------------------------

26.01.2004 updated by Thalon Mook

a mission about a home-sector. 


What is in there: 
1. A mobile warehouse which looks nicely and also can carry a good amount of wares. 
2. Own (but no new one) sector with good connections. 
3. A flagship that earns the name and you cannot buy. 
4. A shipyard which sells rare stations and ships. 
Ok I will post here when I've fixed the Flaggship-Mod.....


CU Thalon

AdmiralTigerclaw
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Post by AdmiralTigerclaw » Thu, 27. Jan 05, 01:55

Good to hear Mook. If you need some translation/descrambling to english for you, just drop me a line, and I'll handle the de/re/unscramblitizationatronitizing for you.

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ThalonMook
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Post by ThalonMook » Fri, 28. Jan 05, 00:16

Hi,

I've fixed the X-Trans now he docks on any station...


The links on the first page are updated...

Ok much fun....

ChrisXIII
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Post by ChrisXIII » Tue, 1. Feb 05, 20:08

I've midified the Tship files. It concerns the flagship, it now has 30 turrets. I changed the speed/acceleration stat to make it closer to a truck than a ferrari... 8)

Here it is :
----------------------
940;0;0.00999;0.00999;0.00999;3;10161;31080;912;106;1;12;351;
20000;112;262;17000;4533;57344;30;3;12;4;16;5;0;8000;8000;103;1;
108;6;106;3;105;4;104;2;107;5;120;4;10;120000;35;36;0;7;1;0;806;
1;2;1;939;28;3;2;939;43;4;3;939;55;5;4;939;48;6;5;939;33;7;6;939;38;
7;1;0;1;0;1;4;2;4;1;1;708;26;981;2;2;1;708;27;981;2;3;1;708;29;981;2;
4;1;708;30;981;2;5;4;3;4;5;1;708;44;981;2;6;1;708;45;981;2;7;1;708;4
6;981;2;8;1;708;47;981;2;9;4;4;4;9;1;708;56;981;2;10;1;708;58;981;2;
11;1;708;59;981;2;12;1;708;61;981;2;13;4;5;4;13;1;708;49;981;2;14;1;
708;51;981;2;15;1;708;52;981;2;16;1;708;54;981;2;17;4;6;4;17;1;708;
34;981;2;18;1;708;35;981;2;19;1;708;36;981;2;20;1;708;37;981;2;21;1
0;7;10;21;1;708;31;981;2;22;1;708;32;981;2;23;1;708;39;981;2;24;1;7
08;40;981;2;25;1;708;41;981;2;26;1;708;42;981;2;27;1;708;50;981;2;2
8;1;708;53;981;2;29;1;708;57;981;2;30;1;708;60;981;2;1;2660000;25;1
;0;SS_SH_X_TL;
----------------------

There is a problem concerning docking baies...

I losted many fighter that didn't seems to find there way when leaving the ship! :?

Is there anybody experiencing this problem?

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DeadlyDa
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Post by DeadlyDa » Tue, 1. Feb 05, 23:19

...30 turrets...
Ah...be stll, my quaking heart!

You had me going there, since 6 turrets appears to be a hard limitation.

After looking over your TShips entry, I realized that what you meant was you had installed 30 lasers...there is a huge difference :lol:

ChrisXIII
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Post by ChrisXIII » Wed, 2. Feb 05, 17:25

Sorry about this, you can only only have 6 turrets.

But, I thought you can only have 4 lasers per side.

For a flagship that's not enough. And i discovered an intersting thing 5maybe it is not a great news for everybody :) ).

On the last side you configure in Tship, it seems you can create as many laser as you want.

I worked on this to do the following :

Hardpoints 26-27-29-30 = front lasers
Hardpoints 44-45-46-47 = bottom lasers
Hardpoints 56-58-59-61 = left lasers
Hardpoints 49-51-52-54 = right lasers
Hardpoints 34-35-36-37 = rear lasers
Hardpoints 31-32-39-40-41-42-50-53-57-60 = top lasers

This way, you really have 30 lasers (4 on the front/bottom/left/right/rear) and 10 on the top.

All credit goes to ThalonMook who declares so many hard points on his ship.

The limitation is as follow : I used some harpoints from both right and left of the ship.

Obviously, if main target is located on the right of the ship, lasers from the left won't fire and you will have only 8 working turrets... :wink:

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NZ-Wanderer
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Post by NZ-Wanderer » Thu, 3. Feb 05, 00:26

Decided to try this script last night and WOW :)

Found the new ships reasonably easy (took about 1/4 hour)

Alas tho, it's going to take me over 100 hours playing time to be able to buy that real cool looking battleship type ship tho (unless I go find some really big paying missions)

Great job :) :) :)
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth

NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.

DarthVain
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Post by DarthVain » Fri, 15. Apr 05, 11:08

I've only found the Deadly Mule MkII and a super TL but not the Flagship and the X-Trans :cry:

Have I done anything wrong??
Another one bites the dust!!

DarthVain

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ThalonMook
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Post by ThalonMook » Fri, 15. Apr 05, 16:17

Hmm I think you do something wrong....

Put the flaggship04.cat and .dat into the mods folder and put the script setup.plugin.addships.xml into the scripts folder then you will find the ships some were in the galaxy...


Ok CU Thalon...

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Red Spot
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Post by Red Spot » Fri, 15. Apr 05, 16:30

downloaded the mod yesterday .. just jumped to Split-space to have a look at the dragon ..

but I noteced a weird thing ... when lookin at the weapons it still had no more than 5 GHEPT's and 1 APPC in its hold .. but when lookin at the weapons installed it had an extra AIRE ..?!?

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