[Open Beta1.0b] New Pirates Map/Mod Universe [07.04.05]

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

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

User avatar
mega|Doc
Posts: 324
Joined: Tue, 17. Feb 04, 00:09
x4

[Open Beta1.0b] New Pirates Map/Mod Universe [07.04.05]

Post by mega|Doc » Thu, 7. Apr 05, 18:15

I would like to introduce my pirates to Mod/Map. i hope you understand my "special" english.

Remark: This modification is not for beginners

My gratitude for the support comes on:
ThalonMook
blueshadow
rhaes


Features:
  • new jump gate connections
  • 30 new Soundtracks
  • A splinter group the Khaak named Outlaws
  • 2 pirate clans which one recognizes with the ships
  • new ships
  • 2 disguised pirate sectors, HQ of the pirate clans
  • player sector
  • new start conditions
  • and many more...
Background information :

Julian/Player

Ban Danna led negotiations with all races to provide Julian with a sector of his own. They all voted in favour because they didn't want to let Julians heroic efforts for the entire universe go unrewarded. While Ban Danna led the negotiations, Elena Kho ordered a ship - a unique one in the whole universe - the Nebukadnezar. Officially there was only one of this type of ship - but unofficially there were two of them. The first prototype was stolen by a pirate clan called Tharak (the most dangerous of the pirate clans). Unfortunately the search for the stolen prototype has so far been in vain. Eleana Kho therefore asks you to destroy the stolen ship if you come in across it. Meanwhile, a second Nebukadnezar was built, this time without incident, and was sent to Julian's sector. The Nebukadnezar is weaker than a M1/M2 but much stronger than a standard M6.

Outlaws

The Outlaws are a splinter group of the Khaak, this one doesn't agree to the war. For this reason they sell/produce weapon rocket ships of the Khaak . They also are the only ones who need Nividium for their production. You already recognizes the Outlaw by their name. The Outlaw sector is one of the most heavily guarded sectors in the universe. The factories are managed by the Goner, since the Goner have come in an alliance with the Outlaws because they will never show theirselfs in public. The only reason why the goners have a pact with the Outlaws is: the Goners hope to find the earth with the superior technology from the Outlaws.

Pirates

Pirate Clan Tharak

The pirates' clan Tharak is the strongest of the clans, they use new technologies as well as also new ships, this one is fundamentally stronger than the standard pirate ships. They sell the new ships and produce illegal goods, but it will get difficult to come to the shipyard. Since they are rather bad .

Pirate Clan Raffnix

The standard pirate ships take advantage of the pirates' clan Raffnix, since they don't have the means like the clan Tharak. They sell their standard ships and produce also various illegal goods and are not quite as bad as the Tharaks.


Downloads: ( german installer )
Caution : The following files are overwritten (egosoft/the threat/soundtrack), this only applies to the versions with new soundtracks:
01001.mp3
01002.mp3
01003.mp3
01004.mp3
01005.mp3


Getting recommendation for this Mod around an even better atmosphere : History:

06.04.05

Code: Select all

First version publishes mega-universe, without fog without new soundtrack 1.0b
07.04.05

Code: Select all

- Second version publishes mega-universe without fog with new soundtracks 1.0b
- all versions updated, various misspellings cleared up 
- 44 XXX t file completed 
Last edited by mega|Doc on Fri, 8. Apr 05, 12:09, edited 11 times in total.
"Das Weltall ist ein Kreis, dessen Mittelpunkt überall, dessen Umfang nirgends ist."
Blaise Pascal (19.06.1623 - 19.08.1662)

User avatar
mega|Doc
Posts: 324
Joined: Tue, 17. Feb 04, 00:09
x4

Post by mega|Doc » Thu, 7. Apr 05, 18:16

today is coming the version Mega-universe without fog with new soundtracks
"Das Weltall ist ein Kreis, dessen Mittelpunkt überall, dessen Umfang nirgends ist."
Blaise Pascal (19.06.1623 - 19.08.1662)

Sindwiller [ITF]
Posts: 713
Joined: Sun, 29. Feb 04, 12:36

Post by Sindwiller [ITF] » Thu, 7. Apr 05, 18:18

Darn Doc! :shock:

But i was faster :rofl:!

mfg, Sindwiller
Deutsches X3-Modding Wiki und Forum
#dev-kammer auf irc.gamesurge.net

User avatar
mega|Doc
Posts: 324
Joined: Tue, 17. Feb 04, 00:09
x4

Post by mega|Doc » Thu, 7. Apr 05, 20:13

07.04.05

Code: Select all

- Second version publishes mega-universe without fog with new soundtracks 1.0b
- all versions updated, various misspellings cleared up 
- 44 XXX t file completed 
this second version is the same map but with 30 new soundtracks
"Das Weltall ist ein Kreis, dessen Mittelpunkt überall, dessen Umfang nirgends ist."
Blaise Pascal (19.06.1623 - 19.08.1662)

D_Zorro
Posts: 2027
Joined: Wed, 6. Nov 02, 20:31
x3tc

Post by D_Zorro » Sat, 9. Apr 05, 10:06

This is a great mod. I tried and really like it. I know there where mods out there that would add new sectors but they somehow never showed up on the build in map inside the x2-univers. But somehow you guys did it and did it well. Keep up the good work. :thumb_up:

Oh and i like the new ship models as well.
That new ts class ship looks great. It can actually defend itself well.


DZorro,
System spec: Pentium (R) D 2.66 Ghz, Ram : 2048 DDR, HD : 250 GIG 7200 RPM intern 8 MB cash
Videocard : Nvidia Geforce 8800 GTS 320mb : Realtek
Laptop : AMD athlon 64 3200 + 1024 DDR 80 gig HD Conexant AMC Audio, Ati mobility Radeon Express 200

User avatar
Burianek
Posts: 2981
Joined: Mon, 29. Dec 03, 03:29
x3tc

Post by Burianek » Sat, 9. Apr 05, 10:41

Umm, you guys didn't add new sectors did you?
d_zorro is probably talking about sectors that you've renamed and redone right?
I don't believe it's possible to add new sectors and get them to show on the galaxy map.
Let me know if you did. I'd like to know how you did it.
Cheers.
"Nature's first green is gold" . . . stay golden.

Sindwiller [ITF]
Posts: 713
Joined: Sun, 29. Feb 04, 12:36

Post by Sindwiller [ITF] » Sat, 9. Apr 05, 11:30

Its possible to show it,

you most only export the Map with all T Files with the XeHonks GE.

mfg, Sindwiller
Deutsches X3-Modding Wiki und Forum
#dev-kammer auf irc.gamesurge.net

User avatar
mega|Doc
Posts: 324
Joined: Tue, 17. Feb 04, 00:09
x4

Post by mega|Doc » Sat, 9. Apr 05, 11:52

@burianek I have inserted two new sectors, these are the disguised pirates sectors ( since the sectors aren't shown on the map ). a bug is for me a feature :D

@D_Zorro thx for your good feedback, english exe is coming soon. I will extend this universe always further
"Das Weltall ist ein Kreis, dessen Mittelpunkt überall, dessen Umfang nirgends ist."
Blaise Pascal (19.06.1623 - 19.08.1662)

User avatar
TSM
Not a Moderator
Posts: 2947
Joined: Thu, 1. Jul 04, 12:31
x4

Post by TSM » Sat, 9. Apr 05, 11:57

Sindwiller [ITS] wrote:Its possible to show it,

you most only export the Map with all T Files with the XeHonks GE.

mfg, Sindwiller
You mean it would actually show a new sector with its name on the galaxy map? I was led to believe this was not possible as the Galaxy map that appears in game is hardcoded! :?

Megaldoc your mod works gr8, Ticaki's Pirate_Al plugin does not tell you everything it adds does it lol
Spoiler
Show
SUCH AS THE PIRATES HAVE APPEAR TO HAVE M6's WITH ACE PILOTS!
does make the universe a very unsafe place to be in an M5 :P also I managed to put all but one of my personal mod ships back into your mod so I really like it :D
FAQ's Egosoft Interactive FAQ
Egosoft Wiki

Sindwiller [ITF]
Posts: 713
Joined: Sun, 29. Feb 04, 12:36

Post by Sindwiller [ITF] » Sat, 9. Apr 05, 12:22

I say only one thing:

When EGOSOFT can modd or script something, without touch the binaries, whe can make i two!

You need only a loadnames Script, and a Textfile (*.xml) with the Names of the Sectors.

mfg, Sindwiller
Deutsches X3-Modding Wiki und Forum
#dev-kammer auf irc.gamesurge.net

User avatar
mega|Doc
Posts: 324
Joined: Tue, 17. Feb 04, 00:09
x4

Post by mega|Doc » Sat, 9. Apr 05, 12:27

Sindwiller [ITS] wrote:I say only one thing:

When EGOSOFT can modd or script something, without touch the binaries, whe can make i two!

You need only a loadnames Script, and a Textfile (*.xml) with the Names of the Sectors.

mfg, Sindwiller
you cannot see new sectors on the galaxymap !!! :roll:
"Das Weltall ist ein Kreis, dessen Mittelpunkt überall, dessen Umfang nirgends ist."
Blaise Pascal (19.06.1623 - 19.08.1662)

Sindwiller [ITF]
Posts: 713
Joined: Sun, 29. Feb 04, 12:36

Post by Sindwiller [ITF] » Sat, 9. Apr 05, 12:29

Why the Hell then i see my new Sectors in my Mod in the Galaxyview?!

mfg, SIndwiller
Deutsches X3-Modding Wiki und Forum
#dev-kammer auf irc.gamesurge.net

User avatar
TSM
Not a Moderator
Posts: 2947
Joined: Thu, 1. Jul 04, 12:31
x4

Post by TSM » Sat, 9. Apr 05, 12:34

wasn't implying it wasn't possible lol just happy that it is, maybe you could go into detail how :roll:
FAQ's Egosoft Interactive FAQ
Egosoft Wiki

User avatar
mega|Doc
Posts: 324
Joined: Tue, 17. Feb 04, 00:09
x4

Post by mega|Doc » Sat, 9. Apr 05, 12:37

Sindwiller [ITS] wrote:Why the Hell then i see my new Sectors in my Mod in the Galaxyview?!

mfg, SIndwiller
even egosoft cannot without grasping the exe file do it
"Das Weltall ist ein Kreis, dessen Mittelpunkt überall, dessen Umfang nirgends ist."
Blaise Pascal (19.06.1623 - 19.08.1662)

Sindwiller [ITF]
Posts: 713
Joined: Sun, 29. Feb 04, 12:36

Post by Sindwiller [ITF] » Sat, 9. Apr 05, 12:40

:rofl: :rofl: :rofl:

mfg, Sindwiller
Deutsches X3-Modding Wiki und Forum
#dev-kammer auf irc.gamesurge.net

ticaki
Posts: 4861
Joined: Wed, 6. Nov 02, 20:31
x3

Post by ticaki » Sat, 9. Apr 05, 12:47

mega|Doc wrote:
Sindwiller [ITS] wrote:Why the Hell then i see my new Sectors in my Mod in the Galaxyview?!

mfg, SIndwiller
even egosoft cannot without grasping the exe file do it
Yep

Greets ticaki
Zur Zeit nicht aktiv

Amon RAy (RAider.EG)
Posts: 61
Joined: Tue, 4. Jan 05, 01:11
x2

Post by Amon RAy (RAider.EG) » Sun, 10. Apr 05, 01:55

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 Information file F:\SRC\Xtract\Xtract\cut\00749.BOD
/ Automatically generated from F:\SRC\3DSMAX-Work\X2_The-Threat\Scenen-IngameMenues\Map749_new08.max
/===============================================================
/ EGOSOFT Bodyfile exporter version Sep 4 2003 00:37:38

VER: 3;
P 0; B -1; N Camera01; c
{ 0x0808; 0; 0; -19818; 0; 0; 32; 0.000000; 1.570796; -1; -1; } // 0

xyz - position of camera looking to the map - from upside.

Next strings - description of sectors:
This is the example from file generated for 300 sectors:
P 2; B 101; N 0101; { 0x2002; -36500; 54000; -9000; 0.000000; 0.000000; 0.000000; 0.000000; -1; -1; } // 0
- This is the Sector with coordinates on map: 1-1(x-y) - it is in the numbers near B; and N;.
- coordinates in scene you should find by yorself
(-36500;5400;-9000) - x;y - from XT and X2 maps - border position of left top part of map.
z coordinate you can edit to make map looks good for your eyes :)...

Maximum avaible 300 strings for 300 sectors map: x = 1..20, y = 1..15.

Next part of file:
Titles of sectors:
P 302; B 10101; N 10101; { 0x2002; -36400; 56500; -10200; 0.000000; 0.000000; 0.000000; 0.000000; -1; -1; } // 0
-example - Title of the sector with coordinates 1-1....hmmm....my english is not so good to explain...sorry.
Look at the numbers of B and N. look at the coordinates in scene - Title displayed near the sector on map.
After Titles of sectors:
Gateways - Lines between sectors on the map.
P 602; B 1010201; N 01010201; { 0x2002; -32900; 54000; -9300; 0.170000; 0.980000; 0.000000; 0.000000; -1; -1; } // 0R
- this from sector 1-1 to sector 2-1.


I hope it helps you in your works :)
Sed tamen potest esse totaliter aliter.(Lat.)

Galaxy613
Posts: 3285
Joined: Tue, 28. Dec 04, 02:19
x4

Post by Galaxy613 » Sun, 10. Apr 05, 04:47

Whagait?!? :o You mean you've been holding out on us? Thats mean :cry: Can you upload your 00749.bod somewhere? Mine seems skewed. :/
10,000 Lightyears of awesomeness

Amon RAy (RAider.EG)
Posts: 61
Joined: Tue, 4. Jan 05, 01:11
x2

Post by Amon RAy (RAider.EG) » Sun, 10. Apr 05, 07:52

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 language on page with dowloads. So I`ll host this file on host with my MOD today - but only for several days, you should download it, and host somewhere else, possible - on ShadowTek forum.

In october I seen a topic here about how to change default zoom on navimap - it is also about editing scene-file. - I think, you must find this topic too - for adding to you index of modding resources ;)...

PS. Same man, that created this scene for full Universe map(His nickname is CheckerTwo) - now working on adding new ships avaible for creating in game - from new strings in TShips file. His programm, (released just on this week ;) ) now can add 50 new ships of any class and give an acces for script editor commands such as "create ship" to restricted strings, such as AP_Gunner string was :)....
maybe I should pleased this man to make an english interface to programm and an english readme file - and host this programm to?
Sed tamen potest esse totaliter aliter.(Lat.)

D_Zorro
Posts: 2027
Joined: Wed, 6. Nov 02, 20:31
x3tc

Post by D_Zorro » Sun, 10. Apr 05, 11:33

Amon RAy (RAider.EG) wrote: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 language on page with dowloads. So I`ll host this file on host with my MOD today - but only for several days, you should download it, and host somewhere else, possible - on ShadowTek forum.

In october I seen a topic here about how to change default zoom on navimap - it is also about editing scene-file. - I think, you must find this topic too - for adding to you index of modding resources ;)...

PS. Same man, that created this scene for full Universe map(His nickname is CheckerTwo) - now working on adding new ships avaible for creating in game - from new strings in TShips file. His programm, (released just on this week ;) ) now can add 50 new ships of any class and give an acces for script editor commands such as "create ship" to restricted strings, such as AP_Gunner string was :)....
maybe I should pleased this man to make an english interface to programm and an english readme file - and host this programm to?
Well that's good news. Atleast now will finaly have more ships without losing the once we already have. So now more ships to play with. :thumb_up: Is anyone currently building these new ships so we could get more ingame ??? I guess all we need now. Is the ability to use more then 1 mod at a time. :p

DZorro,
System spec: Pentium (R) D 2.66 Ghz, Ram : 2048 DDR, HD : 250 GIG 7200 RPM intern 8 MB cash
Videocard : Nvidia Geforce 8800 GTS 320mb : Realtek
Laptop : AMD athlon 64 3200 + 1024 DDR 80 gig HD Conexant AMC Audio, Ati mobility Radeon Express 200

Post Reply

Return to “X²: The Threat - Scripts and Modding”