CheckerTwo's Patch10 OBJ Extension Tool

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DeadlyDa
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CheckerTwo's Patch10 OBJ Extension Tool

Post by DeadlyDa » Tue, 7. Jun 05, 03:51

OK gang,

Patch10 is available for your downloading pleasure.

I have it on my site right HERE!

PS - Please don't ask how to use it...if you don't know, you need to spend some time and come up to speed with X2 modding. In the wrong hands, this is a very dangerous tool...in the right hands, it makes for some very kewl mods. I'm not being nasty, and you can of course do whatever you like. However this utility alters your X2 OBJ files, so play nice...OK :)

Please note that there is a hard limitation in X2 at 32 missiles or weapons. This means you can add 7 more weapons (there are already 24...base 0), and 23 more missiles.

The good news is that all the missiles (and weapons) are selectable from the standard X2 keyboard shortcuts.

Galaxy613
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Post by Galaxy613 » Tue, 7. Jun 05, 03:53

lol, ONLY 23 more missiles..? :lol:

Great news Deadly! I'm going to add my own gun now! :D

Just one question: What should the ID be for my new weapon? Can it be anything? :?
10,000 Lightyears of awesomeness

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Red Spot
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Post by Red Spot » Tue, 7. Jun 05, 07:30

why do we get X3?? ..

we dont need it .. :lol:

AdmiralTigerclaw
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Post by AdmiralTigerclaw » Tue, 7. Jun 05, 07:50

*Stuffs Red Spot (Formerly G5 wasn't it?) into a small box and mails it to Alaska... To be precise, Point Barrow.*

"SHHHHH... Don't let Egosoft hear you."

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Red Spot
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Post by Red Spot » Tue, 7. Jun 05, 14:36

*I was wispering ....*


















*at very very low volume ..*

Galaxy613
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Post by Galaxy613 » Tue, 7. Jun 05, 16:51

How are you suppost to get bullets working? I got the weapon itself to be seen and mountable but how do I assocaite the Bullet to the weapon?
DeadlyDa wrote:PS - Please don't ask how to use it...if you don't know, you need to spend some time and come up to speed with X2 modding...
I'm already up to date with X2 modding! But that doesn't mean I know how to get my bullets to work!
10,000 Lightyears of awesomeness

ShadowX
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Post by ShadowX » Tue, 7. Jun 05, 19:21

This is awesome!
Galaxy613 wrote:How are you suppost to get bullets working? I got the weapon itself to be seen and mountable but how do I assocaite the Bullet to the weapon?
27;299;0.1;0.1;0;24;1210003;200;960;24;8000;0.01;100;40000;1;1;4;SS_LASER_TEMP1;

I'm quite sure one of these numbers identifies current TLASER weapon number and other one current TBULLETS weapon number(0 being first in the second line of the file).

ShadowX
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Post by ShadowX » Tue, 7. Jun 05, 21:43

I tried adding those extra weapons to my already modified x2story.obj and x2galedit.obj files which had 314 tships lines, and the program kept giving error message: "Range check error.".

Then I tried adding those extra weapons to original files and it worked!

I wasn't ready to give up on my already modified files so I tried again and got same error message. I tried also modifying anything else but extra lasers, and it worked! So the problem had to be in laser count or in ship count.

Then I though: what if I reduce ship count...

Reduced 1(to 313) with one extra weapon (25):
"Range check error"
Reduced 2(to 312) with one extra weapon (25):
no errors!
it worked!

And rest was crystal clear to me: 2 ship lines must be unused per 1 laser line, meaning you can have 300 lines for ships if you want to use all 7 extra weapons.

There are more than enough empty ship slots so it's not a big deal :wink:


Is this a bug? :?

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DeadlyDa
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Post by DeadlyDa » Wed, 8. Jun 05, 02:15

All,

TBullets and TLasers are synched by line number.

Hope this helps.

Galaxy613
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Post by Galaxy613 » Wed, 8. Jun 05, 03:43

Ah, then it must be my bullet line thats faulty. Nothing else, I'll try to copy a different bullet and put it instead of my made-from-scratch one. :) Thx

A-ha! I set my indexes in TLasers.txt to 25 when they should've been 24! And now my bullet works! :D
10,000 Lightyears of awesomeness

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