[MOD] X2 Ship Callback Mod V2 {V1.08} [4/6 3.1 compatible][Cockpit version added]

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Vortexz
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Post by Vortexz » Tue, 10. May 11, 11:04

You really do a great job and it's underappreciated man.
Finally got the mod working, idk what i did, just reinstalled EVERYTHING!

Cockpit=AMAZING! <3<3<3<3


One question, only 2 Boron ships being sold in the ARGON shipyard?
There's coffee in that nebula! - Kathryn Janeway

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killerog
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Post by killerog » Tue, 10. May 11, 16:35

Thanks for the feedback. That's a rare thing these days.

That's odd. I'll take a look at the code tomorrow, need to update the cockpit mod to the latest version anyway and add this too my downloader tool as well.
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Argonaught.
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Post by Argonaught. » Tue, 10. May 11, 19:26

Haven't read through all the pages so maybe you already answered, just wondering, did you take a look at porting over the Pirate ships yet or is this ship pack the final.

Cool job on what you've done already :)

Argo.
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killerog
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Post by killerog » Tue, 10. May 11, 19:28

The pirate ships have not been added yet. But they will be added to the new mod with the improved textures.
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Argonaught.
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Post by Argonaught. » Tue, 10. May 11, 21:06

Ah, very nice, can't wait to see them when it's done :)

Argo.
[MOD]X3TC No Fog / [MOD]X3AP No Fog / [MD]X3TC Menagerie Shipyard / [MD]X3AP Menagerie Shipyard
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Argonaught.
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Post by Argonaught. » Thu, 19. May 11, 11:49

I found an ancient piece of code you forgot to fix :P

in the X2modshipspawn.xml file: invincible="1"

I found an M1 and was like YAY and then tried to dock a disco to it to give it a jumpdrive and couldn't :(

Anyway: invincible="1" = no selling and no docking to of ships spawned with that set.

Also mean that the ships will never die. Bit over powering if you ask me :D

Anyway just re-reminding you about it.

HTH

Argo.
[MOD]X3TC No Fog / [MOD]X3AP No Fog / [MD]X3TC Menagerie Shipyard / [MD]X3AP Menagerie Shipyard
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killerog
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Post by killerog » Thu, 19. May 11, 11:52

Aww thanks for pointing that out. I'll sort it after my exams.
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Argonaught.
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Post by Argonaught. » Thu, 19. May 11, 21:17

Sorry to bring more bad news :S

Decided to clone the mk1 Colossus but couldn't dock an M5 to it.

I then bought one from the Decom shipyard and that to didn't show up as a valid docking target.

Tried it while IS and OOS and still no joy.

No biggy atm as I'm just looking for a cheap fleet of cargo carriers till I finish the plots and get my HQ up and running.

Just wanted to let you know about it for a future release.

HTH

Argo.
[MOD]X3TC No Fog / [MOD]X3AP No Fog / [MD]X3TC Menagerie Shipyard / [MD]X3AP Menagerie Shipyard
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Post by killerog » Sun, 22. May 11, 21:14

Come to think of it, I dont think there is any docking for X2 ships at the moment. There was in a couple of versions but I lost the scene and model files for the docking port so hav eto redo it. That will be done in the Mk2 version of this mod(MK2 of a Mk2 hmmm....)
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Argonaught.
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Post by Argonaught. » Sun, 22. May 11, 21:38

lol, np really as the ships look cool :)

Can I request an extra thing when you are redoing the hangars.
To enable:

X2 M6's be allowed dock a single fighter - like it was in an earlier X game.
X2 TL's to allow docking of TP's/TS's - as it was in an earlier X also.

IMHO TL's should have had docking capability for TS/TP type ships to aid in trading / mining activities.

Anyway Just a request, feel free to tell me to take a flying jump if you like :P

Argo.
[MOD]X3TC No Fog / [MOD]X3AP No Fog / [MD]X3TC Menagerie Shipyard / [MD]X3AP Menagerie Shipyard
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killerog
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Post by killerog » Sun, 22. May 11, 23:04

I will think about :wink:
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Vortexz
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Post by Vortexz » Fri, 15. Jul 11, 15:49

Dude, this mod is amazing. got it working finally.
Loving my cockpit! X3 was so bare without them!
Congrats! Also loving seeing random old ships flying around.
Just one thing, i set autopilot to dock at a station, and i was flying past an old titan, and my ship flew awfully close to it, about 20 metres. I don't know if this is normal, or it may be a bug where the AI Doesn't recognise the ship. Will keep you informed.
There's coffee in that nebula! - Kathryn Janeway

- How about a russian roulette booth? And here's the kicker, we put bullets in all the chambers, that way *everybody* wins! -

killerog
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Post by killerog » Fri, 15. Jul 11, 15:52

That might be due to the ship exporter only being able to create accurate collision data with the last update. I have not got around to re exporting all my old ships.
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mcjomar
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Post by mcjomar » Fri, 23. Sep 11, 10:43

Can anyone confirm the status of the mod for me?
I've been looking for something like for a looong time, finally dug it up, and want to get started.
However, I'm curious as to whether it's still compatible with the latest version of X3TC (and whether or not all the kinks have been worked out yet).
Otherwise, looks very very very good, and I'm just itching to get my hands on it!
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killerog
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Post by killerog » Fri, 23. Sep 11, 12:04

This mod is compatible with the latest version of the game.
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Vortexz
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Post by Vortexz » Fri, 23. Sep 11, 14:07

mcjomar wrote:Can anyone confirm the status of the mod for me?
I've been looking for something like for a looong time, finally dug it up, and want to get started.
However, I'm curious as to whether it's still compatible with the latest version of X3TC (and whether or not all the kinks have been worked out yet).
Otherwise, looks very very very good, and I'm just itching to get my hands on it!
Works amazingly, incorporates into the game flawlessly.
Cockpit mod is amazing, no bugs or glitches, and the ship callback mod works great.

No problems so far. Enjoy. :)
There's coffee in that nebula! - Kathryn Janeway

- How about a russian roulette booth? And here's the kicker, we put bullets in all the chambers, that way *everybody* wins! -

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Kirlack
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Post by Kirlack » Thu, 27. Oct 11, 03:31

Wow, Killerog this mod looks AMAZING! :D

I've been hit by a bit of nostalgia lately and really wanted to play X2 again (only for the ships of course, the TC engine is far better IMO), now, I don't have to! :D

For what it's worth, I did some modding on Morrowind waaaaay back when, so I have some idea of the sheer volume of work this project must involve. All I can say is, thank you for all your hard work, and I am very much looking forward to getting this mod up and running.

On a side note, like many others I'm also looking forward to seeing the like of the Pirate Bayamon again (my fave fighter from X2 days), and to having TLs with TS docking capacity! :D If/when this happens I'll be sure to get the latest version....if not, well...given the amount of work already put into this project i doubt anyone would hold it against you to not give it any more time ;)

Thanks again, and great work :D

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Kirlack
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Post by Kirlack » Thu, 27. Oct 11, 19:39

Ok, so i downloaded the spk file, installed via the Plugin Manager...nada.

So, i dowloaded the .rar instead and extracted that....WOW

Killerog, you are a legend. I LOVE THIS MOD! :D

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Kirlack
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Post by Kirlack » Fri, 28. Oct 11, 12:55

Right, it seems the trails pack adds a bit too much to my game for my system to comfortably handle. Performance suffered so badly I ended up removing the mod *sigh*

None the less Killerog, excellent work, as soon as I get a better rig (or download some of the load reducing bits and bobs available) i'll be putting this to good use :)

killerog
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Post by killerog » Fri, 28. Oct 11, 13:16

Good to see you are enjoying the mod. Shame about the trails pack causing lag but it dose effect performance a bit.
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