[MOD] Capital Ship Bridge

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Tamina
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Post by Tamina » Fri, 24. Oct 14, 20:56

Let's see
t = Time between announcements
a = minimum time between announcements to not interfer
A = maximum time between announcements
c = current shield Capacity

t = a + c * (A-a) / 100

<------------------------------------>

Some random ideas for messages when shield capacity is below 100%
> "Generator [Number] overloaded! Immeadiate shutdown in section [Character]"
> "Oxygen loss in Area [Number]. Area gets hermetically sealed!"
> "Critical hull damage!"
> "Jumpdrive malfunction! Engineers in this section shall gather on the engine deck!"
> "Power outage in Section [Character]."
> "Don't Panic!" (Easteregg)
> "Fire Detected! In Area [Number]!"

<------------------------------------>

And of course if possible
if( c <= 0% ) "ALERT! Shields collapsed! All civilians are advised to immediatly evacuate the ship! REPEAT! Shields collapsed! Evacuating the ship!"
else if( c <= 25% ) "Attention! Shields are below 25 percent!"
else if( c <= 50% ) "Warning! Shields are below 50 percent!"
else if( c <= 75% ) "Shields capacity is at 75%!"

<------------------------------------->
Awww to come up with some sentences from scratch is really hard. I will let you know if I come up with more. :D :D :D
I never watched sci-fi series, but maybe it is a good reason to start watching them. :D
Let me know if you think they are good enough to use, so I know how things stand and come up with more or with better ones. :D

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Und wenn ein Forenbösewicht, was Ungezogenes spricht, dann hol' ich meinen Kaktus und der sticht sticht sticht.
  /l、 
゙(゚、 。 7 
 l、゙ ~ヽ   / 
 じしf_, )ノ 

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Litauen
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Post by Litauen » Fri, 24. Oct 14, 21:29

@Tamina

Great suggestions! I can play various announcements when hull damage is <25%, <50%, <75%, <100%.

Time between announcements should be different when shield is >75% and when it is 0% and so on. When hull starts to take damage I would like to play alarm along with screaming announcement to evacuate or pray.

If you have a savegame with action where your ship takes damage, maybe you could send it to me for testing?

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Tamina
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Post by Tamina » Fri, 24. Oct 14, 22:30

I have sended you a savegame. Should be good enough for testing.

Code: Select all

Und wenn ein Forenbösewicht, was Ungezogenes spricht, dann hol' ich meinen Kaktus und der sticht sticht sticht.
  /l、 
゙(゚、 。 7 
 l、゙ ~ヽ   / 
 じしf_, )ノ 

Lord Morpheus
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Post by Lord Morpheus » Sat, 25. Oct 14, 18:28

Hi Litauen.

Tested your mod the first time yesterday. It's just astonishing and creates a sort of "wow" effect I can't describe. Really good work ;)

While looking around on your bridge I had an idea for another room:
What about a sort of command room, where you have interactive monitors.
You can click the different monitors and they will displays the menus from the Albion Skunk (Maps, Trade Offers, Property Owned, Ship Info and so on).
Don't know if it's possible to add this though but if you could manage your empire from a capital ship without using any external menu.

UniTrader
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Post by UniTrader » Sat, 25. Oct 14, 18:33

this is already plenned to be included it anyone would know how to do it - see earlier pages of this topic
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)

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Litauen
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Post by Litauen » Sat, 25. Oct 14, 18:37

@Tamina - thank you, but your save requires Automated Emergency Mod. This mod killed my old saves, I will not touch it until it is fixed. Will have to manage myself. Thanks for trouble.

@Lord Morpheus - I don't know how to implement working/interactive monitors. If I knew, I would implement your suggestion.

bm01
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Post by bm01 » Sat, 25. Oct 14, 19:11

@Litauen there's nothing to "fix", Tamina has to uninstall it by using the new feature if she wants to give you her save (which at the time you replied to her might not have been available). Or if you prefer give it to me and I'll clean it for you.

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Tamina
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Post by Tamina » Sat, 25. Oct 14, 22:30

I am confused, I thought the save is completly AEMod clean, especially because I do not have this mod installed anymore and it works fine for me.

Of course I do not know if there is anything left from the mod which causes any debug log spamming.

Code: Select all

Und wenn ein Forenbösewicht, was Ungezogenes spricht, dann hol' ich meinen Kaktus und der sticht sticht sticht.
  /l、 
゙(゚、 。 7 
 l、゙ ~ヽ   / 
 じしf_, )ノ 

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Litauen
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Post by Litauen » Sun, 26. Oct 14, 00:35

I am sorry, Tamina, maybe I misunderstood your PM. Anyway, I can test with Skunk at first, cause it is way easier and faster for the Skunk to receive damage.

Already played with it in my little mod: Betty Plus

Goliathmk2
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Post by Goliathmk2 » Sun, 26. Oct 14, 08:12

For capship bridge announcements

-Engine shields are fully operational!
-Engine shields at (number) percent!
-Engine shields are failing/critical
-Engine shields are down!
-Engines taking damage!
-Engines critical!
-Engines destroyed!
-Engines repaired!
-Engines operational!
-Engines fully operational
-Jumpdrive ^^
-Drone Bay ^^
-Weapon systems are (number) percent operational
-Drones under attack
-Drone destroyed
-Unit lost
-Launching drones
-Disabling the first law (when launching combat drones/easter egg)
-We shall send wave after wave.
-All your base are belong to us (now it's just getting silly)
-Judgment Day! (REALLY!?)

Ok thats all i've got for now.

BONUSES (just thought of them)
(detection announcements)

-Warning (hostile faction) detected (smaller than Capship)
-Warning (hostile faction) Capital Ship approaching
-THEY..... Are Coming!

Sparky Sparkycorp
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Post by Sparky Sparkycorp » Sun, 26. Oct 14, 17:13

Liking the sounds :)

Slightly odd suggestion for Sucellus...ability for player to control and fire the main fun from the bridge... Could be fun but not quite related to this mod. Can't hurt to ask though :D

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Nosscar
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Post by Nosscar » Mon, 27. Oct 14, 11:56

Great looking mod, just one of things I was waiting for to return to rebirth.
But I tried it last night and got loads of lag/freezing, now I did have an old save game loaded with a list of mods attached, so gonna try a fresh start with this mod only to test it.
My questions are:
Is there any known issues with performance or other mods.
And will this be updated for x-rebirth 3.0 in December.

But thanks, great work.
Last edited by Nosscar on Mon, 27. Oct 14, 11:57, edited 1 time in total.
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Luke0086
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Post by Luke0086 » Mon, 27. Oct 14, 19:39

I love this mod! though I do miss my engine sounds now :-(

Is the Captain supposed to be sitting on the left as opposed to the center?

UniTrader
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Post by UniTrader » Mon, 27. Oct 14, 20:10

Luke0086 wrote:I love this mod! though I do miss my engine sounds now :-(

Is the Captain supposed to be sitting on the left as opposed to the center?
center place is reserved for the one above him - you ;) (this Seat has collisions disabled so you can "sit" in it by walking into it ;) )
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)

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Litauen
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Post by Litauen » Mon, 27. Oct 14, 20:51

Nosscar wrote: Is there any known issues with performance or other mods.
It is with performance for some players as reported. Test it yourself. Easy to remove. Does not mess save file. With other mods - no as far as I know, except the mod which places landing platforms on the Xenon ships. Bridge is backwards and in wrong position as reported.
Nosscar wrote:And will this be updated for x-rebirth 3.0 in December.
Depends. Maybe Egosoft will release their own bridges.
Luke0086 wrote:though I do miss my engine sounds now
Engines sounds are present. I only disabled shield generator's sound.

Luke0086
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Post by Luke0086 » Mon, 27. Oct 14, 20:54

I believe I ran into a possible random bug, as since the update the first time I got onto a bridge, the engine sound was really quiet, and I thought I read somewhere that it had been replaced with an ambient sound from Youtube?!

But now i'm on a bridge again and engine sounds are back. Strange!

Collision seems normal for the middle chair.

Are shield generator sounds only disabled when on the bridge or are they disabled outright?

Lord Morpheus
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Post by Lord Morpheus » Mon, 27. Oct 14, 21:32

They are disabled outright as far as I know.

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NZ-Wanderer
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Post by NZ-Wanderer » Mon, 27. Oct 14, 22:12

I posted a short video of a battle taken from on the bridge of one of my Arawn's, you get a pretty good idea of what I hear when I on one of them..
http://forum.egosoft.com/viewtopic.php? ... 24#4449924
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.

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Litauen
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Post by Litauen » Mon, 27. Oct 14, 23:01

Version update: v1.51 Less frequent announcements

Due to many requests on Steam.

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Sandalpocalypse
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Post by Sandalpocalypse » Tue, 28. Oct 14, 11:46

love the mod so far, but my fps crashes if i look at the hangar because of all the npcs in there~
Irrational factors are clearly at work.

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