Same engine - same way of modding?

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pref
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Same engine - same way of modding?

Post by pref » Tue, 8. May 18, 15:05

Was just wondering if X4 scripting language will be similar as in XR?
I assume its the same engine with some improvements?

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Post by linolafett » Tue, 8. May 18, 15:14

Artist impression: Yes very similiar way of modding as in XR. Shadres have changed though from DX to OGL afaik, because of the change to vulkan.
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Re: Same engine - same way of modding?

Post by CBJ » Tue, 8. May 18, 15:16

pref wrote:Was just wondering if X4 scripting language will be similar as in XR?
I assume its the same engine with some improvements?
Yes, it will use the same scripting system, but with lots of improvements and new functionality to support the new features in the game.

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Post by pref » Tue, 8. May 18, 15:22

Thanks for the replies!

Any more detailed info available on major areas on improvements?
Guess its too early..?

Good news for me, grown to like XR scripting pretty quickly.

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Post by UniTrader » Tue, 8. May 18, 15:38

maybe give use the curent version of the X4 xsd files so we can start making plans what to do with the new functionality? :D (of course without promises that everything will be included or stay the same)
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Post by Xenon_Slayer » Tue, 8. May 18, 15:42

There are quite a lot of systems running on MD beyond missions so along with the AI scripting system, it's been extended. One big new system is NPC state machines for the people you've seen running around on platforms in the videos. At current rate of development, MD is set to gain sentience by early June.

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Post by JSDD » Thu, 10. May 18, 10:28

linolafett wrote:Artist impression: Yes very similiar way of modding as in XR. Shadres have changed though from DX to OGL afaik, because of the change to vulkan.
it would be interesting to know what kind of resources are available to the shader stages so that we can rewrite them. for example, in OGL there can be "Shader Storage Buffer Objects" that you can use to kind of read from and write to, and "Uniform Buffer Objects" that can only be read from (by the shaders). in deferred shading the last stage has also usually textures of different formats with different properties, (positions/normas/diffuseColor/albedo/etc), depends on your engine, that would be useful information, too (:)). since we cant allocate these buffers via scripting (i assume) we need to know what resources are available at what rendering stage. i dont know anything about vulkan, but i assume there are also restrictions on how to use available resources ...

Xenon_Slayer wrote:There are quite a lot of systems running on MD beyond missions so along with the AI scripting system, it's been extended.
maybe publishing an overview of these new systems and how they interact with the scripting system will be a good idea, or some other kind of documentation of these systems, otherwise it takes a bunch of time of the modders to figure it out on themselves how everything is supposed to work ...
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Post by Skeeter » Thu, 10. May 18, 12:28

I wonder if the planet shaders can be rewritten by those that can in modding world be adapted to maybe making star trek shields for ships.
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Post by pref » Fri, 11. May 18, 17:52

Thanks!
Will check if new info is available in june.
Best wishes for the dev team!

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