Litcube's Universe

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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

Post Reply
User avatar
RoverTX
Posts: 678
Joined: Wed, 16. Nov 11, 19:37

Post by RoverTX » Mon, 28. Apr 14, 22:16

Can you explain a little bit more about the bug fixes you talk about.

https://code.google.com/p/litcubesunive ... _Bug_Fixes

I hadn't even heard of some of these and was interested how you went about fixing them.

User avatar
Litcube
Posts: 4239
Joined: Fri, 20. Oct 06, 19:02

Post by Litcube » Tue, 29. Apr 14, 01:47

Brokkoli wrote:Some questions I have not found answered in the wiki:

- What about weapon and ship balance? Has that been touched? I guess so, since it is the first thing I modded when I got the mod urge. I just wanted to ask to make sure.

- Pathfinding: Do NPC ships avoid Xenon/Pirate sectors now? This has always been a major immersion breaker for me that NPC ships fly lemming like into Xenon space to their death. And that they don't flee from hostiles on radar.
First question: There'll be a page coming out on that shortly.

Second question: https://code.google.com/p/litcubesunive ... athfinding

User avatar
Litcube
Posts: 4239
Joined: Fri, 20. Oct 06, 19:02

Post by Litcube » Tue, 29. Apr 14, 05:07

@ Rover: I can't tell you how I fixed them, but if there's something else specific you'd like to know, feel free to ask.

User avatar
bluenog143
Posts: 764
Joined: Wed, 26. Oct 11, 23:35

Post by bluenog143 » Wed, 30. Apr 14, 04:21

Hey Litcube, I know this question might sound weird, but please bear with me.

The UFO's, did you do anything with/to the UFO's?

I've been obsessed with UFO's lately. :mrgreen:
SinisterDeath wrote:This reminds me of something...

"I don't believe in GoD, but GoD sure believes in blowing up my factories."
Dark_Ansem wrote:Seeing your creation in-game and working makes one feel all warm and fuzzy inside.

User avatar
Litcube
Posts: 4239
Joined: Fri, 20. Oct 06, 19:02

Post by Litcube » Wed, 30. Apr 14, 04:24

Hah.

A lot of things have changed in the game and the galaxy, but I left those little guys in there in all their 1998 textured glory and pointless self-important mission: Must travel from this place... to this place...

User avatar
bluenog143
Posts: 764
Joined: Wed, 26. Oct 11, 23:35

Post by bluenog143 » Wed, 30. Apr 14, 05:49

Litcube wrote:Hah.

A lot of things have changed in the game and the galaxy, but I left those little guys in there in all their 1998 textured glory and pointless self-important mission: Must travel from this place... to this place...

My life is officially complete. :lol:

But in all seriousness, that answers my question. There's something about those guys and their buzzing saucers that just adds the finishing touch to X.
SinisterDeath wrote:This reminds me of something...

"I don't believe in GoD, but GoD sure believes in blowing up my factories."
Dark_Ansem wrote:Seeing your creation in-game and working makes one feel all warm and fuzzy inside.

User avatar
Litcube
Posts: 4239
Joined: Fri, 20. Oct 06, 19:02

Post by Litcube » Wed, 30. Apr 14, 11:00

RoverTX wrote:Can you explain a little bit more about the bug fixes you talk about.
Hold on, Rover! I can explain one of those bugs:

"Mission spawned pirate ships no longer have inactive turrets."

Scenario: If you get a mission, and pirate ships are spawned in the sector you're currently in, the pirate ships will not have turret commands.

Cause: In the script !plugin.gz.missile.def.mk3.xml, there's a check for owership change of the host ship. This happens in the above scenario, so the turret script exits.

Easy fix.

jeroll3d
Posts: 643
Joined: Thu, 26. Jun 08, 02:28

Post by jeroll3d » Wed, 30. Apr 14, 17:26

Litcube

Your mod is to a noob like me?

(just instal or fake patch Cat. Dat. files)
Entusiasta da série X3! The best game.

User avatar
Litcube
Posts: 4239
Joined: Fri, 20. Oct 06, 19:02

Post by Litcube » Thu, 1. May 14, 04:13

jeroll3d wrote:Litcube

Your mod is to a noob like me?

(just instal or fake patch Cat. Dat. files)
Should be an installer, thanks to the magic of Createse.

Edit: I spelled his name wrong.
Last edited by Litcube on Thu, 1. May 14, 12:40, edited 1 time in total.

User avatar
Createse
Posts: 52
Joined: Sat, 21. Mar 09, 00:28

Post by Createse » Thu, 1. May 14, 12:31

jeroll3d wrote:Litcube

Your mod is to a noob like me?

(just instal or fake patch Cat. Dat. files)
Litcube wrote:Should be an installer, thanks to the magic of Createse.
I'll be packaging the release (v1.0) into one big behemoth of an installer for Windows users. There could be up to 2-3 files to download (1 EXE/setup and 1-2 BIN/data files). Thereafter, standalone and sequential patches (1 EXE/setup file) can be used to apply updates and bug fixes. I'll also be looking into Linux installers, post-release unfortunately.

"Disclaimer: Setup (also known as an installer) may be subject to change, over time. Bullwinkle came across a rather hacky, but functional method for packaging these three initial setup files in to one big compressed monster using 7-Zip and some magic dust. The resulting executable would be capable of automatically running the setup [EXE] file once extracted."
Last edited by Createse on Thu, 26. Oct 17, 23:49, edited 5 times in total.

Sinnerman49
Posts: 85
Joined: Thu, 20. Sep 07, 17:00

Post by Sinnerman49 » Fri, 2. May 14, 01:30

I've been happily "play-testing" (read: mooching all of Litcubes hard work) for the past few months - I can honestly say it's been the most "complete" X3 experience I've ever had.

The biggest features in my opinion:

Performance (It's EXTREMELY optimized, runs faster than vanilla)
Phanon/OCV threats - finally, a true challenge!
Some of the neat logistics tools Litcube has built into the universe are great, along with a plethora of new hotkeys.

I can't wait till it's released!

akruppa
Posts: 31
Joined: Fri, 25. Oct 13, 13:57

Post by akruppa » Fri, 2. May 14, 14:17

Createse wrote:
jeroll3d wrote:I'll also be looking into Linux installers, post-release unfortunately.
Would it be possible to release a Linux/MacOS zip/7zip/tarball with basic instructions how to install it, so computer literate players at least can give it a try?

User avatar
jack775544
Posts: 1117
Joined: Tue, 13. Dec 11, 09:27

Post by jack775544 » Fri, 2. May 14, 14:48

"Is it compatible with XRM?"
I am sorry had to ask it, no one said it yet. :P

Sarcasm aside, this is looking amazing, I pity you for undertaking the nightmare that is obj file editing, can't wait to play it when it comes out.
Personally I am finding all of the small changes are going to be a bigger than the larger ones (OMG proper pathfinding).
1940s - Various "computers" are "programmed" using direct wiring and switches. Engineers do this in order to avoid the tabs vs spaces debate.

User avatar
Createse
Posts: 52
Joined: Sat, 21. Mar 09, 00:28

Post by Createse » Fri, 2. May 14, 16:12

akruppa wrote:Would it be possible to release a Linux/MacOS zip/7zip/tarball with basic instructions how to install it, so computer literate players at least can give it a try?
ZIP files will be provided [as-is] for those unable or unwilling to use the installers; for whatever reasons. Basic instructions will most likely be provided but computer literate users might also be expected to know what they're doing. Manual installation probably won't be that dissimilar to the other total conversion/overhaul modifications out there, or X3 modifications in general.

akruppa
Posts: 31
Joined: Fri, 25. Oct 13, 13:57

Post by akruppa » Fri, 2. May 14, 17:12

That works for me. Thanks a lot!

I'm fairly new to X3 but already growing bored with it, even though it seemed like the perfect match for the kinda game I like. Much of its complexity is superficial, not least thanks to the awkward user interface - I don't think there's any key combination left I don't have hot-keyed by now. The economic model is very simplistic, the enemies are easy and dumb, and almost all built-in scripts are buggy or lacking is some way or another. Now that X: Refund is out, that's written off as an alternative, too.

Reading the changes list for LU made me nod my head on pretty much every point, thinking "yeah, that's what they should have done." I'm really looking forward to it, it might be the game I was hoping for in the first place.

Post Reply

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”