[XRVR MODS] X-R Vanilla Recall Collection [Update 2017-09-11]

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Boeng01
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Post by Boeng01 » Sat, 12. Aug 17, 01:12

I started over tonight with deleting the old vanilla galaxy recall mod and open doors, like you stated in the first post.

I added the following mods of your collection afterwards:

ego_vr
Recall_CockpitMk1 - (dertien)
Recall_GamestartHoL - (dertien)
Recall_GamestartsVanilla - (dertien)
Recall_GamestartTO - (dertien)
Recall_OpenDoors - (eMYNOCK)

All seemed to went well, after starting a new game (since old savegames aren't compatible) the gamestarts are there as the cockpit is. But now the VR part of the game crashes from time to time, but always while docked on stations. The picture in the HMD freezes, the Touchcontrollers are inoperatible.
First i thought the game just crashes, but when taking off the HMD i realize that the game just paused like it does normally when taking off the HMD. I can resume the game on screen and save it, restart and play forth from the point the VR part crashed.

I never had this behavior before, so it seems to be something with the new files you added.

Any ideas?

Boeng01
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Post by Boeng01 » Sun, 13. Aug 17, 21:05

Since others are reporting this bug too it seems to have nothing to do with your files - but strange enough that i never had this issue before.

Yesterday i was able to play again without any freeze. Strange. Will report in the other thread.

What i realized was that some random missions that expect me to talk to someone on a station are not working correctly. Maybe this is correlating with the open doors mod and the spawn behavior of NPCs at stations. The mission target sends me to the given dockpoint and tells me to dock there (to speak to an NPC) and after docking the NPC isn't there and the mission target tells me to return to ship. After returning to ship it tells me again do dock and so on ...

Could you take a look at that?

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eMYNOCK
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Post by eMYNOCK » Mon, 14. Aug 17, 03:26

Boeng01 wrote: What i realized was that some random missions that expect me to talk to someone on a station are not working correctly. Maybe this is correlating with the open doors mod and the spawn behavior of NPCs at stations. The mission target sends me to the given dockpoint and tells me to dock there (to speak to an NPC) and after docking the NPC isn't there and the mission target tells me to return to ship. After returning to ship it tells me again do dock and so on ...
This should be already confirmed by the Devs, anyways i assume missions like Treasure Hunt, Ancient Relics, Healthy Enthusiast and those "colect stuff from drifting crates" are affected, hm?

if so you can look for your mission giving NPC via the station overview and simply talk to him/her via com... you should be able to hand in your goods with this method.

dertien
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Post by dertien » Mon, 14. Aug 17, 20:32

Was at a festival the whole weekend, hence the late response...

It is possible that some things might break, it is also very early to judge as to what is causing it, since ego is struggling with bugs on their own as well, and the game is still in early access.

Reducing the amount of mods and trying to isolate the issue by elimination should be a logical path if bugs are encountered.

I was planning on testing the 'old ' campaign and see how far it takes me with the mods we have so far activated.

Bringing Yisha back to the seat (so you can choose and mod your copilot) is one of the few things I think belongs on the Recall list - but a less straightforward affair than the ones already there at least in comparison to the ones I put back.

So I'm tempted to test the collection of Vanillla and XRVR gamestarts we have at the moment to see how well they all fare.

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Post by UniTrader » Mon, 14. Aug 17, 22:58

not in the mood to do any testing currently but regarding Yisha here two approached which might be worth a shot:

1) File assets/interiors/rooms/interors_rooms/playership_back.xml

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<diff>
  <remove sel="/components/component/connections/connection[@name='Connection_yisha']"/>
</diff>
make sure the related mod loads after the ego_vr mod. Also this will only work with a New Game.

(my theory is that the Copilot is preferably added to the back room, because she is technically required for any Menu..)



2) other idea which might work is this script line when the Player is in the CP:
<add_actor_to_room actor="player.copilot" room="player.room"/>
might require docking and undocking to update though..
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 ;)

dertien
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Post by dertien » Tue, 15. Aug 17, 17:19

Thanks for the tip Uni. Appreciated!

I saw that line as well last week, but didn't think it was going to be that obvious. - It wasn't - I just tested it :) . She was indeed quite surgically removed - not just using xml comment lines; and I am not familiar enough as to where all Yisha's ins and outs are hidden within the xml-files and its XRVR structure.

Furthermore, Yisha and Ren's seat-swivel animation was also removed from the original code, not just Yisha. I like the fact that the pilot seat 3D model stays put and does not swivel. The player's seat position can be overridden by xml and put a few feet backwards to solve the 'neck ache' problem we have currently when looking at the slideout monitor; which would in turn bring an extra mod to the collection.

As a Yisha recall mod we could use the 'Shady Slater' mod as a backbone and drop him in the copilot seat. His appearance can be changed pretty easily.

And as you say, UniTrader, leaving Yisha where she is but putting someone else in the copilot seat would suffice meaning that line of code from option 2) might come in handy, thanks for the tip!

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Post by UniTrader » Sun, 20. Aug 17, 22:32

finally:
http://steamcommunity.com/sharedfiles/f ... 1116241335

Galaxy is complete it seems, but some logic stuff is missing.. (ships dont know how to change Galxies since they are not linked...)
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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eMYNOCK
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Post by eMYNOCK » Mon, 21. Aug 17, 00:28

i do not know if there are plans for the unused Gate in Silent Night...

but this could be the perfect link into the mirror universe.

Boeng01
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Post by Boeng01 » Mon, 21. Aug 17, 03:30

I really appreciate all the work you're putting in this. Its fun to see how it all evolves. Since i have no coding experience i cannot help in this way but if i can help with testing anything in game i would gladly do if needed.

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Post by UniTrader » Mon, 21. Aug 17, 18:19

eMYNOCK wrote:i do not know if there are plans for the unused Gate in Silent Night...

but this could be the perfect link into the mirror universe.
they are already linked, but only for the Player since i still have to teach the AI how to change Universe - guess why the both Torides are so close to each other ;) :D

PS @Boeng yeah, testing everything thouroughly will be required later, but first the ai must handle the anomaly travel properly, because npc travel between the universes is broken atm..
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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eMYNOCK
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Post by eMYNOCK » Mon, 21. Aug 17, 19:41

wait.. you want us to travel through the Toride Anomalies?

cant you just set a anomaly as some kind of gate and connect it with an other anomaly?

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Post by UniTrader » Mon, 21. Aug 17, 22:33

wait.. you want us to travel through the Toride Anomalies?
i think the Anomalies make more sense than Gates in leading to an alternative Universe* (thats how i interpret the smultaneous eixstence of both universes) than Jump Gates.
cant you just set a anomaly as some kind of gate and connect it with an other anomaly?
Anomalies are putting you to another random anomaly in the galaxy (usually), but i can use a few tricks to put consistency in that behavior ;) maybe something like stabilizer missiles which will force the anomaly to lead to is Parallel Universe counter piece for a few seconds or something.. currently relatively low prio though, the other stuff is more important for me.
Also i am planning to implement a Anomaly Travel Method for other Ships than the Player Ship, question is if its all Ships or just small ones (see later)

still some stuff i have to decide about though:

=> Because i mirrored the Galaxy Map of the VR Universe some Gate Connections go straight through the Sectors, which is imo distracting
screen showing this with comparision:
VR => http://steamcommunity.com/sharedfiles/f ... 1116869036
Classic => http://steamcommunity.com/sharedfiles/f ... 1116868936
Options are:
A) keep it this way and keep Toride and Koroni** close to each other
B) undo the Mirror and simply place both next to each other
C) just place them on top of each and differ them only by their Color***
D) Place them on a diffrent Y Layer of the Galaxy Map

=> the Big Ships in XVR are stirpped down compared to the regular variants. i see 3 possible solutions:
A) Upgrade all Big Ships back to Classic level
B) keep all Ships down on VR level
C) each Universe gets its own Variant and Big Ships cannt change Universe, only small Ships can to keep balance.


* if you have a diffrent opinion feel free to change this. its just a single <add> action to link the two FoO Gates.

** for better differentiation i have swapped the Cluster and Sector name for Toride//Koroni in the VR Universe ;) especialy useful because this way you can easily tell when you changed the Universe (Betty Announces either Toride or Koroni as new System ;) :D )

*** i am planning to color the Name of classic and VR Universe Clusters/Sectors/Zones for differentiation because they all share their names
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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eMYNOCK
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Post by eMYNOCK » Tue, 22. Aug 17, 03:20

nah.. i like the anomaly travel idea much more than the gate...

but just for simplification... would it be possible to use an anomaly animation as a fake gate?

you could probably place something like the overwatch close by if you want to observate the wormhole (lore wise).

it wouldnt that far when both universes decide to construct a research station near a wormhole and discover that they can travel through exact this thing to end up in a parallel universe.

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'Airstrike' Ivanov
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Post by 'Airstrike' Ivanov » Sat, 26. Aug 17, 07:22

Love this mod guys, keep up the great work!

A note: Seems having the campaign gamestarts installed, breaks Plasma Cannon purchasing and DeVries factions on starts other than the actual vanilla campaign. (I was doing the standard Restoration Project start and it had those things locked out for some reason anyway.)

I disabled the gamestart mods and started a new game and things work as they should.
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Boeng01
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Post by Boeng01 » Tue, 12. Sep 17, 19:04

Since the updates yesterday (Game 4.21 - Oculus 1.18 ) HMD initialization is extremley slow on my machine while the ext_02.cat & .dat are used.
While starting the game with HMD on, i hear the initial 'click' you always hear when the main menu opens the first time a few times with a few seconds in between. Load time is about 50-60 seconds.

This only occurs when Headset is active. Starting in 2D mode is without any problem.

Switching to VR mode after loading gives the same issue, the continuous 'click ... click' for around a minute.

Switching to 2D mode again is flawless, but switching back again to VR gives the explained issue again.

Removing ext_02.cat & .dat from extensions folder solves the problem.

While keeping the HMD up Game runs as normal after it started.

Any ideas?

Boeng01
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Post by Boeng01 » Tue, 12. Sep 17, 20:46

I'm absolutely puzzled.

Like i told in my previous post, i was able to isolate the initialize problem with moving those two files in and out of the extensions folder. I tried a few times and it had always the same behaviour. I had NO issues with missing or colorful textures, which are occuring like explained in this thread:

https://forum.egosoft.com/viewtopic.php?t=396593

But i realized that when playing without the two files from your mod, all the highways weren't visible any more. So i thought something went wrong while fiddling with the mods and made a clean install of the game.

Now guess what ... not only the initialize problem started to occur even on the new installed, clean game - i also started to have those texture bugs.

Will stick to the oher thread(s) with this grafical glitches and freeze / initialize issues.

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Post by TheGaelicWarrior » Thu, 14. Sep 17, 17:05

This is awesome dierten, thanks.
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dertien
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Post by dertien » Mon, 18. Sep 17, 14:41

@Ivanov

I have tested the original vanilla campaign from X-Rebirth vanilla pretty far, up into Devries, where you need to fight alongside the Canterrans in the first few missions. The factions seem to spawn as they should - not sure about the plasma cannon purchase... I have not changed any files related to the weapons purchase options, only the mechanic got the extra option for the standard cockpit.

Boeng01

I just lauched the game with the latest update installed.

Last week a new Nvidia driver came out and I installed that one as well together with the recent Oculus update. I have no graphical glitches whatsoever and cannot reproduce the psychedelic colors on my setup. As far as I can see here, the graphical side of things is spot on and as it should be.

Boeng01
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Post by Boeng01 » Mon, 18. Sep 17, 17:39

@dertien

ty for the feedback. Abviously a lot of people seem to have those problems with the colorchangings, the disappearing highways and the growing sidebarmenu when playing with Supersampling - on top of the 'hickups' of the engine (long load times, freezes when opening the map etc.) but anyway it seems to me as those are issues on specific machines. Some got it, some don't.

Will put in my System details in my signature, could be easier for the Devs to find out who got problems and who not.

Since the last update and with it hte trouble with all those bugs began i decided to play 'vanilla XR:VR' for now to have the best possibilities to help the Devs sorting out the Problems.

But i am looking forward to get into the 'complete' Universe again, since it was much more spectacular in VR :) How's the work going on with connecting the two universes together?
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Post by Mavo Pi » Mon, 2. Oct 17, 18:08

So it seems to work for me but did anyone manage to get the original campaign videos play with text? I tried with english and german language and in both cases I would only get the sound effects but nobody is talking.

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