[REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various

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Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.4) - "Engines Mod" (2.0) - "X4RSGE" (3.0)

Post by Realspace » Thu, 27. Oct 22, 22:47

This appears as a problem of the engine loading the meshes. It happens to me only when using cheat to jump. But not for the backgrounds, they always load. Planets thou can happen as in the pic if you jump in the sector. or looks like that when starting the mod without STARS.
Mars has identical meshes as other terran sectors so this really makes no sense. I will inspect further mars cluster. Mars is n position zero, while ore belt is in position...million kms from center. So this excludes the issue of too far from center. I corrected some clusters having a limit at the size, but you see it only at very big distances. And what happens is the white bubble bc out of the lighting, not that.. that looks as another thing: not loading meshes at all. Like memory leaks? Is the mod installed in documents? is the game folder protected etc. Maybe win 11 has the same issue win 7 had at start with Program folder? Just guessing..
Last edited by Realspace on Fri, 28. Oct 22, 09:00, edited 1 time in total.

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Arsaneus
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.4) - "Engines Mod" (2.0) - "X4RSGE" (3.0)

Post by Arsaneus » Thu, 27. Oct 22, 23:28

Would be interesting to see if Carath will have the same issues as I have with 3.0.

As for location of the extension: It's in the normal game location in the steam folder and not protected. How can I pack all that stuff into a .cat / .dat file like the other mods do? Maybe that makes a difference with Win 11? I can't reproduce the issue on my wife's Win 10 machine but all three of my Win 11 machines won't load the meshes.

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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.4) - "Engines Mod" (2.0) - "X4RSGE" (3.0)

Post by Realspace » Thu, 27. Oct 22, 23:59

Packing you say..mm maybe that helps. I will do in next update, soon. Maybe it also reduces size. I did not up to now bc my mod is much bigger than others so patching is easier with loose files. But now it won't be necessary any longer.

By your report I'd say that it is definetly a win11 specific thing so maybe memory usage? Mars has quite a big texture...well other terran planets have too. Skybox too is a large one even if only a portion is used. I can think of a reason being the dds format maybe? Some large textures are in the old dds5 bc otherwise the engine discarded them in my pc. Must check

----------------------------------------------------

I've repacked both mods, STARS and XRSGE. They are in ego cat files
STARS is identical, version 3.4, no need to upgrade if you have no visual glitch

XRSGE is updated to version 3.02.
I made some corrections, gate in Black Hole Sun was in alpha instead of beta and two gates instead of accelerators. Made the layout better for south-ovest systems. Added 2 new sectors in Frontier Edge. No game changers
I forgot to set the thick border of systems back to zero, will do in next update.

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Arsaneus
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.4) - "Engines Mod" (2.0) - "X4RSGE" (3.0)

Post by Arsaneus » Fri, 28. Oct 22, 17:29

Packing it does seem to make a difference. The backgrounds and texture load now. When teleporting to Mars I can still see that orange poo I had in the previous screenshot but only for a second or so. Then it looks like this:

https://imgur.com/a/ZH71MeL - That does look much better :) Doesn't solve my initial issue but meh - I'll take what I can get.

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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.4) - "Engines Mod" (2.0) - "X4RSGE" (3.0)

Post by Realspace » Fri, 28. Oct 22, 18:02

Is it only in Mars? Can you see what textures those are? There is a milky way, is it there? Stars? Background is made of several parts, a backbackground of stars+ star patches + milkyway. Can you spot what is causing the triangles.
Anyway, we now know is a problem of memory, of some kind. Not of corrupted meshes.

Is it only mars or asteroid belt too???
Asteroid belt is in the same cluster, same identical meshes. Since v.3.0 it is identical also in venus, mercury and earth. With identical I mean the same, not a copy
Last edited by Realspace on Fri, 28. Oct 22, 18:06, edited 1 time in total.

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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.4) - "Engines Mod" (2.0) - "X4RSGE" (3.0)

Post by Newinger » Fri, 28. Oct 22, 18:04

Arsaneus wrote:
Fri, 28. Oct 22, 17:29
When teleporting to Mars I can still see that orange poo I had in the previous screenshot but only for a second or so.
That's normal. I have that in most vanilla sectors even, because planet textures can take very long to fully load, depending on hardware and resolution.

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Arsaneus
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.4) - "Engines Mod" (2.0) - "X4RSGE" (3.0)

Post by Arsaneus » Fri, 28. Oct 22, 18:05

No, not just Mars. It is quite widespread. I'll record a few frames and analyze once I find the time.

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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.4) - "Engines Mod" (2.0) - "X4RSGE" (3.0)

Post by Realspace » Fri, 28. Oct 22, 18:10

Btw people do you have a significant fps increase? I do, like +15fps average. Just for getting rid of those bg nebs. And hope you like the new ones... starting from that in Black hole sun..
Forgot to write: there is a totally new soundtrack list. Just give a try without other music mods. They'd not work anyway bc music is changed in the map.
I must take the time to write a list of all features already included in the mod that make the add of many little mods obsolete

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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.4) - "Engines Mod" (2.0) - "X4RSGE" (3.0)

Post by Arsaneus » Fri, 28. Oct 22, 18:56

Asteroid Belt and Mars have the same issues.

Here's what I can see when I look at a frame. There are two meshes that don't display correctly. (I overexposed to help with the visibility)

1.) https://imgur.com/AqQPHX4 While it doesn't add anything, the mesh shape will cause issues in step 4
2.) https://imgur.com/Uo6UBeJ the Nebula BG gets added to the frame - or it should - as it doesn't shop up? (or does it? There is a lightly green haze in the BG), the mesh wireframe however is visible in the end result. Is this the milkiway? (You can see the input mesh on the right)
3.) https://imgur.com/KWaGXwx Here the stars bg gets added. This one shows up without any apparent issue (to my eyes)
4.) https://imgur.com/G39enG0 The fog gets added - it shows up but it "overlaps" with the mesh from 1.) (the wireframe matches the triangles "missing" in the fog)

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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.4) - "Engines Mod" (2.0) - "X4RSGE" (3.0)

Post by Newinger » Fri, 28. Oct 22, 19:56

No time to really play, but two things I like:

1. Thanks for making archives. Extracting the zip files is much faster now.

2. The new galaxy layout is great.

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(Small) Bug report for next update (3.03)

Post by Realspace » Fri, 28. Oct 22, 21:10

I make a sticky post for small bugs occurring like misplaced/not working gates. Since I can't...and won't :D make frequent updates, here a list of what will be corrected next. I will update with the findings, mine and yours...I want to make a playthorough now, these things can be corrected without new starts :) :
= Not working Accelerator Getsu Fune V to VIII - CORRECTED
= Missing resources in gasgiant's low orbit - CORRECTED
Last edited by Realspace on Sat, 29. Oct 22, 00:29, edited 1 time in total.


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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.4) - "Engines Mod" (2.0) - "X4RSGE" (3.0)

Post by Realspace » Sat, 29. Oct 22, 00:36

Arsaneus wrote:
Fri, 28. Oct 22, 18:56
Asteroid Belt and Mars have the same issues.
You should do this to nail what is the missing/messed mesh, now that you know a bit how clusters are made. Take one with the issue and one by one remove any element, i.e. " <connection_0x etc." and reload the game. No need to exit the game. One by one, generally I put starbox elements on top, then planets. Do it for starbox elements by keeping part_bg_03 in place. Mars is cluster_101, you find it in xrsge/extensions/ego_dlc_terran/assets etc.
Or use Black Hole Sun, it is Cluster_06 in xrsge/assets/etc.
Use a version of the mod that is not packed, of course

Removing stars solves? Pink textures are normal without STARS, it misses new textures. But check if the triangles are gone, ignore the pink ones. I need more precise direction where to check. I spent days applying the bg_03 everywhere after last report, but it did not solve anything. I can't solve an issue I can't replicate without precise directions

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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.4) - "Engines Mod" (2.0) - "X4RSGE" (3.0)

Post by wanderer » Sat, 29. Oct 22, 09:28

Started a older save (lite vers.) now with your 3.02. First impression - more systems, nice. BUT now no changes possible if you don't extract the cat file. (w. I did afterwards...)

Now back to the fixed borders for sectors(?) - changed back, I looks far better...

Galaxy and the cluster from lite are now - how to say - torn appart - I loved the older galaxy map with the real big sectors (as suns?) in the middle. That made sense and was visual (map view) very nice. I think you should at least give the main systems such a visual repressentation, while there can be a lot of smaller ones (in means of only some sector/zones) - as now - be around or in between these 'main' places...
As it would be in reality, most industry and traffic is near cities, while around there are smaller ones. And further outside you mostly have smaller clusters...and less traffic.
(Yes the traveling in these big ones takes time and is sometimes a littel weired, eg. when using explorer command, but still it was great to have an (visual/mental) impression, that theres a big space 'around' the sun...)

(re AddOn) Mod New Horizon now overlaps in one of the sectors - sh... now I need to move this sector.

After the start of my old save - 2 stations, next to gates (in nopileous beta) are gone, while the gates are also deleted. Well, such things happen... - Wouldn't it be better to set them to inactive - for the time beeing?

Still the X4RSGE it by far the best approch for a more 'realistic' galaxy with the impression that space IS big... - Thanks anyway for this work.

B.t.w. playing with VRO, Jump mod and most of kuertes mods - no problems at all. Also (for others maybe), while using VRO do not use REM as well. VRO has siginficant changes to almost every ship (and their components) stats.

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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.4) - "Engines Mod" (2.0) - "X4RSGE" (3.0)

Post by Realspace » Sat, 29. Oct 22, 13:08

I aim to do that. After this layout, giving some core systems 2-4 sectors more. Only the main ones.
But had to give back or anew to some sectors their own system, like hereons nebula, Nopileous etc. Then I can add other generic sectors to each without altering the existing, so one can go on with an old save. I liked Lite Map too for realism but this new one allows more strategy and its connections are more interesting. I could play with interrupted connections etc. Just give a try with a new game.

But now ..... We have a big problem! :rant:
Seems that the engine does really hate big things...so I am realising now that resources put more than 1500kms from the center, are not applied in the map!

It only keeps the scene. The probe does not see them, the miner can't be ordered to mine. Just you as player can, asteroids are there, with yieald. But not for the others. Also the map does mot show them.

This is potentially a game-breaking limitation. Hope it is not hard-coded. I spent so much time to set resources far towards planets...1500km, that's a very unimmersive limitation

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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.4) - "Engines Mod" (2.0) - "X4RSGE" (3.0)

Post by Newinger » Sat, 29. Oct 22, 15:07

Realspace wrote:
Sat, 29. Oct 22, 13:08
It only keeps the scene. The probe does not see them, the miner can't be ordered to mine. Just you as player can, asteroids are there, with yieald. But not for the others. Also the map does mot show them.
Ah. This explains a lot.

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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.4) - "Engines Mod" (2.0) - "X4RSGE" (3.0)

Post by Realspace » Sat, 29. Oct 22, 18:00

If I don't find how to change that the only solution is to nerf down everything, distances and ship's speed... at the end I made a long circle to go back to vanilla :lol:

Hopefully not... :cry:

I think we had arrived at the optimal compromise for distances and speed, saving immersion and playability. well 1500r aka 3000km wide sector is better than 300 of vanilla and not too much less than it is now (about 8000), just the half in average...but this feels a lot as a demoralizing last hit after all the work. The galaxy was there in the right balance..
Last edited by Realspace on Sat, 29. Oct 22, 18:42, edited 1 time in total.

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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.4) - "Engines Mod" (2.0) - "X4RSGE" (3.0)

Post by ziplock815 » Sat, 29. Oct 22, 18:27

Small bug report and couple of requests/advises maybe.
First, there seems to be good old bug with accelerator/superhighway from matrix 79b to savage spur. It can't be found even with map revealed, so only teleporting works.
In Morning star "the expanse" or "the reach" there is a black line in the sky near the nebulae (love them btw, but I like more the nebulae from older versions in some sectors)
Anyway, there's a question: is Omicron cluster supposed to be a part of Omicron Lyrae? If so, It'd be good to have it more rebirth style with that unrealistic black hole and so on :D
And I'd also advise to make Savage Spur a different system from Tharka's cascade if it's possible, because of that strange sun in Savage Spur and because this sector could be a part of Okrakoke's Storm system for example - with lots of derelict yaki ships and stations and other secrets of abandoned territory :)


Aand ... maybe Maelstrom some day? With old split colony hidden in the fog... :mrgreen:

P.S. Much thanks for the update. Finally X4 feels like a space sim .
Last edited by ziplock815 on Sat, 29. Oct 22, 23:46, edited 1 time in total.

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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.4) - "Engines Mod" (2.0) - "X4RSGE" (3.0)

Post by Realspace » Sat, 29. Oct 22, 18:45

Good idea, will separate Savage Spur. Indeed I was thinking similarly..I also want to give xenon more space in the north

----------------------------------------

Bugreport for next update:
= Not working Accelerator Getsu Fune V to VIII - CORRECTED
= Missing resources in gasgiant's low orbit - CORRECTED
= Not working Accelerator in Tharkas Cascade - CORRECTED
= Not working Accelerator in Omicron B-Ariel - CORRECTED

p.s. I was thinking at how making the limitation of 3000km have a sense: since resources are there but only for the player if beyond that limit, thus I can rearrange regions (not long work) to be closer, wide but less rich. These are for all. While putting very very rich regions in deep space for player only. This would make mining being something to do for the player, not only commanding and forget as it is now. Except that gas mining can be only automated, not player-made :sceptic:

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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.4) - "Engines Mod" (2.0) - "X4RSGE" (3.0)

Post by wanderer » Sun, 30. Oct 22, 02:18

Realspace wrote:
Sat, 29. Oct 22, 13:08
...
But now ..... We have a big problem! :rant:
Seems that the engine does really hate big things...so I am realising now that resources put more than 1500kms from the center, are not applied in the map!
...
Re Big thinks/1500km border - Hm, maybe that's the 'think' part of Egosofts advertising - sorry; sarcasm.
I also had some strage behaviour for explorer commands (egosofts as well as others from mods). But thats the nice part - you need to explore it by yourself.

I think you can (lore friendly and for the impression) describe/change in such a way, that you may have some sectors/zones for eg. mining operations (like in lite with the helium), while the lager ones are for productions (eg. planet sectors). This is also near realism, bec. I do not know a country/region where an (eg.) active coal mine is locateed IN a city. You coud see them as sectors 'around' some productions sectors, or even further away (1-3 gates away). This also leads to s slower game speed and more strategic/tactical planing for stations and/or for patrol/support fleets...
(...and for those who playing a pirate style game its also a win-win. More ships to 'aquire'...)

When you mention the 1500km problem - this then also applies to the wreck collectors and their procession I assume.

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