[MOD] Immersive environments 1.1 [09-11-2011]

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

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Moonrat
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Post by Moonrat »

Nice.....if you were standing as an MP (Mod perfectionist) tomorrow, you'd get my vote. :) Can't wait for the next release.
IceFire909
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Post by IceFire909 »

Ok, as far as merging this mod with the ship trail mod.

PLEASE CHRIST YES!

I thought the other trail mod I'm using right now looked sexy but that one you mentioned, PHWOA!! it makes each engine trail far more unique.
Now, to be generous I'll supply some of my favourite X-Tour photos.

[ external image ][ external image ][ external image ][ external image ]
[ external image ][ external image ][ external image ][ external image ]

I have to say, Terracorp looks bloody sexy in the blue darkness (pics 1,2,4), as does the OTAS sector (pic 8). And Omicron Lyrae has quite a nice look to it now that it's no longer green (pics 5,6,7)
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StormMagi
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Post by StormMagi »

Why merge? I use X2 Callback + ship trails and this mod, looks killer :)
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Sorkvild
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Post by Sorkvild »

connary wrote:
Sorkvild wrote:What can I say. This mod is excellent and actually after taking a break I came back to TC because of this mod, so accept my gratitude connary - great job. Game is really enjoyable and very aesthetic when it comes to visualisation of what's in the sector.

I have a small suggestion. In heavens Asserion we used to have very nice blue nebula while your mod brings the Ring Nebule into the background, surely it looks spectacular but with such luminous object in the nearby this sector should be flooded with ultra bright light
How about bringing this sector to something close with the original. My proposition is M45 Pleiades http://bit.ly/dl8HQN, a small star cluster sitting in the blue nebula, and hey we dont have any star clusters yet ;)


Also I have found a great map showing the layout of the X-Universe
http://homepage.ntlworld.com/christophe ... 0/XMap.jpg
Have a look for example. Ore belt sector is situated between Herrons Nebula (Blue) and Garlos Cloud (Red).

The sector description: "...the nearby nova was seen by many to be a gateway to highter dimension...."
We need here something that brings the feeling of something mystical and special, the eye of god its perfect for this description. This ring seems a nova, looks like an explosion and its center seems imho a door to outer worlds.
The original game used the bluenova background (indicative name) but looks like a version of the same nebula but in blue.

The Paranids cannot be all mistaken, definitely this sector must look different from the surrounding sectors.

I dont make any change to the Ore belt sector Icefire909.

Like eteam said this mod dont changes the size of the sectors Bobucles.

New terran sectors look:
[ external image ]
may suggest -" Mystical and special" - Cat's Eye Nebula (NGC 6543)


Question abou Terran sectors. In stock game Ego screwed up the Sun size and color.
Take a look. Earth - Sun seems to be small and pale blue (like Sirius or something). Saturn - BIG, FAT, YELLOW sun. And why is that ? This has to be corrected.

When it come to this great mod. I dont know how Mars - Venus - Moon - Earth & moon - Mercury look like because I started up with the new game and havent made may way up to the Terran sectors.
Is it like in stock game with blue sun and yellow giant in Saturn? If yes, please fix it to the actual size and color. Cheers.

And plese no trail mod merge. Some of use dont use them or use different ones.
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Post by Tomonor »

this mod keeps getting better :P
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Familiar
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Post by Familiar »

connary

I've tried your mod. What am I to say...
It's cool. Excellent work! It's pleasure to see work done with taste.


IceFire909

As for trail mod, this one http://forum.egosoft.com/viewtopic.php? ... 34#3258634 looks great but it need to be redone.
I mean it needs careful designer's touch. To change some awful aspects (TS, argon purple color)as I mentioned in tail mod thread.
I sugest anyone who interested visit the tread and ask author to update mod

Connary, may be you'll be interested to work on trails? There are at least
3 trail mods, but none of them perfect. Engine trails and lens flares, think about it :)

To all
As for merging, I think it better to have modular mods that touch different aspect of game.
I use Cmod3 1.01(without ship modified,save compatible, perfomance improved, combat rebalanced, sounds reworked), draffutt fixes (essential), Cmod UI (great work, it's simple the best, very stylish, laconic, functional. Especialy yellow|blue falshing target mark - I love it), and immersive backrounds lightning (exelent work on x3 verse! Indeed,
very immersive :) ) now for sure.
Last edited by Familiar on Thu, 6. May 10, 10:41, edited 1 time in total.
IceFire909
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Post by IceFire909 »

The trail mod I use is This one which I offer as a suggestion for merging with this if such a task is done, and if anyone is interested in looking at it.
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Familiar
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Post by Familiar »

IceFire909

Oh, no
This killerog is to bubbly for my opinion.
It's like your flying with help of nice color soap bubbles, not thrusters
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Moonrat
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Post by Moonrat »

I agree with Familiar. It's much better and more customisable to each player to keep the different aspects of the game in separate .dat files. What ever it is you're doing connery, just keep at it...if someone wants different engine trails then there are other mods out there for that.
StormMagi
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Post by StormMagi »

Yeah the trails are a matter of preference so I definately say keep them as seperate mods from this one. Connery, your work is making me drop my jaw in many sectors, keep it up man!
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Gvaz
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Post by Gvaz »

I'm using this with the trails as well, and it looks very nice! thanks for all the hard work
Kreliann
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Post by Kreliann »

looks awesome!

but im cornerned about the performance impact... it seems this is almost pure texture, right? then people like me, with graphic cards that have little video ram (256) should stay away from this ?

regards
StormMagi
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Post by StormMagi »

I have seen no fps change between this and vanilla so I think you should be fine.
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e1team
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Post by e1team »

StormMagi wrote:I have seen no fps change between this and vanilla so I think you should be fine.
I doubt you could see the FPS change if it occurred, with that rig of yours... :wink:
So I don't think we could be much of advice.
"I feel like that's not the way fantasy space travel works in the real fantasy universe."
[ external image ][ external image ][ external image ]
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Gvaz
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Post by Gvaz »

Maybe it's the mods I have installed, but maybe it's also this. Every now and then (like every few minutes) X3TC freezes for a few seconds then goes back to normal. I usually get 60FPS during much of nothing, 20ish FPS when you see a space station or three.

Do you think it might be my rig? Load times aren't long.

AMD Phenom II X3 720 BE @ 2.8GHz (never bothered overclocking), 4GB DDR2 6400 in Dual Channel, 1GB XFX ATI RADEON 4890

This is what I'm using:
Ship Rebalanced Mod: Continued 0.70
Particle Trail Mod Pack B v1.16 (see the SRM link)
X2 Shipyard Pack v1.1 (see the SRM link)
Advanced and Prototype Shipyard Pack v1.1 (see the SRM link)
Complex Cleaner 4.06
Missiles Rebalance Mod 1.1
X3TC Cheat Package : v1.60
Ring of Fire 2.31
MARS Fire Control (v4.82 - 27.02.10)
Missile Safety (v1.05)
Lucikes Script Collection (includes EST, CAG, CODEA, etc)
Teladi Information Service (v7.5)
Universe Explorers v2.4.0
Marine Repairs v1.02
Universal Best Buys/Sells Locator v2.51
Force NPC Undocking v2
Improved Boarding : V1.22

I put the particle mod A in because instead of downloading my friend's prepackaged one, I downloaded each one individually, and put in particle mod A instead (I like that one better). Other than that, not sure why it's doing that.
connary
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Post by connary »

Thanks all for the nice words¡¡

I will not merge this mod with a trail mod or whatever. This mod works perfectly with any trail mod out there.

Gvaz with such an amount of mods im sure this simple mod isn't the culprit you are looking for. In fact several people said had detected a bit of fps gain with the immersive mod, XD.

For the moment i continue checking every sector, dozens of changes/improvements has been done.
unknown1
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Post by unknown1 »

does this mod change the look of the
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A New Home reward?
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Locksley
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Post by Locksley »

EDIT:Rewrite.
I'm playing with your Improved backgrounds and I am enjoying it greatly. I'll import my game when you release your final so I can bask in the glory of all you work :D
The placement of the suns in the nebulas and such are a great touch. Very high quality on the textures and their work too.

Cheers!
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e1team
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Post by e1team »

Where's the :bowdown: icon? :roll:
"I feel like that's not the way fantasy space travel works in the real fantasy universe."
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Locksley
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Post by Locksley »

Some thoughts:

The amount of Sun in sectors could be even more diverse. I saw that Dark Xenon sectors still had 100-150 Sun?

Akeela's Beacon got 400. That was (and is in my opinion right) but since the statement that these stars in some way has hyper aged and no longer output much light it should be lowered and the suns turned into Red Dwarfs or something - OR you change the description for the sector and bring back the X2 (X3R?) description where there is full light (it was an other description in X2, my memory fails me sometimes...)

Anyway - having allot more diversity in the sun power department would make it more fun finding the perfect sectors for Solar-power Plants.

I would also suggest to make tougher editing on the space dust department. Can one add lines in the TBackground to be used by new sectors? If one can you could tailor the dust more. I am thinking bringing down particles to zero (or almost zero) in clear sectors. Colour them to fit the nebulas or other colours of the sectors. Dark Red dust in Red nebulas and so on. Full dust (100) in sectors with allot of "clouds".

EDIT:One other thing that stands out when reading the sector descriptions are the population amount. Core sectors might have 100.000.000+ population but an out of the way backwater, dead, none lives there; get a whopping 35.000.000 pop!!! If one should just change the number for the Home Core sectors to something like 350-500 bil. and Big Border sectors: 25-65 bil, backwaters 1 bil, outposts a couple of hundred thousand to even getting down to some hundreds.
---->Actually looking through some other sectors they do seem to be more in line. But when I went through some in the west side it all seemed very odd, so it could still be valid to take a look at pop at some sectors. Actually it looked okeyish now :? But still.... hmm... Well it seems Borons are in general very populate species. Lower values in border sectors still seem to stand. One would need to do a overview of the populence for the sectors to get an idea of what they really are doing there.
END EDIT

I also think this should be included in the Super Pack!!!

Love it, and I am not even using the whole shebang yet!

Cheers!
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