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

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

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

fallenwizard
Posts: 635
Joined: Tue, 13. Apr 10, 20:03
x4

Post by fallenwizard »

Every change of the x3_universe file requires a restart.
User avatar
Moonrat
Posts: 1354
Joined: Sun, 20. Apr 08, 16:20
x4

Post by Moonrat »

Is this all based around upon Connary's orignal x3_universe map, the X:TC 3.0 one or the latest X:TC 3.1 map?
User avatar
TrixX
Posts: 2035
Joined: Wed, 18. Aug 10, 14:28
x4

Post by TrixX »

Connary's original
"If you’re not prepared to be wrong, you’ll never come up with anything original."
Sir Ken Robinson
User avatar
Sorkvild
Posts: 3445
Joined: Thu, 8. Jun 06, 14:07
x3tc

Post by Sorkvild »

Magog, If you have any future plans in developing this addon you could add a just a slight touch of yellow color to The Sun I'd would be more realistic
Elite Dangerous| I survived the Dragon Incident ... then I took an arrow to the knee
We want the Boron back!
Magog
Posts: 4
Joined: Fri, 11. Mar 11, 05:01

Post by Magog »

Sorkvild wrote:Magog, If you have any future plans in developing this addon you could add a just a slight touch of yellow color to The Sun I'd would be more realistic
I'm not sure it would be more realistic, it's the sun as seen from the ISS:
[ external image ]

The color of the sun as seen from the earth is more yellow because of our atmosphere.
RemyLebeau88
Posts: 1
Joined: Mon, 14. Mar 11, 05:53

Post by RemyLebeau88 »

So for clarification, can I expect (for the most part) to be able to play an extended playthrough with the original mod (RC1) and this Solar System release or are there any game-breaking bugs to worry about (such as the planet-destroying-everything sector mentioned a few pages ago)?
User avatar
Locksley
Posts: 371
Joined: Fri, 18. Mar 05, 16:26
x3tc

Post by Locksley »

Magog, that is looking plenty good :)

The rest of you, remember you can use the TC to TC converter so you can import your empire into a new map. Thus not needing a new restart every time.

@ RemyLebeau88
The update from Magog does fix the insta-kill planet, yes.

Cheers!
Projects:
Onhold..... time time....
User avatar
Familiar
Posts: 244
Joined: Wed, 5. May 10, 09:26
x3tc

Post by Familiar »

On elite-games I've found interesting script.

According to description, it makes illusion of sector's rotation around planets.
So no static planet positions on background.
Have no time to try it out yet, but this idea definitely can add more immersion.
Sim108
Posts: 159
Joined: Mon, 5. Mar 07, 22:06

Post by Sim108 »

Nice!
How much more you think you need to do for it to became finale??
User avatar
Sorkvild
Posts: 3445
Joined: Thu, 8. Jun 06, 14:07
x3tc

Post by Sorkvild »

Sim108 wrote:Nice!
How much more you think you need to do for it to became finale??
With the recent update by Magog I think it's pretty much done.
Elite Dangerous| I survived the Dragon Incident ... then I took an arrow to the knee
We want the Boron back!
Sim108
Posts: 159
Joined: Mon, 5. Mar 07, 22:06

Post by Sim108 »

Sorkvild wrote:
Sim108 wrote:Nice!
How much more you think you need to do for it to became finale??
With the recent update by Magog I think it's pretty much done.
SWEET!! :D
User avatar
Familiar
Posts: 244
Joined: Wed, 5. May 10, 09:26
x3tc

Post by Familiar »

Familiar wrote:On *disallowed* I've found interesting script.

According to description, it makes illusion of sector's rotation around planets.
So no static planet positions on background.
Have no time to try it out yet, but this idea definitely can add more immersion.
Tried this script out and... It does do what advertised. However space body movement is hardly noticeable. Not sure about CPU load, I've not noticed performance drop or something

If you want to try it too: http://dl.dropbox.com/u/18265894/x3tc/x ... nets_1.rar

No need to start new game on install|uninstall

On topic. This mod is GREAT, thanks to Magog for continuation.
BladeFireLight
Posts: 19
Joined: Sat, 13. Nov 04, 23:49
x4

Post by BladeFireLight »

Is the RC1 with the 1.1 patch 3.1 compatible?
User avatar
Sorkvild
Posts: 3445
Joined: Thu, 8. Jun 06, 14:07
x3tc

Post by Sorkvild »

BladeFireLight wrote:Is the RC1 with the 1.1 patch 3.1 compatible?
It is OK. No probs so far

http://forum.egosoft.com/viewtopic.php? ... 98#3543098
Elite Dangerous| I survived the Dragon Incident ... then I took an arrow to the knee
We want the Boron back!
GeminiFire
Posts: 149
Joined: Sat, 30. Sep 06, 16:08
x3tc

Post by GeminiFire »

Can I get a link to TC to TC Converter and info?

Would Love to update but don't want a restart if it can be avoided...

THanx!!!

GF
Trade Hard, Fight Smart, Die Well ( then Reload :D )
===================================
PC FireStorm - Windows 7 PRO x64 - AMD FX8350 8-Core
Gigabyte 990FXA-UD3 - OCZ SSD C:, X: - Asus GTX 760 - G. Skill 32Gb DDR3-1600
User avatar
Familiar
Posts: 244
Joined: Wed, 5. May 10, 09:26
x3tc

Post by Familiar »

User avatar
nxs
Posts: 1
Joined: Sun, 28. Feb 10, 07:47

Post by nxs »

I just tried it with a new "terran defender" start. Why is it sooo foggy around neptune? It looks awesome though. I checked a couple of adjacent sectors and they blew me away.
I am using it with 3.1, Ship rebalance mod, combat mod and exhaust trails mod with no issues so far.
Sim108
Posts: 159
Joined: Mon, 5. Mar 07, 22:06

Post by Sim108 »

i found a problem..
every time i go thought the gate i blow up...
Unknown Sector (east of zyarth's dominion)
X=20
Y=5
Anti-Paranoid
Posts: 260
Joined: Thu, 16. Jul 09, 17:35
x4

Post by Anti-Paranoid »

@ Sim108
Think you didnt use magogs version or?
Download magogs universe file and overwrite the original one with it.
Sim108
Posts: 159
Joined: Mon, 5. Mar 07, 22:06

Post by Sim108 »

there was an other version??
i only saw RC1......
where is the other file i need to download??

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