[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)

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

Enterprise1959
Posts: 29
Joined: Sun, 28. Nov 04, 19:53
x4

XRM need help

Post by Enterprise1959 »

Sorry again i got it to work in the AP folder stop at 04 .cat and .dat sorry i put it in 05 didn't work right so i put it in after all mod 09 and 10 working now don't know why but i'm happy thank again
leoriq
Posts: 365
Joined: Wed, 20. Mar 13, 06:42
x3ap

Post by leoriq »

BlackArchon wrote:Seems like you're doing something I also began some time ago: http://blubb.najut.org/xrm/ships_en.html
Maybe we can work together? :)
How are you parsing game data into html? I'm using the original JMan77's scripts, but they need to be updated, current To Do:
1) replace Acceleration with Turning Rate
2) add Cargo base
3) reorder columns so the end of table looks like this: Hangar size - Cargo class - Cargo base - Cargo max - Weapons - Missiles)
4) fix the tooltips for Main Guns
BlackArchon
Posts: 1016
Joined: Wed, 4. Feb 04, 17:37
xr

Post by BlackArchon »

leoriq wrote:
BlackArchon wrote:Seems like you're doing something I also began some time ago: http://blubb.najut.org/xrm/ships_en.html
Maybe we can work together? :)
How are you parsing game data into html? I'm using the original JMan77's scripts, but they need to be updated, current To Do:
1) replace Acceleration with Turning Rate
2) add Cargo base
3) reorder columns so the end of table looks like this: Hangar size - Cargo class - Cargo base - Cargo max - Weapons - Missiles)
4) fix the tooltips for Main Guns
I wrote a python script to parse TShips.txt from the current XRM. However, I still don't understand how to get the turning rate. Do you have an idea?
LeonserGT
Posts: 4
Joined: Fri, 17. Apr 15, 10:52
x4

Post by LeonserGT »

Hi there! I didn't want to post question, but...
PERFORMANCE ISSUES? Click here
What the hell? The link is dead long ago already, I want to see help about perfomance =/
I have awful freezes in overloaded sectors (core sectors mostly) and I hoped there's a solutions or at least perfomance-oriented FAQ... What exactly was in that link?

I just began to play with XRM, it looks awesome (can't find $50 for Elite: Dangerous, so I modify X3, lol), but this issues reminds me of Time of the Truth mod for Terran Conflict, it was so overloaded by scripts, that by the time I bought first M7 max fps was 15-17, in SETA 3-5 - this was unplayable already, but if start new game - 60 fps...
I'm afraid with XRM will be the same... :O
Last edited by LeonserGT on Fri, 17. Apr 15, 11:40, edited 1 time in total.
Feuerriese
Posts: 204
Joined: Thu, 28. Sep 06, 12:25
x4

Post by Feuerriese »

LeonserGT wrote:I have awful freezes in overloaded sectors (core sectors mostly) and I hoped there's a solutions or at least perfomance-oriented FAQ... What exactly was in that link?
If the sheer amount of ship model polygons makes your game crawl you could try these (thanks to Viliae for providing persistent links!)
Viliae wrote:Hello
Pierre'70 wrote:I'm reinstalling this (not sure why I uninstalled!) and I'm looking for the optimised ship and station LOD files provided by Feuerriese on page 1703 of this thread. I downloaded them previously but for some reason didn't keep them - and the file hosting site they were on has shut down. Does anyone have these files? I can't believe I didn't save them myself.
Here you go:
http://www.mediafire.com/download/mdqdy ... _Pack_1.7z
http://www.mediafire.com/download/t0d20 ... _Pack_1.7z
but you should know that if autor of this optimisation will ask me to remove those links, I will do it.
Feuerriese is the author of this LOD optimisation and all credits are going to him.
Those will address XRM issues regarding non-LODified models. For vanilla ships&stations go to Lucike's forum. It's German but you only need the LINK provided at the beginning of the second red line. Enjoy ;)
LeonserGT
Posts: 4
Joined: Fri, 17. Apr 15, 10:52
x4

Post by LeonserGT »

Feuerriese wrote:Those will address XRM issues regarding non-LODified models. For vanilla ships&stations go to Lucike's forum. It's German but you only need the LINK provided at the beginning of the second red line. Enjoy ;)
Oh, thank you very much for fast response and providing links! I only hope this will help and freezes wasn't caused by many new scripts...
But there is no readme file with installation instructions inside, should I just add files in addon folder, like other mods and LOD-models will be replaced? (and yeah, I remember about renaming them)
Feuerriese
Posts: 204
Joined: Thu, 28. Sep 06, 12:25
x4

Post by Feuerriese »

LeonserGT wrote:Oh, thank you very much for fast response and providing links! I only hope this will help and freezes wasn't caused by many new scripts...
But there is no readme file with installation instructions inside, should I just add files in addon folder, like other mods and LOD-models will be replaced? (and yeah, I remember about renaming them)
Installation is quite simple, just make sure the XRM cat/dat files are last in your load order (i.e. highest number). Copy the third one to the appropiate /mods folder and activate the mod from within the game loader. Having to use six files is a bit annoying...I'll think about merging them into a single cat/dat for your convenience :)
LeonserGT
Posts: 4
Joined: Fri, 17. Apr 15, 10:52
x4

Post by LeonserGT »

Feuerriese wrote:just make sure the XRM cat/dat files are last in your load order (i.e. highest number).
Emm, well, I installed XRM first and cockpit mod + backgrounds + docking software size after it (everything from 1st post, mod itself and addons), do I need to change XRM dst/cat files order or I can simply install these files after it?
Copy the third one to the appropiate /mods folder and activate the mod from within the game loader.
Third one? You mean replacer for vanilla? I decided to not use it, 'cause in vanilla everything was ok
Feuerriese
Posts: 204
Joined: Thu, 28. Sep 06, 12:25
x4

Post by Feuerriese »

Just make sure those files are loaded *after* XRM (=overruling XRM models). Any other mods won't matter at all. Or, because I felt like measuring my 7zip speed:

AiO Performance Mod

Just unzip the files into your TC or AP /mods folder and tell the game launcher to load the performance update. Zipped it before reading your post so it does include the vanilla optimizations - those help a lot during large battles (and that's why the mod was created in the first place). Happy downloading!
LeonserGT
Posts: 4
Joined: Fri, 17. Apr 15, 10:52
x4

Post by LeonserGT »

Wow, this worked, thank you so much! :D
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

Btw - these optimised models will be included with the next update - coming soon (TM).
Feuerriese
Posts: 204
Joined: Thu, 28. Sep 06, 12:25
x4

Post by Feuerriese »

LeonserGT wrote:Wow, this worked, thank you so much! :D
You're welcome. It's a lot of work but the lack of lag is absolutely worth it. Nothing beats letting Xenon feel the true power of the force of your CODEA carrier task force at 30fps ;)
paulwheeler wrote:coming soon (TM)
That's great news! Does it also mean MOAR SHIPS! soon?
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

No there wont be more ships. Its mostly fixes and optimisations.
Feuerriese
Posts: 204
Joined: Thu, 28. Sep 06, 12:25
x4

Post by Feuerriese »

That's too bad, I was really hoping for an expnobody humongous sector pacification ... thingy. You know, something you call in when your friends keep bragging about their Bragi. If need be, I'd even optimise and LOD the model. ;)
BlackArchon
Posts: 1016
Joined: Wed, 4. Feb 04, 17:37
xr

Post by BlackArchon »

Well, the Split Pteranodon model from X3: AP is unused by XRM. I'm sure someone could pimp this a little bit. ;)
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

Yes it is used. Its been renamed the Komodo.
BlackArchon
Posts: 1016
Joined: Wed, 4. Feb 04, 17:37
xr

Post by BlackArchon »

What? The Komodo is using the Pteranodon's model? I haven't recognized it, the view from the cockpit seemed so different. Ok, thanks for clarifying that. :)
Kyren_LEah
Posts: 2
Joined: Sun, 19. Apr 15, 13:02
x3ap

Post by Kyren_LEah »

First of all - thank's for the amazing mod, I'm regularly being blasted to bits, but I'm enjoying every second of it :D After completing the terran plot I'm finally able to build up factories that produce more than wheat, so I'm jumping around in my Vidar, getting the parts for it.

I read somewhere in the thread that ships are only supposed to be able to jump to specific sectors, however, my vidar is able to jump to every sector and use every gate for it - is something wrong with my installation?
BlackArchon
Posts: 1016
Joined: Wed, 4. Feb 04, 17:37
xr

Post by BlackArchon »

This only applies if you use the "Advanced Universe Pack".
Kyren_LEah
Posts: 2
Joined: Sun, 19. Apr 15, 13:02
x3ap

Post by Kyren_LEah »

Ah, then there's nothing to worry about - thanks :)

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