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

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Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.11) - "Engines Mod" (1.65) - "X4RSGE" (1.01)

Post by Realspace »

Gen.d.Pz.Tr.Seb wrote: Tue, 23. Aug 22, 23:25 This is just a guess, but I've had that problem with other X4 mods before; linux is case sensitive while windows is not. Though with X4 the only problems I had were when the base mod folder had some capitalisation, I just lowercased the whole thing and everything worked. No idea if that is an issue here, haven't tested it yet, though I will at some point once I start playing X4 again.
I does seem selective indeed by how he reported, aka the starting screen showing the background but not the fog, which can mean that the engine either does not read the region_definition file or the map file of the starting screen's sector. Fact is I don't use capital letters in my files, I had this issue's report by linux users with stars mod and changed it since then. Checking is welcome thou, maybe some other thing I could miss
djrygar
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.11) - "Engines Mod" (1.65) - "X4RSGE" (1.01)

Post by djrygar »

yeah, I was aware of big/small letters issue, but I looked into the files and found that everything is named properly without capitals.

but even without linux, on Windows I also cannot leave system, I see accelerators and connections on the map, but flying trough them does nothing. Bizzare. Well, I will try again after some time. The sheer size of mod makes it hard to test, even on fast machine it takes its time to launch ;>
Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.11) - "Engines Mod" (1.65) - "X4RSGE" (1.01)

Post by Realspace »

djrygar wrote: Thu, 25. Aug 22, 21:50 yeah, I was aware of big/small letters issue, but I looked into the files and found that everything is named properly without capitals.

but even without linux, on Windows I also cannot leave system, I see accelerators and connections on the map, but flying trough them does nothing. Bizzare. Well, I will try again after some time. The sheer size of mod makes it hard to test, even on fast machine it takes its time to launch ;>
that's a known limitation, but you can command autopilot to go to the other sector or the hired pilot to explore the entrance, they both work. This thing randomly happens in vanilla too, after long testing I concluded it is related to how "sensible" the superhighways are in terms of range. And my mod uses them to the extremes, even connecting planets that are millions kms far. So in last patch I put them all closer to the center of the sector...which is quite not what this mods aims to, to enlarge sectors. But at least now they always show on the map, after you hit the center of the sector. In the patch I am currently uploading I also increased ship's default radar a lot.

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

XRSGE Patch 1.10 available
https://www.nexusmods.com/x4foundations/mods/507
It adds increased ship's radar and many abandoned ships. They are very far...but your scanner can find them (more will come)

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

STARS Optional files for 3.11
https://www.nexusmods.com/x4foundations/mods/507
Added 3 optional files:

_BRIGHT, increases the brightness of stars and nabulae

_DIMM, reduces brightness even more

_RESHADE version, please use the reshade included. Space is high contrast hdr so I had to remake many materials to work with reshade. Don't use without reshade, it'd be over the top for visuals. Put game's shaders OFF and AA OFF, use game's SSAO
This is what I am using too. I did a simple reshade (still eats some fps) to increase the contrast as it is in space where you have no ambient light. You'll notice that everything pops up with this reshade, planets, stars, objects. But I had to adjust many materials, so use the patch too

Edit:
There are 2 Reshade settings: _bright and _dimm, they do..as their name suggests
Last edited by Realspace on Mon, 29. Aug 22, 12:28, edited 1 time in total.
TPmerchant
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.11) - "Engines Mod" (1.65) - "X4RSGE" (1.10)

Post by TPmerchant »

Just a question, is mars supposed to look this way in your mod?

https://i.imgur.com/30LKu4s.jpg

maybe it just rotated to the far side so I didnt get to see the prominent feature of mars that we are all so used to looking at.
Folker
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.11) - "Engines Mod" (1.65) - "X4RSGE" (1.10)

Post by Folker »

Hello Realspace, I have an idea for your mod, but to be honest, if you accept this idea, it will take a long, long time to realize but I thought it would fit in the context of XR. I won't beat around the bush any longer.

I'm proposing to make highway circuits that connect the different stations or at least loop around the same area, kind of like they did in XR, but balance that with exploration.

The mods that made me conceive this idea are :

Lost Highways, for the highway system
and
NoTravel, which could be modified to give the travel mod only to L and XL size ships, in this case I inspected these files for this mod and it's some files about L and XL engines to delete to make it work.

I think that the whole would give a good way to move by keeping the aspect XR without ruined the wider exploration either we have a ship which does not have mod of voyage and we explore more slowly and the highways help us for the traffic, or we have a ship L or XL which allows to explore wider zones of the universe, but a slower to reach the stations than a ship S or M would do it with the highways

What do you think about it ?

I know is very long and i understand if you think this ide is to long to mod, and i think that the communauty of your mod think the same for the time to mod
Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.11) - "Engines Mod" (1.65) - "X4RSGE" (1.10)

Post by Realspace »

Folker wrote: Mon, 29. Aug 22, 00:57 I'm proposing to make highway circuits that connect the different stations or at least loop around the same area, kind of like they did in XR, but balance that with exploration.
The current galaxy does not need any highway, but I am thinking about enlarging each sector even more and even removing superhighways where distances are small. I don't like highways, they spoil immersion a lot..but my idea would be to make a simple 2-directional highway going to/from low orbit of each planet. So zones will be added in low orbit. This is now done through superhighways but i'd prefer a large sector bc you can put things in-between , while superhighways literally split the sector into (sub)sectors that are separated

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

I've added 2 different reshade versions
_bright and _dimm, they do..as their name suggests :wink:
Mystershow
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.11) - "Engines Mod" (1.65) - "X4RSGE" (1.10)

Post by Mystershow »

Great mod Realspace !

Glad to see it becomes something real, I was looking for a stable version to try it the galaxy remake !

I do have a question for the distance.

I was trying a cadet start and a custom start in Mars.

The highway is about 200'000km from the cadet mission start, even with full speed (my max was 6km/s), it would take about 2hours and half (real time) to go through one sector, is this normal ?

Or do I have a conflict somewhere ou misuse the engine mod ?

Edit: I did an another test with a better ship and got 120km/s but it still takes 30min to ge through Argon Prime Gamma, if this is normal, it's fine but maybe not for me especially at the start of a game ^^
Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.11) - "Engines Mod" (1.65) - "X4RSGE" (1.10)

Post by Realspace »

Mystershow wrote: Tue, 30. Aug 22, 23:45 Great mod Realspace !

Glad to see it becomes something real, I was looking for a stable version to try it the galaxy remake !

I do have a question for the distance.

I was trying a cadet start and a custom start in Mars.

The highway is about 200'000km from the cadet mission start, even with full speed (my max was 6km/s), it would take about 2hours and half (real time) to go through one sector, is this normal ?

Or do I have a conflict somewhere ou misuse the engine mod ?

Edit: I did an another test with a better ship and got 120km/s but it still takes 30min to ge through Argon Prime Gamma, if this is normal, it's fine but maybe not for me especially at the start of a game ^^
I don't understand..are you going through superhighway? Ot crossing the sector with travel drive? The current XRSGE mod still relies on superhighways to cross distances even if REM mod allows high travel speed. XRSGE is fully functional and stable but very demanding so I am currently working on a Lite version of XRSGE mod that will have only two sectors for each cluster. Hopefully faster and light. After this I'll do a NO superhighway version, there you'll be using the modified travel engine to cross sectors upto 100.000kms large.
But now you still need to enter the superhighway. Let the autopilot do it so the speed is high. Or manually for slower transit
Last edited by Realspace on Wed, 31. Aug 22, 09:13, edited 1 time in total.
Mystershow
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.11) - "Engines Mod" (1.65) - "X4RSGE" (1.10)

Post by Mystershow »

Realspace wrote: Wed, 31. Aug 22, 00:40 I don't understand..are you going through superhighway? Ot crossing the sector with travel drive? The current mod still relies on superhighways to cross distances even if rem mod allows high speed. I am currently working on a Lite version of XRSGE mod that will have only two sectors for each cluster. Hopefully more stable and light. After this I'll do a NO superhighway version, there you'll be using the modified travel engine to cross sectors upto 100.000kms large.
But now you still need to enter the superhighway. Let the autopilot do it so the speed ia high. Or manually for slower transit
No it's fine with the super highway, no issue at all (for example between Saturn and Titan or the rings).

I'm talking about crossing a sector, I did a screenshot at the beginning of terran cadet start, it shows the distance to the accelerators for the Asteroid Belt: https://i.imgur.com/SIFijKN.png

It takes a long time to cross even with a good engine ^^

Edit: After reading the mod description again, it's propably a mod conflict somewhere
Last edited by Terre on Wed, 31. Aug 22, 06:38, edited 1 time in total.
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Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.11) - "Engines Mod" (1.65) - "X4RSGE" (1.10)

Post by Realspace »

What mod do you use for engines, my REM? In XRSGE sectors are larger yes but by a factor of 3/4 so not that large. Don't combine different engine mods nor mods adding ships. REM is at the moment compatible with ship variation expansion, all the others introducing ships will end having very slow engines. In latest version of REM I increased travel speed a lot, crossing large sectors is a matter of few minutes. Mk1 engines oc are slower
Mystershow
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.11) - "Engines Mod" (1.65) - "X4RSGE" (1.10)

Post by Mystershow »

I've started a game with VRO and had the same issue.

Ditch it along any other mod that add/modify ships/engines and use REM and SVE.

Still had the issue.

But now that you had confirmed that it's not the normal distance, I can search the cause elsewhere (propably between the chair and the screen).

I'll reinstall the game and check every mods I had (I'm used to it, I mod myself), propably one that change the sector or the engine without me knowing.
Folker
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.11) - "Engines Mod" (1.65) - "X4RSGE" (1.10)

Post by Folker »

Mystershow wrote: Tue, 30. Aug 22, 23:45 Great mod Realspace !

The highway is about 200'000km from the cadet mission start, even with full speed (my max was 6km/s), it would take about 2hours and half (real time) to go through one sector, is this normal ?
I think I know what it is, I've already done it, when a highway is indicated, sometimes the distance and the direction are wrong, look on your map if the direction is the same as the one given on your hud, if is not the same your map, you follow the map
Mystershow
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.11) - "Engines Mod" (1.65) - "X4RSGE" (1.10)

Post by Mystershow »

Folker wrote: Wed, 31. Aug 22, 21:07 I think I know what it is, I've already done it, when a highway is indicated, sometimes the distance and the direction are wrong, look on your map if the direction is the same as the one given on your hud, if is not the same your map, you follow the map
That could be something like that, I've used to have that problem as well

Anyway, I did a clean install and it's working now :wink:

I'm crashing sometimes in Black Sun, I think it's because my PC is a bit old and it's some mods incompatibility.

I have the issue with the gates not activating which is already known to the author.

I'll give it a try !
Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.11) - "Engines Mod" (1.65) - "X4RSGE" (1.10)

Post by Realspace »

In a few days I'll release a LITE version of the mod, that in the process of redoing has also seen some bug fixes. In any case please report any sector that has things like white bubble (that's an error by my mod, a cluster's mesh missing) or visual glitches or not working gates. For the latter please try my mod alone before reporting.

While visual glitches are "not harmfull" bc don't require a new game, structural issues are written in the save file, so it is a good idea to start a new game without ANY other mod that adds sectors, etc.
For less performant pc I suggest you wait a few days and use my next release, it uses much less ram.

This game eats ram for breakfast and doing very large maps as my mod does (like no other), eats ram at lunch and dinner too :P New version already has a save-file of 700mb (uncompressed) instead of 1gb (remember..it was 3.5 at release :o ) but it will be even lighter when finished :mrgreen:

Next version is also easier and cleaner in the layout, is the ZEN version, keeping the identical general idea and the solar system's layout. :wink:
Folker
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.11) - "Engines Mod" (1.65) - "X4RSGE" (1.10)

Post by Folker »

Hello, it is normal that in my game that the terran have not yet developed shipyards and wharfs, I just started a game.

I sayd nothing, I think right now that my game contain other mods
Mystershow
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.11) - "Engines Mod" (1.65) - "X4RSGE" (1.10)

Post by Mystershow »

Hello Realspace !

I've been playing around with your mods (Stars and X4RSGE only) and some textures are missing in Sonra VIII // Hatikva's Choice Alpha and Gamma.

Juste some bright white yellowish

Furthermore the superhighway is active in Hatikva's Choice Alpha to Gamma but doesn't work (had to land on a freighter) but work from Gamma to Alpha

I've seen a superhighway gate (north one) in Sonra V // Herron's Nebula Alpha but it doesn't appear on the map and isn't active (Haven't found a freighter to test it)

I see a lot of things like that in the debug

Code: Select all

[=ERROR=] 0.00 Highway superhighway002_cluster_502_macro could not find a map zone at its start position - is it outside of the entry zone?
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 Highway superhighway001_cluster_502_macro could not find a map zone at its end position - is it outside of the exit zone?
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 Highway superhighway004_cluster_502_macro could not find a map zone at its start position - is it outside of the entry zone?
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 Highway superhighway004_cluster_502_macro could not find a map zone at its end position - is it outside of the exit zone?
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 Highway superhighway003_cluster_502_macro could not find a map zone at its start position - is it outside of the entry zone?
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 Highway superhighway003_cluster_502_macro could not find a map zone at its end position - is it outside of the exit zone?
I don't know if it had an influence :sceptic:

Anyway great mods, the galaxy revamp is looking great !
Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.11) - "Engines Mod" (1.65) - "X4RSGE" (1.10)

Post by Realspace »

Thank you..that one had escaped my last check. It was missing a material in the cluster. I've found and corrected others, they only show with fogs that appear as white bubble.

At the moment I am struggling with the station's placement by god's file that seems to miss some stations, as the terrans, even if I don't touch the vanilla ones. Anyway seems I've almost figured out.

The Lite version aka 2.0 is ready, it has many less superhighways and a faster connection network but I also introduced laaaaarge sectors in some places. One has not to go through if doesn't want, but some resources are very far away so are the many relicts.

Hope you'll like it even more..
Mystershow
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.11) - "Engines Mod" (1.65) - "X4RSGE" (1.10)

Post by Mystershow »

Realspace wrote: Wed, 7. Sep 22, 00:46The Lite version aka 2.0 is ready, it has many less superhighways and a faster connection network but I also introduced laaaaarge sectors in some places. One has not to go through if doesn't want, but some resources are very far away so are the many relicts.
You're welcome, if you need someone to test the 2.0, I can !

I've just finished a playthrough with an old mod list, I'll redo one soon and hopefully add X4RSGE :)

I have to rewrite and adjust a few script for some mods so I will mostly do playtest
Realspace wrote: Wed, 7. Sep 22, 00:46At the moment I am struggling with the station's placement by god's file that seems to miss some stations, as the terrans, even if I don't touch the vanilla ones. Anyway seems I've almost figured out.
Yup, some sectors seems empty but there are enough rooms to build a lot of station and expand

I wonder if it will work with FOCW and/or FOCW Corporations) or any mods that add jobs
Folker
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.11) - "Engines Mod" (1.65) - "X4RSGE" (1.10)

Post by Folker »

Mystershow wrote: Wed, 7. Sep 22, 00:59 I wonder if it will work with FOCW and/or FOCW Corporations) or any mods that add jobs
I use this mod on my mod list more of X4RSGE, I saw different ship of FOCW corporations, I will to see when I have time of playing if the corporation of FOCW will make station, and I use the information of different faction If I remember well of DeadAir, so if the corporation make station, I can know it easly and speedly.

And for differents Job, I use Xenon Awakening and XR Shippack so I can know it less speedly that FOCW corporation but I can now it, if you want a answer of question I can you say if is good or not. But I don't have many time for playing I can say it in two-three weeks
Mystershow
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.11) - "Engines Mod" (1.65) - "X4RSGE" (1.10)

Post by Mystershow »

Folker wrote: Wed, 7. Sep 22, 20:29 I use this mod on my mod list more of X4RSGE, I saw different ship of FOCW corporations, I will to see when I have time of playing if the corporation of FOCW will make station, and I use the information of different faction If I remember well of DeadAir, so if the corporation make station, I can know it easly and speedly.

And for differents Job, I use Xenon Awakening and XR Shippack so I can know it less speedly that FOCW corporation but I can now it, if you want a answer of question I can you say if is good or not. But I don't have many time for playing I can say it in two-three weeks
Yes I mostly have to wait it out and see how the IA work around the universe

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