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

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Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (1.8) - "X4RSGE" (2.54)

Post by Realspace »

I've made further changes to the texts..now should be definitive :doh:
Version 2.5.5.... but am uploading a patch for those who already downloaded 2.5.4.. :mrgreen:
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Arsaneus
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (1.8) - "X4RSGE" (2.55)

Post by Arsaneus »

uff.. so I've now added c30 to all clusters and exchange the block in the xml for each. Maybe I should write a script to do the same next time there's a big update on the mod.

Tested the same batch of systems as before and they're all good now. I think I can finally start a game now and enjoy! :D

Thanks so much for all the effort.
ziplock815
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (1.8) - "X4RSGE" (2.55)

Post by ziplock815 »

Found a bug:
Accelerator in Memory of profit: Shadows of giants leads to jumpgate in Memory of profit: Adventure's promise. Also, accelerator near the jumpgate is deformed (same issue was in early version in grand exchange system) and space around it looks deformed too (when using external camera). It seems like this strange accelerator supposed to be connected with accelerator in Shadows of giants, but somehow jumpgate are used instead :gruebel:

When flying through superhighway from Memory of profit:Teladi gain to Memory of profit: Profit Center alpha ship flies through textures of the local gas giant and the planet orbiting the gas giant seems to be cropped in half. You can see it when you fly through that superhighway.
Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (1.8) - "X4RSGE" (2.55)

Post by Realspace »

Deformed?? This mod needs an exorcism :o
Thanks for reporting..

I think I had corrected already the gate into accelerator, indeed it is still present in my game bc yes I also have a game before 2.55 going.. can't catch up with the updates I myself do :lol:


......holy cow that thing is deformed indeed, the whole space around is :doh: :o

Also it seems to literally "accelerate" you to the other side even if you enter slowly

There is definetly something going on there, like a misplaced cluster. There is a stuttering that usually happens when you put things very far over 100.000km.

I am investigating....did it happen elsewhere? Black hole sun, no more?
Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (1.8) - "X4RSGE" (2.55)

Post by Realspace »

ziplock815 wrote: Wed, 5. Oct 22, 02:08 the planet orbiting the gas giant seems to be cropped in half. You can see it when you fly through that superhighway.
That's the vanilla model in place. All orbital planets were like that, they were not meant to be used in large sectors. I had to remake them all...and it was a pain, the one in prof center alpha is the only one left... :shock:

I've solved the deformed gate, still micro-stutter is there. I can't really figure out the reason. I added a 0 0 0 position to the sector001, which is not required in multi-sectors, being the 001 at zero position as default. It worked nevertheless..
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (1.8) - "X4RSGE" (2.55)

Post by Newinger »

With the next version, I will start a systematic travel through the entire galaxy and will take note of any possible bugs and issues, sector per sector. I will post it then here. Maybe it helps in further optimization ^^
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Arsaneus
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (1.8) - "X4RSGE" (2.55)

Post by Arsaneus »

There are no stars in the background in the Grand Exchange systems. Just black. What can I do in such case?
Which part of the xml makes the stars that I can "enforce" when I have issues like that? Or is it due to lighing?
Newinger
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (1.8) - "X4RSGE" (2.55)

Post by Newinger »

Arsaneus wrote: Wed, 5. Oct 22, 13:21 There are no stars in the background in the Grand Exchange systems. Just black. What can I do in such case?
Which part of the xml makes the stars that I can "enforce" when I have issues like that? Or is it due to lighing?
I find it odd that the mod does not work for you ... It works just fine on my old PC (i5, 32 GB RAM, but only 3 GB VRAM (NVidia 1080), Win 10; I use "low" texture settings and only FXAA, because of the low VRAM). Do you use Linux maybe (case-sensitivity of filenames)?
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Arsaneus
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (1.8) - "X4RSGE" (2.55)

Post by Arsaneus »

Windows 11 in my case :)
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (1.8) - "X4RSGE" (2.55)

Post by Newinger »

About REM:

What exactly would I need to find, change or add when I wanted to adjust a mod spaceship for REM? For example, when I want to use this one:

https://www.nexusmods.com/x4foundations/mods/827

(The Leviathan XL Battleship)

?
Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (1.8) - "X4RSGE" (2.55)

Post by Realspace »

Newinger wrote: Wed, 5. Oct 22, 14:51 About REM:

What exactly would I need to find, change or add when I wanted to adjust a mod spaceship for REM? For example, when I want to use this one:

https://www.nexusmods.com/x4foundations/mods/827

(The Leviathan XL Battleship)

?
Just take a similar vanilla xl from REM props/units and create a file with the name of the new ship. Tben you have to make a structure as you see in REM - SVO patch. If the ship uses vanilla engines, that's all. But you have to make a patch or directly edit the other mod's ship
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (1.8) - "X4RSGE" (2.55)

Post by Realspace »

Arsaneus wrote: Wed, 5. Oct 22, 13:21 There are no stars in the background in the Grand Exchange systems. Just black. What can I do in such case?
Which part of the xml makes the stars that I can "enforce" when I have issues like that? Or is it due to lighing?
That's bc you used the cl31 everywhere but it was a shortcut, they don't always work that simply... unfortunally. I smashed my head at the screen several times during mod creation :-D you can try using other working vertex not cl31 or copy also cl31 background in cl01 (grand Exchange)...or call for an exorcism :lol:
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Arsaneus
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (1.8) - "X4RSGE" (2.55)

Post by Arsaneus »

An Exorcist might indeed be what I need.

Tested a bit with Nopileos Forrtune (Cluster 04).

Using C14_BG I had the issue described previously. Other BGs fixed the issue but made the background black (no stars). So I set it back to C14 and reduced the size <size> <max> values. Restarted the game and the triangle issue was gone an I have a nice stars-filled background.
Then I increased the size compared to the original value and tested again. Same result. Then I set it back to the original value... and still same result. I don't understand... really. Though I don't know how the system is supposed to look like, playing around with the size does make a difference it seems.

At the moment there are only stars, no nebula or anything.

If somebody knows a good exorcist, please pass on his business card to me. :)
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (1.8) - "X4RSGE" (2.55)

Post by Realspace »

You have to restart the game only when adding meshes in the folder. If you change params in the xml you can just reload. To test these changes use some demo universe such as this https://www.nexusmods.com/x4foundations/mods/772 otherwise you become old waiting :goner: ...well it is frustrating the same, that's what took me so long to complete this thing. But less time for sure..

So changing the max value has some difference in your game..interesting. In my machine, most materials and size values are ignored, it reads the mesh (and the included materials+sizes) and ignores those in the xml. I could write Micky Mouse in each and the scenery will not change. That's why I had to import/export the meshes to create new custom planets, nebulae etc. And I suppose this happens to the others too, who dont have this issue. Maybe Win11 is different?

Anyway, I made the modifications, bug fixes + new planet in profit center alpha and new visual and functional sector for Old Terranova 1, that is fully occupied by xenon.
Some other stations moved and a couple of gates. Texts have also been improved. I really hope this is the last... :doh:

XRSGE 2.5.6

https://www.nexusmods.com/x4foundations/mods/507

uploading...give it some minutes
Newinger
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (1.8) - "X4RSGE" (2.55)

Post by Newinger »

Realspace wrote: Wed, 5. Oct 22, 17:44 I really hope this is the last... :doh:
I suggest you stop a few days updating. I have started my systematic exploration and taking notes for possible bugs. Started in Sol system, travelling sector by sector. Found already some. I will give you a complete report when I am done.
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (1.8) - "X4RSGE" (2.55)

Post by Realspace »

Newinger wrote: Wed, 5. Oct 22, 17:55
Realspace wrote: Wed, 5. Oct 22, 17:44 I really hope this is the last... :doh:
I suggest you stop a few days updating. I have started my systematic exploration and taking notes for possible bugs. Started in Sol system, travelling sector by sector. Found already some. I will give you a complete report when I am done.
Yes indeed!
ziplock815
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (1.8) - "X4RSGE" (2.55)

Post by ziplock815 »

Realspace wrote: Wed, 5. Oct 22, 08:01 I am investigating....did it happen elsewhere? Black hole sun, no more?
Nope, haven't found this bug in Black hole sun and Grand Exchange....yet :D

Btw love the idea with sector names like in X3. Definitely nostalgic. But I suggest to name sectors with numbers like in earlier versions so that it'd be more lore friendly, because sectors like Cloudbase southwest, priest rings, Aladna hill, Montalaar etc.are whole different systems in x3, but they are just sectors in Argon prime and Morning star systems in the mod. Maybe you could make such sectors to become independent systems with own sectors and bring back numbers? With the exception of Herron's Nebula, for example, which is definitely located in Argon prime system in X3.

P.S. Issue in Profit center alpha still occurs, but now you can see half of the planet lurking behind the gas giant :)
Bug with jumpgate-to-accelerator in Bright profit occurs too, but seems like exorciism cured that strange deformed accelerator.
Using last version of the mod .
Last edited by ziplock815 on Thu, 6. Oct 22, 00:07, edited 2 times in total.
Newinger
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (1.8) - "X4RSGE" (2.55)

Post by Newinger »

ziplock815 wrote: Wed, 5. Oct 22, 22:38 Maybe you could make such sectors to become independent systems with own sectors
This would mean another major overhaul of the mod and all the sectors - when all these sectors would become own systems, each of them needs several new sectors, which all have to be designed, connected to the rest, texts written ... also the number of sectors would become even higher than it is already... if Realspace wants to do that work, he should go for it, but ... I'd prefer a finished mod for finally starting a real game instead of beta testing :D
ziplock815
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (1.8) - "X4RSGE" (2.55)

Post by ziplock815 »

Newinger wrote: Wed, 5. Oct 22, 23:26
ziplock815 wrote: Wed, 5. Oct 22, 22:38 Maybe you could make such sectors to become independent systems with own sectors
This would mean another major overhaul of the mod and all the sectors - when all these sectors would become own systems, each of them needs several new sectors, which all have to be designed, connected to the rest, texts written ... also the number of sectors would become even higher than it is already... if Realspace wants to do that work, he should go for it, but ... I'd prefer a finished mod for finally starting a real game instead of beta testing :D
You definitely have a point :)
It's just because I like this mod a lot that I keep dreaming of X4 with all of X3 sectors as independent systems. That'd be...let me think...1000+ sectors :D
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (1.8) - "X4RSGE" (2.55)

Post by Newinger »

ziplock815 wrote: Wed, 5. Oct 22, 23:55 It's just because I like this mod a lot that I keep dreaming of X4 with all of X3 sectors as independent systems. That'd be...let me think...1000+ sectors :D
I guess that could be a new separate project, with lessons learned from the "smaller" X4RSGE project. And it is something where Realspace really would need a modding team. Like Tamriel Rebuilt for Morrowind :D

I think for now it is better to optimize and then also to really review how the game economy develops, and if the ecoomic and military game is still enjoyable - without too much waiting. I am also doing some tests here currently, along with my bug hunt exploration.

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