[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" (2.0) - "X4RSGE" (2.8)

Post by Realspace »

Thanks, this is good news, if I can avoid another day of tedious coding :) Maybe I can try increasing their resources at start?

I've almost finished the first extra system for Xrsge Frontier mod. Being free from vanilla structure and economy is so liberating...I can freely invent much more :)

I've put hands also on the tracklists so to have different moods. More Rebirth for xrsge, more X3 for frontier sectors.

Speculating....sHWS and accelerators don't make much sense in reality. Planet's orbit would misallign any vector pointing at it. Expecially shws make zero sense...but they are so nice for the approaching animation.

So, in bordering sectors that I am conceiving as abandoned (not totally unknown), and don't serve the economy but only exploration...well connections should lose the allignment after no race has control. Even switch off..I've alread put this in one scene. It makes sense..oc xenons, khaaks etc. stop any recolonizing.

This could also ample the magnitude of vastness to explore...like 50000km to reach the planet. Point is, why should the player go so far if in the other base systems resources are at less distance? What could one add other than resources and derelicts to justify such distances?
ziplock815
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (2.0) - "X4RSGE" (2.8)

Post by ziplock815 »

50000km? Oh God :gruebel:
Maybe capturable xenon K or deca? Or some other unique ships/weapons? Wild space-living boron - brother or sister of Boso Ta? :D
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (2.0) - "X4RSGE" (2.8)

Post by Newinger »

Realspace wrote: Sun, 16. Oct 22, 09:34 I've put hands also on the tracklists so to have different moods. More Rebirth for xrsge, more X3 for frontier sectors.
Oh, do you use different soundtracks in your mod? So far I am using "X4 Legacy Music mod" (https://www.nexusmods.com/x4foundations/mods/56)
So, in bordering sectors that I am conceiving as abandoned (not totally unknown), and don't serve the economy but only exploration...well connections should lose the allignment after no race has control.
Good idea. So how does one reach these sectors then?
This could also ample the magnitude of vastness to explore...like 50000km to reach the planet. Point is, why should the player go so far if in the other base systems resources are at less distance? What could one add other than resources and derelicts to justify such distances?
Mostly exploration for exploration sake. Secret ship types with special features. Wormholes to otherwise non-reachable secret sectors. Bits of story. Secret missions...
Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (2.0) - "X4RSGE" (2.8)

Post by Realspace »

All good ideas yes some very rewarding derelict. And anomalies bringing closer to planets..

I've changed tracklist for the next release but you can use whatever mod, it will overwrite bc my map uses vanilla lists, not custom ones, so any new list that replaces vanilla will be used

I am torn between making a totally abandoned space or making some bordering sectors as in x3 that then bring to other occupied systems in the south or east. These systems being shared between races as in X3's borders.

The idea about connection is on two levels. One is only visual, for immersion's sake. I.e. accelerator works but brings you far for planet. You can go on or explore the planet far away. In x3 there were also sectors with planets far. The difference would be that in X4 I can make them "alive", having resources etc not only backdrops.

The second alteration is also funcional, like one way of the sHWs is shut off. This would make the route one way only...oc with the possibility to go back through another close system, as in vamilla Savage Spur.

It'd be nice to make some activation available as mission etc. While this is doable with gates, I don't think it is with sHWs.
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (2.0) - "X4RSGE" (2.8)

Post by Newinger »

Realspace wrote: Sun, 16. Oct 22, 15:47 The second alteration is also funcional, like one way of the sHWs is shut off. This would make the route one way only...oc with the possibility to go back through another close system, as in vamilla Savage Spur.
Would love that.
Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (2.0) - "X4RSGE" (2.8)

Post by Realspace »

XRSGE 2.8.2 available
https://www.nexusmods.com/x4foundations/mods/507
Bug fixes, accelerator in silent witness and gate in Guiding Star corrected
Added increased range for all mission offers (around 500km)
Other small fixes and better regions

New game NOT required

........

I am going further in the development of XRSGE Frontier Mod, I've made 3 systems up to now, with a lot of details, need only to populate them. I am going in the route of my X3 FL mod vibe. It is incredible that some planets I made for X3 FL are still vastly better than those in X4, it is a pity I can't import them into X4...anyway, I am trying to recreate the same atmosphere. Must say that music does a lot, I created a track list specific for these frontier sectors. Also I tend to make them look more dark and crispy, as in X3.
Last edited by Realspace on Tue, 18. Oct 22, 00:14, edited 1 time in total.
ziplock815
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (2.0) - "X4RSGE" (2.8)

Post by ziplock815 »

Great news!
Will Frontier mod require a new game start?

Checked Terran cadet start without Jumpdrive mod and there's still hell. Well, at least I could pick up a lot of cargo floating in space :D
Strange thing is, that only after 15536th playthrough I managed to find out that after cadet Shinamon disappearance there is abandoned ship left by him, Velvet Thunder floating near the jumpgate to Savage Spur.
Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (2.0) - "X4RSGE" (2.8)

Post by Realspace »

I did not know either :D

Frontier works as a normal addon, new sectors are added on top of XRSGE, no new start needed. It is a separated mod anyway. It does not modify XRSGE mod except for adding a couple gates that bring to the new space. Of course after you save with it on, don't know what happens if you remove it..
Carath
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (2.0) - "X4RSGE" (2.8)

Post by Carath »

Hi! I'm having this weird skybox glitch, when parts of it get rendered incorrectly. I've raised a bug in Nexusmods. Is that something you can help me with? Thanks!
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Arsaneus
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (2.0) - "X4RSGE" (2.8)

Post by Arsaneus »

Carath wrote: Tue, 18. Oct 22, 19:01 Hi! I'm having this weird skybox glitch, when parts of it get rendered incorrectly. I've raised a bug in Nexusmods. Is that something you can help me with? Thanks!
I've got the same. Couldn't really find the reason why only some users have this issue.
Are you using Win 11 per chance?
Carath
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (2.0) - "X4RSGE" (2.8)

Post by Carath »

Yes, I do.

It's working correctly if I delete XRSGE_Lite. Even with STARS enabled...
Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (2.0) - "X4RSGE" (2.8)

Post by Realspace »

Arsaneus wrote: Tue, 18. Oct 22, 19:52
Carath wrote: Tue, 18. Oct 22, 19:01 Hi! I'm having this weird skybox glitch, when parts of it get rendered incorrectly. I've raised a bug in Nexusmods. Is that something you can help me with? Thanks!
I've got the same. Couldn't really find the reason why only some users have this issue.
Are you using Win 11 per chance?
In last update I've added a cl_03_bg in every cluster folder. This means you can simply rename the vertex, as we talked above and you already did, to 03 etc instead of its current nr. Can you see if this new vertex solved the issue? I can't replicate the thing having win10, don't see it in game.

I can only guess that win11 is more strict in the rendering if materials are not matched or that it discards a mesh that is too big :gruebel:
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Arsaneus
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (2.0) - "X4RSGE" (2.8)

Post by Arsaneus »

Realspace wrote: Wed, 19. Oct 22, 00:20
Arsaneus wrote: Tue, 18. Oct 22, 19:52
Carath wrote: Tue, 18. Oct 22, 19:01 Hi! I'm having this weird skybox glitch, when parts of it get rendered incorrectly. I've raised a bug in Nexusmods. Is that something you can help me with? Thanks!
I've got the same. Couldn't really find the reason why only some users have this issue.
Are you using Win 11 per chance?
In last update I've added a cl_03_bg in every cluster folder. This means you can simply rename the vertex, as we talked above and you already did, to 03 etc instead of its current nr. Can you see if this new vertex solved the issue? I can't replicate the thing having win10, don't see it in game.

I can only guess that win11 is more strict in the rendering if materials are not matched or that it discards a mesh that is too big :gruebel:
That only solves the triangle issue as it doesn't try to load the "broken" mesh and instead only renders the normal stars BG or nothing at all. So yeah, teiangles gone but the systems look bland as a result. I'll try to talk to the devs - maybe they have an idea as it does seem like it might be something related to Windows, even if it only appeara with the mod.
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (2.0) - "X4RSGE" (2.8)

Post by Carath »

Realspace wrote: Wed, 19. Oct 22, 00:20 I can't replicate the thing having win10, don't see it in game.
Have you considered upgrading? :?
Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (2.0) - "X4RSGE" (2.8)

Post by Realspace »

Arsaneus wrote: Wed, 19. Oct 22, 02:12 That only solves the triangle issue as it doesn't try to load the "broken" mesh and instead only renders the normal stars BG or nothing at all. So yeah, teiangles gone but the systems look bland as a result. I'll try to talk to the devs - maybe they have an idea as it does seem like it might be something related to Windows, even if it only appeara with the mod.
The mod alters vanilla meshes. In doing that they are imported then exported through several passages. This is not easy and can corrupt the meshes. There is nothing else I can do if ego made vanilla meshes so small except remaking them from scratch. Which is beyond my possibilty and time, sorry

But the fact that bg_03 solves the skybox issue is a good thing. It can work in other sectors too but I have to use its proper stars etc. So I will change it "blindly" but can try.

You continue l experimenting with bg_3 bc as it should work for most of the backgrounds. Maybe losing nebulae but not all stars. Have you tried other clusters? It should not appear bland, only devoid of nebs or of added stars. Those I can fix.

Fog will work normally, don't worry, it is regulated by another file. In game, the lack of nebs is not a big deal, I used a lot of fogs as scenery too.

Btw it does not load "normal" meshes but mod's meshes bc stars are also an enlarged mesh or you 'd be out of skybox after taking any superhighway. So some meshes are not broken despite the enlargement even in your machine, stars are not, right?

In Frontier Mod I am using a base mesh combination based on bg03. This should be bug-free on any machine. We'll see, if it works,I can try to replicate on xrsge mod too

If you can make a list of sectors that don't work, a list made of ids not name, after disabling mapdefaults.xml, I can try to change backgrounds in those only. This would reduce a lot my workload and speed up the solution
Last edited by Realspace on Thu, 20. Oct 22, 08:40, edited 4 times in total.
ziplock815
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (2.0) - "X4RSGE" (2.8)

Post by ziplock815 »

Reporting issue: in Gaian Prophecy beta only half of the planet is visible, the other half's missing textures. Seems like same issues appear in all sectors where vanilla planets from "low orbit" sectors are used.

Oh God...where on Earth disappeared Oberth ship with Rick Feynmann on board? I just flew to another sector before fixing sattelites to increase rep with pioneers and voila...Oberth just disappeared and I see no waypoint to it :rant:

Well...15th new game start I think :lol:
ziplock815
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (2.0) - "X4RSGE" (2.8)

Post by ziplock815 »

I also would like to ask: your mod isn't compatible with Legacy music anymore? Since last version of the mod I hear only terran and pirate dlc soundtrack.
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (2.0) - "X4RSGE" (2.8)

Post by Realspace »

To make any mod overwite mine just add dependency in the content.xml. with the exact id of the mod i.e. make other mod dependent from xrsge. This will make it load after. Or just open mymod/libraries and delete sounds.xml.

Orbital planets have been redone and oc they don't have texture everywhere but is not dramatic as you say. I actually used more than a remodel of mine having full texture coverage, you can see it in various sectors. Gaian prophecy is the only one missing full coverage. Lighting and distance position helped masking for it. Vanilla orbital planets are not even a sphere :-)

It's just that nobody has ever been there, thousands kms far to see it :P
Last edited by Realspace on Fri, 21. Oct 22, 16:52, edited 2 times in total.
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (2.0) - "X4RSGE" (2.8)

Post by MCWopper »

I've been testing the realspace mods for a potential new run and I really like what the engine mod does.

But I've noticed that the AI has a lot of dificulties docking.
This goes for Drones, Small ships and Medium ships.
Somethimes it seems that the ships are getting grabbed by a landing flightpath, make some sharp corners and dock pretty quickly.
But most of the time they overshoot, and then slowly aprouch the dock until they are a few km away and then gradualy slow down to 1m/s.
Seems to happen less often with stations then ship to ship docking.

Don't know if you are aware of that issue and if you can do anything about it but like this for me a playtrough isn't really possible.

Also noticed in some of the bigger sectors that there are some Floating point errors

And in the map view not all ships are visible in radar range, not sure what causes that
ziplock815
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (2.0) - "X4RSGE" (2.8)

Post by ziplock815 »

Found a bug: in Black hole sun there's an accelerator instead of the jumpgate leading to jumpgate in Sonra: the Hole. Also, there's is a visual glitch near the molten planetoid which can be seen when traveling to Power Circle via superhighway and disappears behind the planetoid after arriving to the sector. It can be also seen from The Hole sector, but is too far away.

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