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Who is still modding - wants to mod XR

Posted: Tue, 6. Aug 19, 05:32
by AR_Starfighter
Hello all. I like to know who else is modding XR.

Who wants to mod XR? But doesn't have the info, I have collected enough to mod.


One current problem on scope of variables, I'm stuck on. I'm moving on to another type of game until I can figure it out.

Re: Who is still modding - wants to mod XR

Posted: Wed, 7. Aug 19, 11:10
by Vectorial1024
I'm an ex-XR-modder who went to X4 to have some fun and mod X4 and then decided to pass by XR modding again.

Scope of variables. Do you mean MD scripts or AI scripts?

Re: Who is still modding - wants to mod XR

Posted: Wed, 21. Aug 19, 06:03
by AR_Starfighter
XR has so many problems that need to be fixed. It's an irresistible challenge. 8)

X4 isn't finished yet. Mods have to updated frequently. So, i'm staying away from X4 for now. XR is a stable version.

Read the scripting message. I'm baffled. I have a great idea, fair and makes logical sense in game. I can't finish it! :x

Released mods:
shutup rewards - silences those endless reward %^$# while your trying to fight a battle <10% 1% chance
silent menus - (not finished) silences excess chatter in menus 'show me your wares' <10% chance
Autodock repair - Changes the unrealistic repair in 100% in one second. It takes time to repair the skunk. If you dock with a friendly ship, your engineer can go out and repair the skunk. It still takes time.

If your out in the middle of nowhere, you don't have to return to a space station and then return to where you were. Handy! :D

Re: Who is still modding - wants to mod XR

Posted: Wed, 21. Aug 19, 14:02
by Berni
how about fixing the combat AI?
i've heard UFO was the best ship AI but only for v3.52

all new AI mods can't get the job done... (player)ships are not fighting and protecting proper and so on...

Who is still modding - wants to mod XR

Posted: Thu, 22. Aug 19, 06:11
by AR_Starfighter
UFO would have to be updated by the modder. Fixing another mod yourself is very hard, even with programming skills.


AI bugs:
Any jump to ratfish waters, makes the trade ship pass within weapons range of the station.
Ships have no sense of self-preservation. They rarely flee. Warships clearly need to retreat and they don't.
All crews fight to the death. Even combat rank bailout is still incomplete and needs improvements (I did one). Only rievers should do that. Ever one else should eject once the hull gets below a %.

Re: Who is still modding - wants to mod XR

Posted: Thu, 22. Aug 19, 13:59
by Vectorial1024
AR_Starfighter wrote:
Thu, 22. Aug 19, 06:11
UFO would have to be updated by the modder. Fixing another mod yourself is very hard, even with programming skills.


AI bugs:
Any jump to ratfish waters, makes the trade ship pass within weapons range of the station.
Ships have no sense of self-preservation. They rarely flee. Warships clearly need to retreat and they don't.
All crews fight to the death. Even combat rank bailout is still incomplete and needs improvements (I did one). Only rievers should do that. Ever one else should eject once the hull gets below a %.
I think there's a mod out there (or was it CWIR/New Frontiers?) that moved the pirate station away from the "radial paths" originating from Wavy Haze. You may search for it; I think it is on Steam.

Re: Who is still modding - wants to mod XR

Posted: Sat, 24. Aug 19, 03:10
by AR_Starfighter
Changing the AI, that is much harder changing the location is easy. I can make a mod to change it's location.

Where to put the station? Locations are under what file? Clear naming or codes?



The bigger issue is we need a "community bug fix patch", like morrowind or oblivion. :idea:

I can combined two mods and add location change to fix the ratfish waters. Maybe fuse auto-dock repair too. The bug fix mods should be simple to fuse to the community patch, making sure the don't conflict with the other mods.

Re: Who is still modding - wants to mod XR

Posted: Sun, 25. Aug 19, 17:50
by Vectorial1024
The map hierarchy in X Rebirth looks something like this:
  • Galaxy (there is only 1 Galaxy obviously)
  • Cluster
  • Sector
  • Zone
  • In-zone objects, e.g. stations
Now what is going on here, is that you first define the macro of the station, and then you plug the macro into the zone macro connection list. You have the macro of the zone, you plug it into the sector macro connection list. So on and so on. Then you will have assembled the entire Galaxy.

An example: I first have the macro for the Capital Shipyard ready. I make a new zone called Gemstone Manufacture, and plug the Capital Shipyard connection into the G.M. zone macro connection list. So you now have a Capital Shipyard inside Gemstone Manufacture.

Refer to maps/xu_ep1_universe/zones.xml ; the file contains macros of every zone in X Rebirth, plus a few anonymous zones.

From the awesome Roguey website (https://roguey.co.uk/xrebirth/universe/ ... 72/item-4/) Murky Skies is "tzoneCluster_C_Sector10_Zone68_macro". Go search for that macro inside zones.xml and you should see a <connections> node. Search below, and one of them should be something like <connection name="..." class="station" macro="struct_bt_ol_spacefuel_production_macro [licenced distillery]">. That will be your patching target.

This knowledge works even in X4, just that zones and stations are not used the same way in Rebirth.

Re: Who is still modding - wants to mod XR

Posted: Fri, 30. Aug 19, 21:49
by AR_Starfighter
I have added it to reward fix. It had no effect. This should be in scripts and modding.

extensions/Reward_Fix/maps/XU_ep1_universe/zones.xml

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<diff>
     <replace sel="//macro[@name='tzoneCluster_C_Sector10_Zone68_macro']/connections/connection[@name='struct_bt_ol_spacefuel_production_macro']/offset">
          <offset>
              <!--Murky Waters fix-->
              <position x="-37779.1875" y="9094" z="-10000" />
         </offset>
    </replace>
</diff>
Do I need to exit the zone and reenter?

Re: Who is still modding - wants to mod XR

Posted: Fri, 30. Aug 19, 22:01
by alexalsp
1) You must restart the game.
2) View error log

and try

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<diff>
     <replace sel="//macros/macro[@name='tzoneCluster_C_Sector10_Zone68_macro']/connections/connection[@name='struct_bt_ol_spacefuel_production_macro']/offset">
          <offset>
              <!--Murky Waters fix-->
              <position x="-37779.1875" y="9094" z="-10000" />
         </offset>
    </replace>
</diff>
But perhaps it is already spelled out in the save file.

Re: Who is still modding - wants to mod XR

Posted: Mon, 2. Sep 19, 08:07
by AR_Starfighter
Do you mean start a new game? Can't do that too far into the game.

In that case, what about editing the saved file.

I checked the error log. No additional errors.

I think the station moved, but not where I thought. The z axis is moving down in map mode, not flying in space. What defines x,y,z?

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<diff>
     <replace sel="//macros/macro[@name='tzoneCluster_C_Sector10_Zone68_macro']/connections/connection[@name='struct_bt_ol_spacefuel_production_macro']/offset">
          <offset>
              <!--Murky Waters fix-->
              <position x="-37779.1875" y="9094" z="-80000" />
         </offset>
    </replace>
</diff>

Re: Who is still modding - wants to mod XR

Posted: Mon, 2. Sep 19, 18:02
by Vectorial1024
Positive X goes to the East.
Positive Y goes Upwards
Positive Z goes to the North.

Pretty intuitive, if you ask me.

EDIT:

Something interesting: 1 unit in the coordinate system actually equates to 1 meter. So you could estimate distance with your Albion Skunk first, using the Guidance tool multiple times at different angles.

Re: Who is still modding - wants to mod XR

Posted: Mon, 2. Sep 19, 18:38
by SirFrancisDrake
Hi,

you can use this small script. It shows you the exact position in zone, sector and cluster.

Unitrader wrote this code some years ago.

Code: Select all

<?xml version="1.0" encoding="UTF-8"?>
<mdscript xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" name="UT_Semi-Secret_Project" xsi:noNamespaceSchemaLocation="http://utnas/~unitrader/XRebirthxsds/md.xsd">
  <cues>
    <cue name="PrintPos" checkinterval="5s" instantiate="true">
    <actions>
        <set_value name="$ZoneOffset" exact="player.primaryship.position"/>
        <transform_position name="$SectorOffset" refposition="player.zone.position" refrotation="player.zone.rotation"><position space="$ZoneOffset"/></transform_position>
        <transform_position name="$ClusterOffset" refposition="player.sector.position" refrotation="player.sector.rotation"><position space="$SectorOffset"/></transform_position>
        <show_notification caption="'Position'" details="[$ZoneOffset,$SectorOffset,$ClusterOffset]" timeout="2s"/>
    </actions>
    </cue>
  </cues>
</mdscript>
Greetings,
SirFrancisDrake

Re: Who is still modding - wants to mod XR

Posted: Tue, 3. Sep 19, 09:30
by AR_Starfighter
Vectorial1024 wrote:
Mon, 2. Sep 19, 18:02
Positive X goes to the East.
Positive Y goes Upwards
Positive Z goes to the North.

Pretty intuitive, if you ask me.

EDIT:

Something interesting: 1 unit in the coordinate system actually equates to 1 meter. So you could estimate distance with your Albion Skunk first, using the Guidance tool multiple times at different angles.
Which applies to in game or map mode?

Re: Who is still modding - wants to mod XR

Posted: Tue, 3. Sep 19, 09:55
by alexalsp
Use CHM to take coordinates.

https://steamcommunity.com/sharedfiles/ ... =649322713

It will make your life easier.

Re: Who is still modding - wants to mod XR

Posted: Tue, 3. Sep 19, 16:25
by Vectorial1024
AR_Starfighter wrote:
Tue, 3. Sep 19, 09:30
Vectorial1024 wrote:
Mon, 2. Sep 19, 18:02
Positive X goes to the East.
Positive Y goes Upwards
Positive Z goes to the North.

Pretty intuitive, if you ask me.

EDIT:

Something interesting: 1 unit in the coordinate system actually equates to 1 meter. So you could estimate distance with your Albion Skunk first, using the Guidance tool multiple times at different angles.
Which applies to in game or map mode?
It's basically the same thing; this system applies to the in-game system, and the map is simply an representation of the system itself.

The axes are more obvious in X4, but XR and X4 basically shares the same internal system, so yeah.

Re: Who is still modding - wants to mod XR

Posted: Thu, 5. Sep 19, 06:57
by AR_Starfighter
I need to see if works for someone else. Try this code and see if works. Then post here.

Re: Who is still modding - wants to mod XR

Posted: Fri, 6. Sep 19, 19:35
by Vectorial1024
...?
SirFrancisDrake wrote:
Mon, 2. Sep 19, 18:38
Hi,

you can use this small script. It shows you the exact position in zone, sector and cluster.

Unitrader wrote this code some years ago.

Code: Select all

<?xml version="1.0" encoding="UTF-8"?>
<mdscript xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" name="UT_Semi-Secret_Project" xsi:noNamespaceSchemaLocation="http://utnas/~unitrader/XRebirthxsds/md.xsd">
  <cues>
    <cue name="PrintPos" checkinterval="5s" instantiate="true">
    <actions>
        <set_value name="$ZoneOffset" exact="player.primaryship.position"/>
        <transform_position name="$SectorOffset" refposition="player.zone.position" refrotation="player.zone.rotation"><position space="$ZoneOffset"/></transform_position>
        <transform_position name="$ClusterOffset" refposition="player.sector.position" refrotation="player.sector.rotation"><position space="$SectorOffset"/></transform_position>
        <show_notification caption="'Position'" details="[$ZoneOffset,$SectorOffset,$ClusterOffset]" timeout="2s"/>
    </actions>
    </cue>
  </cues>
</mdscript>
Greetings,
SirFrancisDrake
This prints stuff every 5 seconds. The stuff are:
- The position of Albion Skunk inside your zone
- The position of your zone with respect to your sector
- The position of your sector with respect to your cluster

Should work pretty well.

Re: Who is still modding - wants to mod XR

Posted: Sat, 7. Sep 19, 10:25
by UniTrader
actually it shows the position of the skunk itself relative to the current Zone, Sector and Cluster, so you dont have to do any math to get your Position in any parent context ;) (it even accounts for the case that the spaces have a rotation, which is not the case in vanilla, and i only know one unpublished Mod which actually makes some use of that..)

Re: Who is still modding - wants to mod XR

Posted: Sun, 8. Sep 19, 22:05
by AR_Starfighter
You seem to forget the station is hostile to the skunk. I'll get destroyed before I reach it. The position script will not help.

I need someone else to succeed at moving the station. I tried to move the station it had no effect.