[MOD] Lower Poly Asteroids v2.04: Less Fat, More FPS [UPDATED 03.05.07]

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halo112358
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Post by halo112358 » Thu, 3. May 07, 13:19

http://www.xai-corp.net/files/xaicorp/p ... s-2.03.zip
http://www.xai-corp.net/files/xaicorp/p ... s-2.03.spk

Try these if you could, I'm not entirely sure what's causing the collision problem but I could have forgotten to rest the XForms after changing the models. DBOX hates it when you forget that and collision (and other things) sometimes breaks.

I spent a while today trying to figure out what's going on, I'm pretty sure it's not related to the LOD bodies.

Once this is sorted I'll do another update with more LOD levels, most of the asteroids only have 100%, 20% and 5% - it would be nice to do 100/65/45/20/5/2.

Anyway, let me know if the link above helps anything or if things are still breaking. You may have to leave the sector and come back in to fix the collision geometry, I'm not sure but I'd do it anyway to be certain.
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Squelch
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Post by Squelch » Thu, 3. May 07, 13:30

That was quick work!

Thiis I can test straight away without doing too many changes. I'm OOS before I jump into RL so the effects should be immediate. I'll report straight back.


[UPDATE]

By Golly I think you fixed it!

The mine in question is now avoided as expected. I haven't tested any others yet but it looks good :D

[/UPDATE]

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halo112358
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Post by halo112358 » Thu, 3. May 07, 13:48

Squelch wrote:That was quick work!

Thiis I can test straight away without doing too many changes. I'm OOS before I jump into RL so the effects should be immediate. I'll report straight back.


[UPDATE]

By Golly I think you fixed it!

The mine in question is now avoided as expected. I haven't tested any others yet but it looks good :D

[/UPDATE]
Great! now I can get to work on updating everything :D

thanks a lot for testing it!

I'll have updated versions (including lower poly) up soon, it's a good idea for everyone to download 2.03 and install it in the mean time. I had to start from scratch on this copy so it will take a bit to have both versions ready.
Last edited by halo112358 on Thu, 3. May 07, 14:00, edited 1 time in total.
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Squelch
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Post by Squelch » Thu, 3. May 07, 14:00

halo112358 wrote:
Great! now I can get to work on updating everything :D

thanks a lot for testing it!
NP :)

Great news to have it fixed. It's also good to see you now have some proper hosting. Congratulations on that too. Will you now be including the web address information in the spk to enable automatic upgrades?

Do tou think it fair for me to keep all of the nice goodies that were left from the ships crashing before? :lol:

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halo112358
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Post by halo112358 » Thu, 3. May 07, 14:12

Squelch wrote:Great news to have it fixed. It's also good to see you now have some proper hosting. Congratulations on that too. Will you now be including the web address information in the spk to enable automatic upgrades?
Because of the way Xai-Corp is setup I don't think I can upload the autoupdate .dat file and have it end up in the right place :(

edit:

Both versions are updated and uploaded to Xai Corp, have fun :D
... let me know if anything else goes wrong (crossfingers)

edit2:

AH HA! packing the .bod files to .bob with x2bc breaks collision detection!
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ttl
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Post by ttl » Thu, 3. May 07, 18:43

I confirm that the Ore Mine of Death in Mines of Fortune is now navigable with the newest version. Thanks :) :thumb_up:

Squelch
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Post by Squelch » Thu, 3. May 07, 22:51

halo112358 wrote:Because of the way Xai-Corp is setup I don't think I can upload the autoupdate .dat file and have it end up in the right place :(
You are right to certain extent. If the package is updated the new version would be detected. But, this only works for scripts not mods. If the mod has any scripts it would get seen, so if there was a single setup.lpa.xml that simply sends the player a confirmation message with version on first load, this would work a treat. Just a suggestion mind :P
Both versions are updated and uploaded to Xai Corp, have fun :D
... let me know if anything else goes wrong (crossfingers)
Fantastic work Halo. Thanks for the quick turnaround.
AH HA! packing the .bod files to .bob with x2bc breaks collision detection!


I'm glad you found the cause. Another little snippet of useful info for future use :)

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arcana75
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Post by arcana75 » Fri, 4. May 07, 14:24

It's fixed! :thumb_up:

The irony is, the day you fixed it, I went out and bought a new C2D E6600 rig with an 8800GTX! :D No more performance worries (I hope)!

darkelfsin
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Post by darkelfsin » Sat, 5. May 07, 07:25

thx for this nice spk............. :lol:

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sferum
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Post by sferum » Sun, 4. Jan 09, 18:00

Doesn´t it create now a huge cuantity of shadows because of the new sharper forms? Or do this new shadows affect less than the formers the performance??
http://img154.imageshack.us/img154/2213 ... 715ux8.gif

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Pares
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Post by Pares » Fri, 8. May 09, 17:52

Hello! I tried to uninstall your mod, used the spk file, but the asteroids did not changed their shape back to original, I maxed out the graphics but they are still ugly, please help!

HalcyonSpirit
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Post by HalcyonSpirit » Sat, 16. May 09, 04:10

I'm can't for the life of me figure out why, but this mod has been causing my game to crash to desktop at seemingly random points in the game. Now, it really isn't random, because I've been able to reproduce it repeatedly and determine through trial-and-error that it was, in fact, this mod. It may be an interaction with another mod that is causing the problem, but removing this mod from the game removes the CTD issues.

Basically, I've been having issues where the game will CTD upon entering particular sectors, but the sectors in question aren't constant. At one point I can enter; I try again later and I can get in, but then I'll hit a different sector that I can't enter without having a CTD. Very frustrating, especially if I either HAVE to get in right then or it happens when I haven't saved in a while. Anyway, it confused me for a while, but I lucked out in my latest game because it's within the first hour of the start and I have a save point when the sector is initially available to me, but if I SETA for about 10 seconds at 10x, entering the sector causes the same CTD. What is interesting is that if I enter the sector before that point, I can get in, but after about the same period of time it will CTD while I'm still in the sector!

The way I figure it (and I have no way to confirm, unfortunately), there's a ship or something else entering the sector at that point and the game is CTDing because it can't handle it for some reason. That would explain why the afflicted sectors are always changing, and why it's CTDing when I'm in the sector or when I try to enter the sector after it has supposedly entered. Why this mod is causing the problem, though, I have no idea.

I was using the v2.04 Medium version of this mod.

Here's a list of the scripts and mods I've had since the problem began (I use others as well, but those were added after I first noticed the problem). Maybe someone can figure out whether there's a conflict somewhere. I can also provide the save game if anyone wants it.

Bonus Pack Plugins
Xtended Mod v0.7.5
Bigger Jumpgates
All plugins from Cycrow's Scripts except guild scripts and EMP (since XTM includes it)
A.R.E.S. Station Building Service
Add Jumpdrives and Transporter Devices to EQ Docks
Anarkis Carrier Commands
Apricot PHQ Mod
Asteroid Creator
Combat Mod 2
Convoys
Escort
Group Combat Commands
Group Missile Management
Improved Xenon
LV's Cheats
MARS Fire Control
Military Hud Mk2
OCS Apollo
Player Response Fleets
Sector Takeover
Sensor Boost Plugin
Super Tractor
Xai Corp Refuel for Jump (GCO)
XTM No Civilians Plugin
XTM Speed Boost Plugin

kelmen
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Post by kelmen » Wed, 9. Dec 09, 13:31

Pares wrote:Hello! I tried to uninstall your mod, used the spk file, but the asteroids did not changed their shape back to original, I maxed out the graphics but they are still ugly, please help!
eh.... you want a "beautiful" asteroids? .....
what for?

bluntblazer
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Post by bluntblazer » Tue, 13. Apr 10, 15:33

When I try to install the spk with x-universe plugin manager the low poly roids spk is the only one that says error opening invalid package? Whats with that? Could somebody please let me know the steps to applying it manually?

Kframe
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Post by Kframe » Fri, 16. Apr 10, 01:10

I tried to install this on the new plug in manager lite, and it says its a invalid file. It is the latest cycrow manager. Any thoughts.. The asteroid problem is why i quit the game 3 years ago on my old comp. I have a vastly better one now, but want to nip it in the but before i get to the problem head on.

The Boz
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Post by The Boz » Fri, 16. Apr 10, 13:46

Kframe wrote:I tried to install this on the new plug in manager lite, and it says its a invalid file. It is the latest cycrow manager. Any thoughts.. The asteroid problem is why i quit the game 3 years ago on my old comp. I have a vastly better one now, but want to nip it in the but before i get to the problem head on.
I have the same problem. Tried to make an spk out of the zip file, no cigar.
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Old Drullo321
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Post by Old Drullo321 » Mon, 10. May 10, 22:41

Sorry to bump this thread again.

I only want to know if the cat files create a "modified".
I ask because another mod in the german section remove polygons of the tubes between the complex stations and it does not create a modified

grinningsphinx
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Post by grinningsphinx » Mon, 28. Jun 10, 19:54

yep, confirmed invalied package...with the medium or low versions of hte SPK

Klo_Kla
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Post by Klo_Kla » Wed, 30. Jun 10, 10:42

You have to convert the the file into new .spk format first. Otherwise it would not install and you will get aforementioned error message. Use spkconvert:
http://cycrow.thexuniverse.us/tools/index.html

naptime
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Post by naptime » Sat, 11. Sep 10, 05:49

I'm new to modifying my game. What's the fake patch method? I see the cat/dat pair of files in the zip in the x3 terran conflict folder though not that specific number. Do I just copy and paste the files into that directory?

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