X Rebirth

X Rebirth

Teladi Overwatch Ring Platform
21 Comments
Kongha 14 Apr, 2019 @ 10:27am 
This is such a awsome and fun thing from the modder. Well done!
bioscmos303 9 Dec, 2017 @ 11:35am 
works with 4.3 ?
Prior Micha 8 Nov, 2016 @ 7:47pm 
Das probiere ich aus.
Danke für die schnelle Hilfe - vorbildlich! :steamhappy:
eMYNOCK  [developer] 5 Nov, 2016 @ 6:33pm 
Platform Finden leicht gemacht.

1.) Stationsmenü anzeigen lassen.
2.) Docks anzeigen lassen (die Geschichte welcher NPC sich auf welcher Platform aufhält)
3.) das einzige derzeit leere Dock als Ziel Plotten (nicht den Autopiloten darauf Aktivieren)
4.) Umschauen, anwählen, Andocken.

@UniTrader
Das hässliche ungenutzte Repair Dock zieht übrigens noch immer im Ring vor dem Handelsdock (da wo die Pancakes und mein Logo sind) seine Bahnen.
UniTrader  [author] 5 Nov, 2016 @ 2:04pm 
Die Teladi Oberaufsicht hat im Ring so eine Kuppel (um genau zu sein 3 davon, aber das dock ist nur bei einer platziert) wo ne art Stadt daneben ist, und das Dock-Icon ist da in der nähe (siehe Video ab 1:25) - am besten von der mitte des Ringes ringsrum schauen, aus dem Ring heraus kann man es wenn überhaupt nur mit viel glück finden, weil das Icon da öfters verschwindet (scheint wohl im inneren des Modells zu sein oder so - hab das noch nicht genauer verfolgt) - jedenfalls hab ich das Icon deutlich höher getan als in besagtem Video um das abzumildern (ca. 700m über der Position wie es im Video ist) - verschwunden ist das verhalten aber dadurch leider nicht.
Gegebenenfalls musst du ein- oder zweimal langsam zurück fliegen und reinboosten bis du es erfasst hast, aber wenn es einmal im Bordcomputer ist verschwindet es nicht mehr ;)

PS NPC-Positionen gibt es immer noch keine - das mit dem Crowdsourcing hat wohl nicht geklappt.
Prior Micha 5 Nov, 2016 @ 12:40pm 
Ich habe alles mögliche versucht. Langsam rein und raus fliegen, rein boosten, raus und rein springen - nichts hat funktioniert. Ich bin den Ring in beide Richtungen und in allen möglichen Kombinationen abgeflogen. Kein Dock. Was hab ich übersehen? Wo soll das Dock genau sein? Danke für die Hilfe schonmal vorab! :)
eMYNOCK  [developer] 31 Aug, 2016 @ 12:19pm 
@UniTrader

i suggest that you should create a separete discussion for NPC Placement and their coordinates.

Regards
UniTrader  [author] 25 Aug, 2016 @ 8:38am 
i doubt there is any incompatibility. it may not work with Mods which also change the Teladi Overwatch*, but this is unlikely.

*TOBS is definietly compatible since it does not change the Teladi Overwatch but adds an own Copy of it to the Game, but this Platform is not added to this Copy yet - working on an extended compatibility update though. (in fact its already finished but currently untested if it works :D)
eMYNOCK  [developer] 25 Aug, 2016 @ 3:38am 
worst case what can happen is that your game will become corrupted... (because you are landed on the affected dock)

it is always safe to be "not present" at locations were the changes are meant for.

in this case the named dock location.
Nemesis Bosseret 24 Aug, 2016 @ 9:56pm 
ok this looks sick what is it not compatible with?
UniTrader  [author] 23 Aug, 2016 @ 2:42pm 
IMPORTANT NOTE:
eMYNOCK pointed out a small bug with a floating Repair Dock which i am currently fixing, but i am not sure if the Fix for this will be update-Safe if you are currently at the Platform. So just in case please keep some (recent) saves where you are not Docked there, since this Mod is easily removeable* and (re-)addable
for this reason i will also delay the Update a few days so everyone can prepare
**needs some treatment for copypasta**



* when not docked on this Interior obviously ;)
UniTrader  [author] 23 Aug, 2016 @ 11:30am 
Ego Forums and DL via Github will stay my primary method for releasing Mods, because i want to encourage people to snoop around aa bit in my mods if they are interested ;) just trying out a diffrent channel, too - although it is a bit more effort for me ^^
RedKef 22 Aug, 2016 @ 12:17pm 
WISH I COULD EDIT: So that hopefully a group gets interested rather than just one person
RedKef 22 Aug, 2016 @ 12:16pm 
please do, but on egosoft. I'm only posting here because it's easier than logging in to the forums, which means digging up my password
UniTrader  [author] 22 Aug, 2016 @ 9:00am 
***continuation***

regarding procedural generation: i consider it possible to generate as much interiors as needed externally - the available Vanilla Parts are basically building blocks: they all have the same Room Part height (or a whole-numbered multiple of it) and the parts fit nicely into a (iirc) 10m Grid on the floor. (same counts for Room Part Connections - there are 2 or 3 types of them, but each type fits together with its counter-parts if the parts are arranged on said Grid) - you just cannot create them on demand when Docking since they must be generated before the Game is started

I will share all my knowledge with this if anyone is interested in creating something like this, but i already have a Main Project which i want to spend most time on (in short: rewriting the Game AI Scripts from Scratch) and the Player HQ and this interior just turned out to be a side-project of that ^^ also wanted to tr releasing Mods on Steam once more
UniTrader  [author] 22 Aug, 2016 @ 9:00am 
i think the Interior rendering system has some sort of descision which Interior Part is Visible and which one is not, but it seems to be only on a per-part level. My Interior here is basically one huge Interior Part, so it will always be rendered in full (not much of a problem since its not very detailed for this scale - i just use the extrerior part and told the Game to use it as Interior, which worked surprisingly well.. but as lino said:
[quote]13:36 linolafett: you are a freak =D UT
13:39 linolafett: YOU WERE NOT SUPPOSED TO WALK THESE STREETS!
13:39 linolafett: :-D [/quote]

****message too long - next part in next reply ***
RedKef 22 Aug, 2016 @ 7:19am 
I ask because you could still make an external script that generates unique interiors for every station blueprint. It's all text, right? then again, I'm looking at the capital ship bridges mod as a reference and I can't imagine designing that without some sort of visual aid or tool.

anyway, a buildable player HQ with shipbuilding is something that should have been included in the game by 3.0. You're doing a massive service. Warehouses don't count as HQs, though I guess the work if you cheat yourself some shipyards.
RedKef 22 Aug, 2016 @ 6:58am 
hmm... How efficient is the interior area rendering system? I'm only familiar with idtech up to doom 3 and source stuff. Are there area portals like HL2, or does it render the WHOLE interior in whatever direction you're looking?
Steve 20 Aug, 2016 @ 1:36pm 
This is very nice work!
UniTrader  [author] 17 Aug, 2016 @ 10:16am 
nope, sadly switching Room Context is not possible from inside the Scripting Engine.. you can move the Player in the same room to whatever Coordinate you want, but there is no function to put the Player into another Platform (i would try <warp/> but the Room only exists while the Player is inside, otherwise the NPCs sre in the external Dock Module. they only get moved to the internal one when the Player docks)


and yes, this is part of another Project actually, but the Focus are not Station Interiors. Parent Project is creating a Player HQ Station (see Video; still not finished enough to publish it though) and this is just a Side-Project for my rewrite of all AI-Scripts from Scratch. Focus was lately exclusively on HQ though..
RedKef 17 Aug, 2016 @ 4:14am 
Oh I hope this is the first in a line of wonderful new updates. I love this game, but I still count it as being less than half finished. Theres so much room for expanded simulation.

I started working on a project to replace all station interiors with a 3rd party engine overlayed on the same window. then you could pick from any number of open source (or not) engines so that development could focus on matching procedurally generated interiors with station design, but I realised that would be so difficult I couldn't do it without hiring a team.

Is it possible to assign each module its own interior design and then generate a series of small cells linked by doors based on the design of the station?