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Aragon Speed
19-12-2010, 12:31 AM
http://www.thexuniverse.com/forum/images/txu/cellpic_bkg_xtc.jpg

X-Tended - Terran Conflict is a complete overhaul of Egosoft's game, Xģ: Terran Conflict. Featuring a completely new ship & weapon balance, numerous gameplay enhancements, streamlined ways to manage your assets, dozens of new weapons, wares, missiles, ships, new missions, a completely new map and a setting that is faithful to the official lore laid out by the books and games.

Welcome to X-Tended - Terran Conflict 1.2a

This is the first version of the mod and we have not yet implemented everything we want to have in it.

Until the next release of the mod (2.0), X-Tended - Terran Conflict will not feature any of the missions from our new plot. It will also not include various modelling and graphical assets that are still in the works.

Warning: Save game compatibility between this release (1.2a) and the next release (2.0) will not be possible. We are working on things that will not update when you load a save from this version of the mod (1.2a) into the next version (2.0) of the mod.

IMPORTANT INFORMATION FOR STEAM USERS:

Attention Steam users :

currently Steam is installing a map patch for their promotion thing, this map patch is incompatible with XTC !

this means from now on XTC is incompatible with the newest Steam version of TC, there is nothing we can do to repair savegame damage once it was applied either

we are sorry about this but if you have complains about this, nag Steam not us ;)
***This issue has now been fixed. Please see the bottom of this post***

For V1.2 fix list, please see the release history here: http://forum.egosoft.com/viewtopic.php?p=3479326#3479326


To download the mod, its addons and the manual...
...head to our Download Hub (http://www.thexuniverse.com/threads/20438-X-Tended-Terran-Conflict-Download-Hub) on The X Universe
While waiting for the mod to finish downloading, why don't you check out our detailed manual? :)

To view the featurelist of the current version...
...scroll down to the next post or...
...click here (http://forum.egosoft.com/viewtopic.php?p=3479324#3479324) to get to it even faster

To view the latest media concerning the mod...
...scroll down to the third post for a select assorment of media or...
...head to our large media gallery (http://www.thexuniverse.com/threads/20440-X-Tended-Terran-Conflict-Media-Gallery) on The X Universe

To report a bug or get help for technical problems...
...head to our Technical Support Forums (http://www.thexuniverse.com/forums/281-X-Tended-Terran-Conflict-Technical-Support-Forum) on The X Universe

To discuss the mod and its changes...
...use this topic or...
...head to the official X-Tended - Terran Conflict Forums (http://www.thexuniverse.com/forums/142-X-Tended-Terran-Conflict-for-X%C2%B3-Terran-Conflict) on The X Universe

Did you know that...
...we have a FAQ (http://www.thexuniverse.com/showwiki/Frequently+Asked+Questions+XTC) where we collect all the most frequently asked questions?
...there is a compatibility list (http://www.thexuniverse.com/threads/20437-X-Tended-Terran-Conflict-Compatibility-List) for scripts and mods for XTC that also lists recommended addons?
... X-Tended - Terran Conflict has a presence on ModDB (http://www.moddb.com/mods/x-tended-terran-conflict)?
...we have set up a Developer's Blog (http://www.thexuniverse.com/blogs/7576-Aragon-Speed) on The X Universe?
...we have a news archive (http://www.thexuniverse.com/forums/202-X-Tended-Terran-Conflict-News-and-Community-Updates) where you can read up on past news?

XTC 1.2a is designed to work on version 3.1 of Terran Conflict. We cannot guarantee it will work on any other version.

Installation instructions for XTC 1.2a.

Installing XTC 1.2a using the full installation (no previous XTC installation):
1. Do a clean installation of TC. (If you haven't got one already.)
2. Patch to version 3.0. (Link to 3.0 patch. (http://dl2.egosoft.com/download/x3tc/files/X3TCUpdate1.0.1_to_3.0.exe))
3. Install TC patch 3.0 to 3.1. (Link to 3.1 patch. (http://dl2.egosoft.com/download/x3tc/files/X3TCUpdate3.0_to_3.1.exe))
4. Install XTC Full 1.2a.
5. Start a new game.

Installing XTC 1.2a with the patch installation (must already have a XTC 1.1 or 1.2 installation):
1. Re-number all CAT/DAT sets numbered 13 and over to one number higher. (1.1 only)
2. Install TC patch 3.0 to 3.1. (Link to 3.1 patch. (http://dl2.egosoft.com/download/x3tc/files/X3TCUpdate3.0_to_3.1.exe)) (1.1 only)
3. Install XTC patch 1.2a.

The X-Tended Team

UPDATE
Some performance issues have been identified and fixed to help reduce late game lag issues.

This hotfix also includes the blank mission fix from the previous hotfix.

Also included in this patch is a blocking script to remove the issue caused by the steam 3.1.1 patch. This will only stop the issue from occurring in the first place, any damage done to the map due to this patch cannot be reversed by us.

Performance hotfix: http://downloads.thexuniverse.us/XTC_Release/Release_exe/1.2a_performance_hotpatch.7z

This can only be installed after 1.2a is already installed. To install the fix just extract the folders in the 7zip file to your main TC folder.

Aragon Speed
19-12-2010, 12:32 AM
Feature List

General.


XTC has been designed and built to be highly modular. Don't like something we have added? Switch it off.
New working in-game difficulty settings. Make the game as hard or as easy as you want on the fly.
Redesigned weapon, missile, and shield systems.
57 new player usable weapons added to the game.
Entire game rebalanced.
Combat is now more lethal.
New custom built jobs/jobwings/fightwings engine.
New custom built ship spawn engine.
BBS system added with hundreds of new static articles specific to XTC.
Dynamic news articles that inform you of what is actually happening in the universe around you.
New statistics centre added. Displays a detailed breakdown of your assets, your profits and losses, how each of your stations are doing, and much more. A highly powerful and dynamic system that is much better than the standard games 'your property' menu for traders.
New generic missions available at stations.
New mission to obtain the Leviathan M2+.
New race relations menu. This shows your relation to every race in the game, also by clicking on a listed race you will be able to see that races relation to the other races as well. Race relations are now colour coded and numbered for each rank to aid 'at a glance' assessments.
64 new ships added. (1 unused ES model, 39 imported from XTM, 24 totally new.)
New engine flame effects.
New engine smoke trail effects.
New bullet FX.
New sound FX.
New sector music.
New combat music.
New weapon and missile icons.
Hundreds of performance tweaks.
Fluffy Dice
Fully working manual. :D



Universe.


Dynamically expanding universe. This is a new region of space, new sectors are being discovered and linked to the universe while you are playing.
A new custom universe map containing 199 new sectors for you to explore. (Once it is fully expanded.)
Larger sector sizes. The Teladi haven't been around this area long enough to have dragged the gates to more convenient locations.
New custom made sector backgrounds.
New planet and cloud textures.
All 6 races are now set up ready to fully work as independent races. (Argon, Boron, Split, Teladi, Paranid, Terrans.) The Aldrians are now also a seperate race with their own sectors.
Terrans now have a fully working economy.
Bounty Hunters added. Watch who you annoy.
Custom Safe Jump AL that will put ships arriving through a gate at a safe distance.
Most capital ships hulls will slowly regenerate as repair crews fix them.
New lifeforms added. Lifeforms now have their own unique life cycles and behaviours.



Stations.


Custom built npc station GOD engine.
New wharves added. Ships from M5-M6/TS/TP will now be sold at wharves instead of at shipyards. Shipyards now only sell M7 and up ships and stations.
New player mini-complexes added for shield/weapon/ammo production where you can change products as needed. Player mini-complexes can be added to complexes, but once added they will be fixed to producing the ware they had set at the time they are connected.
Custom safe undocking scripts for capital ships.
Solar power plants (both NPC and player owned) are now affected by the sun(s) strength in a sector.
New player owned shipyards and wharves. Build your own ships.
Automatic renaming of ships built by your own construction facilities now added.
Fully functional player equipment docks.



Ships (NPC).


NPC capital ship behaviour reworked
NPC Carrier behaviour improved
NPC Capital ships automatically restock used ammunition and missiles
Custom built NPC ship equipment scripts and templates. These will equip ships based on the race, ship type/size (M5, M4, etc.), and on the difficulty level set in the XTC difficulty options.
Custom built NPC loot drop scripts. Giving you more varied loot drops. NPC's will scavenge dropped loot themselves if you are not quick enough. (Hey, they are worth creditsss after all.)
Custom built NPC bailing scripts. All ships can now be forced to bail, even capital ships. Bailing chance now depends on the difficulty level chosen in the XTC difficulty options.
Exploding capital ships and stations now have crew that try to escape in life-pods.
If and when smaller ships try to evade enemy fire now depends on the pilot aggression.
Race ships in the M5-M3 classes now have a full set of variations available. (Vanguard, Sentinel, etc.)
Teladi, Boron, and Split now have their own M2+.
New M2+, TP+ and TS+ classes.
NPC M7M's and M8's are now more lethal.
Capital ships now have a blast shock-wave that will damage nearby ships when they explode.
Destroying any ship that has missiles/mines/ammo on-board can cause these items to explode, resulting in damage to nearby ships. On capital ships this damage is additional to the normal blast shock-wave.



Ships (Player).


Custom claim ship scripts. You can now claim all ships you find adrift in the universe, including capital ships using a hotkey or shipcommand.
New missile warning system. Now gives more information about what nasties are heading your way rather than the standard "Incoming missile" warning. Now you know if you can shrug it off or if it will make space-dust out of you.
Players now have a personal escape pod on Bigships.
Capital ship ammo and missile production facilities. Allows capital ships to produce their own missiles and ammo.
New 'Choose best missile for target' hot-key.
Transfer credits to player account command on stations now works in both directions.
New weapons to shields power transfer hot-key. Reduces your laser energy by a set percentage and adds an equal amount to your shield energy.
New shields to weapons power transfer hot-key. Reduces your shield energy by a set percentage and adds an equal amount to your laser energy.
New missile electronic counter-measures (ECM) added for bigger ships. NPC's will use these too if installed.
New anti missile chaffs added for smaller ships. NPC's will use these too if available.
New emergency jump. Forces your ship to execute a random jump out of it's current sector. Useful in desperate situations, does not require energy cells, but it destroys your jumpdrive.
Engine boost. Temporarily boosts your ship’s speed by diverting your weapon energy to the engine. It can result in harm to the engine however, and larger engines are more likely to be damaged.
Notifications on ship loss. Displays a message whenever a player-owned ship gets destroyed.
New Boarding Teleporter Upgrade added, this allows players to skip the space walk part on marine boarding.
New Freight Teleporter Upgrade added, this allows the teleporter to pickup crates.
New factory ships. Produce wares while on the move.

Aragon Speed
19-12-2010, 01:02 AM
Release History. [DD/MM/YYYY]

1.0 - Initial release. [20/11/2010]

1.0a - Installer fix. [02/01/2011]

1.1 - Bug fix release. [05/01/2011]
Fixes/changes:


TShip entries for Skiron and Scimitar Variants fixed.
Removed "connected sector" debug message.
Imperial police police fix.
Emergency Jump fixed thanks to Trickmov.
Adjusted crush ore command to count installed weapons too.
WareTemplate entry for Paranid SPP XXL fixed.
Fixed bad cargo bay extensions on cloned ships. (Ghost wares.)
Fixed claimable / comm-able lifepods.
Attackers will break off attack sooner. (Based on the pilot's aggression.)
Adjusted khaak config to new shields (we forgot to do that for 1.0) and increased timer reliability.
Leftover, docked ships from bailed MD pirate carriers are now decloacked automatically.
Blocked TP Liner Civilian ships from landing on player owned stations.
HUD tweaked to make graphical hull and shield indicators more visible.
Engine smoke trails tweaked to look better.
Removed the need for advanced satellites in cargo hold from recon drone command.
Fixed "missile only" command not displaying on player turrets when set. (It worked before, just didn't display the command had been set.)
Disabled unused ECM animation. (Until we make a proper effect for it.)
Added command check for transport boarding using "launch all marines".
Otana Prime and Otana III sector names (inc Spoken) swapped and descriptions edited. Now Otana Prime is 11/6 and Otana III is 10/5, so it makes more sense with the univ. expansion stages. (Will only show up on a new game. Won't cause errors on a save game though.)
Removed credits from buildable wares list.
Ware consumption on trading stations and equipment docks added with vanilla values.
Exchanged the repair ships installed jumpdrive check.
Mining Laser corrected.
Swordfish hull adjusted. (Will only be the new value with newly spawned ships.)
Merged in camera fixes from draffutt. (Thanks.)
Swapped pirate and non-pirate Kestrel versions (the used models were mixed up).
Swapped "Terran Supply Kobe" to "Goner Supply Ozias" so you can hire a TL in terran space now.
Swapped all Complex Construction Kits back to the original Argon entry.
Lowered chances for MD / ID usage on npc ships.
Fixed "config production" search function. (Player owned configurable missile fabs etc should now work correctly.)
Added ware consumption to player trading stations in race territory.
Decades changed to decazuras in gns articles.
Fixed ice resource on player (newly) built water purification plants.
Yaki M7 model shaders updated to X3TC shaders. (Should fix the issue some people have had with half of the ship visually missing.)
Added EQD script hooks to Pirate Bases so buying Cargobay Shielding etc. works on these.
Various Typos and text errors corrected.


1.2 - Bug fix release. [25/06/2011]
Fixes/changes:


Fixed missing claim option for bailed ships. (While in a spacesuit.)
Blocked ware consumption task from consuming upgrades.
Restored ware stock on upgrades. (Related to above.)
Adjusted factory rel vals.
Merged in more camera position fixes from Draffutt. (Thanks.)
Added a fix for Statistics Center.
Added automated drone repairs on player owned drone carriers. Drones will now be repaired when they are docked.
Added dummy entries into Tfactories for Gaz's Complex Cleaner.
Fixed ECM. (Some parameters were wrong because we shifted the shield indexs by one prior to release. Example: Capital ship ECM was way too weak)
Added Player Owned Shipyard fixes.
Blocked equipment docks from spewing tunings when they are repackaged.
Added new effects to stop Kyon beams from lagging the hell out of your system.
Changed all Kyon variations to safe values in order to solve the reported lags on several customer systems. Kyons are a even deadlier than before, especially the bigger ones.
Changed the IBC to match the expectations on the weapon.
Changed the IBC to give it more OOOOMPH. It's now close to the beta Kyons.
Added fix for the bailing crash.
Akurei fix fixed.
Fix to remove leftover 'buy ship' mission ships.
Bombers have their range reduced, some Bomber missiles are toned down a bit.
Bombers have also had changes to yaw pitch roll and speed/acceleration, which are too complex to write a short explanation here. ;)
When changing products on a factory, playership is now properly un-docked automatically.
Laser rel. values adjusted. (Fixes stalled production for some weapons.)
Switched Complex Construction Kits back to Argon default ones. (At least the Terran ones were broken.)
Fixed some ghost tasks slowing down the game over time
Emergency jump code added.
Added the R6 console (Repair, re-arm, etc, etc.) for player ships and activated automated hull repairs, docked fighter repairs, docked fighter reammunition, recall damaged fighters and automated retreat.
Hull regen values adjusted.
Fixed some vanilla signal_attacked bugs which blocked subsequent calls.
Added new Salvage Insurance AL (disallows saving in hostile sectors but makes sure you can always save in friendly ones - if you can afford it).
Lasertowers are now properly shielded again.
The repair laser is now added to the spacesuit on easy difficulty. (In-game difficulty menu.)
Weapon/shield production complexes limited to one product to make them "complex safe", also you are automatically asked to configure them on placement now (can still reconfigure them as needed).
Lifeform loot now decays.
Yaki shipyard changed to fix docking problems.
Fixed a performance leak in the GNS which was responsible for game stutters / freezes if the GNS was not used for a while
USC TS+ turrets fixed.


1.2a - Bug fix release. [26/06/2011]
Fixes/changes:


Fixed bug which was causing the game to lock up/crash while browsing the shipyard stock list.
Removed reported lag in shipyard stock list.

Thias
20-12-2010, 12:33 PM
WEEEEEHAAA!

I just arrived at work, checked the page and there it is!!

People around were looking at me as I might have squeeked a bit :lol:

Thank you very much for your hard work! You made my day (and the following months in fact).

Cu
Matthias

LJBurstyn
20-12-2010, 01:28 PM
Problem with downloading file. It is not compatible with Windows 7 64bit version. The file from Torrent does not even work and is ONLY 18KB much too small to be the actual mod.


DID not know that torrent was a file that needed another program to actually start the download....downloaded utorrent and downloaded file at an average of 800k/s. Now have it (the 700+MB) file and it is installed. Sorry for the confusion. Now to play.

Maybe a torrent program file should be available here for download. So this problem will not exist for others who don't know that torrent is a file type that requires a SEPARATE download program.

stemardue
20-12-2010, 01:39 PM
The torrent file is a header for starting the effective mod pack download in a Torrent application. You need one like Bittorrent or uTorrent to be using that file. If you don't have familiarity with Torrent files, please use one of the other download options (from ModDB) ;)

Thias
20-12-2010, 01:52 PM
Perhaps you should mention, that the Download-link at Moddb is not up yet. :rolleyes:

So to all those who cant wait: use Bittorrent (or any other BT-client). I am currently seeding at 340kb/s, seems that "some" people are interested in that mod.

(2 hours of work to go...)

stemardue
20-12-2010, 02:03 PM
doh.. really ModDB guys need to wake up earlier... ^^ - We had the file up for admins green light before linking here, but apparently it's taking a bit more than expected. Well... let's wait and see.

iniochos
20-12-2010, 03:59 PM
I guess i will have to wait until ModDB guys will be ready. 8)
Even though i am very skeptic on waiting for the ver. 2.0. :-\
Nevertheless, "have you heard the good news?" ...as a "Goner" would say. It is here.:lol:

PinkFloyd
20-12-2010, 05:55 PM
*appears for the first time in a long time*


Been looking forward to this guys :)

stemardue
20-12-2010, 06:02 PM
Welcome Back Pinky! :P

PS: check the credits ;)

Mokonzi
20-12-2010, 06:04 PM
Maybe a torrent program file should be available here for download. So this problem will not exist for others who don't know that torrent is a file type that requires a SEPARATE download program.

Can't make one available as it would most probably break IP rights of many of the torrent programs. The most common ones used on BitTorrent also available in the most recent Opera browser, and uTorrent. There are plenty more, but it's worth making the decision yourself as to what you'd like to use best. Some do seem to have strings attached. ;)

Mishra
20-12-2010, 06:12 PM
Great to see you around PinkFloyd! :)

Xenon187
20-12-2010, 07:56 PM
Gratz with release mates!!! i'll back into business after long absence (practically) :rolleyes:

Draxis
20-12-2010, 08:10 PM
Well done gents! I'll be back to play this in about a month when hopefully the plots are out (finals and an on going oblivion project)

iniochos
20-12-2010, 08:29 PM
Can any of you say for certain, when ModDB site would ready for the downloading ?

Eliah
20-12-2010, 08:33 PM
No - none of us are employees at ModDB. Ask them, its completely up to how fast they feel like ticking a checkbox.

iniochos
20-12-2010, 09:00 PM
No - none of us are employees at ModDB. Ask them, its completely up to how fast they feel like ticking a checkbox.

Thanks.
I will have to wait until tomorrow. I hope.

bazoola
20-12-2010, 09:16 PM
Thank you! Thank you! Thank you! Finally! :)

Sam Redstone
20-12-2010, 09:24 PM
Well done gents! I'll be back to play this in about a month when hopefully the plots are out (finals and an on going oblivion project)

Drax, you're going to love it.... boarding via transporter... weapons that slow targets... heavily-armed TPs that hold 10 marines... and mobile factories. I've been dying to tell you about the more pirate-y features, but I've been under the NDA the whole time...

Don't stay away for too long! :D

Draxis
20-12-2010, 10:18 PM
Heh, I had already figured it out unfortunately. Significant lurking and script knowledge had narrowed it down to boarding pods or transporter devices, and the use of pods on a small ship was questionable. When I saw TP+, I knew exactly what I was looking for. Still I'm curious to see its implementation. I might be able to play a bit later. I wonder if my Alienware m11x can run it. A few questions though, are there still random missions around even with no plot? Also, are the demands higher than the regular game? But I am going to have to revamp my play style to work with wharves and such.

Sam Redstone
20-12-2010, 10:32 PM
There are still generic missions, and plenty of them (including a couple new types). So there's lots to do. And with the news system in place, the universe feels a lot more "alive," plot or no plot. (I have the news service set to "n" as my hotkey, and I hit it up while I'm on autopilot, so I can catch up with what's going on in the universe around me. Some articles are static, just random news stories, while others are dynamic and actually have to do with what's going on around you. If you fly a rare ship into a sector, sometimes there will even be a news story about you!)

The team has worked to reduce performance requirements compared to vanilla TC, but on the other hand, the universe is twice as big, and there's a lot going on. Actually, they would appreciate your feedback as to how you find performance compared to vanilla.

Boosh
21-12-2010, 12:50 AM
LOVING the Macana!!! (http://i532.photobucket.com/albums/ee321/_AH_Boosher/TerranMacana.jpg) It was exactly the type of ship I was looking for. As we say over in IL-2. <~S!~> (for Salute!)

Draxis
21-12-2010, 04:02 AM
The macana looks familiar for some reason, sorta like a broad side cruiser from Empire at War or DeadlyDa's Ranger. What class is it? And Sam, thanks for that, I'll see about playing when I have a chance, got two finals tomorrow and then have to work on my Oblivion mod team, so it will be a while till I get to play unfortunately, but its looking good guys!

Boosh
21-12-2010, 04:45 AM
The Macana's classed as an M7, has a hangar for 23-25 ships. I think it'll only fit M3/4/5. In addition to two main guns firing Alpha or Beta EMP's (nothing more than a deterrent against head-ons, really) it also has 3-4 turrets with 4 guns each. Those turrets also mount Alpha or Beta EMP's. It fits the role of a light escort carrier, but with a 97 m/s fully upgraded top speed it makes for a wonderful scout carrier too. If you're looking for something less expensive than a fully decked out M1 to escort your TL's, the Macana's definitely the way to go.

In many ways I like it for its practicality - the front facing hangar bay doors make for easy retrieval operations even while in motion. The twin V prongs seem a useful place to mount electromagnetic arrestor gear. I have a couple of sketches of ship designs based on the same principle, though each used it for different purposes.

Axeface
21-12-2010, 06:12 AM
The Macana is a Drone Carrier Boosh. I'm not totally up to speed with the working on DC's, but it should build, replace and repair your drones, keeping i think 24 at all times. Very cool ships.

Boosh
21-12-2010, 07:02 AM
That it is and that it does, but it is also perfectly capable of receiving manned fighters. I just did a test and loaded it with 15 M4 class fighters. No issues at all.

NovaCatt
21-12-2010, 07:10 AM
Hiya Peeps, :wave:

@ AS & team...
Great work guys!! O0

Can't wait for Moddb (who seem to be in no rush) to finally pull their collective finger (actually make that thumb... :p) out, so I & many others can d/l this fantastic piece of work/art.... ;) (Whelp, D/led it & now to decide where to install it.... :lol: I'm thinking of sticking it on E: drive {my 500GB hdd} as I already have at least three or four versions of TC on my main hdd {1TB} already & am running out of places to shove it, so it doesn't conflict/overwrite itself.... :lol: I have the original one in the main ES games folder, another one in the main root folder & yet another in the main "Program Files" folder..... :rolleyes: So, this one's gonna go on my E: drive instead, I've decided.... 8))

Hokay, sounds like the Macana is the XTC replacement version of the Griffon from XTM, because I seem to remember the Griffon had those abilities as well, did it not? or am I getting it confused with some other ship? :think:

@ axeface...
Hiya mate, long time no see/speak... :wave:

Cheers & Thranx

Axeface
21-12-2010, 08:48 AM
Ello NovaCatt, /wave :)
Yeh it's the USC Griffon basically. Teladi have the Cormorant, Paranid the Ariadne. All complete with funky new drones :D

Sam Redstone
21-12-2010, 03:25 PM
The Boron DC is called the.. Cuttlefish, I think? I played around with one right before the public release, when everything was working... very easy to use. You just go to additional ship commands and tell it "Drone Production," then choose a number up to 24. It will build them very quickly, and replace them if they die.

The drones are equivalent to a light M4, with 5 MJ shields, 4x PACs, and 200 m/s. They are fully equipped when produced, at a total cost of about half a million credits each. I would rather use the drones than put my own fighters in it, simply because of all the work involved in manually buying and equipping fighters... but I'm happy to know that it can ALSO be used as Boosh suggested, loading your own fighters into it. That does give it more flexibility... and means that you can use it as your personal "trophy case" to collect fighters that bail, etc. (As I used to use a Panther.)

SNav
21-12-2010, 03:44 PM
What is ETA for 2nd release ?
And is there any excel-file with ships and weapons stats?

Diemetius
21-12-2010, 03:58 PM
I working at a shipstatic for XTC (exel) , please wait , it is many work.

Greetings Diemetius

Tellurian
21-12-2010, 04:06 PM
What is ETA for 2nd release ?

You have got to be kidding. xD

Sartorie
21-12-2010, 04:10 PM
ETA for XTC 2.0 : less than 2 years :jump2:

iniochos
21-12-2010, 06:33 PM
ETA for XTC 2.0 : less than 2 years :jump2:

Eh!!!:think::think:

SNav
21-12-2010, 07:34 PM
Why pirates and Yaki marked as locked at "NO" in AL plugins setup? What does it mean?

Eliah
21-12-2010, 07:51 PM
That their al-plugins haven't been completed yet, and you can't enable them - so for now they act like, well, somewhat similarly to the base game's yaki and pirates. They'll certainly still be out in the universe as proper ;) We just have bigger plans for them.

Laezarus
22-12-2010, 02:06 AM
Split Warrior Campaign!!!! You Argon hypocrits and your Boron green weaklings will suffer! Guys, can't describe how happy I am about XTC Mod out, moreover, there's a start position as a Split Warrior, and Splits are my favourite!!! And thanks for making it hard!

Legartius
22-12-2010, 05:04 PM
Just wanted to say a big thank you and well done to everyone who put so much work into this mod.
Too many mods die out these days, and the level of commitment you guys have shown is well and truly above and beyond the call of duty.
So well done... You can even have a couple days off for Christmas! :)

Laezarus
22-12-2010, 05:32 PM
No, we should make a petition to their boss and demand the team work without day offs etc. Damn, never thought flying jaguar could bring so much enjoyment!!! Such BEAUTIFUL sectors of Split!!!

Sam Redstone
22-12-2010, 11:02 PM
They really don't have a boss... to be honest, I think that's why they were able to finish the thing.

:D

(Okay, in all seriousness, it never would have happened without AS... but he's a "leader," not a "boss.") O0

stemardue
22-12-2010, 11:48 PM
he's a "leader," not a "boss."

It's clear you haven't met him up close...

:D:D:D

Sam Redstone
23-12-2010, 09:17 PM
No, I'm safely on my side of the pond for a REASON... same reason I say flattering things about him every chance I get!

:D

Aragon Speed
02-01-2011, 12:50 PM
We have had a few reports that the first installer did not always overwrite needed files correctly, especially with steam installs. We have now uploaded a fixed version of the installer for everyone.


We recommend that everyone downloads this version of the installer and updates their install by removing the original files via add/remove programs, and then re-installs using this installer. Your save games should be fine, no need for a restart.


You can find the torrent file for the fixed installer here: http://www.thexuniverse.com/downloads.php?do=download&fileid=15

The file is up at ModDB, but as usual we are waiting for it to be auth'ed.

Loader009
02-01-2011, 07:33 PM
Small question.
The updates, will they come in a compete package or in parts? (With complete I mean XTC 1.0 incl updates. Parts - update itself, XTC 1.0 itself.)
Greetz

stemardue
02-01-2011, 10:57 PM
The updates, will they come in a compete package or in parts? (With complete I mean XTC 1.0 incl updates. Parts - update itself, XTC 1.0 itself.)

*boggles*

:D sorry, can't really understand your question... but we have no updates planned.

If you refer to patches, for bug fixing purposes, we'll try to maintan those as small as possible, and when a patch is released we'll probably also make the fixed version available as a self standing download...
If you refer to a future version 2, that will most likely be a full download and install, but not so soon...

Loader009
03-01-2011, 12:33 AM
Maybe I chose the wrong word (Aragon Speed used updates).
I mean Updates/Patches for fixing purposes, for example the 1.1 patch that is planned (if I remember right).
Will this be released with full XTC installer or just as a small patch to install over XTC 1.0?

I ask because I want to help seed in BitTorrent, but if everytime there will be a new full installer, it's a little useless to seed the old Torrents.
Hope that's more understandable :P
Greetz

Aragon Speed
03-01-2011, 02:50 AM
1.1 will be a full installer because of the error with the original 1.0 installer. It will make sure that everyone is using a fixed version of the installer as not everyone will see the above message. In further patches (1.2 onwards) for bug fixes (if needed) and to add new content, the full installer will be updated for new people who have never used the mod before and so need to download all of the files, but there will be an additional installer with just the updated files in for those who are already using the previous version of the mod to save them downloading everything again.

So there will only ever be two files at the same time; The full installer for new people, and a patch for people already using the mod.

Legartius
03-01-2011, 03:23 PM
In further patches (1.2 onwards) for bug fixes (if needed) and to add new content

Any chance one of these will include the finished military response scripts?
You guys must love releasing XTC only to have everyone jump in with suggestions and requests :D

Saheike
03-01-2011, 07:08 PM
just in work, please be patient...

salking
03-01-2011, 11:36 PM
new here and got a quick question.
hope this is the right place to ask it.

will I be able to use my current save with all future patches before 2.0?

i love the game so far but I'm on of those who doesn't really like to start over.

Kozaki
04-01-2011, 12:12 AM
Yes, the next patches only correct some bugs and add no new content :) (I think so)

Sam Redstone
04-01-2011, 12:15 AM
Hi, salking, and welcome to TXU! :wave:

The only patch which will break your savegame compatibility will be the release of version 2.0. Up to that point, I don't think any of the bug fixes released between now and then will require a restart. Even if we DID discover a bug so awful that it would require a drastic change (and thus break your savegame), I believe the team would probably just wait until 2.0 to roll that particular fix out. Any current savegames should be unbroken right up until 2.0 is released.

Dev team, please correct me if I'm wrong. :p

EDIT: Kozaki was three minutes faster and only used one line. I have GOT to become more efficient.... :D (You should see the post that I wrote and then deleted, where I rambled on about how I also hate restarting, and how it's caused me to approach the game differently, etc etc. I'm getting better about rambling in my posts, but I still need work...)

euskai
04-01-2011, 01:19 AM
We have had a few reports that the first installer did not always overwrite needed files correctly, especially with steam installs. We have now uploaded a fixed version of the installer for everyone.


We recommend that everyone downloads this version of the installer and updates their install by removing the original files via add/remove programs, and then re-installs using this installer. Your save games should be fine, no need for a restart.


You can find the torrent file for the fixed installer here: http://www.thexuniverse.com/download...load&fileid=15

The file is up at ModDB, but as usual we are waiting for it to be auth'ed.


Hi, should I see a difference after doing this?

I ask before Iīm not sure if I had something working wrong before, I thought it might because I had some strange things, like ship upgrades with names like "ss_ware_something" and the speed boost was telling me that I had not the component (I guess itīs boost extension, and I had it). There are things I could not find, like the claim SW

And after installing the new version nothing has changed...

Am I doing something wrong? Am I installing the mod the way I should?

Thanks for the help

Aragon Speed
04-01-2011, 02:06 AM
If you are getting "ss_ware_something", then you either have another mod installed that is affecting XTC, you are using cheat scripts which will show empty ware slots like those and is not a bug, or you have a bad installation.


Am I installing the mod the way I should?
No idea as you haven't said how you are installing it. If you are following the instructions in the manual correctly, then yes you are installing it in the right way.

Gazer
04-01-2011, 03:44 AM
Sorry for a Noob question but how do you re-install with the Torrent File?

euskai
04-01-2011, 01:17 PM
If you are getting "ss_ware_something", then you either have another mod installed that is affecting XTC, you are using cheat scripts which will show empty ware slots like those and is not a bug, or you have a bad installation.


No idea as you haven't said how you are installing it. If you are following the instructions in the manual correctly, then yes you are installing it in the right way.

I dont have any more mods, not even the bonus pack. Well, it seems itīs time to reinstall....


EDIT: Fixed, for some reason the new installer didnīt work 100% the first time, tried again and now I have no weird ship upgrade names, and I have a few ones that I was missing, like claim SW. I still canīt figure what I need for the speed boost, Iīll have to look into the new upgrades that appeared

Thanks for the help

Aragon Speed
05-01-2011, 01:48 AM
Sorry for a Noob question but how do you re-install with the Torrent File?
Assuming you have used a torrent program to download the installer with the torrent file, go into control panel -> add/remove programs or programs and features (depending on which version of windows you are running), click on XTC in the list to uninstall it. Next you need to close the add/remove programs window and then click on the installer for the updated version of XTC. Install as normal, and carry on with your game. ;)


I dont have any more mods, not even the bonus pack. Well, it seems itīs time to reinstall....


EDIT: Fixed, for some reason the new installer didnīt work 100% the first time, tried again and now I have no weird ship upgrade names, and I have a few ones that I was missing, like claim SW. I still canīt figure what I need for the speed boost, Iīll have to look into the new upgrades that appeared

Thanks for the help
Glad you got it sorted out matey. :)

Sam Redstone
05-01-2011, 11:56 AM
I still canīt figure what I need for the speed boost, Iīll have to look into the new upgrades that appeared

To get the "turbo" working, you only need to do two things:

1. Put a Boost Extension on your ship

2. Go into Controls -> Interface, scroll down to the very bottom section. This is where all the hotkeys for XTC have to be assigned. Just assign the key of your choice to the "Engine Boost" option, save your changes to your profile when it prompts you, and you're good to go. While you're in there, you might want to assign some other hotkeys... chaff, ECM, shield charger, weapon charger, emergency jump... you have to assign all that stuff yourself.

Be careful in that thing. I think my Pirate Kestrel does 1089 m/s with the turbo switched on...

pippin83uk
05-01-2011, 05:32 PM
Time for a fresh install of X3TC me thinks was just about to get XTM again as i was bored of X3TC and saw this awsum just waiting for my fresh instal and then will be ready to give up weeks of my life to playing ^_^

Aragon Speed
05-01-2011, 06:10 PM
XTC V1.1 is now released.

V1.1 will only be a full download to ensure that everyone has used the fixed installer.

To upgrade from a previous version (1.0 or 1.0a), uninstall XTC via "Add/Remove Programs" or "Programs and Features" (depending on your version of windows), then re-install using the V1.1 installer.

You do not need to uninstall TC itself, and your save games should be fine.

Fixes:

TShip entries for Skiron and Scimitar Variants fixed.
Removed "connected sector" debug message.
Imperial police police fix.
Emergency Jump fixed thanks to Trickmov.
Adjusted crush ore command to count installed weapons too.
WareTemplate entry for Paranid SPP XXL fixed.
Fixed bad cargo bay extensions on cloned ships. (Ghost wares.)
Fixed claimable / comm-able lifepods.
Attackers will break off attack sooner. (Based on the pilot's aggression.)
Adjusted khaak config to new shields (we forgot to do that for 1.0) and increased timer reliability.
Leftover, docked ships from bailed MD pirate carriers are now decloacked automatically.
Blocked TP Liner Civilian ships from landing on player owned stations.
HUD tweaked to make graphical hull and shield indicators more visible.
Engine smoke trails tweaked to look better.
Removed the need for advanced satellites in cargo hold from recon drone command.
Fixed "missile only" command not displaying on player turrets when set. (It worked before, just didn't display the command had been set.)
Disabled unused ECM animation. (Until we make a proper effect for it.)
Added command check for transport boarding using "launch all marines".
Otana Prime and Otana III sector names (inc Spoken) swapped and descriptions edited. Now Otana Prime is 11/6 and Otana III is 10/5, so it makes more sense with the univ. expansion stages. (Will only show up on a new game. Won't cause errors on a save game though.)
Removed credits from buildable wares list.
Ware consumption on trading stations and equipment docks added with vanilla values.
Exchanged the repair ships installed jumpdrive check.
Mining Laser corrected.
Swordfish hull adjusted. (Will only be the new value with newly spawned ships.)
Merged in camera fixes from draffutt. (Thanks.)
Swapped pirate and non-pirate Kestrel versions (the used models were mixed up).
Swapped "Terran Supply Kobe" to "Goner Supply Ozias" so you can hire a TL in terran space now.
Swapped all Complex Construction Kits back to the original Argon entry.
Lowered chances for MD / ID usage on npc ships.
Fixed "config production" search function. (Player owned configurable missile fabs etc should now work correctly.)
Added ware consumption to player trading stations in race territory.
Decades changed to decazuras in gns articles.
Fixed ice resource on player (newly) built water purification plants.
Yaki M7 model shaders updated to X3TC shaders. (Should fix the issue some people have had with half of the ship visually missing.)
Added EQD script hooks to Pirate Bases so buying Cargobay Shielding etc. works on these.
Various Typos and text errors corrected.

shocquer
05-01-2011, 06:13 PM
Is there a possibility to download just a *patch* for 1.0 version?

Kozaki
05-01-2011, 07:44 PM
V1.1 will only be a full download to ensure that everyone has used the fixed installer.

;)

shocquer
05-01-2011, 09:01 PM
Shame on me, I already read the release notes elsewhere, so I skipped the intro :-(. Sorry for that. I can't waste time, I have to play this great mod ;-).

Sam Redstone
06-01-2011, 12:47 AM
Thank you thank you thank you! :D

I have the following dumb questions:

Dumb question #1: I'm guessing that any capped/bailed ships which are already owned by the player will not be magically fixed by this, so there will probably still be some people experiencing the phantom cargo etc, right? But any ships that are capped/bailed after 1.1 is installed will work correctly...

Dumb question #2: Can marines now be trained at training facilities, or are we still waiting on that? I didn't see it in the change log up there.

Dumb question #3: I don't know what this one means: "Exchanged the repair ships installed jumpdrive check." Eh?

Thanks again for all the hard work, can't wait to play some more with all these things fixed!

P.S. Thanks for reducing the use of Mass Drivers by enemies. While I never ran into any in my game, I know that a few people were really upset about them. I think it says a lot about the team and their intention to make a mod that's suited to the players that they would go out of their way to fix something that's not technically broken, especially after stating very clearly that it was working as intended. That shows a fantastic level of commitment to making a great product, and my hat's off to you.

O0

Aragon Speed
06-01-2011, 01:21 AM
DQ1: Correct. Only new ones will be fixed.

DQ2: I think you answered your own question there. ;)

DQ3: Ask sartorie. :D

Karhunkynsi
06-01-2011, 01:33 AM
Good to see 1.1 already! I think I'll download this while I sleep...

Eliah
06-01-2011, 07:42 AM
Dumb question #3: I don't know what this one means: "Exchanged the repair ships installed jumpdrive check." Eh?

O0

If you repair a ship via the Teladi Repair Service, they will offer to install a JD on the repaired ship if it doesn't have one. Previously, they offered that also if your ship had one of those pre-installed jumpdrives, now the repair service crew should detect those properly. I think.

shocquer
06-01-2011, 12:21 PM
Removed "connected sector" debug message.

I've wondered, why that text is that simple, but the feature was great :-). So could be this configurable? I really miss it. First I though I would miss that. Now I'm really surprised how bad it is without it :-).

Eliah
06-01-2011, 12:34 PM
It's already written down in the GNS; and sometimes, for sectors that are not reported (like uncharted), it's better for exploration purposes to not say when a certain sector was added.

Trickmov
06-01-2011, 01:26 PM
In my current game I tried not to look into the player's log - but either way, the procedure I am going to find a newly connected sector, is looking for all gates previously connected to itself to find the new sector.

Better would be imo, if the GNS-article contained the next race-sector, from where the connection was enabled. This would skip at least the annoying gate-control-action.

And it's ok for me, that non-race-sectors are not mentioned in the GNS.

Karhunkynsi
06-01-2011, 01:45 PM
A question. Can I just install 1.1 over the old install, or should I de-install 1.0 beforehand?

Loader009
06-01-2011, 01:48 PM
You must de-install by hand before installing 1.1.
It's recommened and is better to be sure... look in the changelog, theres an explanation.
Greetz

shocquer
06-01-2011, 01:50 PM
It's already written down in the GNS; and sometimes, for sectors that are not reported (like uncharted), it's better for exploration purposes to not say when a certain sector was added.

Sure, it's in GNS, but honestly I don't watch GNS like my RSS feedreader ;-). In the few minutes I've played 1.1 I got two connections in Teladi sectors and saw just one in GNS. And after a while it's gone. Above that I've found uncharted sector, too. It's gate was somewhat distant. Still, I asked if it could be configurable, so one can choose to get the information via GNS and/or "subscribe it".


Better would be imo, if the GNS-article contained the next race-sector, from where the connection was enabled. This would skip at least the annoying gate-control-action.
I second this.

Well, it's still the best X experience I've got yet. Thanks a lot for that and even more for giving us a release just before the holidays. :-D

Heteran Leticron
06-01-2011, 02:22 PM
well, if you already know the gate, that is going to be activated, you will be able to see a new connection in the galaxymenu. thats all i need. since i allways try to explore a new sector completly, to find all gates, i just check the galaxymap from time to time, to see if a new connection opened up somewhere.
i think it would be boring, to allways know exactly when and where, this way, the player still has to do some exploration himself

Trickmov
06-01-2011, 02:38 PM
Well, yes, I am also exploring the complete sector, thus I also know all gates, but I am not checking from time to time, but every time, the GNS shows a new sector, thus every time, I have to check all previously unconnected gates in that territory... which I find annoying.

And this is, because I have a explorer-ship idling around and no further sectors to explore, apart from the newly connected ones.

shocquer
06-01-2011, 03:02 PM
An there are some *special* systems like Otana and Moncerotis or Nividium Rush. There are no gates. I've explored everything with M5 and then sent an fast M3 (which one? :-)) to deploy a satellite. And see there's a brand new trans-orbital accelerator (some minutes later).

vincentth
06-01-2011, 08:46 PM
well, if you already know the gate, that is going to be activated, you will be able to see a new connection in the galaxymenu. thats all i need. since i allways try to explore a new sector completly, to find all gates, i just check the galaxymap from time to time, to see if a new connection opened up somewhere.
i think it would be boring, to allways know exactly when and where, this way, the player still has to do some exploration himself

That's not true when the new sector is connected via a TOA

Sam Redstone
07-01-2011, 12:29 AM
If you repair a ship via the Teladi Repair Service, they will offer to install a JD on the repaired ship if it doesn't have one. Previously, they offered that also if your ship had one of those pre-installed jumpdrives, now the repair service crew should detect those properly. I think.

Ah, I see. Thanks! That's a cool feature, by the way. I've never tried the Repair Service, and I didn't know they sold jump drives, too. Are they marked up 100% like the repairs are, or normal price?

So is it possible to hire them to fix a ship, install a JD, then jump the ship to a nearby wharf / shipyard to sell, and still make a profit on it? I mean for players who like to cap a lot of ships as a source of income, is the price increase for the Repair Service so high that you'd LOSE money on a capture? I may have to try it and find out... because it sure sounds less stressful than having a universe full of crippled ships all flying at 22 m/s to shipyards that are several sectors away. It's gotten to where I hate pulling up my property list, lol.

Of course, fewer ships can have jump drives now, too. But I can pick fighters up in my new Raptor. (I've noticed Split capital ships actually seem worth having now...)

I was really hoping XTC would add modular jump drives (as I know that one or two mods have done in the past) so that you can actually carry spares around and install them on capped ships. Now that JDs are what, L cargo only, you can't even use a TM with docked M5s to carry spares around. Wait, M3s can still mount JDs, right? Just not M4 and M5?

Sorry, I'm obviously just babbling incoherently. I'll shut up now. :mrgreen:

I played 1.1 for a couple hours last night, and everything ran perfectly. I'm loving this mod! O0

Old Drullo321
11-01-2011, 03:18 PM
My first installation was 1.0 two days after release. Now i deinstalled and installed 1.1. When starting my game it still says 1.0r. Is that normal?
Edit: It seems that the 1.1 reinstallation has no effect. My Paranid power plant xxl still has the reported bug, strange
edit2: Omg forgive me, i forgot to change install directory to the right path. Will try again but unfortunately I have no uninstaller left now. I hope it will works

vincentth
11-01-2011, 10:03 PM
The common mistake I made is to install XTC-1.1 into the wrong directory.....
ANyway, it should say v1.1-r, (and in green) or your install was bugged. If you read the log file log72120, it will tell you whether your install is all good and why it failed the test.

Sam Redstone
12-01-2011, 03:47 AM
My first installation was 1.0 two days after release. Now i deinstalled and installed 1.1. When starting my game it still says 1.0r. Is that normal?
Edit: It seems that the 1.1 reinstallation has no effect. My Paranid power plant xxl still has the reported bug, strange
edit2: Omg forgive me, i forgot to change install directory to the right path. Will try again but unfortunately I have no uninstaller left now. I hope it will works

If you don't have an option to uninstall it in your "Remove Programs" list, then just throw your game folder away and proceed with a "clean" install, and you'll be fine. Install TC 3.0, then install XTC 1.1 on top of that. (Your save games are located somewhere else entirely, so throwing the installation directory away and starting from scratch won't hurt anything.)

If you think you have a partially-uninstalled copy of XTC 1.0 on there, that's what I'd do. Just nuke it. Otherwise you might be encountering all kinds of weird bugs for a long time (and wasting everyone's time in the tech support forum... juuuust kidding.) ;)

Frostbär
12-01-2011, 07:14 AM
It is very easy to uninstall XTC 1.0
Somewhere in the directory there is the folder uninstall (not the one with the X3TC logo), if yo open it, you find a uninstall.exe. Just use it, it will remove XTC correctly and you can install XTC 1.1 without any problems

Frosti

Eliah
12-01-2011, 07:20 AM
Actually, XTC's uninstall.exe is located in the main directory ;) the folder 'uninst' only has Egosoft's uninstallers.

bucky699
13-01-2011, 01:19 AM
Hi i've installed Xtended and im pretty sure all went fine, i installed on a fresh X3TC install (put it back on just for this mod) however when i load up a game i can shoot any guns, at all. Even the starting guns. Any ideas?

bucky699
13-01-2011, 01:37 AM
Sorry dunno how to edit my post, that should say "can't" my T key is acting up a bit.

Sam Redstone
13-01-2011, 02:28 AM
Hi, bucky!

Soooo... you've tried pressing the CTRL key to fire them, and you've tried clicking the right mouse button as well, I assume. And you've made sure that your ship has guns installed in the "main" or cockpit view... and they just won't fire? Are they a type that requires ammo? Just trying to rule out the obvious things. Also, you don't have any scripts or mods installed apart from XTC (like Cycrow's cheat package, etc)?

Other than those obvious things, you must have a bad install somehow. I have fired many guns many times. :)

You can always uninstall (the mod first, and then the game) and reinstall from scratch (the game first, and then the mod) and see if it helps.

Lastly, do you have the Steam version of the game, or the retail disc version? Sometimes Steam can cause some trouble, but not your particular problem, that I know of...

P.S. To edit your posts, look along the bottom of your post... toward the right side, you will see some little gray words with icons beside them. You should see "Edit Post" then "Reply" followed by "Reply With Quote". The one for "Edit Post" has a little picture of a pencil next to it. Click on the pencil or the words "Edit Post," and you will be able to edit your post. Hope this helps!

bucky699
13-01-2011, 04:56 AM
Yes, pressing the right buttons, yes have energy based weapons that should work on that ship equipted. No have no other plugins or mods installed, i did install Crycrows cheats afterwards to cheat in another ship to see if it was the same, it was. Cheats were only used after the initial problem though just to test other ships/guns.

Will try a fresh fresh install again.

i know why eidt wasnt showing, cause i was logged out heh. Also i have retail version patched to 3.0

EDIT: A complete reinstall seems to have done it, dunno why it didnt work the first time.

Sam Redstone
13-01-2011, 10:43 PM
Weird! Glad you got it fixed. O0

Old Drullo321
14-01-2011, 05:57 PM
The common mistake I made is to install XTC-1.1 into the wrong directory.....
ANyway, it should say v1.1-r, (and in green) or your install was bugged. If you read the log file log72120, it will tell you whether your install is all good and why it failed the test.

I cannot do more then
a) Uninstall XTC Mod + X3 TC completely
b) Clean folders
c) Install X3TC (german) in a new folder + apply 3.0 patch to it
d) Install XTC 1.1 into that folder
e) Start new XTC Game, still red version

View my log

Textpage Changes : 1.0-r
Textpage Plot : 1.0-r
Textpage Missions : 1.0-r
Textpage News : 1.0-r
Textpage Events : 1.0-r
Textpage Commands : 1.0-r
Textpage Framework : 1.0-r
Textpage Signals : 1.0-r

stemardue
14-01-2011, 06:06 PM
Old Drullo:
Not 100% sure, but quite close: since - for the time being - most (if not all) the new text entries are only available in english, it could be depending on your german installation. Maybe it's worth a try to redo the whole (boring) reinstall but with the english version and see if this time all the files are updated correctly.

(PS - and be sure you install with administrator privileges)

Old Drullo321
14-01-2011, 06:18 PM
I will do. Maybe I was the only one who liked the mixture between the english and german speech and text.
Mmh did ~5 complete reinstall the last half hour. I think my SSD dont like that.

for the time being - most (if not all) the new text entries are only available in english
But my 1.0 Installation was "green"?

(PS - and be sure you install with administrator privileges)
Dont worry, I'm no computer newbie ;)

DAAAMN this english computer voice is unpersonal and I really begin to hate it. But now in new game and old saves check is ok ("green")

Sartorie
14-01-2011, 06:30 PM
I think we simply skipped updating the non-english textfile copies to 1.1, so the 049 ones are actually still on 1.0 and make the check fail if you run the game in german ... if everything else passes and shows 1.1 you can ignore it, nothing important was changed in the textfiles between 1.0 and 1.1 :)

CrisGer
27-01-2011, 06:57 PM
Looking over the details of this mod..it is amazing what you have all accomplished. I will play the vanilla first and then jiump on the 1.1 unless you advise me as a first time player to use the mod..i am so tempted seeing all the features..but i will wait for advice on this. thanks for such a fine team effort..it is simply amazing to see.

iniochos
27-01-2011, 07:08 PM
Looking over the details of this mod..it is amazing what you have all accomplished. I will play the vanilla first and then jiump on the 1.1 unless you advise me as a first time player to use the mod..i am so tempted seeing all the features..but i will wait for advice on this. thanks for such a fine team effort..it is simply amazing to see.

Go for the Vanilla.:) You will "learn" a lot about the game.:)
When you return to this mod, then you will realize the extent of the changes took place in this one.;)
That's my advise. 8)
Have a good gaming.

CrisGer
27-01-2011, 08:05 PM
OK thanks, much appreciate the reply :)

Aragon Speed
28-01-2011, 09:20 AM
We are also currently working on a 1.2 patch that corrects a lot of bugs, so it's worth waiting for that anyway. ;)

streifer
28-01-2011, 01:02 PM
hope that patch also includes a AFT shipyard or a way to get a Odin i'm still bad at managing a carrier though but i miss that ship!

iniochos
28-01-2011, 10:55 PM
There many still to be added, in Ver. 2.0. Trust me (them).:);)

CrisGer
29-01-2011, 05:07 PM
Ok thanks for the news of the patch, will finish Vanilla first and then await the patch. thanks again.

euskai
29-01-2011, 08:11 PM
We are also currently working on a 1.2 patch that corrects a lot of bugs, so it's worth waiting for that anyway. ;)

Any info on what will be fixed in 1.2? Will there be any balance changes?

Thanks for the answer and the great mod!!

Aragon Speed
30-01-2011, 08:26 AM
Well there will obviously be an official fix for the bugged wares on EQD's and trade stations as that's a real game stopper, and also the bugged ship claiming issue for the same reason. I know Galder is editing Tships to correct some errors, so there will possibly be a few balance tweaks in there, apart from that I'm not willing to speculate currently. ;)

Nomad_Soul
03-02-2011, 11:00 PM
Sounds excellent. Can't wait.

Joelnh
09-02-2011, 02:08 PM
we are XTC addicts awaiting our next latest and greatest fix.

alt3rn1ty
18-02-2011, 07:28 PM
Love this, XTended for Reunion was a long time favourite and XTC (or what I have seen of it so far) looks to have passed all expectations. Beautiful work.


Request for 1.2 - Not a huge request - The HUD target direction indicating arrows when the target is out of your field of view, could the arrows be reduced slightly.

Not by much, a few pixels shaved off each side would do it, I dont know if anyone else has expressed the same but they just seem slightly too large.

Thanking you in advance for any response, and I know you have bigger/better priorities and ambitions to apply your talents to.

alt3rn1ty
20-02-2011, 11:12 PM
I'm hearing a lot of very nice music, sounds like influence from some old synthesizer music like Tangerine Dream, Jean Michel Jarre. I haven't ventured very far but would not be surprised if there were some reminiscent of Kraftwerk too.

Anyway, main point for the call-in; A wee bijout snagette, just a graphical glitch which I believe I have narrowed down to the engine trails.

Flying around in the elite, on auto-pilot, seta on 600% - Occasionally I get a flash down the nose of the cockpit and a slight stutter (or rather a very short split second pause when it happens). It looks like the muzzle flash from a weapon, but I have realized the flash is the same colour as the engine trail.

Imagine if your main rear thrusters were directional nozzles, and you could direct them 180 degrees so they fry the ship briefly - Thats what it looks like is happening. Its as if the auto-pilot is occasionally slamming on the brakes by putting the ship instantly into full reverse then instantly back to full thrust so you get a very quick glimpse of the trail and a pause. Any ideas?, or is this not XTC related.

Eliah
21-02-2011, 05:17 AM
It's an engine problem. When you have lower fps, the engine sometimes renders the exhaust in front of the ship - since xtc has more colourful exhaust smoke, it is just more readily visible, but the cause and the thing as such is a stock X3 thing, nothing we can do about it.

alt3rn1ty
21-02-2011, 08:20 AM
It's an engine problem.

Chuckles, yer not kidding its toasting my derriere!. Understood, thanks Eliah I tried searching but must have got the keywords wrong, or it has been described differently making it awkward to search for <shrugs>

Right I need to research more tweaking I think to squeeze more fps out of this lappy :)

Edit: I am using XTC No Civs option, and remove small roids, switched off Lifeforms, using a slightly lower resolution (not many options there, the next one down is just daft - and I am pretty sure as with most fps problems on X series the bottleneck is cpu anyway), using Halo's low poly roids and SSWamp_Troopers performance shaders, I have now also renamed 00002.dat in mov (I dont think XTC uses it but just in case) - The only other thing I am aware of is using LAA but on a x32 bit Win 7 would be useless anyway. No AA and no Anisotropic, graphics and shaders both on low, ACQ is on. Background processes are minimal.

The only other thought that occurs is - If 3.0 X3TC has LAA on by default, could that have a negative impact on my machine?

I think I may eventually come to the conclusion I have to go back to Reunion and XTM 0.75 on this machine, at least until I can afford one that makes X3TC run as blisteringly smooth as that does. XTC is okay when not in seta, but my thoughts are when I eventually get to huge battles there will be slow down which will annoy the heck out of me when dogfighting.

Eliah
21-02-2011, 10:00 AM
Well, seta-lag is often different from in-fighting lag, so I would not worry about that bug popping up in non-seta flights :)

The LAA thingie is enabled on X3 since 2.7, iirc, and it does matter a little bit even on 32-bit systems, but overall you oughtn't worry about it. I'd say you can safely bring the resolution up - on my own laptop, changing resolution itself didn't do anything in terms of fps - and since the bottleneck is almost certainly the cpu, you can bring up the shinies to high levels as well, I'd say. That'll be a cold day in hell when X3's graphics toll will surpass the cpu toll. Perhaps switching off ACQ would help, in fact - a constant stream of data would perhaps be easier on the cpu than deciding when to lower details all the time, see if that helps.

alt3rn1ty
21-02-2011, 01:21 PM
Perhaps switching off ACQ would help, in fact - a constant stream of data would perhaps be easier on the cpu than deciding when to lower details all the time, see if that helps.

Just flew from New Horizons to Aspiring Hope, on seta - :shock: It worked. I still get an occasional flash but the frequency of occurence is most definately reduced, seems to only happen now when something large enters the sector - Twice on that run, whereas previously I could expect it to happen between 3-8 times in each sector.

I then reversed the run, but after changing settings to medium textures (stayed on low shaders for now but going to increase bit by bit), and switched on Anisotropic x2 - Occured 3 times coinciding with large ships entering the sectors where it happened.

Controversial considering what Automatic Quality Control is supposed to do, but I am not going to knock what I have witnessed with my own eyes, thank you for the tip ;)

Maybe AQC is not as efficient with the revamped memory control of the vanilla patch updates, and maybe AQC was designed with older hardware in mind ... Who knows - My laptop fan is still quiet, so room for more graphics increases I think (GPU heat affects internal temp' more than CPU heat on this machine).

Edit: Forgot to mention I am also now running at native screen resolution again too on that second run :)

Edit2: For anyone wanting to make a comparison; Acer aspire, Core2Duo T7300 Merom @ 2.1 ghz, NVidia 8600M GS (vram 256mb), 4gb Ram, Sata II HD

Edit3: Reference bringing up the shinies, I have never (ever) seen X3TC (never mind XTC) with anything more than Low shaders - Carried on from earlier versions of the game and always being behind the curve on machines that could handle everything, I have always gone by recommendations on sequels by people who have already had the game installed for half a year or more before I got round to getting it - Explanation over, I just tried Medium shaders .... WOW!, this game is more jaw dropping than I even knew. I believe I am about to install the game on the family desktop, and have a slice of that pie for a change :)

alt3rn1ty
22-02-2011, 03:50 PM
Another not so huge request for 1.2

That targetting reticule, light blue - What is the most dominant colour throughout XTC? (idk personally being an XTC noob)

Or rather what colour could be used which would contrast against most of those beautiful backgrounds - Had a fair few fights on patrol/mercenary employment and their have been enough occurences of me thinking 'WHERE THE FRIG IS MY TARGETTING RETICULE BEFORE THAT SWINE GETS HIS SIGHTS ON ME!'

Blue lost amongst the blue, sometimes firing off a few shots and seeing where they go (at the risk of friendly fire) solves it. But, could this be configureable? Trying to do some accurate firing and pulling lead on the target is quite hard to see sometimes especially in the heat of a battle.

I think this may be a problem to decide on the most contrasting colour (especially if there is such a diverse range of backgrounds which recur in several sectors, and compounded by the users perception (I know from feedback and researching colour blind palettes for this un-related oblivion project (http://www.tesnexus.com/downloads/file.php?id=35230) that even with the 99.something percent of normal eyesight has variations you cannot compensate for everyone.

gorn919
12-03-2011, 08:32 PM
Hi.This is my first post, but I have been following your project progress for a long time.
Your job is awesome, keep up the good work.
Quick question, when are you planning to release XTC 1.2 to fix major bugs in TXC 1.1?

Aragon Speed
22-03-2011, 01:54 AM
I would just like to express an apology to the community. The XTC team have had a major case of developer fatigue and we all kinda drifted off and worked on and played other things apart from X for a while, and so work on the 1.2 patch has been very slow. We apologise for this, but after 2+ years of solid work just to get a release out, we seriously needed a break to clear our heads. This added to hardware failures and general RL problems that some of the team (myself included) have had to deal with, has just made getting any work done on the mod very hard.

On an up note however, the team are now refreshed and we are working away at the mod again. A new beta for the 1.2 release will be in our testers hands shortly, and some work ready for the major 2.0 release is also under-way in the background.

Aragon Speed
22-03-2011, 02:10 AM
Another not so huge request for 1.2

That targetting reticule, light blue - What is the most dominant colour throughout XTC? (idk personally being an XTC noob)

Or rather what colour could be used which would contrast against most of those beautiful backgrounds - Had a fair few fights on patrol/mercenary employment and their have been enough occurences of me thinking 'WHERE THE FRIG IS MY TARGETTING RETICULE BEFORE THAT SWINE GETS HIS SIGHTS ON ME!'

Blue lost amongst the blue, sometimes firing off a few shots and seeing where they go (at the risk of friendly fire) solves it. But, could this be configureable? Trying to do some accurate firing and pulling lead on the target is quite hard to see sometimes especially in the heat of a battle.

I think this may be a problem to decide on the most contrasting colour (especially if there is such a diverse range of backgrounds which recur in several sectors, and compounded by the users perception (I know from feedback and researching colour blind palettes for this un-related oblivion project (http://www.tesnexus.com/downloads/file.php?id=35230) that even with the 99.something percent of normal eyesight has variations you cannot compensate for everyone.

It is unfortunately impossible to create a reticule that is not going to have that problem in a sector somewhere. The backgrounds are varied in colour and no matter what colour you choose for the reticle it will disappear somewhere along the way. I worked with our testers quite a bit on the HUD and we settled on the current colour as the best compromise that will be seen in the largest amount of circumstances. - That goes for the shape as well as the colour. ;)

Even Ego's reticules disappear in certain sectors, and without making them big ugly blobs that get in the way more than help your aim, there isn't really a solution to the problem.

I'll revisit the new HUD for 2.0 and see if I can make them stand out a little more by using 2 contrasting colours, so at least one of them will be visible even if the other is not. Possibly I'll add some white to the reticle to make it stand out in darker sectors or if the reticule is the same colour as the sector background.

The only other solution I can think of atm is for you to try installing XTC without the HUD mod (via the custom set-up in the installer) and see if the standard HUD is any better for you.

Sam Redstone
22-03-2011, 02:35 AM
Yay, the team is back on the job! :)

To be honest, some (or all?) of us testers have actually appreciated the "break," because we've seen a lot of XTC also (although not as much as the devs). I will admit that I got burned out as well and have been playing much simpler point-and-shoot games lately.

But if you guys are ready to do another patch, we're ready to test it!

I might spend a little time playing Crysis 2 first, you understand.... it unlocks in a few hours... :mrgreen:

Thanks again for all the hard work, through thick and thin... you guys are the BEST.

Nomad_Soul
22-03-2011, 11:09 PM
Looking forward to the upcoming versions, definitely. Thanks for all your hard work! It's quite an impressive mod.

SNav
23-03-2011, 08:58 AM
A new beta for the 1.2 release will be in our testers hands shortly, and some work ready for the major 2.0 release is also under-way in the background.Can we have an approximate list of changes for 1.2 version?

stemardue
23-03-2011, 09:39 AM
Apart of a new music track for sector 'New Hampshire' (responding to several critics at the current one, as well as to personal taste) I'd say most of the changes are bug-fixes resolving the problems spotted by the team and the players in these first three months of 'life' of the mod. So no major gameplay or content changes to mention, afaik. But a list will be available once the update is out (and no, not because of secrecy :D - just because the list can't be accurate until the patch is deemed to be ready).

Sartorie
23-03-2011, 11:27 AM
I would also like to make it clear that the 1.x releases will mainly contain bug-fixes or balancing updates to adjust the gameplay.

The new stuff goes directly into the 2.0 branch ;)

iniochos
23-03-2011, 04:12 PM
Thanks for your...update.:)

CrisGer
24-03-2011, 05:35 AM
Thank you very much for all the hard work. Much appreciated.

The_Dayman
24-03-2011, 11:47 PM
I agree, thanks guys for the update and we all completely understand you taking a hiatus on XTC. Sometimes the best ideas come when you take a break, so no rush. We all truly appreciate your dedication and we're all looking forward to the 2.0 release. Until then, we'll happily await 1.2

You guys are awesome, keep up the great work!

Aragon Speed
25-03-2011, 05:46 AM
A quick 'n dirty guide for using XTC 1.1 with TC 3.1. Only do this if you know what you are doing with the files. ;)


1. Copy your scripts folder to the desktop.

2. Rename the XTC cat/dats to one number higher.

3. Install the TC 3.1 patch.

4. Copy your scripts folder back again.

New installs:

1. Install TC and patch to 3.1.

2. Create a new empty folder on your desktop.

3. Install XTC to the new folder.

4. Change the XTC cat/dat numbers so they are one number higher.

5. Copy all files to your main TC directory/folder.

Warning, both of these methods will break the XTC uninstaller as the files will not be named the same, or will not be in the same location, as they were when you installed them.

Vdrums11
30-03-2011, 03:29 PM
Just wanted to say that I started XTC last night... I had to install the main game twice because I forgot to patch to 3.0 before I installed XTC... so, after about an hour of total anticipation, I was able to start a new Terran game. I have to say that from the first moment, the sounds, the look, the "feel"... the wait was worth it. You guys are amazing and I know I am simply echoing what others have already said but to not say anything would have cheapened the experience and my conscience would have hounded me until I posted. In my mind X3: Terran Conflict has been reborn thanks to the epic work you all have done here.
My sincere thanks to you all!!

Aragon Speed
02-04-2011, 05:52 AM
The 'What's happening with Patch 1.2' update. ;)

Done so far:


Fixed missing "claim" option for bailed ships.
Blocked ware consumption task from consuming upgrades
Restored ware stock on upgrades (related to above)
Adjusted factory rel vals.
Merged in camera position fixes from Draffutt (Thanks)
Added a fix for Stats center from Trickmov (Thanks)
Added automated drone repairs on player owned drone carriers. Drones will now be repaired when they are docked. (Thanks to Trickmov for the script)
Added dummy entries into Tfactories for Gaz's CC.
Fixed ECM
Added Player Owned SY fixes from Trickmov (Thanks)
Blocked EQ docks from spewing tunings when they are repackaged.
Added new effects to stop Kyon beams from lagging the hell out of your system.
Changed all Kyon variations to safe values in order to solve the reported lags on several customer systems. Kyons are a even deadlier than before, especially the bigger ones.
Changed the IBC to match the expectations on the weapon.
Changed the IBC to give it more OOOOMPH. It's now close to the beta Kyons.
Added fix for the bailing crash
Akurei fix fixed
Fixed bug where race owned ships spawned on pirate carriers in generic missions.
Fix to remove leftover 'buy ship' mission ships.
Bombers have their range reduced, some Bomber missiles are toned down a bit.
Bombers have also had changes to yaw pitch roll and speed/acceleration, which are too complex to write a short explanation here ;)
When changing products on a factory, playership is now properly undocked automatically
laser rel. values adjusted (fixes stalled production for some weapons)
Switched Complex Construction Kits back to Argon default ones (at least the Terran ones were broken)



Currently working on:

A few tweaks are still in the works, so while they are being finished off we are adding player menus for regen ship hulls, carrier fighter repairs and rearming on player owned ships. (These are not guaranteed to make it into 1.2 though, depends on how long the tweaks take.)

Our testers should be getting 1.2 for testing soon.

Sam Redstone
06-04-2011, 01:17 AM
Out of curiosity, is 1.2 going to be intended to work with TC 3.0 or 3.1? I'm still at 3.0 myself.

(I'll probably do a clean install as usual, anyway, but I was just wondering.)

Aragon Speed
06-04-2011, 05:20 AM
3.1 Sam.

And we will need the patch upgrade path testing as well, so if you could leave a 3.0/1.1 install hanging about that would be cool. :)

Sam Redstone
07-04-2011, 12:48 AM
Can do. (I think I had a total of 7 installs on my system at one point, so keeping an extra one or two is no big deal....) :D

Do we still need Steam version testing as well? Or did everyone on Earth buy the Superbox when it came out...?

;)

Eliah
07-04-2011, 05:46 AM
Yeah, it would be good if the steam's procedure could be checked too :)

toxic-nova
08-04-2011, 09:32 AM
I just can say it's a very nice mod. :grin:
Many thanks for this great mod. And now I have my lovely Galaxy News back :-*
I started as Split (I like starting with nothing than a little fighter) and now I get my first M6...damn Borons hates me :o Looks harder to find a spot to make relations with them better...hehe if they don't like me...I like fishburgers :mrgreen:

very nice...very nice work and sooo many thinks that makes the mod great

Aragon Speed
09-04-2011, 07:54 AM
I just can say it's a very nice mod. :grin:
Many thanks for this great mod. And now I have my lovely Galaxy News back :-*
I started as Split (I like starting with nothing than a little fighter) and now I get my first M6...damn Borons hates me :o Looks harder to find a spot to make relations with them better...hehe if they don't like me...I like fishburgers :mrgreen:

very nice...very nice work and sooo many thinks that makes the mod great
Glad you are enjoying it. :)

Night Azher
05-05-2011, 02:03 AM
i'm sure it to late now but about the IBC i thought that it would be a perfect weapon for boarding ops for the player to capture enemy ships or at least thats how i set my IBC up as. I up the sheild damage and lowered the hull damage I increased the drainage as well as how long i slows down the enemys ships. 10 Ibc's stops enemy ships dead ez picking

gilboa
09-05-2011, 08:57 AM
Our testers should be getting 1.2 for testing soon.

I'm running XTC/Steam w/ X-tended under Linux using Wine.
As such, I can easily rollback changes. (Wine doesn't have registry per-say, making it far easier to undo changes)
PM me if you require additional testers.

- Gilboa

SNav
28-05-2011, 09:17 AM
v1.2 is in testing already or not?

Sartorie
28-05-2011, 09:27 AM
been in testing for some time now ;)

LJBurstyn
28-05-2011, 03:19 PM
Okay, used search (what a waste of time).
Porblem just popped up. ALL the ships with jumpdrives installed when you buy them are getting jumpdirve missing messages. Have Hyperdrive installed for some time -- not sure if that is the problem.

Sartorie
28-05-2011, 03:25 PM
vanilla jump check script does not recognize inbuild jumpdrives, you need the adjusted version from XTC - reinstalling XTC should solve this

Sam Redstone
02-06-2011, 02:39 AM
been in testing for some time now ;)

Wait, what??

Ah, I see I have a number of unread PMs to that effect, WHOOPS!

I gotta log in more often, instead of relying on email notification, lol....

I hope I haven't missed too much fun. :)

chieftonw
02-06-2011, 04:10 AM
Thanks for all the hard work. I look forward to playing XTC, but will probably wait until 1.02 patch is released.

I recently read that Egosoft had released improved code for OOS. Since vanilla OOS is pretty bad, I was considering implementing it with my new XTC game. However I know you all did a lot of work and enhancements and figured you may have worked on this area. With XTC would I need to activate the new OOS code or has it been done already with XTC (or perhaps a better system implemented)?

Eliah
02-06-2011, 05:31 AM
It's not improved, they changed the OOS formula and there was next to 0 testing done for it. If you look at the thread in X3:TC Script and modding forum on ES, it's mentioned there by a few folks that this new code is even worse than the old one was.

Iirc, XTC uses the old formula for the OOS calculations - given the total rework of all weapon statistics as well, it's, er, really hard to predict how good/bad the experimental OOS code would even work in XTC.

Aragon Speed
02-06-2011, 08:11 AM
Thanks for all the hard work. I look forward to playing XTC, but will probably wait until 1.02 patch is released.

I recently read that Egosoft had released improved code for OOS. Since vanilla OOS is pretty bad, I was considering implementing it with my new XTC game. However I know you all did a lot of work and enhancements and figured you may have worked on this area. With XTC would I need to activate the new OOS code or has it been done already with XTC (or perhaps a better system implemented)?


It's not improved, they changed the OOS formula and there was next to 0 testing done for it. If you look at the thread in X3:TC Script and modding forum on ES, it's mentioned there by a few folks that this new code is even worse than the old one was.

Iirc, XTC uses the old formula for the OOS calculations - given the total rework of all weapon statistics as well, it's, er, really hard to predict how good/bad the experimental OOS code would even work in XTC.
You may want to check this out instead: http://forum.egosoft.com/viewtopic.php?t=301860

Never tried it myself and so have no idea how it will work with XTC tbh.

Aragon Speed
26-06-2011, 09:02 AM
1.2 Shipyard bug found and fixed. Here is a hot fix for it. Just extract the zip file to your main TC folder.

I'll update the main installers to correct this error later today.

Hotfix: *Link removed. See below.*

http://www.thexuniverse.com/threads/20459-X-Tended-Terran-Conflict-V1.2a-Released.-26-06-2011?p=201987&viewfull=1#post201987

iniochos
26-06-2011, 09:37 AM
Aragon Speed
Something wrong with the zip file. I am getting this message "...\XTC_1.2_Hotfix.zip: Unknown method in types\TWareN.txt" when i am trying to unzip it. :(

Sartorie
26-06-2011, 10:10 AM
hm works for me, which zip program are you using ?

Aragon Speed
26-06-2011, 10:27 AM
Just realised it was compressed with LZMA compression and not standard zip compression. Swapped the files now, try it again.

Lucius Vantarius
26-06-2011, 12:04 PM
Hello @all

I've a single Question to the V1.2. Is it now possible to raise the reputation to the Aldrins? That "Bugfix" isn't listed in the Changelog, but many people are interested in this special point. ;)

K.J.
26-06-2011, 12:16 PM
No its not fixed there, as it requires a restart. It will be changed in 2.0 however.
The problem is/was that aldrin has the atf race, which was unchangeable in vanilla (with these different sector access stuff) by the normal way. Only by script/mission.

Aragon Speed
26-06-2011, 12:35 PM
1.2a now available via torrent. Waiting on ModDB for the direct downloads as usual.

1.2a - Bug fix release. [26/06/2011]
Fixes/changes:



Fixed bug which was causing the game to lock up/crash while browsing the shipyard stock list.
Removed reported lag in shipyard stock list.



If you have already installed 1.2, use the patch version of 1.2a to correct the SY bug.

Direct links for the torrents for those having trouble.

Full: http://downloads.thexuniverse.us/XTC_Release/Release_exe/X-Tended_-_Terran_Conflict-1.2a-Full_.torrent

Patch: http://downloads.thexuniverse.us/XTC_Release/Release_exe/X-Tended_-_Terran_Conflict-1.2a-Patch.torrent

iniochos
26-06-2011, 03:49 PM
Just for your info, i am using wINRAR 3.70.

I will be waiting for the ModDB link.
Thanks.

Starman
26-06-2011, 03:57 PM
Thank you guys for your hard work !! Downloading now and will try it :)

Aragon Speed
27-06-2011, 04:23 AM
I will be waiting for the ModDB link.
Thanks.
The 1.2a files are now available from ModDB: http://www.moddb.com/mods/x-tended-terran-conflict/downloads

Starman
27-06-2011, 08:23 AM
One Question :) I've continued using my savegames, that I started with 1.1 I have now visited and mostly cartographed 188 Sectors from the overall 190 sectors (haven't found the last two yet). Until now, I have not found a single derelict ship that can be claimed. Are they not in the game yet, and will only come with 2.0 ?

Aragon Speed
27-06-2011, 08:27 AM
I have not found a single derelict ship that can be claimed. Are they not in the game yet, and will only come with 2.0 ?
Not there yet. Planned, but we just haven't got around to writing the spawn scripts yet. There should be plenty of ships available via NPC vs NPC fights causing pilots to bail out if nothing else. :)

Starman
27-06-2011, 09:18 AM
Ah, thanks for the info. No bailed ships from NPC fights though, but I create my own bailing :)

Marcus Aseth
27-06-2011, 02:56 PM
Hi guys,great news here! :D
Damn,i am really happy of this & congratulations for your work :D
I have already download & installed the new version,but i have the game purchase on steam so i have a different folder for the game,i have change the folder in the installation option before install the new version but now i want be sure that i am using the new version & not the old one,so,where i can see what version of the mod is running now on my pc?? :D

Luriel627
27-06-2011, 03:58 PM
Hello,
Is there a list of changed files beetwenn V1.1 and 1.2a ?
I ask because I use the game in German and I want to know which files must translated and which files can be hold from the old Version.

Best Regards
Luriel

Marcus Aseth
27-06-2011, 04:14 PM
I have another question :P

I have the game at the version 3.1 with the old version of Xtended TC installed,now to go to the new version i have simple to install "X-Tended - Terran Conflict 1.2a Full" in the folder
C:\Games\Steam\steamapps\common\x3 terran conflict right? :)

Urizen
28-06-2011, 05:10 AM
One simple question, do i have to patch x3tc to v3.1, or can i leave it at v3.0 and just patch xtc :mrgreen: ?

Aragon Speed
28-06-2011, 05:19 AM
but now i want be sure that i am using the new version & not the old one,so,where i can see what version of the mod is running now on my pc?? :DWhen you load a save you should get the version number at the bottom of the screen once it has loaded. If not, start a new game (but obviously don't save it) and the version number will appear then.


Hello,
Is there a list of changed files beetwenn V1.1 and 1.2a ?
l
There isn't a list, we have much better things to do than keep lists we don't need. ;)


I have the game at the version 3.1 with the old version of Xtended TC installed,now to go to the new version i have simple to install "X-Tended - Terran Conflict 1.2a Full" in the folder
C:\Games\Steam\steamapps\common\x3 terran conflict right? :)
Assuming you re-numbered the cat/dat sets when installing 1.1 so they didn't overwrite the 13.cat/dat set from the ES 3.1 patch, all you need to install is the 1.2a patch. If you didn't re-number them, install the 3.1 patch and then install 1.2a full. Will probably need to start a new game as well as you will have been running with a corrupted data set.

If that is the folder that contains the X3TC.exe (or the EXE to launch the game if steam names it differently), then yes that is the correct folder.

Aragon Speed
28-06-2011, 06:12 AM
One simple question, do i have to patch x3tc to v3.1, or can i leave it at v3.0 and just patch xtc :mrgreen: ?

Installing XTC 1.2a with the patch installation (must already have a XTC 1.1 or 1.2 installation):
1. Re-number all CAT/DAT sets numbered 13 and over to one number higher. (1.1 only)
2. Install TC patch 3.0 to 3.1. (Link to 3.1 patch. (http://dl2.egosoft.com/download/x3tc/files/X3TCUpdate3.0_to_3.1.exe)) (1.1 only)
3. Install XTC patch 1.2a.

XTC 1.2a is designed to work on version 3.1 of Terran Conflict. We cannot guarantee it will work on any other version.
:p

Crellion22
28-06-2011, 10:34 AM
Sorry to bother but is does this last update fix the bail ctd by any chance?
EDIT: Never mind I see you fixed it, I want to have your babies pls, kthnxbye

Starman
28-06-2011, 11:28 AM
One question from my side. I'm sure it's no bug, but I'm confused. I bought myself a cerberus. It can hold 20 Marines. I have installed the boarding transporter extension, but I do not have an entry in the special (or was it piracy) menu to start the boarding. In my old Heavy Centaur it worked. Am I missing something ?

Dillpickle
28-06-2011, 12:05 PM
In vanilla, the only ships that could launch boarding parties are TP, M6 and M7M, though other ships could carry them. I am fairly sure this hasn't changed in XTC, but could be wrong...

K.J.
28-06-2011, 12:28 PM
yep dillpickle is right.

petronik
28-06-2011, 01:16 PM
Dear friends,
i am facing rather strange situation or i do something big wrong.
i have made a new clean install of the x3tc and all the updates p to 3.1
i have install the xtc 1.2a
but when i launch the game in launce screen i can not choose the mod and when i start the game i am endering vanilla.
any clues?
best regards

Eliah
28-06-2011, 01:26 PM
Do NOT install xtc into \mods\, or a random folder somewhere, install it in the main game directory.

Please reinstall your game and xtc completely in accordance to the installation instructions.

petronik
28-06-2011, 01:36 PM
Thank you now i realised my error.
i have 64 bit os so i had to install the mod in the program files x86 i passed fast the screen with the folder installation.
stupid usual errors.
but thank you for the fast reply

Urizen
28-06-2011, 01:40 PM
thx Aragon Speed , i guess iīve to find out for myself :mrgreen:

Starman
28-06-2011, 02:14 PM
In vanilla, the only ships that could launch boarding parties are TP, M6 and M7M, though other ships could carry them. I am fairly sure this hasn't changed in XTC, but could be wrong...

Too bad. Still, thanks for the Info. Now, i have to ask dumb, which ships are M7M ? Shipsyards only say M7. If I want to capture bigger ships, it's pretty pointless with a M6 and 5 marines. So, which one to use ?

K.J.
28-06-2011, 02:34 PM
Did you play X3TC unmodded? The M7M are the same... You can also see that from their description. And M7M never have front or side turrets that can mount laserweapons

Wolf13
28-06-2011, 02:49 PM
I patched my XTC to 3.1 (renaming cat and dat 13 and higher) and then upgrade XTC with 1.2a .

I start a new Game and it runs, but I remember, that you have a colour code, that someone like me can verify, that everything ist OK.
When starting the game I have a red 1,2 and a blue r (with a little bit green) und red is for me a colour of warning. (Is it OK or must I worry)

So long the game runs fine, but as starting as Argon I just reached safe territory to save the game.
The only issue is that one mission (behind a bulb) was blank.

Thanks Wolf

Starman
28-06-2011, 02:55 PM
Did you play X3TC unmodded? The M7M are the same... You can also see that from their description. And M7M never have front or side turrets that can mount laserweapons

Sorry, it's been a while since I played X3TC, so I really don't know which ship that is. I also can't see it in the tships file. What discription shall I look for ? What's the "M" for anyway ? X-tended brought in the new missile ships, right ? So I doubt it's the same.
Argons have 3 M7, the Cerberus (light destroyer), griffon (drone carrier) and the new missileboat. So, which one to pick to store marines and hunt ships ?

BTW, the forumproblems have been finally fixed with yesterdays downtime. I have now normal answering times, what a relief. Just thought I let you know :)

Urizen
28-06-2011, 04:55 PM
M7M = Missilefrigate, your so called missileboat ;)

Neurotoxin
28-06-2011, 05:52 PM
If you want to hunt and capture, use the Otas HCF Frigate. It's purpose-built for capturing anything and everything (and it's Argon). Purchased in Sirius II I think (correct if I'm wrong).

shocquer
28-06-2011, 08:50 PM
I start a new Game and it runs, but I remember, that you have a colour code, that someone like me can verify, that everything ist OK.
When starting the game I have a red 1,2 and a blue r (with a little bit green) und red is for me a colour of warning. (Is it OK or must I worry)

Do you use Lucike's script collection? We really need XTC 1.2 fix :-) Therefore I started a fresh game and wait for the update. 3.0 installation patched to 3.1 and full xtc 1.2 patch is pretty green here...



So long the game runs fine, but as starting as Argon I just reached safe territory to save the game.
The only issue is that one mission (behind a bulb) was blank.

...although it's green, I've got such missions, too. I'm not sure, but I think it's not restricted to bulb missions.

Starman
28-06-2011, 10:27 PM
Ugh, Missiles. Not really my first choice. But thanks, I will give the Otas HCF a try, hopefully I like her look :) I tried to change the cerberus entry so that it can use the boarding transporter, but I guess the values are more complicated than a few simple changes in the tships file :)

Wolf13
28-06-2011, 11:19 PM
shocquer
Thanks for the reply and yes I have used the script Collection in 1.1 and didn't expect, that should cause a problem.

After looking in the logfile und finding the line: 'Textpage Commands : 1.1-r', I think I have the cause of the red 1,2.

OK on my HD is enough freespace and I'm installing TC also fresh from the start and try it without scripts, but playing without the Collection ist more than annoying (Luckily a fresh start as Argon needs a lot of time before something of the collection ist needed).

I've played a bit more and so long I found the blank missions only in bulb missions (perhaps the transporter missions with TP, because of nearly every other missiontype I get one, that I could read).

Aragon Speed
29-06-2011, 03:42 AM
BTW, the forumproblems have been finally fixed with yesterdays downtime. I have now normal answering times, what a relief. Just thought I let you know
We moved to a new server host. ;)

http://www.thexuniverse.com/content/221-New-Server-Migration

Marcus Aseth
29-06-2011, 06:08 AM
Wait guys,I am having problems! :(

Yesterday i have install again the patch 3.1 then i have installed the full 1.2 of the mod,now when i start the game,i have this: 1.2 r ...a red 1.2 & a blue r,& for what i am reading now,this is not good,if i have understood correctly,i need to have a green number :grin:

I am not so good in this kind of thing,so i don't understand you guys when you talk about "rename cat" (i don't even have a cat :cry: )...

someone can help me? (maybe with a link to a tutorial on how to install the mod step to step,noob version) :cry:

ATM the thing that i have done,that maybe have lead to this error from when i have the game are:

1)purchase the game on steam (game inside steam folder)
2)Steam autoupdate of the game
3)installation of XTC 1.1 (in x3 folder under steam/steamapps/commons)
4)installation of XTC 1.2 Patch (in x3 folder under steam/steamapps/commons)
5)not sure if that was the right way,so I have install manually yesterday patch 3.1 then XTC 1.2 Full (in x3 folder, under steam/steamapps/common)

& now I have 1.2 r

Aragon Speed
29-06-2011, 06:18 AM
If you have cleanly installed X3TC and patched it to 3.1 and have installed the XTC 1.2a full version to your main X3TC folder, plus you have no additional mods installed, then you should have a green 1.2.

If it is red, then one of the files we check to make sure you have a complete 1.2 install is either not from the mod (you have another mod installed which is replacing one of our files) or has been damaged in some way and needs to be re-installed.

You do not need to re-number the cat/dat sets in the main X3TC folder unless you are upgrading from version 1.1 of XTC. As you are not, this is not something you will need to worry about.

EDIT:


Installing XTC 1.2a using the full installation (no previous XTC installation):
1. Do a clean installation of TC. (If you haven't got one already.)
2. Patch to version 3.0. (Link to 3.0 patch. (http://dl2.egosoft.com/download/x3tc/files/X3TCUpdate1.0.1_to_3.0.exe))
3. Install TC patch 3.0 to 3.1. (Link to 3.1 patch. (http://dl2.egosoft.com/download/x3tc/files/X3TCUpdate3.0_to_3.1.exe))
4. Install XTC Full 1.2a.

With steam you can miss out steps two and three as steam will automatically patch the game to 3.1 for you.

Marcus Aseth
29-06-2011, 04:14 PM
ok,thanks for the reply,now i uninstall x3,install again,let steam update it then 1.2 full :)

Starman
29-06-2011, 04:49 PM
So, yesterday I bought myself the missilefrigate from Otas (Auqilo ?). Still, i have no menu option to use my boarding transporter extension. Transporter is installed, and Marines are on board. So, what next ?

Galder
29-06-2011, 04:53 PM
OTAS have 2 missile frigates. A remain of something unfinished, i assume (unfinished things by ES, not XTC. We only took both frigates as they are to not break any standard set up by the original game) . One, the Aquilo, is for fighting. It can only use the normal and exploding missiles. The other one, the HCF, can only use the boarding pods. This is the one which will have access to the beam extension i assume.

Starman
29-06-2011, 05:16 PM
OK, thanks for the quick info. I try the other one. To bad though, I liked the look of the Aquilo :)

Wolf13
29-06-2011, 05:24 PM
My info is a little bit old (nearly half a year and under 1.1a).
The boarding transporter works fine for M6, TP and TP+, but when I tried it in combination with the Split M7M (Cobra) nothing happens and only the boarding pots were a option.
But this is not a big problem, because I boarded a lot of Yaki Big Ships using 2 TP(+) and the Boarding Transporter (Start the boarding in the command slot and not via Pirate Menu).

shocquer
29-06-2011, 06:15 PM
shocquer
Thanks for the reply and yes I have used the script Collection in 1.1 and didn't expect, that should cause a problem.

After looking in the logfile und finding the line: 'Textpage Commands : 1.1-r', I think I have the cause of the red 1,2.

OK on my HD is enough freespace and I'm installing TC also fresh from the start and try it without scripts, but playing without the Collection ist more than annoying (Luckily a fresh start as Argon needs a lot of time before something of the collection ist needed).

I've played a bit more and so long I found the blank missions only in bulb missions (perhaps the transporter missions with TP, because of nearly every other missiontype I get one, that I could read).
To play without that collection is quite a pain, but as you've already said, in the beginning it's quite okey. So I've started the split start. Maybe I can try Terran and Paranid, till Lucike delivers update :-D.

And you're also right about that bulb missions. I can confirm, that I've seen the new mission types, but no transport missions.

Marcus Aseth
30-06-2011, 02:19 AM
Sorry Aragon i don't want bother you,but something doesn't work properly,i told you what i have done now:

1)I have uninstall X3 from Steam.
2)I have download again X3 from Steam.
3)I let finish the autoupdate,that bring the game at 3.1
4)I have install 1.2 full
5)i start the game,new game,argon emigrant & i have this : 1.2 - r :p

Wolf13
30-06-2011, 03:36 AM
Marcus Aseth:
Do you clean the folder manually after uninstalling?
The normal uninstalling isn't so thoroughly and the 1.2a components are ignored too.

Aragon Speed
30-06-2011, 06:26 AM
UPDATE
There is an error in one MD mission which causes it to have blank mission text box displaying. This hotfix will correct the error: http://downloads.thexuniverse.us/XTC_Release/Release_exe/Blank_Mission_text_hotfix_for_XTC_1.2.zip

This can only be installed after 1.2a is already installed. To install the fix just extract the folder in the zip file to your main TC folder.

Marcus Aseth
30-06-2011, 08:02 AM
ok,so i have to delete &download again 8gb of stuff from steam :( but for this mod,i can do that :D

Urizen
01-07-2011, 05:20 PM
ok, 1.2 in red, hmm, could this be LitQube Phanonīs AL Plugin or my Yaki Shatei start interfering? Itīs actually running fine :)

Marcus Aseth
01-07-2011, 05:48 PM
Still doesn't work,i have the red 1.2 :\

this time i have:

1) uninstalled the game
2) delete X3 folder
3)download & update game from steam at 3.1
4)installed 1.2 full

& still the red 1.2 :(

Could depend from the fact that i have the X3 game in italian lenguage?

Aragon Speed
02-07-2011, 09:32 AM
Without the log file it would be hard to tell.

Marcus Aseth
02-07-2011, 12:03 PM
how can I obtain this log file?

K.J.
02-07-2011, 12:15 PM
@Marcus
Check your PM's ;)

The log is in the folder where your savefile is, just one above.
The log is called "log72120.txt" iirc.

Marcus Aseth
02-07-2011, 12:33 PM
Here my log,i can't understand from it where is the problem... :\3982

Wolf13
02-07-2011, 07:57 PM
@Marcus:
When installing the game, have you a option to choose language?
I haven't experience with steam, but installing with DVD you can choose the to be installed languages.
You can choose your native language, but also English must be chosen and marked as main language and when there is only one opportunity for the language choose english.
The mod is at the time only compatible with the english version.

Sartorie
02-07-2011, 08:16 PM
*stumbles in* if you run the game in a "non english" language the provided textfiles for XTC are still from version 1.0 (thats why your sanity check fails and the log tells you all textfiles are 1.0-r instead of 1.2-r)

Marcus Aseth
02-07-2011, 10:17 PM
I change the language to english,installed again the mod & now all work fine,thanks guys :D

Urizen
03-07-2011, 01:14 AM
by going through my logfile, the only thing odd is the TwareT entry, itīs listed as 1.1r, not as 1.2r, everything else is fine oO.
hopefully i donīt have to reinstall the whole thing.

Wolf13
04-07-2011, 09:20 PM
I have started a new game and now ancountered my first Khaak Vanguards.
They were under 1.1 no fun, because they a spawned in groups and therefore a fight against such a group was under 1.1 a show of nearly seconds per frame.
I have read the changes of 1.2 (of changing kyons) and had hope, but my first ancounter was also a show of nearly seconds per frame and only five vanguards coninually fired on a trading station and not until the station was destroyed and they stop to fire, I could play with for a fight expected Frames per second.
There were no graphical or sound effects (they were more than 50km away) and so the damage calculation had to stress my stystem.
My system isn't that bad ( Cpu-Q9650 (normal 3.0Ghz), Ram-8 GB , Gpu-ATI HD5850, Vista64-U).

Neurotoxin
04-07-2011, 10:09 PM
Vista64-U


There's your problem. I can't get X3 to work well on any Vista machine I own, suped up or not, though it could just be me ;)

King of the World
04-07-2011, 10:50 PM
If you play the game under Windows Vista install the game in another directory than C:. For example install the game under a new directory like G:Games\X3 Terran Conflict XTC\. Probably some system parts of the OS get in trouble with your other software. And Neurotoxin, if you had problems with any software at Windows Vista on one of your machines, that's not general that everyone has the same problems. Before I used Win7 I used Vista and I never got problems.

Wolf13
05-07-2011, 04:25 AM
@Neutrotoxin
I'm using vista now for quite a while and so far no problems (The benchmark of the demo is about more than 70 with everything on max in 1920x1080).
The startup problems were nearly wiped out with enough patches.

King of the World
It's already in an other directory (and a second HD).
Beside the lagging, when the vanguards get in action, the game runs fine.

Neurotoxin
05-07-2011, 04:47 AM
Cool. Yeah my main is running XP with buffed up everything, most reliable OS Microsoft ever made to date imo. It's good to hear that Vista actually works for people because I've tried it on three machines to no avail, only XP and 7 seem to facilitate it without graphics trouble. Don't mind my digressing here.

S-P
05-07-2011, 03:28 PM
Finally got round to installing 2.1a but it still shows 1.1r build? Is this right or have I got a corrupt install.:(

Neurotoxin
05-07-2011, 04:28 PM
got round to installing 2.1a

1.2a* for clarification.

It should say 1.2r upon loading a savegame and it if does not then I would ask if you've both pre-installed Terran Conflict 3.1 and renamed your CAT/DAT files 13 and up to one number higher before installing the patch?

S-P
05-07-2011, 05:00 PM
I did a clean installation of TC and installed the full 1.2a.

Neurotoxin
05-07-2011, 06:26 PM
I would suggest you check your CAT/DAT files, but if TC is 3.1 and XTC is 1.2a then your game should be fine. Unless you notice random game crashes or invalid commands I doubt your game will be corrupted. :p

shocquer
05-07-2011, 06:31 PM
I'm looking forward to see my first Khaak in 1.2 :-). I'm using Vista (Win 7 SP -1 ;-)), too. Have no problems with that operating system, too. It's funny, that everybody thinks, it's that bad.

S-P
05-07-2011, 08:07 PM
Hmmm....Guess I'll have to see how it goes...

dctrjons
05-07-2011, 10:47 PM
Have the right directory?

Wolf13
06-07-2011, 12:12 AM
Try a new download (1.2) to erase, that the old one was perhaps corrupted.

Neurotoxin
06-07-2011, 12:20 AM
Yeah, if the game shows problems then I'd suggest a clean wipe of XTC and fresh install on 3.1 Terran Conflict.

Aragon Speed
06-07-2011, 04:11 AM
I did a clean installation of TC and installed the full 1.2a.

No you didn't. If you did a clean install, patched to 3.1, and then installed 1.2a full, it would be a physical impossibility that 1.1 would be showing as the version number. You either installed the mod to the wrong folder (check installation path when installing) while patching a 1.1 install, installed the mod to a new clean install but launched an older version of X3TC installed in another location with 1.1 running on it, or you had a balls up patching a 1.1 game.

There is no way that 1.1 could show as the version number if you did a clean install as that version number does not exist in the 1.2/1.2a files. ;)


Yeah, if the game shows problems then I'd suggest a clean wipe of XTC and fresh install on 3.1 Terran Conflict with CAT/DAT changes.
If he is doing a CLEAN install, then there is no need for CAT/DAT changes. Please stop confusing the issue with incorrect and needless information.


Try a new download (1.2) to erase, that the old one was perhaps corrupted.
It is a single data file, if it was corrupted he wouldn't be able to install the mod at all. Again, please stop confusing the issue with non-information. Additionally we put the MD5 hash for the current release in the OP of the download hub thread so that it can be easily checked whether or not a DL is damaged or has been changed from the original in any way.

Aragon Speed
06-07-2011, 04:24 AM
*Merged threads.* AS.

Neurotoxin
06-07-2011, 04:48 AM
If he is doing a CLEAN install, then there is no need for CAT/DAT changes.

Ah, clearly wasn't thinking right when mentioning it. Apologies for the ignorant mistake. Best stop responding to technical issues so hastily ;)

Aragon Speed
06-07-2011, 04:52 AM
Not ignorant, just a BRAIN FREEZE! moment. :D

S-P
06-07-2011, 11:57 AM
Sorry guys I just realized I had installed in the wrong directory.:oI keep a vanilla version amd Mod version on my system, guess where I installed it.:lol: But thanks for the suggestions anyways, going to try out the new version now.:grin:

Neurotoxin
06-07-2011, 04:17 PM
I keep a vanilla version amd Mod version on my system,

Yeah I do as well, but to keep it simple I just cloned my Vanilla and renamed it X-tended in the same directory, should save all your problems. Hope it works for you now ;)

S-P
06-07-2011, 07:09 PM
Yeah I do as well, but to keep it simple I just cloned my Vanilla and renamed it X-tended in the same directory, should save all your problems. Hope it works for you now ;)

I do add 'Van' and 'Mod' to the ends of my TC folders. But unfortuantly I also had an old Egosoft folder on my system that I had forgotton to remove, needless to say that's the one X-tended found and installed to.:rolleyes: I've now removed it to avoid confusion in the future.:)

zazie
07-07-2011, 02:17 PM
I have been away for three months (on holidays :) ) and have not found an answer to the (rather obvious) question: Are 1.0-Savegames compatible to the 1.2a-version of the mod ?
I didn't upgrade to 1.1 because my game run fine on 1.0.

S-P
07-07-2011, 04:00 PM
I have been away for three months (on holidays :) ) and have not found an answer to the (rather obvious) question: Are 1.0-Savegames compatible to the 1.2a-version of the mod ?
I didn't upgrade to 1.1 because my game run fine on 1.0.

I would imagine so, but you may need to do a reinstall with 2.1a full version.

Eliah
07-07-2011, 04:13 PM
They really should be compatible, yes :)

Sam Redstone
07-07-2011, 06:34 PM
Some bug fixes may not work if you continue to play a 1.0 save, but it should work fine otherwise. The only one that comes to mind is a couple sectors were swapped on the map, but I think there were some other ones as well.

All 1.x versions of XTC will be savegame-compatible. However, version 2.0 will not be compatible with 1.x savegames.

code99
08-07-2011, 05:21 PM
I was installing 1.2 the other day and when i went ingame i had the red 1.2 thing. So i went again, reinstalled everything and figured out what was causing it. If you got cycrow cheat package XTC will turn red ... I got no scripting skills but why does it do that ? when installing the package it didnt overwrite any files ...

So, if anyone else is getting the red 1.2 and dont know why, check if u got cycrow cheats.

Aragon Speed
09-07-2011, 08:59 AM
I was installing 1.2 the other day and when i went ingame i had the red 1.2 thing. So i went again, reinstalled everything and figured out what was causing it. If you got cycrow cheat package XTC will turn red ... I got no scripting skills but why does it do that ? when installing the package it didnt overwrite any files ...

So, if anyone else is getting the red 1.2 and dont know why, check if u got cycrow cheats.
Depends if you installed them by hand (extracted the scripts using the spk explorer and then copied them over) or if you used his script installer tool. The latter adds it's own cat/dat set which interferes with XTC.

code99
09-07-2011, 11:18 AM
Yes i figured that part out too, noticed that it was interfering with XTC so i used SPK explorer and placed the files manually but didnt solve anything i still got XTC red which to me seems strange as it doesnt replace any files at all.

EDIT : Same thing goes for MARS (altho that is probably understandable, it DOES replace files)

Aragon Speed
10-07-2011, 07:14 AM
IMPORTANT INFORMATION FOR STEAM USERS:

Attention Steam users :

currently Steam is installing a map patch for their promotion thing, this map patch is incompatible with XTC !

this means from now on XTC is incompatible with the newest Steam version of TC, there is nothing we can do to repair savegame damage once it was applied either

we are sorry about this but if you have complains about this, nag Steam not us ;)

dctrjons
10-07-2011, 08:33 AM
Arg, I don't see it. I turned off auto update JIC but I'm not sure if the damage is done. I know Steam sometimes likes to sneak minor patches in sometimes without an update history. So a couple questions...
1) Is this an early warning or should it be out already? (don't see anything online yet)
2) Is there a version change that I can check? (assuming this isn't DLC)

Edit: 3) Or is it only after we redeem tickets for that extra sector?

Aragon Speed
10-07-2011, 09:21 AM
Steam downloads and adds a new map patch to the 13.cat/dat, but does nothing with it (this is currently fine and does not damage anything) unless you redeem the extra sector offer. If you do, a MD file is downloaded and run to add this new sector to the game. Unfortunately where it adds a new sector we already have one and all sorts of weird stuff happens like two south gates, and two north gates in the sector below.

We have actually found a way to stop the MD file from running in an XTC game, but if it has already run there isn't a way to fix the damage done. Only thing that would work is to apply the blocking script and then to load a save from before the new md script was run.

Dill has pasted the code needed for the script in another thread dealing with another issue. For those who want to block the offending MD script from running, here is his post with the code you will need:

I have just installed XTC 1.2a onto my Steam 3.1.1, with DLC enabled install to find out what is going on.

I don't think the issue here is caused by the latest Steam Patch.

On loading a save game, I got a message to investigate Harmony of Perpetuity. End of Patriarchate has been renamed as Harmony of Perpetuity and I now have an SPP in the 'new sector' and an extra set of gates between this sector and Charred remains - exactly what I'd expect from looking at the files added.

Yes it is possible to rename sectors via MD, however Unforeseen Circumstances is located at 17,8 - this sector isn't used at all in a Vanilla game (it's just a 'void' between Midnight Star 17,7 and Gaian Star 17,9), as they don't use it they would have no reason whatsoever to rename it/change the owner of it.

Something else is causing the change you have with the map.

To stop the DLC running in a Steam game then the copy the code below into a text editor, and save as something like XTC_DLC_Fix.xml in the director folder, and it will cancel the DLC before it changes the bits of map it does. Just remember to remove it if you want to play a game using the normal map with this extra content.


<?xml version="1.0" encoding="ISO-8859-1" ?>
<?xml-stylesheet href="director.xsl" type="text/xsl" ?>
<director name="test" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="director.xsd">
<documentation>
<author name="Phil Royle" alias="Dillpickle" contact="E-Mail: phil@piroyle.co.uk"/>
<content reference="XTC DLC Fix" name="XTC DLC Fix" description="Cancels DLC running" />
<version number="1.0" date="08/07/11" status="testing" />
</documentation>
<cues>
<cue name="XTC DLC Fix">
<condition>
<check_value value="{player.age}" min="1s"/>
</condition>
<action>
<cancel_cue cue="Sunny_DLC"/>
</action>
</cue>
</cues>
</director>I notice on yor map you also have an Uncharted Sector below Chinn's Demise (15,8 ) This sector isn't used in Vanilla or XTC, therefore you must have something else installed that has added this sector, I'd guess it's Ketraar's Random Sector Management, as this will fill in unused sectors with new sectors, some of which will be Xenon, and as it desn't recognize Unforeseen Expenses as a used sector....

S-P
10-07-2011, 10:06 AM
So glad I'm using the DVD version.8)

dctrjons
10-07-2011, 10:29 AM
Ok, cool no worries then. Might as well leave the auto-update off then...JIC something else comes up.

stompy
11-07-2011, 12:12 PM
Hi not sure if this is in the right place?

I've tried to get 1.2a to install but it won't.
I did a clean full install of the game upto 3.1 and tried to install it to the new folder but it wouldn't work it kept loading a s TC not XTC.

I tried to install 1.1 to check my destination folder was correct and that installed fine.

I downloaded the full install from torrent for a second time, about 730kb i think, with a full new install of TC upto 3.1 again and still won't install.
It goes through the install as if it's working but doesn't change.

Any ideas guys as i am certainly not the best at this sort of thing.

Thanks
Stompy

Aragon Speed
11-07-2011, 01:07 PM
about 730kb i think
I hope you mean MB and not KB. ^^

If nothing is changing I expect you are installing it to the wrong place. The auto-set destination folder for 1.1 and 1.2a are different, so you need to make sure the 1.2a destination is exactly the same as it is in 1.1 if that's working.

stompy
11-07-2011, 01:25 PM
Yeh, sorry mb.

It's deffinately the same folder as all i did was add a 3 at the end of the TC install folder, and did the same for the destination folder for the XTC install.

Eliah
11-07-2011, 01:39 PM
XTC installer does not, iirc, auto-detect your installation path, if you left it at default (or added something without checking the folder path) then it very very probably went in the wrong place

stompy
11-07-2011, 01:45 PM
The way i did it worked fine with the 1.1 patch

K1ller
13-07-2011, 05:47 PM
O.K. Guys, I am desperate. I have tried everything, even a clean install, yet my game still crashes in combat. Last tiem I tried to turn off the Turrets AL just to be sure it does not interfere with MARS. I even tried a game without MARS, but still crashes. It seems I am the only one with the bailing bug unfixed :-(

Aragon Speed
22-07-2011, 11:16 AM
Some performance issues have been identified and fixed to help reduce late game lag problems.

This hotfix also includes the blank mission fix from the previous hotfix.

Also included in this patch is a blocking script to remove the issue caused by the steam 3.1.1 patch. This will only stop the issue from occurring in the first place, any damage done to the map due to this patch cannot be reversed by us.

Performance hotfix: http://downloads.thexuniverse.us/XTC_Release/Release_exe/1.2a_performance_hotpatch.7z

Wolf13
22-07-2011, 02:50 PM
Wow and Wow !

I tested the performance hotfix and hoped for a few additional fps, but I'm amazed.
Before the hotfix I was around 15 FPS and after around 40FPS and the before sluggish gamefeeling is forgotten.

K1ller
22-07-2011, 05:32 PM
Well guys, I do not know what you did, but it looks like I paly a different game now! Really, the performance boost is HUGE.

LastChime
22-07-2011, 10:39 PM
Thirded yeah it's a brand new game, thanks guys, runnin like greased lightning now, now I might stick around to fight a khaak cluster

Nomad_Soul
23-07-2011, 11:04 AM
Same here. Huge performance increase. Great work.

shocquer
23-07-2011, 07:44 PM
Indeed, I'm impressed, too. Great work! Thanks a lot.

Aragon Speed
25-07-2011, 11:56 AM
O.K. Guys, I am desperate. I have tried everything, even a clean install, yet my game still crashes in combat. Last tiem I tried to turn off the Turrets AL just to be sure it does not interfere with MARS. I even tried a game without MARS, but still crashes. It seems I am the only one with the bailing bug unfixed :-(
All I can do is suggest doing a completely clean install of TC 3.1, install XTC using the full 1.2a installer (double checking the install location) and to add the performance patch, but have no other mods installed. (So it's a completely clean XTC install.)

Start a new game (don't load a save to make sure there is not a bug being carried over in it) and see if it still crashes. If it doesn't then load a save and see if it crashes. If this is still fine then install MARS with the needed patch for it to work with 1.2a.

By doing it in stages like this you can see exactly where the CTD/lockup is introduced.

If it is crashing on a fresh clean install with a new game, then unfortunately there is little we can do about it as this bug is unique to you.

If it is crashing after you have loaded a save, then there is a bug in the save somewhere. Not much we can do about that, but at least you know that however annoying it is, you can at least start a new game and play OK.

If it is only crashing once you add MARS, then you need to talk to the guy who makes those scripts to track down what is causing the crash.

If the game is fine with a clean install and a new game, then you add MARS and it starts to crash again (even on a new game), then, as above, you need to have a word with the MARS creator.

Pawan
27-09-2011, 05:14 PM
Hello, is there any word about when this beautiful mod will be released with plots and so(i think v2.0)?

Aragon Speed
28-09-2011, 05:05 AM
We are in alpha testing atm, a few bits still need to be added for 2.0, but we are getting fairly close to entering beta testing for just pure bug finding.

Pawan
28-09-2011, 05:26 AM
Great, thx much

iniochos
28-09-2011, 05:08 PM
I hope it will be released long before the X-Rebirth.:)