X4: Foundations

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Moonrat

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moonrat2

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  1. Bl4cKr0zex
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    how to disable xenon spawning right next to player? i'm trying to build a defense platform in hatikva's and this is becoming unbearable.
  2. OlafOpossum
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    shadergl\high_spec\xu_particles Crash-Error still here with the 1.4.2 Version of the mod. I can start it without the mod insalled, no problem. Saved the game with or without the mod. Does no change, as soon i try to play the game with the mod installed  i get the crash. Sometimes even while still loading a savegame.
    1. Kinauvin
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      same here, if you need any logs just tell what you need
  3. Poacher886
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    So is this mod up to date and working for 6.2?
  4. FringeDweller
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    I'm using this mod with XRSGE Evolution, which was just released. I started a custom game as a Terran with Neutral relations with the Terrans, and started in Jupiter Alpha. I discovered a Terran Protectorate outpost (Victor) and got the xu_particle crash (of course :P ), but also it spawned hostile at -30 relations. Other Terran Protectorate stations in the same sector were still at neutral+ relations. Maybe this mod isn't compatible with the Evolution update for XRSGE, or maybe it's just the custom start.

    Edit: I was given a mission by the Terrans to patrol this outpost, luckily the patrol radius was wide enough to stay away from it. Worth noting that the particle error didn't happen when returning to the outpost, even after a reload while in another sector.
  5. FringeDweller
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    I'm getting the shader compile error 1119 quite frequently, as the post below me mentioned. It happens every time I discover a faction outpost in the outer reaches of sectors. It occurs in every sector that I discover one in. The error window is able to be ignored and the game still runs, allowing me to save my game thankfully. Once I acknowledge the error the game exits to desktop. 

    edit: I saved at the location of the last error and now I can't load the game. The error pops up and loading stops at 99%. I can load once I disable Encounters. The offending outposts are gone once I'm in, except for the defending laser towers.
    1. moonrat2
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      Hi, what version of "Encounters" were you running and do you know which outpost was created?
    2. FringeDweller
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      1.4.2 and all of them were Terran inside of their space as well as Pioneer space. Later I saw an Antigone outpost in Antigone space that didn't crash the game, so it's weird. But every crash related to that particle error was always during discovery of an outpost within radar range. Using the Galaxy Remake mod, btw. 

      Something else odd, I think, is that I have not discovered any more new outposts since disabling Encounters, saving the game, and then re-enabling Encounters on that save. The other functions of the mod work as far as I can tell.
  6. user2046
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    There is no button to report bugs so...

    With X4 5.10 HF3 and mod version 1.4.1 (and 1.4) there is a crash with shaders. Specifically in my save, if I attack a Xenon Miner and blow it up, as soon as the first explosion occurs I get the following:


    FATAL ERROR (version 5.10 - Code revision: 479084): A fatal error has occurred and the game cannot recover.
    Exit code: 1119

    Failed to compile shader 'shadergl\high_spec\xu_particles'!

    Version: 5.10 - Code revision: 479084


    I first thought it was related to the mod "Fire and Smoke" because it was a shader problem but when I disabled that mod, the crash persisted. Disablng this mod (encounters) stops the crash.

    Edit:

    Not sure if this is relevant but my crash has been happening in The Void when I attack Xenon Miners. Prior to this, I was in Hatikvah's Choice I battling some Xenon fighters and a destroyer and didn't crash. I also noticed the area in The Void is near an asteroid belt with hazards.
    1. moonrat2
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      Hi, thanks for the feedback. I'm not sure what might have changed but from what I have seen within the 6.0 BETA I have a suspicion that it may be related to 'AdSigns' and their explosion effect. In order that I have some more time to test (& remove) this bug and so that "Encounters" may become playable as a mod again please download v1.4.2 (this currently has all AdSigns removed)

      Please report any crashes etc. here.

      Thanks for your support.
    2. user2046
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      Unfortunately 1.4.2 didn't resolve the issue. With this version I get the particle crash as soon as I issue the "attack" command for my ships to attack the Xenon miner.
    3. moonrat2
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      Mmm.... I wonder what's going on... Are you able to post a save-game someplace for me to collect? What other mods are you using or might be embedded within your save-game.

      There is lots of possible logging enabled within "Encounters" because it generates stuff somewhat organically and this is the only way I can tell what it is generating. I have this within the "General" STEAM settings for "LAUNCH" options...

      -skipintro -debug all -logfile x4.log -scriptlogfiles
      Try the above and see if you can find any correlation either in the "Encounter" logs or "X4" log. These are located within a folder like "D:\Users\<User>\Documents\Egosoft\X4\<NUMBER>\logs"

      Thanks for your support.
    4. Hellequin2
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      I've also run into this error in my logs, although I don't remember if there was a Xenon Miner being destroyed when it happened (possibly, the Xenon were swarming The Void).  I don't have the save from the exact moment anymore, so this is from my memory of last night.  The first time was after transitioning from The Void into Second Contact (after traveling from Segaris).  A quick look into my crash log led me here to update to your new 1.4.2, but after reloading from my save in Segaris, I crashed barely a few km after undocking from (I think) the equipment dock.  I crashed again in the same spot a second time.  I uninstalled the mod for the night, but lemme reinstall it and run around a bit.  Before all this, I had been in The Void for a while, watching the Terrans fail at defeating the Xenon incursion.  There were scores of dead ships lying around without any crashes.  This is on version 5.10 hf3 as well.

      Edit: I should note I do run 54 mods (and always growing).
      Edit2: After reinstalling, I've no issues to report in any of those sectors so far.  Killed plenty of Xenon fighters and a destroyer in Void. Even nailed a Xenon mining ship S.  I'll keep the mod enabled, with all the debugging parameters set (I only had the basic debug enabled before).  If I find anything I'll post it here.
    5. user2046
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      Ok so I managed to get 1.4.2 to work but I'm not sure what "solved" the problem:

      1. Removed the mod and loaded my save
      2. Saved the game and exited
      3. Packed the mod into CAT/DAT files and deleted the loose files
      4. Loaded my save
      5. Attacked several Xenon fighters and Miners, no crash

      So, I don't know if it was saving the game without the mod first or packing it into CAT/DAT files but anyway I am currently holding off ** a Xenon raiding party in the Void with several Xenon M, P and a single I (battleship) and the occasional Xenon miner wandering by (literally called "Wanderer" lol).

      ** By "holding off" I mean clogging the gate with my fleet's smoldering hulls, no thanks to the ANT Carrier that's casually floating nearby doing NOTHING! Also, the Xenon I cheats, they appear to have turned off "toggle lasers" keybind so they're permanently on.
    6. moonrat2
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      Thanks, that's really great feedback both. I still believe that somewhere during (or past) 5.10 Egosoft changed something to do with shaders and now mods which are either relying on old "legacy" assets or are unfortunate to have references to a shader which doesn't work (or has altered input parameters) now crashes the game. I am currently not aware of anything else within "Encounters" apart from the AdSigns which will cause an issue (fingers crossed) and so for now I am removing them until I can rework them some how (hence 1.4.2).

      I suspect the repack into cat/dat wasn't the primary solution to no crashes as that's done for STEAM automatically and players using that have also reported the issue. Currently therefore I'm hoping the "fix" described below might be the magic bullet (for now).

      New games in theory won't suffer any issue and the "Remove Encounters -> Load Game -> Wait a while -> Save Game -> Reload Game (with Encounters 1.4.2)' may well purge artefacts left behind which might cause issues... but may be it was luck. Either way your findings are very interesting & useful. I made a start to fix the bug under 5.10 + 6.0 but with the imminent release of 6.0 RC1 I'm now only fixing forwards as 6.0 will be the base version everyone will end up with very shortly... The next version of "Encounters" will hopefully be stable and I'm just finishing off Khaak Nests/Hives + I'll also have to ensure the Borons are incorporated into "Encounters" sensibly + have Outposts. So... I'm going to busy for some time !!
    7. user2046
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      Yes I heard that 6.0 will be dropping sometime around 2023-04-12, it's both exciting and nerve wracking because I'm sure many mods will break. Most of the mods I use are still supported and the GFX related mods might not be necessary with the new engine. Also, since Kuertee was hired by EGO, I'm thinking some of their mods will be unnecessary.

      But thanks for keeping Encounters updated, I always enjoy mods that add extra "flavor" content. It seemed pointless to me to travel outside the main corridor until I found this mod. It breathes a little life into the outer rim. I would love to see small encounters (S/M/L size ships) pop into asteroid belts too for a little extra excitement while harvesting crystals.
    8. moonrat2
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      As long as you are into deepspace (ie. beyond sector size / 2) ship encounters should always occur regardless whether you are in empty space or within an asteroid field. So that encounter objects are not spawned within a pre-discovered flight path I had previously disabled the spawning of objects within 300km or so of any object (this was to avoid the scenario of finding a large space station you had somehow missed flying out... it didn't much sense). However I have now adjusted this so that if you are within an area of space containing a field of non-gas resource object (eg. silicon/ore/ice/nividium) object (and ship) encounters are now possible if an asteroid is within 300km of the player but not other objects. This was to try and solve asteroid fields disabling object encounters entirely but without the problems of the former (if that makes sense).
    9. user2046
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      Just noticed your reply about asteroid fields and wanted to say thanks.

      Sometimes I like to hang around the asteroid fields grabbing crystals for quick credits and I always hoped there would be random spawns to make it less boring. It's one of the things I used to like about Eve Online.
  7. lyravega
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    Outposts simply demolish the sector maps. If you encounter one, the sector map will grow but it will never shrink back to the proper size as long as the outpost is there. 
    1. moonrat2
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      Thanks for the feedback. I am going to reduce the probability that outpost stations are spawned the further out you go... this might vary between players of course but for you personally what distance would you prefer not to see stations in deep space beyond ?
    2. user2046
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      I don't know if this would work but a SECTOR is of datatype SPACE which itself is of datatype COMPONENT. The COMPONENT datatype has a L/W/H property but it's based on bounding box and I don't know if the sectors have a bounding box. But there must be a way to get the outer boundary becasue the game has to prevent you from flying into an adjacent sector.

      Maybe you can get this value in your script and not build anything beyond that? Something like sector.length, sector.width.


      NOTE: Used qote instead of code block and removed the < > xml tags around "property" because Nexus is broken and displays a blank page with code in it.

      scriptproperties.xml

       datatype name="space" type="component"
       datatype name="cluster" type="space"
       datatype name="sector" type="space"

      COMPONENT
         property name="length" result="Length (size in Z dimension, based on bounding box)" type="length" /property
         property name="height" result="Height (size in Y dimension, based on bounding box)" type="length" /property
         property name="width" result="Width (size in X dimension, based on bounding box)" type="length" /property



      And the description of sectors/zones from the wiki:


      https://www.egosoft.com:8444/confluence/display/X4WIKI/Systems%2C+Sectors+and+Zones

      The basegame X-universe consists of 50 Systems, with each System being constructed of up to 3 Sectors. Objects in Sectors sit in Zones, which can be considered to be things within radar range of an object. The location of systems and sectors, how they connect to each other, as well as the location of major Factions stations like shipyards and trade stations are the same in any game start (with the exception of the tutorial gamestarts)
    3. moonrat2
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      That'd be great if there is a scripted way of obtaining the bounding box. Failing that, in the case of Outposts, currently there is calculation within "Encounters" which gradually reduces their likelyhood (using a reducing base chance related to distance multiplied by the player's zone security rating (also reducing over distance but not so much). As a minimum, the weighted value used to be 3% (against other encounter types) but I have will drop that to 1% for future releases. I totally get the "OMG, my sector map is too big now", and now I am simply thinking of setting that to 0% beyond a certain multiple of the sector size. The £64k question is what that multiple should be, the sense of what is reasonable varies from player to player.
  8. nsorrelle
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    Great mod! I had to disable it though, as I was getting the same error as this user: https://www.reddit.com/r/X4Foundations/comments/11mikjv/failed_to_compile_shader_shaderglhigh_specxu/
    1. moonrat2
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      Hi, thanks for the feedback. I'm not sure what might have changed but from what I have seen within the 6.0 BETA I have a suspicion that it may be related to 'AdSigns' and their explosion effect. In order that I have some more time to test (& remove) this bug and so that "Encounters" may become playable as a mod again please download v1.4.2 (this currently has all AdSigns removed)

      Please report any crashes etc. here.

      Thanks for your support.
  9. moonrat2
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    Encounters v1.4.1 is now uploaded.

    New : Race & faction specific names for outposts and some other objects
    Mod : Scaled ranges replace absolute values for object encounter calculations (for better variance & large core sector sizes)
    Mod : Better handling for increased ship radar ranges
    Mod : Better handling for very large assets to reduce visual "popping" 
    Fix : Vessel encounters for existing games function as before (a problem introduced in v1.4)
    Fix : Fixed error related to warped subordinate vessels
    Fix : A few minor errors observed on occassion in the error log

    As always, I am happy to hear feedback on what others think when I ponder what should be changed (or not). Please let me know of any issues. The race/faction names are provisional in places - if people think they might have better names please drop me a note. The changes associated with radar range and core sector size processing should in theory behave almost as before with vanilla games but it should improve the experience for modified values used within other mods such as X4RSGE.
    1. whismerhill
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      hello, been using this mod, and I'll update now
      Just wanted to say thank you and one small question
      what happens to generated outposts as encounters ? are they recycled after a while ? just curious
    2. whismerhill
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      something happened in the log file 
      [=ERROR=] 154322.16 Error in MD cue md.Encounters2.PlayerChangedZone_v2<inst:60966b2>: Property lookup failed: $PlayerZoneEconomy
      * Expression: (Manager.$EncRareChance + 8 * (1 - $PlayerZoneEconomy))i
      * Action: <set_value>, line 403

      I guess maybe it's not important
    3. moonrat2
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      Thanks for the feedback...
      1) Encounter "outposts" I think should stay persistent or at least that's certainly the intention (until something comes along and destroys them), if they don't please let me know.
      2) I've not seen that error in the testing I've done. I'll keep an eye out for it tho' - was it a one off or does it keep occurring?
    4. whismerhill
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      ok I was asking about the outposts because of several reasons
      what happened : on a few occasions I was thrown out far away from sector center (or one of my ships was, last time it was a repair drone)
      on the return trip, my ship generates encounters which means now outposts may be super far away from the center of the sector
      and the sector is very zoomed out, making it harder to play with
      so I'm not sure if sectors ever zoom in again, but certainly the permanent structures mildly annoy me,  particularly when they are this far away.

      Just my 2 cents.

      About the error. checked my log files (after a while I back them up & let it start fresh cause they are too long, I wish egosoft would allow the removal of signatures errors, and I couldn't find any more errors with "encounter2", but then I'm not sure how often I'm triggering the mod by being far away
    5. moonrat2
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      Hi, when you say  "on a few occasions I was thrown out far away from sector center" - how far from the center was that? I have looked at the probability calculation I use in the object generation for outposts and may be it's too high when you are way, way out... I could knock this down a bit with the next release but I need to know how far out you were when you observed the outposts. I'm afraid the being "thrown out far away from the sector center" is an Egosoft bug/feature that I can't do much about, quite a few players seem to have experienced that from what I have read.
  10. artur84
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    Hello. Thanks for the awesome mod! Installed version 1.41 but now the game crashes when objects explode. Started a new game and after a while the same thing. What can be wrong?
    1. moonrat2
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      This is the first I have heard about this problem occurring. Are you able to tell which (exploding) objects cause the game to crash? The objects and their related files have not changed for some considerable time and so I am surprised that this is happening. Please try one of the earlier versions of Encounters such as v1.4 or v1.3 and also let me know what other mods you are using. Thanks