File information

Last updated

Original upload

Created by

WhoKnows

Uploaded by

DrWhoKnows

Virus scan

Safe to use

Tags for this mod

18 comments

  1. scareon
    scareon
    • supporter
    • 5 kudos
    This is awesome good job, how can I make it a beam weapon? I was the laser to last forever!!!!
    It would be awesome to just have the charge animation go very quick or even stay fully charged then have a continues laser
    1. DrWhoKnows
      DrWhoKnows
      • member
      • 1 kudos
      If I remember correctly, the inability to implement the animation as charge animation is why this is not a beam weapon in the first place. Technically, the current animation is implemented as post-firing animation rather than charge animation. The cooldown time is specially tuned so that the animation can play fully (you will see strange things if you install a cool down time reduction equipment mod).

      To change it into beam weapon you can edit the bullet file taking the other beam bullets as reference. The current animation will not look good if changed to beam. One might want to remove the animation and keep the fully charged effect on all the time. The animations are all UV animation so can be easily edited in the weapon xml. The fully charged state corresponds to the UV offset in the last key frame.
  2. UltimateMadoka
    UltimateMadoka
    • premium
    • 0 kudos
    Very exquisite MOD, but there is a small problem that the bullet becomes larger and larger over time, which causes the bullet become very large after modifying the range of the weapon and it looks a bit ugly. Is there any way to cancel the bullets become larger. 
    1. DrWhoKnows
      DrWhoKnows
      • member
      • 1 kudos
      Try setting scale=0 in asgard_alt_weapon/assets/fx/weaponfx/macros/bullet_atf_xl_burst_01_mk1_macro.xml.
      This weapon is in fact not a beam weapon. scale=1 makes the bullet scale up so it looks like a beam and it gets too large if you increase the range. Setting scale=0 without changing the bullet model might solve your problem, but it might not look good either. 
  3. newet21
    newet21
    • member
    • 0 kudos
    First of all, thank you for making this awesome mod.
    I have a few questions.
    I modified the bullet file to lower the damage and increase the rate of fire. To match the charging animation of the weapon, the animation end value and key frame value of the weapon_atf_xl_battleship_02_mk1 file have been modified.
    The charging animation speed works fine as it was fixed, but the mini black hole creation is still as slow as before.
    What do I need to modify to change the rate of generation of mini black holes?
    Or how do I make the mini black hole not disappear even when firing a weapon?
    1. DrWhoKnows
      DrWhoKnows
      • member
      • 1 kudos
      The black hole uses scaling animation (starting from frame 750 at scale 25 to frame 1200 at scale 33, the black hole will appear at scale>25). The information is packed in the binary file weapon_atf_xl_battleship_02_mk1.ani. I modified the tool https://github.com/tomchk/X4_gen_regions/ by tomchk to export the .ani file. I suggest starting by importing weapon_atf_xl_battleship_02_mk1.ani using this tool (it is still WIP so you might encounter some problems).
    2. Rios12
      Rios12
      • member
      • 0 kudos
      Ты мог бы скинуть мне файл?
  4. CrazyReiser
    CrazyReiser
    • member
    • 0 kudos
    Is it working with VRO mod? If not, will a VRO version be added?
    1. DrWhoKnows
      DrWhoKnows
      • member
      • 1 kudos
      It is partially compatible with VRO, in the sense that you can build and use this weapon as usual with VRO enabled. But the weapon stats do not conform to VRO balance philosophy. You can modify damage and range yourself in \extensions\asgard_alt_weapon\assets\fx\weaponfx\macros\bullet_atf_xl_burst_01_mk1_macro.xml.
  5. Valthorix
    Valthorix
    • premium
    • 6 kudos
    I have a bit of a problem with this mod. Every time I look at the gun while in sector the game crashes. If I teleport to the ship and immediately look at the back, it's fine, but as soon as I turn to look at the front of the ship my game crashes. It's strange because this mod was working totally fine last night, but today after making more asgards with the gun on it crashes every time I look at any of them. I've added no other mods to my game in the interim. 
    1. DrWhoKnows
      DrWhoKnows
      • member
      • 1 kudos
      Thanks for the report. I am not sure if we are seeing the same problem, but this mod indeed seems to have some problems if I launch the game with Steam - the black hole region is not displayed properly (game did not crash for me though). Strangely, it works fine with the most recent no-steam exe downloaded from egosoft's official site. All my previous testing are done with the no-steam version which might explain why I had not noticed this issue earlier. 
      I cannot figure out how to solve this problem. I will try to ask around in the community. My mistake. This issue is not relevant to your problem.
    2. DrWhoKnows
      DrWhoKnows
      • member
      • 1 kudos
      I cannot reproduce this issue. I pumped out 21 Asgards with this weapon, kept as many as possible of them in my screen and looked at the front of one of them but the the game did not crash. You might try ordering some of the asgards to another sector, or restoring default graphical options in the game setting, or disabling shader cache (if you are using Steam) and Steam overlay. If the above does not solve the problem, then I am probably running out of ideas. 
  6. askhjflkafas
    askhjflkafas
    • member
    • 0 kudos
    This is a very satisfying mode . 
    that makes my eyes happy

    Unfortunately, the xu_asgd_alt_wp_bh.ogl file does not seem to work after the 5.0 version update. 
    Do you have plans to update?
    Or if it's a problem I can solve myself, I ask for some advice.
    1. DrWhoKnows
      DrWhoKnows
      • member
      • 1 kudos
      I'm not sure what the problem is. The mod seems to be working fine in my 5.1 release game. Perhaps try copying the shadergl folder to the game root folder again? 
  7. DrWhoKnows
    DrWhoKnows
    • member
    • 1 kudos
    The mod seems to be working fine in my 5.1 release game. Perhaps try copying the shadergl folder to the game root folder again after game update? 
  8. heyosteve
    heyosteve
    • member
    • 0 kudos
    I get purple textures where they should be blue and it looks like the textures are missing. But luckily I can still see the effect in this area
  9. nexusriverfury
    nexusriverfury
    • member
    • 0 kudos
    Looks great, hey this would be an even greater mod I think if it were a visual effect applied to Jump Gates instead. I think the Jump Gates would look betterr as spherical black holes (without really any solid matter) instead of metallic ring shaped objects but thats just my thoughts. cheers hope to install your cannon on an asgard soon!
    1. DrWhoKnows
      DrWhoKnows
      • member
      • 1 kudos
      Thanks for your interest. The black hole is a post effect so in principle it can be applied to gates or anomalies. However, as I mentioned in the mod description, I have to rely on some dirty work arounds due to some technical issues (most probably my fault). These work arounds come at some cost, in particular it cannot handle background properly (it is black). So currently it cannot be applied to objects such as anomalies which is mostly looked just before the background (skybox). I want to improve this (not sure if I am capable enough to do so) but I will be quite busy with other stuff in the upcoming months.