Starport City (EM)
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Starport City (EM)
L-P, am using the very latest version of EM, that being 1.588. As you say, it may very well be that EM is replacing every city starport, on every planet, in every system I fly to or thru. This does have an adverse impact on my game-play, hence my removal of the mod file from the environment folder. If re-naming the mod file for a specific main trade city, on/for a specific planet works, then yippy-skippy! I would then definitely need to seek out the mod coding guru's, in order to "fix" the star port mod file for a few planets I have in mind.
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I've had a couple of problems in the past and Vice says it's not the total amount of memory that could be the issue but that something else is taking a particular chunk of memory the game needs - he's been right every time for my loading probsFrom post: 117631, Topic: tid=8065, author=Leatherpoker wrote:Hmm...probably not a memory issue then. I have 8GB of memory with Win7 64-bit and it seems ok for me. EM probably is replacing every city model with the new one in each system, so that might slow it down a bit, but I see no slow down on my machine. What version of EM are you using?From post: 117618, Topic: tid=8065, author=FADM Busch wrote:L-P, I've got 16 gigs of resident/physical memory, and Win7 HmPrem 64-bit installed on my beast. It does not appear to be a memory-lacking, or memory assignment issue, as I don't have much of anything running in the background whilst in-game.(Ref: Maars' post)
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Life is like a sewer... what you get out of it depends on what you put into it. - Bob Newhart
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Life is like a sewer... what you get out of it depends on what you put into it. - Bob Newhart
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I thought so. Thanks for doing all the legwork, Maars.From post: 117628, Topic: tid=8065, author=Maarschalk wrote:I assigned the City.x to the Planet New Hope only by naming the file CityNew Hope.x with a Profile docked at a city on New Hope. Entered the Game and the Mod was there. Then flew to the Planet Erato and the Cities on Erato where not changed and where still the original......
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Starport City (EM)
No problem Marv.....:P
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Starport City (EM)
Thanks, Dave. I've done dilligence on that issue as well. Should I use the starport mod again, I'll rename it as suggested above. Or, I could clone it, rename the file for each system, and have other Main Trade City starports appear as the mod. Work, work, work!
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L-P, Got the mod to work by re-naming the file to "CityUnknown.x". And, it works for three of the 5 "known" Unknowns. Am still experiencing "warp lag" on entry to the "marked" area where the Unknown is located. Am persuaded that this is caused by the game software juxtaposing the mod for the hard-wired city features. Still, a really cool addition to your repetoire. Excellent work!
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Starport City (EM)
Awesome job. I wish I had that kind of artistic talent. All of you modders have a gift:)
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I found that each jump I made took longer than the one before, even when hopping around within the same system. That suggests that the delay isn't simply the program applying the mod when I enter a new system.
Anyone else noticed this or am I just unlucky?
Anyone know what systems the 1 - 12 correspond to?
It's a very cool mod and I'd like to get it working!
Anyone else noticed this or am I just unlucky?
Anyone know what systems the 1 - 12 correspond to?
It's a very cool mod and I'd like to get it working!
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Life is like a sewer... what you get out of it depends on what you put into it. - Bob Newhart
Hell is being in a pure platinum asteroid field... with a diamond mining beam
Life is like a sewer... what you get out of it depends on what you put into it. - Bob Newhart
Hell is being in a pure platinum asteroid field... with a diamond mining beam
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Starport City (EM)
Offhand, I'm not sure. Since there is only one default city type, it might designate which of the possible number of cities it should replace. (Planets can have more than one city ... the game code might render them according to each city's sequence number.)From post: 117815, Topic: tid=8065, author=DaveK wrote:Anyone know what systems the 1 - 12 correspond to?
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Starport City (EM)
After a bit more testing, I've noticed a bit of a delay when jumping to coordinates near a planet (and therefore cities). If I jump to a location far from a planet, there is no delay. I think this is just due to the complexity of the city model, and it must take EM a bit more time to load it when jumping.From post: 117815, Topic: tid=8065, author=DaveK wrote:I found that each jump I made took longer than the one before, even when hopping around within the same system. That suggests that the delay isn't simply the program applying the mod when I enter a new system.
Anyone else noticed this or am I just unlucky?
If I get a chance I'm going to try to simplify the model a bit, and see if it improves the load time. I'll post the new version if it works...
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Starport City (EM)
You are 100% right, Leatherpoker.
The length of time you spend in a jump is needed for the game to build the next image you see.
If all you see is more open space, then no time is necessary.
But if the game needs to build a complex image, you may spend a few more half-seconds in the warp tunnel.
The length of time you spend in a jump is needed for the game to build the next image you see.
If all you see is more open space, then no time is necessary.
But if the game needs to build a complex image, you may spend a few more half-seconds in the warp tunnel.
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I'm not sure what the 1 - 12 correspond to but I know it is part of the coding in the EvochronData.evo file, where I found references to City1.x through City12.x not sure what they do.From post: 117815, Topic: tid=8065, author=DaveK wrote:
Anyone know what systems the 1 - 12 correspond to?
It's a very cool mod and I'd like to get it working!
But you can asign the City mod to any planet you want.
Just name the Mod CityPlanetName.x. So if you want to asign the City Mod to for example Saphire, Erato and New Hope, just create 3 copies of the Mod and name them like this: CitySaphire.x, CityErato.x and CityNew Hope.x and only those 3 planets will have the new City mod.....
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Thanks for the advice and info. It would be a pity if the city has to be simplified a lot to speed the warp drives - I'll try it again - after all there's no reason why a warp jump has to be nearly instantaneous!
Callsign: Incoming
Life is like a sewer... what you get out of it depends on what you put into it. - Bob Newhart
Hell is being in a pure platinum asteroid field... with a diamond mining beam
Life is like a sewer... what you get out of it depends on what you put into it. - Bob Newhart
Hell is being in a pure platinum asteroid field... with a diamond mining beam
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Starport City (EM)
Good work as always Leatherpoker...
Thank you...
Thank you...
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Starport City (EM)
Good to hear from yiou after the terrible earthquake in Turkey.
I hope you & yours fared well.
I hope you & yours fared well.
\"To kill hubris with humility is a goal rarely achieved by men\"
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Yes, Warsign, good to hear from you, hope everything is well with you and your family....
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And I hope it's a good sign that your Internet is still working.
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It was so far from here, very east end of Turkey, near Iran border, everything works fine here in Istanbul and Antalya and other cities except Van(center of earth quake)
Thank you guys...
[Edited on 10-27-2011 by warsign]
Thank you guys...
[Edited on 10-27-2011 by warsign]
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Wicked cool mod, buut not without issues, this is what I encountered
atleast I didn't know we had space cities
...aaaand it seems to be transparent. so.. ghost town?
[Edited on 10-27-2011 by Malix]
atleast I didn't know we had space cities
...aaaand it seems to be transparent. so.. ghost town?
[Edited on 10-27-2011 by Malix]
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LOL... you must have inadvertently use the City mod as an astroid mod...You know you can mod the astroids to!....:P:P:P:P:P:P:P
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errr... nope? I just dropped the city.x into environment folder. all the asteroids look as they were before... unless I'm missing something here o_O
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Whoa, that's weird. Does it appear there without the new city model?From post: 118074, Topic: tid=8065, author=Malix wrote:Wicked cool mod, buut not without issues, this is what I encountered
atleast I didn't know we had space cities
...aaaand it seems to be transparent. so.. ghost town?
[Edited on 10-27-2011 by Malix]
Maybe it's a bug in EM. When I first made this mod, the custom cities were in strange locations and altitudes on the planets. Vice found there was a bug in EM, and fixed it a while back. Maybe there is still another bug in there...
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I did the same thing then went to the coordinates displayed on your navigation in Rucker and could not replicate this!From post: 118092, Topic: tid=8065, author=Malix wrote:errr... nope? I just dropped the city.x into environment folder. all the asteroids look as they were before... unless I'm missing something here o_O
So it must be something else on your part.....
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weird. Though I must admit I haven't paid attention to the latest "prereleases", running with 1.588, is that still the latest?
edit:
dunno if this has anything to do with it, but I landed on the center planet in ruckus (forgot its name), accidentally did a jump in atmosphere and I reloaded, appeared on the nearby space station and saw that city floating in space...
Will check if I can reproduce this
[Edited on 10-27-2011 by Malix]
edit:
dunno if this has anything to do with it, but I landed on the center planet in ruckus (forgot its name), accidentally did a jump in atmosphere and I reloaded, appeared on the nearby space station and saw that city floating in space...
Will check if I can reproduce this
[Edited on 10-27-2011 by Malix]
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Yep, 1.588 is the latest release and that is what I used....
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