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Re: [Index] X4: Foundations Tools, Tutorials and Resources

Posted: Tue, 4. Dec 18, 00:09
by euclid
Hi StopBanningMe7_III :-)

1. Yes, there are. If you have unpacked all game files then check the libraries folder. You'll find there several xsd files. the common.xsd and md.xsd are most important. For XML scripts check the aiscripts.xsd and in the main root of your unpacked file folder also the scriptproperties.html. More info you can find in the XR S&M forum.

2.As I wrote in the sticky here (I know it's potentially invisible :p ) visual studio is commonly used because it allows XML setup with the under 1. mentioned xsd files in the same location as the to be edited scripts (i.e. the work folder).

3. The ? maps the value to binary, i.e. 0 or 1. if it does not exists or if it does, respectively.

4. The @ maps the value to a Boolean, i.e. false or true, if it does not exists or if it does, respectively.

Cheers Euclid

Re: [Index] X4: Foundations Tools, Tutorials and Resources

Posted: Tue, 4. Dec 18, 03:46
by Meiyo
euclid wrote:1. Yes, there are. If you have unpacked all game files then check the libraries folder. You'll find there several xsd files. the common.xsd and md.xsd are most important. For XML scripts check the aiscripts.xsd and in the main root of your unpacked file folder also the scriptproperties.html. More info you can find in the XR S&M forum.
Thank's for this... I've dont see these files at the first time... (bad unpack ? only aiscript & assets)

Re: [Index] X4: Foundations Tools, Tutorials and Resources

Posted: Tue, 4. Dec 18, 03:51
by aftokinito
I was suggested to ask here so please Euclid, schemas for macros and components:
viewtopic.php?f=181&t=404364

Or if those don't exist internally just answer me this, please:
viewtopic.php?f=181&t=403612&p=4767089#p4767089

Re: [Index] X4: Foundations Tools, Tutorials and Resources

Posted: Tue, 4. Dec 18, 04:25
by euclid
Both of your questions have the same answer: This is an internal resource. I can try and see if this can be made available but no promise here as those are XML/C++ parsers and the usage may violate the EULA.

Cheers Euclid

Re: [Index] X4: Foundations Tools, Tutorials and Resources

Posted: Tue, 4. Dec 18, 14:55
by aftokinito
We already have XSDs for a lot of stuff like MD, many of the xmls in libraries, etc. Why would the ones for macros and components be different?

Re: [Index] X4: Foundations Tools, Tutorials and Resources

Posted: Tue, 4. Dec 18, 16:54
by StopBanningMe7_III
carmaster wrote:
Tue, 4. Dec 18, 14:55
We already have XSDs for a lot of stuff like MD, many of the xmls in libraries, etc. Why would the ones for macros and components be different?
While I mostly agree, let's be fair here and also agree that this is clearly a legal issue, not a common sense issue, and those two fields of human thought very rarely cross paths. If the schemas have some kind of special legal status then their hands might be tied here.

Re: [Index] X4: Foundations Tools, Tutorials and Resources

Posted: Tue, 4. Dec 18, 17:28
by aftokinito
But why would there be any legal issue with them when we already have many of them. Schemas are literally just XML file describing the structure of other XML files, which attributes you can use, etc.
It's basically a way to document and enforce the structure of the XML files we already have access to. It doesn't give me any edge I didn't have before, it just makes my life easier and avoids me having to go through half of the game's files to find this one example of Egosoft using a particular attribute.

Re: [Index] X4: Foundations Tools, Tutorials and Resources

Posted: Tue, 4. Dec 18, 18:38
by aftokinito
While we're at it, can we get some documentation or list of FFI functions/structs, please?

Re: [Index] X4: Foundations Tools, Tutorials and Resources

Posted: Wed, 5. Dec 18, 00:24
by Staberind
Banning7
Hullo, I basically got started on xml agitating out of necessity : X:R savegames are in xml, and without some gentle massaging, Rebirth stopped. the only way to jazz some life back into the ongoing missions was to bypass certain objectives that were not being fulfilled, ie : ecells being loaded onto a ship. so, myself and others no doubt had to xmagically make ecells appear in the hold of a ship, thus continuing the main plot.
I still have no real idea what I am doing, but, make a random save, copy it, open it in notepad++, find and replace [some :twisted: ] instances of "Xenon" with "Player". no quotes, enjoy suddenly having a fleet of mean machines.

Re: [Index] X4: Foundations Tools, Tutorials and Resources

Posted: Wed, 5. Dec 18, 01:35
by StopBanningMe7_III
euclid wrote:
Tue, 4. Dec 18, 00:09
Hi StopBanningMe7_III :-)

1. Yes, there are. If you have unpacked all game files then check the libraries folder. You'll find there several xsd files. the common.xsd and md.xsd are most important. For XML scripts check the aiscripts.xsd and in the main root of your unpacked file folder also the scriptproperties.html. More info you can find in the XR S&M forum.

2.As I wrote in the sticky here (I know it's potentially invisible :p ) visual studio is commonly used because it allows XML setup with the under 1. mentioned xsd files in the same location as the to be edited scripts (i.e. the work folder).

3. The ? maps the value to binary, i.e. 0 or 1. if it does not exists or if it does, respectively.

4. The @ maps the value to a Boolean, i.e. false or true, if it does not exists or if it does, respectively.

Cheers Euclid
Thanks. Just so I'm clear on this: 0 and 1 are not boolean? I don't understand the difference between "0 or 1" and "false or true".

Also, surely I'm not the only one who giggles a little when I see people call the forum "S&M", right? :roll:

Re: [Index] X4: Foundations Tools, Tutorials and Resources

Posted: Wed, 5. Dec 18, 02:20
by euclid
StopBanningMe7_III wrote:
Wed, 5. Dec 18, 01:35
Thanks. Just so I'm clear on this: 0 and 1 are not boolean? I don't understand the difference between "0 or 1" and "false or true".
....
Boolean are strings and the binaries are numbers, the first two in the sequence 0,1,2,3,4,... ;-)

However, in a condition they serve the same purpose, for example <do_if value="$YesOrNo" will pass if $YesOrNo has the value number 1 or the string 'true'.

Cheers Euclid

ps: Yes, this is the S&M forum ... "Honi soit qui mal y pense" ;-)

Re: [Index] X4: Foundations Tools, Tutorials and Resources

Posted: Wed, 5. Dec 18, 15:34
by DuckSoup
I threw in a "How to" on exporting models.

How To: Export Models, Re-Import. (Blender) - DuckSoup

Re: [Index] X4: Foundations Tools, Tutorials and Resources

Posted: Wed, 5. Dec 18, 17:48
by euclid
DuckSoup wrote:
Wed, 5. Dec 18, 15:34
I threw in a "How to" on exporting models.

viewtopic.php?f=181&t=404786
Hi DuckSoup and thanks for your contribution.

Could we all please stick to the format of submission as described in the OP? For example:

How To: Export Models, Re-Import. (Blender) - DuckSoup

Cheers Euclid

Re: [Index] X4: Foundations Tools, Tutorials and Resources

Posted: Wed, 5. Dec 18, 20:18
by DuckSoup
euclid wrote:
Wed, 5. Dec 18, 17:48
DuckSoup wrote:
Wed, 5. Dec 18, 15:34
I threw in a "How to" on exporting models.

viewtopic.php?f=181&t=404786
Hi DuckSoup and thanks for your contribution.

Could we all please stick to the format of submission as described in the OP? For example:

How To: Export Models, Re-Import. (Blender) - DuckSoup

Cheers Euclid
Whoops, yeah I'll try and get that cleaned up.

Re: [Index] X4: Foundations Tools, Tutorials and Resources

Posted: Thu, 6. Dec 18, 12:48
by Assailer
Fly-by Lockbox: viewtopic.php?f=181&t=405258

Fly-by Lockbox - Assailer

Re: [Index] X4: Foundations Tools, Tutorials and Resources

Posted: Fri, 7. Dec 18, 00:46
by SirNukes
Alan Phipps wrote:
Fri, 30. Nov 18, 13:01
Humble request for these to be removed. The first is handled by an in-game setting I missed, and the collision damage change is redundant with the 1.2 patch (plus it shows up twice in the list). Thanks.

Re: [Index] X4: Foundations Tools, Tutorials and Resources

Posted: Fri, 7. Dec 18, 02:07
by euclid
Done :-)

Cheers Euclid

Re: [Index] X4: Foundations Tools, Tutorials and Resources

Posted: Fri, 7. Dec 18, 08:18
by the_dewar
Feel free to add mine.

Better Combat - Fast Turrets/Bullets - the_dewar

Re: [Index] X4: Foundations Tools, Tutorials and Resources

Posted: Fri, 7. Dec 18, 18:09
by AngEviL
Shield and Weapon Overhaul - AngEviL

I removed long shield regen delay, made shields between races quite different, greatly increased projectile speed, also hugely improved MK1 weapons but made them different than MK2 to give player choice. Thanks !

Edit: I pasted the wrong link, please update.

Re: [Index] X4: Foundations Tools, Tutorials and Resources

Posted: Sat, 8. Dec 18, 08:08
by Azurgan
Plz add this to the mod list

Pimp my Ships - Azurgan