X³ Reunion - Bonus pack 3.1.06

The place to discuss scripting and game modifications for X³: Reunion.

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gnasirator
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Post by gnasirator » Wed, 30. Aug 06, 22:18

Yep, the UT's are changed. I changed them.

check this out: http://forum2.egosoft.com/viewtopic.php?t=142124 (german).

I just came back home from a short two day trip and am now reading about the problems and am trying to fix them.

greetings gnasirator
Last edited by gnasirator on Thu, 31. Aug 06, 00:04, edited 1 time in total.

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Geggo
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Post by Geggo » Wed, 30. Aug 06, 22:35

Well that was interesting read, I can pretty much say I understood it better BEFORE babelfish translation to english. (I know less than 10 German words :D )


If you want a good laugh try it.
Critical nose fixed
:rofl:

gnasirator
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Post by gnasirator » Wed, 30. Aug 06, 23:12

***
Last edited by gnasirator on Fri, 1. Sep 06, 00:07, edited 16 times in total.

Bad2DBone
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Post by Bad2DBone » Thu, 31. Aug 06, 00:19

Bad2DBone wrote:
moggy2 wrote:
Bad2DBone wrote:Yep, did that.
Did it agan and no change.
Installig into XP64, on my setup, has no effect for ANY scripts.

Not to worry... taook me days to get X3 to work in the fisrt place.

The mysteries of XP64.

Do you have a machine to test on with XP64?

I can provide whatever you want... send me a degug .exe or summat.
Just curious. What makes you think the scripts aren't working?
I read what they are supposed to do and they dont. No new menu options etc.
Tell me something to look at to tell if the scripts are working.
I could just be a MORON/Muppet...
Things that make me think the scripts are NOT working are:
I have checked my stations/ships for ANY new commands.
I never got my UT's moaning!
My other traders still seem to make b-lines for XENON sectors and pirates and cost me a lot to keep replaciong (I have about 8 per station to cover losses.. (yes I could jump in and help but I am happy causing pirate sectors grief only happy with 4 missiiles after me and shields close to critical MAHAW! ;) MILTANT! and still in my Nova... ) so I really need the station commander script to help fund my reapirs!)
so, based on this, I am thinking I DON'T have the scrips working.

What directory structure am I looking for.

I will look in the scrips and see if someone hardcoded directory paths or something.

Is there a flag that I turn on to allow "mods/scripts" to allow their use (I doubted this).

3 things about XP64...
I don't think the game makes use of dual processor/XP64 which is a shame; but the game still rocks after I finally got it to work (see previous posts).
XP64 runs 32 bit programs in their own little world (like a vritual 32bit PC almost)... 64bit programs are run more native and hence quicker so thjis could have an effect.
Legacy 32 bit programs (X3 is legacy) are put in a directory structure with an "interesting" path with (86) in the path... this might cause probelms for inexperienced programmers... but shouldnt.

I will look at the scripts tonight to see if I can see any probs.

Might even craete a few scripts if it looks interesting enough.

Bad.

Nice that I got over 6 Million for helping the queen with her invasion.. NICE tough guys! I dont think the "allied" Fleet got a single kill!

jlehtone
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Post by jlehtone » Thu, 31. Aug 06, 11:46

moggy2 wrote::roll: the Bonus pack did break the refueling routine of the Mk3 trader.
Minor suggestion. Could the readme/announcement mention that the pack modifies/enhances the Mk3 script (or other bits in the game)?

Additions are not supposed to silently break existing things. That is the task of patches. :wink:

gnasirator
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Post by gnasirator » Thu, 31. Aug 06, 12:34

afaik was the anouncement supposed to mention the mk3 enhancement but the people in charge just haven't found a fitting text yet ;)

well, I have to be blamed for that, too, as I am steadily developing new features and verions trying to find the one and only ultimate one.

apogee
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Post by apogee » Thu, 31. Aug 06, 12:51

It also might be worth adding a version/revision history to the OP on the main bonus pack discussion thread indicating bug fixes and enhancements made in each version.

Edit : my powers of perception are failing! I completely failed to spot it already has!
Last edited by apogee on Fri, 1. Sep 06, 11:17, edited 1 time in total.

gnasirator
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Post by gnasirator » Thu, 31. Aug 06, 19:37

***
Last edited by gnasirator on Fri, 1. Sep 06, 00:07, edited 6 times in total.

nevo77
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Post by nevo77 » Thu, 31. Aug 06, 20:10

i heard they added a hq i.e the player hq if so how do i get it?

Cycrow
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Post by Cycrow » Thu, 31. Aug 06, 20:21

the player HQ is in the 2.0 patch not the bonus pack

nevo77
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Post by nevo77 » Thu, 31. Aug 06, 21:01

ok now how or were do i get it?

gnasirator
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Post by gnasirator » Thu, 31. Aug 06, 21:03

patch 2.0 is still under development.

western
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Post by western » Thu, 31. Aug 06, 22:38

I posted a report on both the main forum and on the technical forum regarding the game hanging.

I have game time now of something like 40 days :( now and have had very few problems with the game/computer locking up.

I have purposely run the game in window rather than full-screen mode with the intention of collecting the Windows error fault reporting screen and capturing the error reports intended to be sent to M/soft for their boffins to remove the creases from XP.

To cut to the quick, I now have these files saved, is there anyone out there technically minded enough to make head or tail out of the gibberish that these contain? If there is, there may be a clue in there as to what my, and from what I have read, others (the geezer from Brazil) games are suffering from.

I can e-mail these to any interested party absolutely free of charge!
If things don't change, they'll stay as they are.

jlehtone
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Post by jlehtone » Fri, 1. Sep 06, 10:10

I noticed a "Hire/Dismiss Pilot" command under Special. Did it appear with the pack, or was it there all along?

And what is it supposed to do? A bit of digging says that it is "Shiptools" and can at least clear the pilot name for a ship, when another script refuses to install into ship with named pilot.

But what is the hire part?

Bad2DBone
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Post by Bad2DBone » Fri, 1. Sep 06, 11:10

Install directory for X3 for a legacy app like x3 =>
>>> C:\Program Files (x86)\Steam\SteamApps\common\x3 - reunion


Has anoyone here run the Game on XP64 through Steam?

I have looked at the scripts area and all seems well, but I have found that even "old" scripts that are shipped with the game for are not being picked up it seems (I read the readme's).

It really looks like NO SCRIPTS at all are being picked up...

So a Question for the DEVELOPERS ... have you actually tested the game on XP 64 and/or steam to make sure scripts are actually being picked up???

I even wonder if ANYONE playing the game through steam is getting the scripts to worK???

Anyone???



>>> Output from X-Script Manager to say what scripts are installed but NONE appear in the menus:

Mobile Mining and Mineral Collection Software :: Bunny :: Yes :: 2.16 :: 06/08/2006
Xai Corporation AutoMining (AutoM) :: Dr Xavia :: Yes :: X3.0.2 :: 23/04/2006
Xai Corporation Manual Trade Commands (MTC) :: Dr Xavia :: Yes :: X3.1.8 :: 18/05/2006
Xai Corporation Navigation Override System (NOS) :: Dr Xavia :: Yes :: X3.1.1 :: 23/04/2006
XaiCorp. Turret Commands Plugin :: Dr Xavia :: Yes :: X3.0.1 :: 20/08/2006

jlehtone
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Post by jlehtone » Fri, 1. Sep 06, 11:55

Bad2DBone wrote:>>> C:\Program Files (x86)\Steam\SteamApps\common\x3 - reunion
So game is there?
Where are the script files?

Bad2DBone
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Post by Bad2DBone » Fri, 1. Sep 06, 12:00

Files are in the t, scripts and Readme dirs

Most script files start with !...

Bad.

Bad2DBone
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Post by Bad2DBone » Fri, 1. Sep 06, 12:02

I am sure I got up a console in-game at some point...
Cant find the key for it... it's not ~
Was going to try to get a dump of the scripts the game knows about.
Bah... No help on Google Either.

jlehtone
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Post by jlehtone » Fri, 1. Sep 06, 13:15

Bad2DBone wrote:Most script files start with !...
Those are built-in scripts. Signed ones do not start with !.
What others do you have there and could you have files in another directory tree?

You could search your disk for "*autotrade*" files, because the pack installed a copy of those.

Bad2DBone
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Post by Bad2DBone » Fri, 1. Sep 06, 13:31

humm... Interesting

They are in TWO places (and one has backup/uuninstall scripts)

C:\Program Files (x86)\EGOSOFT\X3 Renunion\scripts
(has backup (e.g. scripts.backup)/uninstall scripts (unins000.exe) )
and also in

C:Program Files (x86)\Steam\SteamApps\common\x3 - reunion\scripts


So.... I can copy them all to one place... but which (as neither is actually working).

Over 2 U

This may be confusing as I put some scripts myself directly into to the stea/common one (including the latest autotrade ones that had the bug cleared as linked to earler)...

Is there an ENV var somewhere or a hive/reg setting I can look at to see which directory X3 is looking at?

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