3D Models and Stats Viewer version 2.0.3.1 (released 25th June 2010)
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
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- TERRAN-CONFLICTOR
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- TERRAN-CONFLICTOR
- Posts: 154
- Joined: Tue, 27. Jan 09, 03:24
You'll need to go to Doubleshadows website and download "Dbox"
http://www.doubleshadow.wz.cz/dbox/index.php
All other files accociated are there also. I assume it's legal, look at all the mods.
http://www.doubleshadow.wz.cz/dbox/index.php
All other files accociated are there also. I assume it's legal, look at all the mods.
"The truth is told by whoever is left standing." -- Tom Zarek
- mostlikely
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- Joined: Sat, 29. Nov 03, 23:20
I'm using vista 64bit.
X3:R works ok.
X3TC crashes on load.
-I tried pretty much all compability modes I can think of, start as administrator, install as admin. ect.
-I tried removing all cat/dat files from my X3TC directory except 1.cat/dat
it loads a litle more but still crashes.
-I have no mods installed.
-I tried diagnostic mode, but that doesn't matter as far as I can tell.. no log is created or anything.
When it crashes it looks a bit like this:
http://img291.imageshack.us/img291/6186/errormsgfu6.jpg
That is not my screenshot but it's the same error as I have.
X3:R works ok.
X3TC crashes on load.
-I tried pretty much all compability modes I can think of, start as administrator, install as admin. ect.
-I tried removing all cat/dat files from my X3TC directory except 1.cat/dat
it loads a litle more but still crashes.
-I have no mods installed.
-I tried diagnostic mode, but that doesn't matter as far as I can tell.. no log is created or anything.
When it crashes it looks a bit like this:
http://img291.imageshack.us/img291/6186/errormsgfu6.jpg
That is not my screenshot but it's the same error as I have.
mostlikely wrote:I'm using vista 64bit.
X3:R works ok.
X3TC crashes on load.
-I tried pretty much all compability modes I can think of, start as administrator, install as admin. ect.
-I tried removing all cat/dat files from my X3TC directory except 1.cat/dat
it loads a litle more but still crashes.
-I have no mods installed.
-I tried diagnostic mode, but that doesn't matter as far as I can tell.. no log is created or anything.
When it crashes it looks a bit like this:
http://img291.imageshack.us/img291/6186/errormsgfu6.jpg
That is not my screenshot but it's the same error as I have.
Don't worry ,the problem will be solved by Microsoft
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- Joined: Sun, 9. Sep 07, 15:39
It's possible its nothing to do with OS, there's at least one user with no mods
that the viewer works OK for with Vista64 (see the X-Universe forum).
It's crashing too early-on for the diagnostic info (shown on-screen) to kick-in,
which is mainly info for when loading TShips etc - perhaps I'd better put some earlier-stage diagnostics in.
I'm changing a few things for an version update over the next few days,
best StarTrek 'puter voice : Working......
that the viewer works OK for with Vista64 (see the X-Universe forum).
It's crashing too early-on for the diagnostic info (shown on-screen) to kick-in,
which is mainly info for when loading TShips etc - perhaps I'd better put some earlier-stage diagnostics in.
I'm changing a few things for an version update over the next few days,
best StarTrek 'puter voice : Working......
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- Joined: Sun, 9. Sep 07, 15:39
Could you try v2.0.0.2 at
http://forum.egosoft.com/viewtopic.php? ... 92#2765992
No new features,
but quicker loading & should be better at loading mods.
http://forum.egosoft.com/viewtopic.php? ... 92#2765992
No new features,
but quicker loading & should be better at loading mods.
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- TERRAN-CONFLICTOR
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- Joined: Tue, 27. Jan 09, 03:24
exogenesis wrote:Updated the thread name,
that's a relief it works, presumably you've got mods?
Is it OK for everyone/anyone else ?
No mods, just the plugin manager stuff
[ external image ]
"The truth is told by whoever is left standing." -- Tom Zarek
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TERRAN-CONFLICTOR
I can load your NovaX, & the 07 whether in \mods or in the root directory.
What other non-vanilla files have you got?
Logain Abler
Thanks - every positive feedback gives me more confidence in my code
Think I'll add an automatic 'crash dump' system, so that if someone gets a crash
they can post up the .dmp file (probably 2 to 3 megs in size),
which will give me exact crash-point & variables info.
I can load your NovaX, & the 07 whether in \mods or in the root directory.
What other non-vanilla files have you got?
Logain Abler
Thanks - every positive feedback gives me more confidence in my code
Think I'll add an automatic 'crash dump' system, so that if someone gets a crash
they can post up the .dmp file (probably 2 to 3 megs in size),
which will give me exact crash-point & variables info.
Aside from the random "an invalid argument was encounterd" and a glitch.
(vista 64bit user here)
this program is a must have!! especially if you plan on modding.
i really like the ability to have more then one viewing window open. its awesome to say the least
future request when you are able and you so choose:
ability to reload game data without having to restart (i removed a cat/dat i created (there was a glitch with it. viewer showed the turrents pointing straight back but the ingame model the turrents were pointing straight up.) and when i attempted to reload viewer complained it could not find the cat/dat)
ability to close all active windows (if there is more then one opened)
ability to save all know locations of the x games and simply choose that directory to load from
but anyways thanks for releasing this awesome program.
(vista 64bit user here)
this program is a must have!! especially if you plan on modding.
i really like the ability to have more then one viewing window open. its awesome to say the least
future request when you are able and you so choose:
ability to reload game data without having to restart (i removed a cat/dat i created (there was a glitch with it. viewer showed the turrents pointing straight back but the ingame model the turrents were pointing straight up.) and when i attempted to reload viewer complained it could not find the cat/dat)
ability to close all active windows (if there is more then one opened)
ability to save all know locations of the x games and simply choose that directory to load from
but anyways thanks for releasing this awesome program.
- mostlikely
- Posts: 157
- Joined: Sat, 29. Nov 03, 23:20
For version 2.0.0.2 X3TC without mods works for me now.. thanks..mostlikely wrote: -I tried pretty much all compability modes I can think of, start as administrator, install as admin. ect.
-I tried removing all cat/dat files from my X3TC directory except 1.cat/dat
it loads a litle more but still crashes.
-I have no mods installed.
-I tried diagnostic mode, but that doesn't matter as far as I can tell.. no log is created or anything.
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- Posts: 2718
- Joined: Sun, 9. Sep 07, 15:39
cheers draffutt,
you should be able to re-load from menu option : File\Change X Game Path
& choose the same directory as currently being used.
The 'trash can' icon at the right end of the toolbar closes all open model-view windows.
A 'most recently used' list of X game dirs would be a good idea , (can't think why I didn't)
Cache-ing of all X-game dirs on disc(s) could be done, but the disc-search might take a while.
mostlikely : good to hear,
are you also saying that it doesn't work with mods, for you?
you should be able to re-load from menu option : File\Change X Game Path
& choose the same directory as currently being used.
The 'trash can' icon at the right end of the toolbar closes all open model-view windows.
A 'most recently used' list of X game dirs would be a good idea , (can't think why I didn't)
Cache-ing of all X-game dirs on disc(s) could be done, but the disc-search might take a while.
mostlikely : good to hear,
are you also saying that it doesn't work with mods, for you?
- TERRAN-CONFLICTOR
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- Joined: Tue, 27. Jan 09, 03:24
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- Joined: Sun, 9. Sep 07, 15:39
OK T-C, glad that's sorted
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Replying to Draffutt from:
http://forum.egosoft.com/viewtopic.php? ... 60#2777560
I think that's the most detailed report ever...
I'm replying in the S&M forum thread cos it's mostly about some mods you've made:
anyway the viewer gets the pos from the scene file, so it should be the show same,
perhaps you could upload this mod so I can see for myself?
(e.g. 'bigturret_rightweapon') was horizontal, not vertical, which looked poor, so I hardcoded the 90 degree rotation.
However this has been 'fixed' in X3:TC so I'm surprised it's a problem for you (or are you modding X3:R ?, or using X3:R's dummy scene files ?)
I take it you would like the viewer to show on the last used monitor?, it's certainly easy to store the last position in the registry,
but this could fall foul of any screen resolution changes you made.
Maybe a '1st / 2nd' monitor sticky setting would be better - although that could also go wrong if you remove one monitor - I'll have a look.
is present in the Viper, Hades & Perigrine, but not in the Gladiator or Marlin.
Is that what you mean by 'missile launcher', cos they all can fire Tomahawk Heavy missiles,
if this is what you mean then why make a special case for one weapon type? (also I might have run out of colours )
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Replying to Draffutt from:
http://forum.egosoft.com/viewtopic.php? ... 60#2777560
I think that's the most detailed report ever...
I'm replying in the S&M forum thread cos it's mostly about some mods you've made:
er..why would you mod it's position to there?,here is an object floating in space in front of the ka'ak ship in game:
now here it is in the viewer. as you can see instead of it floating in space; its inside the frame of the ship. (that is where i found the object)
anyway the viewer gets the pos from the scene file, so it should be the show same,
perhaps you could upload this mod so I can see for myself?
same as above really.(different bug?) and another here is a xenon turret floating in space:
and here in viewer you can see its attached to the hull supposely:
this reminds me of the original X3:R 'bigturret2_dummy' scene problem (problem for me), in that the specified firing direction of guns in the substitute sceneand also using this image as an example. (the original glitch) related even thou the viewer show the turrets pointing forward in my game they were pointing straight up
(e.g. 'bigturret_rightweapon') was horizontal, not vertical, which looked poor, so I hardcoded the 90 degree rotation.
However this has been 'fixed' in X3:TC so I'm surprised it's a problem for you (or are you modding X3:R ?, or using X3:R's dummy scene files ?)
Can't comment unless I can test your actual changes...these are all changes i made. it almost as if for the turrets it reading the original location/position data instead of the player updated. for the first bug it appears there is a value switched somewhere.
I use the viewer with 2 monitors, i.e. one viewer in each monitor - but then that's viewer dev, not modding usage,would it be possible to have viewer remember its window position in a future update for those of use with 2 or more monitors?
I take it you would like the viewer to show on the last used monitor?, it's certainly easy to store the last position in the registry,
but this could fall foul of any screen resolution changes you made.
Maybe a '1st / 2nd' monitor sticky setting would be better - although that could also go wrong if you remove one monitor - I'll have a look.
Can't comment unless I can test your actual changes, sounds like a TShips problem of some sort.[bug] with a ka'ak ship opened in view and show weapon beams active. when mousing over a kyon base weapon doesn't cause the greenish beam to flash blue on screen.
The fragmentation bomb launcher that presumably defines if an M8's rear turret is a 'missile launcher' rather than an 'ordinary' turret,also can you change the color for missile launchers (for the M8 class at least?) since that is the primary weapon.
is present in the Viper, Hades & Perigrine, but not in the Gladiator or Marlin.
Is that what you mean by 'missile launcher', cos they all can fire Tomahawk Heavy missiles,
if this is what you mean then why make a special case for one weapon type? (also I might have run out of colours )