[software] X3 Editor 2.0.23.0 [10.1.2012]

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ezra-r
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Post by ezra-r » Thu, 28. May 09, 01:43

I think I found a lil' bug.

I editted tcockpits with the editor to add a few custom turret loadouts and after saving and reopening later it seemed to give a syntax error while expenting identifier it was finding ";"

well, the point is I extracted the file and uncompressed it (thx for the X Mod manager ;) ) and:

this was the last line for the original file:
0;0;0.000000;0.000000;0.000000;0;0;4512;268436480;0;0;0;0;0;0;-100000;0;0;SS_COCKPIT_TER_SPECIAL_TS;

and this was how it was the new entries I added:
;0;0.000000;0.000000;0.000000;;0;4512;9447488;0;0;0;0;0;0;0;0;0;SS_COCKPIT_PI_FRONT_M2B;
;0;0.000000;0.000000;0.000000;;0;4512;12597740;0;0;0;0;0;0;0;0;0;SS_COCKPIT_PI_RILE_M2B;
;0;0.000000;0.000000;0.000000;;0;4512;35496;0;0;0;0;0;0;0;0;0;SS_COCKPIT_PI_UPDO_M2B;
;0;0.000000;0.000000;0.000000;;0;4512;8403562;0;0;0;0;0;0;0;0;0;SS_COCKPIT_PI_REAR_M2B;

It just seems it is wrongly missing some 0's like:
0;0;0.000000;0.000000;0.000000;0;0;4512;9447488;0;0;0;0;0;0;0;0;0;SS_COCKPIT_PI_FRONT_M2B;
0;0;0.000000;0.000000;0.000000;0;0;4512;12597740;0;0;0;0;0;0;0;0;0;SS_COCKPIT_PI_RILE_M2B;
0;0;0.000000;0.000000;0.000000;0;0;4512;35496;0;0;0;0;0;0;0;0;0;SS_COCKPIT_PI_UPDO_M2B;
0;0;0.000000;0.000000;0.000000;0;0;4512;8403562;0;0;0;0;0;0;0;0;0;SS_COCKPIT_PI_REAR_M2B;


Hope that helps!

doubleshadow
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Post by doubleshadow » Thu, 28. May 09, 08:46

ezra-r wrote:I think I found a lil' bug.

I editted tcockpits with the editor to add a few custom turret loadouts and after saving and reopening later it seemed to give a syntax error while expenting identifier it was finding ";"
Fixed - new X3E2 version available via Internet update. It would be probably wise to change the update interval to "Every day" (default is weekly).
draffutt wrote:what about tfactories and tdocks i notice it wasn't on the list of missing things?

currently i am getting tfactories/tdock is not supported.
I will add them Soon(TM), but either there is little to change or I was lazy - can't tell for sure... :)

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ezra-r
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Post by ezra-r » Thu, 28. May 09, 09:20

doubleshadow wrote:
draffutt wrote:what about tfactories and tdocks i notice it wasn't on the list of missing things?

currently i am getting tfactories/tdock is not supported.
I will add them Soon(TM), but either there is little to change or I was lazy - can't tell for sure... :)
hehehe, keep up the great work!

Will try the Tfactories and Tdocks when available! :D

Im getting hooked at playing with these things, scripting is out of reach though :P (never ever did any programming besides some xml or html code and that's no programming).

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ezra-r
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Post by ezra-r » Thu, 28. May 09, 22:33

I think I reported the bug in the wrong way or.. something:

just opened an original tcockpits, entries like this:
0;0;0;0;0;0;0;4512;8493534;0;0;0;0;0;0;-100000;0;0;SS_COCKPIT_OTAS_UPDO_M2;
0;0;0;0;0;0;0;4512;268435456;0;0;0;0;0;0;0;0;0;SS_COCKPIT_SPECIAL;
0;0;0;0;0;0;0;4512;1074283520;0;0;0;0;0;0;-100000;0;0;SS_COCKPIT_TERSP_FRONT_M1;
0;0;0;0;0;0;0;4512;268436480;0;0;0;0;0;0;-100000;0;0;SS_COCKPIT_TER_SPECIAL_TS;

---

new entries by me with editor and previous ones all modified since X3editor:
0;0;0.000000;0.000000;0.000000;0;0;4512;9447488;0;0;0;0;0;0;-100000;0;0;SS_COCKPIT_PI_FRONT_M2B;
0;0;0.000000;0.000000;0.000000;0;0;4512;12597322;0;0;0;0;0;0;-100000;0;0;SS_COCKPIT_PI_RILE_M2B;
0;0;0.000000;0.000000;0.000000;0;0;4512;33452;0;0;0;0;0;0;-100000;0;0;SS_COCKPIT_PI_UPDO_M2B;
0;0;0.000000;0.000000;0.000000;0;0;4512;8651392;0;0;0;0;0;0;-100000;0;0;SS_COCKPIT_PI_REAR_M2B;


---

errrmm.. did I report it wrong?

Im having problems with a turrets in a new ship I created and checking the files I saw this comparing to the original.

the strange thing is the RILE entry works and shoots... the rest show up, allow me to load the specified guns but dont shoot, and I dont know any more if its this or another screw up of mine.

Sorry.

doubleshadow
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Post by doubleshadow » Fri, 29. May 09, 09:13

ezra-r wrote:I think I reported the bug in the wrong way or.. something:
You've reported "missing zeroes" - i.e. when saving an empty string, zero should be written and I didn't do that. That's fixed now.

If the error is on my side, the only "wrong" thing will be the rotation outputed as float with 6 decimal places: 0.000000;0.000000;0.000000

Hmm. I wanted to write something smart but as I'm now looking at the old X2 and X3 cockpits and other files, zeroes were always outputed as simple "0". How could I missed that... And why the game has problems with such things in the first place. The rotation is a float for God's sake...

Fix available via Internet update. If it's a fix... I'm starting to be sceptical...

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ezra-r
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Post by ezra-r » Fri, 29. May 09, 09:29

Probably the game does not have problems with that, because I corrected the file and I still have problems with the turrets of the ship I was defining, but its surely due to something else, although last night in my almost sleepy state I was freaking out when I saw so many 0's in the previous Tcockpits.

It's a semi-imported ship from X3:R - XTM (I have another bugging thread about it).

StormMagi
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Post by StormMagi » Fri, 29. May 09, 23:31

I just installed and ran the program and I get this error on startup:

Code: Select all

Error loading plugin file 'C:\X3 Editor 2\3DViewer.plugin':
Could not load file or assembly 'SlimDX, Version=2.0.3.37, Culture=neutral, PublicKeyToken=null' or one of its dependencies. The application has failed to start because its side-by-side configuration is incorrect. Please see the application event log for more detail. (Exception from HRESULT: 0x800736B1)
Couldn't find the app event long.

And I don't suppose there will be support for Tdocks at some point?
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apricotslice
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Post by apricotslice » Sat, 30. May 09, 00:57

Doesnt anyone ever read threads anymore ?

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Post by StormMagi » Sat, 30. May 09, 02:40

I try to look over threads before I post a question like this so I am guessing I missed something and I apologize :oops:
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apricotslice
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Post by apricotslice » Sat, 30. May 09, 04:39

2nd post on this page, part 2 ! :D

draffutt
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Post by draffutt » Sat, 30. May 09, 04:46

Bug?

editor doesn't seem to like the same position used more then once for the cockpit slot. i have circled this in the pic. and this is a stock ego tship i was trying to fix.

[ external image ]
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StormMagi
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Post by StormMagi » Sat, 30. May 09, 05:38

apricotslice wrote:2nd post on this page, part 2 ! :D
Haha I see the info about Tdocks now. I am guessing atm though the other error is something I can ignore as well (I knew there was no 3d but wasn't sure due to the error).
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DariusMorrokain
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Editing Tships problem.

Post by DariusMorrokain » Sat, 30. May 09, 08:04

Hi, I am pretty new to modding but I have gotten most of the basics down. I opened the Tships file in X3 Editer 2 and changed my Woden flagship's hangar capacity to 60 and made the mod and it worked fine.

The problem im having is that I want to expand its compatible lasers list to include the Photon Pulse Cannon and the Concussion Impulse Generator. I open the Tships file and it gives me numerous messages along the the lines of "Cannot open the file types/Tlasers.pck. File types/Tlasers.pck does not exist." Then I look at the "Lasers" section of the T file in the editor and there are not any available or compatible lasers listed.

I believe it is because it cannot get the information necessary from the Tlasers file in the .cat directory but I cannot for the life of me figure out how to use the editor to allow them to feed off one another. I just want to expand the compatible lasers list for my Woden. :( Any helpful hints or ideas?

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apricotslice
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Post by apricotslice » Sat, 30. May 09, 09:20

To add guns to a cap ship, you need to edit tcockpits, not tlasers. In tships, find the cockpits list and then change those named cockpits in tcockpits.

Warning though, all ships using those cockpits will also get the gun changes.

someone else
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Post by someone else » Sat, 30. May 09, 18:03

I have the same exact problem of draffutt, but when modding the Big OWP, it has 2 right and 2 left turret and the editor doesn't let me change the cockpit, saying that "another turret is already in position left".
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draffutt
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Post by draffutt » Sat, 30. May 09, 21:44

another one for you dealing with the Jobs:

[ external image ]

the blue circled area is missing TM class of ship as a selectable ship.

the red circled area can you add the custom races? I.E. race 1, race 2, enemy, etc so if i wanted to create a job entry for those i could?
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DariusMorrokain
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Post by DariusMorrokain » Sun, 31. May 09, 06:43

Thanks Apricot that worked. :)

Now where do I go to modify laser values? Tlasers? I cant find any modifier that seems to scream "Im the damage modifier!" so im wondering if I need to do something else to like go into Tcockpits again or something.

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Post by MutantDwarf » Sun, 31. May 09, 06:52

Damage modifiers are in TBullets. TLasers controls rate of fire, energy use, things like that.

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Post by doubleshadow » Mon, 1. Jun 09, 08:47

Big fat reply that will answer things you haven't even asked yet:

@StormMagi

You are likely missing the 2008 C++ runtime files - check X3E2 download page - there's link to it.

Docks and factories are done but released yet. Be patient.

@draffutt

I thought there cannot be more than one cockpit on the same position. Seems like I was mistaken. Will fix that.

Jobs - the structure is fixed - you can only select what you see: there are no "more ship classes" or "more races". Every time Ego need something more, they simply change the file structure so I have something to do.

@DariusMorrokain

Lasers use Bullets, Bullets use Ammo (TWare[something - cannot remember - editor knows])

doubleshadow
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Post by doubleshadow » Tue, 2. Jun 09, 14:18

New version available via Internet update.

Added couple of templates for TDebugger:

BodyData
Dummies
Materials
TAsteroids
TDocks
TFactories
TPlanets
TSpecial
Wrecks

Added support for TDocks/TFactories and TGates/TSpecial to TFile Editor.

Fixed the issue with turret positions (multiple turrets sharing single position).

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