[Discussion] Generic X3TC S&M questions III

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EmperorJon
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Post by EmperorJon » Mon, 2. May 11, 19:58

Can anyone verify the linked tutorial is correct? I can't seem to get the question to pop up, and I've got a feeling I've got it in the incorrect format in the T file.
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Post by lightbender » Mon, 2. May 11, 20:29

@dillpickle

Well . . . that was certainly a DAH moment . . . it is definitely basic and I did overlook it.

That part was easily done after reading your post. It now appears that I have a timing or priority problem to contend with, that was not present in entering a sector. It's always something . . . ;-)

Thanks for your time . . . and I’m sorry to have wasted it on something so trivial and blatant on my part.

LB

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Post by sTeeL86 » Tue, 3. May 11, 08:04

With regards to LAA, Ive never seen my X3TC go over 2GB till I applied the patch. Running 3.1 on Steam.

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Post by X2-Illuminatus » Tue, 3. May 11, 17:49

And how much RAM does your PC have?
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Post by sTeeL86 » Wed, 4. May 11, 04:36

4GB running Windows 7 64-bit.
1.3GB Graphics Memory.

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Post by s9ilent » Wed, 4. May 11, 05:00

:O 4gb is a very VERY low amount (for an x64 machine). (My system is idling on 2.57gb on a similar setup: w7-64 - Although I have 12gb on triple channel, so I'm set).


@EmperorJon
Can you copy/paste some of your question tfile bits
Also, is your question not comming up at all? Or is it coming up but missing buttons or something like that.

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Post by TrixX » Wed, 4. May 11, 05:46

4GB is fine for x64, all that's different is that the overhead is used more efficiently. So the system uses 4GB instead of 3.5 or less (as with 32bit).

Not to mention that even if your 2.57GB usage at idle is how your system works, Win 7 actually has some intelligence with memory management now and offloads a ton of it when running a memory intensive application. I'll have to run a log on my memory usage with 8GB and see how much is used during a gaming session.

For instance I'm idling at 3.2GB used yet when I was running 4GB it used to drop to 2.1GB at idle instead. When running 2GB it usually hung about the 1.3GB used mark. So it's relative to the total and available RAM. X3 would cause most of that to get dumped if it needed a lot.
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Post by sTeeL86 » Wed, 4. May 11, 06:55

4GB low? I'm not sure you have a proper understanding of computer systems. 4GB is pretty standard in machines these days but its still overkill for everything a traditional user uses its for(office,web).

Games are the biggest memory hog I have and yet nothing goes over 2.5GB. Which suggest if I fit my software in memory, then its not low. I regularly have a couple of games in the background running at once so I can switch between them at ease.

12GB is the mega overkill. You will never use half of that. On that note, if I was to buy a system in the next 6 months, I might get 8GB(if dual channel) or 12GB(if triple) if only for future proofing.

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Post by TrixX » Wed, 4. May 11, 07:59

What he's meaning is that 4GB barely starts to utilise the advantages of x64 computing.

12GB is overkill, but I've noticed some interesting differences in my system since going to 8GB from 4GB. Also building high end machines for locals has seen a couple of 12GB and 16GB systems being made. They do get some good extra performance out of the additional RAM but probably not as cost effectively as other components. Certainly if you have a 6 core machine more RAM gives a good boost, if you utilise all the cores often...
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Post by s9ilent » Wed, 4. May 11, 11:04

Heh, I'd agree that 12gb is fairly huge, but with triple channel my choices where really only 6 or 12 and my box is used for dev-ing/testing (running IIS + sql, virtual pc's and the like) (i7's ~8 / 4x2 processors) so 6 was not acceptable.


Wouldn't running a system with only ~2gb free, result in less than 2gb usable free due to fragmenting?
I also would've assumed that something in x3/?lla? would manage the memory usage and try to release more resources as you approached that limit (garbage collect?)

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Post by TrixX » Wed, 4. May 11, 11:24

Well I'm having an upgrade to 16GB soon as the price is low and it'll allow me to not worry about upgrades for a while.

If it's XP I'd agree 2GB free is a problem. It doesn't have a very good memory management, whereas W7 has a much better mem management system.

Can run it nicely on a AMD 2.5Ghz Barton with W7 32bit and only 1.5GB of RAM. Doesn't run as well on XP when approaching the RAM limit of the machine by comparison.
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Post by EmperorJon » Wed, 4. May 11, 19:56

@silent No question at all... can you just show me how a question should be layed out? I've probably done it wrong.
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Post by s9ilent » Wed, 4. May 11, 23:49

Hi EmperorJon, I can confirm that there is "something" wrong in the example.
I suspect that between x3:R and x3:TC there was reduced .. stuff from tfiles (e.g. some of the colour tags don't work any more)
In short something in that example text entry will not work in x3tc


Here is a working example:

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
  <Language id="44">
    <page id="7746">
			<t id="1">questio\n
			[select value="yes"]Yes[/select]</t>
    </page>
  </Language>
001 $num = 7746
002
003
004 load text: id=$num
005 $q = sprintf: pageid=$num textid=1, null, null, null, null, null
006 *write to player logbook $q
007 send incoming question $q to player: callback='a.nothing'


I will look into it a bit more and try to find out exactly which tag is "blanking" the questions.

(Thou in my x3, I get sent empty questions with the text entry from the tutorial, not no questions at all)



Ok I worked it out
LOWERCASE EVERYTHING!!!

X3R allowed inconsistent case e.g.
[select][/Select] (in example)
X3tc is much more pedantic and must be lower case. (Pedantic is ok, but consistently pedantic would be better)


Code: Select all

<t id="7746">[u][author][b]%s[/b][/author] My ship %s needs an escort to %s. I'll pay you %s credits if you will escort me[/u]\n
[select value="yes"]Yes I will Protect You[/Select]\n
[select value="no"]No[/Select]\n </t>
<t id="7747">
	[u][author][b]%s[/b][/author]My ship %s needs an escort to %s. I'll pay you %s credits if you will escort me[/u]\n
	[select value="yes"]Yes I will Protect You[/select]\n
	[select value="no"]No[/select]\n</t>
7746 doesn't work [/Select] (sends black messages)
7747 does


I've PM'ed LV to fix up his tutorial

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Post by EmperorJon » Sat, 7. May 11, 12:36

Right, another one of my questions... I've never really got around to modding actual values before... now, I've got the TLaser in front of me, extracted from the ModManager IIRC.

I know how to put the file into a CAT... but how do you get a DAT too? And... is there anything anywhere saying what each value is? I mean, some files say what each one is, others like TLaser... I've got:

Code: Select all

// Created with X3 Editor 0.0.22
50;39;
27;145;0.420000;0.420000;0;SG_LASER_IRE;8003;150;913;0;450;0.025000;ICON_LASER_IRE;1;72;16;1;1;96;10;1059;0;SS_LASER_IRE;
27;146;0.342000;0.342000;0;SG_LASER_PAC;8013;191;959;1;900;0.025000;ICON_LASER_PAC;3;600;11;1;1;840;33;1066;0;SS_LASER_PAC;
27;299;0.435000;0.435000;0;SG_LASER_MASS;4953;81;914;2;400;0.020000;ICON_LASER_MASS;1;1800;12;1;1;2568;333;1065;0;SS_LASER_MASS;
27;146;0.410000;0.410000;0;SG_LASER_ARGON_LIGHT;8033;94;959;3;900;0.025000;ICON_LASER_PRG;4;2304;11;1;1;3072;1000;1066;0;SS_LASER_PRG;
27;146;0.320000;0.320000;0;SG_LASER_TELADI_LIGHT;8043;152;959;4;900;0.025000;ICON_LASER_EBC;1;2328;14;1;1;3024;333;1066;0;SS_LASER_EBC;
27;146;0.360000;0.360000;0;SG_LASER_PARANID_LIGHT;8053;317;959;5;900;0.025000;ICON_LASER_FBL;5;3120;11;1;1;4128;1000;1066;0;SS_LASER_FBL;
27;147;0.299000;0.299000;0;SG_LASER_HEPT;8063;212;960;6;1800;0.022500;ICON_LASER_HEPT;6;2160;11;1;1;2880;100;1057;0;SS_LASER_HEPT;
27;798;0.187000;0.187000;0;SG_LASER_BORON_LIGHT;4623;473;0;7;1000;0.031000;ICON_LASER_IOND;10;4320;14;1;2;5160;1000;1061;0;SS_LASER_IOND;
27;299;0.495000;0.495000;0;SG_LASER_PBE;8083;52;1205;8;1000;0.015000;ICON_LASER_PBE;8;3840;14;1;2;4800;1000;1074;0;SS_LASER_PBE;
27;796;0.248000;0.248000;0;SG_LASER_PIRATE_LIGHT;8093;1095;0;9;500;0.025000;ICON_LASER_PD;7;1980;15;1;1;2520;33;1068;0;SS_LASER_PD;
27;299;0.421000;0.421000;0;SG_LASER_TERRAN_LIGHT;8103;382;960;10;1500;0.019500;ICON_LASER_EMP;5;4968;5;1;1;5976;1000;1057;0;SS_LASER_EMP;
27;299;0.270000;0.270000;0;SG_LASER_CIG;7933;800;960;11;5000;0.010000;ICON_LASER_CIG;25;6912;9;1;2;8232;1000;0;0;SS_LASER_CIG;
27;299;0.250000;0.250000;0;SG_LASER_BORON_MEDIUM;8123;960;960;12;5000;0.010000;ICON_LASER_IPG;28;7440;8;1;2;8760;3333;1061;0;SS_LASER_IPG;
27;299;0.300000;0.300000;0;SG_LASER_SPLIT_MEDIUM;8133;260;960;13;5000;0.010000;ICON_LASER_ESR;22;6864;9;1;2;8088;3333;1061;0;SS_LASER_ESR;
27;299;0.300000;0.300000;0;SG_LASER_TERRAN_MEDIUM;8143;833;960;14;5000;0.010000;ICON_LASER_MAM;21;6960;4;1;2;8220;3333;1067;0;SS_LASER_MAM;
27;299;0.468000;0.468000;0;SG_LASER_TELADI_AF;8153;1080;912;15;4000;0.015000;ICON_LASER_FLAK_ALPHA;30;9600;7;1;3;12600;3333;1055;0;SS_LASER_FLAK_ALPHA;
27;299;0.450000;0.450000;0;SG_LASER_ARGON_AF;8163;975;912;16;5000;0.015000;ICON_LASER_FLAK_CLUSTER;33;9840;8;1;3;12864;10000;1056;0;SS_LASER_FLAK_CLUSTER;
27;299;0.260000;0.260000;0;SG_LASER_SPLIT_AF;8173;420;960;17;2000;0.020000;ICON_LASER_PAL;32;10080;7;1;3;12960;10000;1055;0;SS_LASER_PAL;
27;798;0.090000;0.090000;0;SG_LASER_PARANID_AF;8183;789;0;18;3000;0.015000;ICON_LASER_PSG;28;9600;9;1;3;11400;10000;1070;0;SS_LASER_PSG;
27;299;0.481000;0.481000;0;SG_LASER_TERRAN_AF;8193;1579;912;19;4000;0.015000;ICON_LASER_TERRANANTIFIGHTER;28;9600;3;1;3;12600;10000;1055;0;SS_LASER_TERRANANTIFIGHTER;
27;299;0.018000;0.018000;0;SG_LASER_PPC;8203;1370;960;20;4000;0.015000;ICON_LASER_PPC;100;14400;6;1;4;17280;3333;1073;0;SS_LASER_PPC;
27;299;0.015000;0.015000;0;SG_LASER_BORON_HEAVY;8213;1800;960;21;4000;0.015000;ICON_LASER_IONC;150;15000;5;1;4;17688;10000;1073;0;SS_LASER_IONC;
27;299;0.025000;0.025000;0;SG_LASER_TELADI_HEAVY;8223;676;960;22;4000;0.015000;ICON_LASER_GAUSS;55;11208;7;1;4;13752;10000;1073;0;SS_LASER_GAUSS;
27;299;0.030000;0.030000;0;SG_LASER_PIRATE_HEAVY;8233;1100;960;23;4000;0.015000;ICON_LASER_IBL;110;12960;7;1;4;15840;1000;1073;0;SS_LASER_IBL;
27;299;0.010000;0.010000;0;SG_LASER_TERRAN_HEAVY;8243;10000;960;24;4000;0.015000;ICON_LASER_PSP;200;15864;7;1;4;18576;33333;1073;0;SS_LASER_PSP;
27;299;0.187000;0.187000;0;SG_LASER_ARGON_BEAM;8253;600;960;25;2000;0.020000;ICON_LASER_PBC;120;14520;6;1;4;17184;10000;1072;0;SS_LASER_PBC;
27;299;0.150000;0.150000;0;SG_LASER_PARANID_BEAM;8263;675;960;26;2000;0.020000;ICON_LASER_TRIBEAM;135;14832;6;1;4;17448;10000;0;0;SS_LASER_TRIBEAM;
27;299;0.187000;0.187000;0;SG_LASER_TERRAN_BEAM;8273;420;960;27;2000;0.020000;ICON_LASER_FUSIONBEAM;30;15000;1;1;3;17688;3333;0;0;SS_LASER_FUSIONBEAM;
27;972;0.010000;0.010000;0;SG_LASER_SPECIAL;4633;20000;958;28;800;0.020000;ICON_LASER_MINING;100;1200;14;1;4;1728;-100;0;0;SS_LASER_MINING;
27;299;0.100000;0.100000;0;SG_LASER_SPECIAL;6021;500;0;29;7000;0.020000;ICON_LASER_TUG;50;12000;2;1;1;13992;333;0;0;SS_LASER_TUG;
27;299;0.450000;0.450000;0;SG_LASER_UNKNOWN2;8303;975;912;30;5000;0.015000;ICON_LASER_FLAK_CLUSTER;33;9840;8;1;3;12864;10000;1056;0;SS_LASER_DUMMY1;
27;978;0.240000;0.240000;0;SG_LASER_UNKNOWN2;8313;300;960;31;500;0.040000;ICON_LASER_DUMMY2;1;72;2;1;1;96;-100000;1062;0;SS_LASER_DUMMY2;
27;978;0.240000;0.240000;0;SG_LASER_KYON;4643;300;0;32;500;0.040000;ICON_LASER_KH_ALPHA;1;72;2;1;1;96;-100000;1062;0;SS_LASER_KH_ALPHA;
27;978;0.240000;0.240000;0;SG_LASER_KYON;4653;500;0;33;700;0.050000;ICON_LASER_KH_BETA;5;720;2;1;2;1080;-100000;1063;0;SS_LASER_KH_BETA;
27;978;0.240000;0.240000;0;SG_LASER_KYON;4663;700;0;34;4000;0.050000;ICON_LASER_KH_GAMMA;25;1800;2;1;4;2688;-100000;1064;0;SS_LASER_KH_GAMMA;
27;299;0.100000;0.100000;0;SG_LASER_SPECIAL;6713;200;960;35;8000;0.010000;ICON_LASER_REPAIR;1;1;1;1;0;1;100;0;0;SS_LASER_REPAIR;
27;299;0.421000;0.421000;0;SG_LASER_UNKNOWN1;18103;426;960;10;1500;0.019500;ICON_LASER_EMP_1;5;4986;1;1;1;5976;1000;1058;0;SS_LASER_EMP_1;
27;299;0.300000;0.300000;0;SG_LASER_UNKNOWN1;18143;937;960;14;5000;0.010000;ICON_LASER_MAM_1;21;6960;2;1;2;8220;3333;1067;0;SS_LASER_MAM_1;
27;299;0.481000;0.481000;0;SG_LASER_UNKNOWN1;18193;1765;912;19;4000;0.015000;ICON_LASER_TERRANANTIFIGHTER_1;28;9600;9;1;4;9960;10000;1055;0;SS_LASER_TERRANANTIFIGHTER_1;
I mean... wow... er, so which is the relval, which is damages, which is what particle effects it uses, its size, range... etc. etc...
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Post by ScRaT_GER » Sat, 7. May 11, 12:39

And... is there anything anywhere saying what each value is?
Yes, simply open the file with doubleshadow's X3 Editor 2 and all fields will have names.

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Post by X2-Illuminatus » Sat, 7. May 11, 12:55

EmperorJon wrote:I know how to put the file into a CAT... but how do you get a DAT too?
If you create a cat for example with the modmanager a dat will be created, as well. cat and dat always belong together. While the cat just contains the paths, where each file is stored, the dat contains the real data.
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Post by EmperorJon » Sat, 7. May 11, 13:20

Aha, wonderful.
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Post by EmperorJon » Sat, 7. May 11, 14:22

Hmm... you may remember me discussing my fleet creation script... and the 2D array and such...

So, let me clarify, having an array called, say, FleetEquipment, then saving it as a global variable, and having each element of the array being another array, ShipEquipment...


So you'd get the array of ships. You'd get the position of a ship in that array. Then you'd get that same position in the equipment array, then you'd cycle through the array in that position to get the individual pieces of equipment... sigh...

It's not finding the array inside the other array, probably because I'm initialising it(/or not at all) in an bad way... What'd be the most sensible way? Every time you add a new ship, an a new array under that element?

So...
Add ship to Fleet Array (Num)
Allocate size of array ShipEquipment = 0
Add ShipEquipment to FleetEquipment (Num)...

:oops:

EDIT: Once again, I'm being an idiot and doing the usual.

1. Shouting at the PC etc. because I can't do it/don't understand.
2. Asking other people if I'm doing it right etc.
3. Going back to it 1 minute later and getting it working all fine. :roll:
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Post by EmperorJon » Sat, 7. May 11, 15:57

Ok, and another. Lets assume the arrays work and all, but when I remove a ship or equipment item I've now got a Null in the middle of my array or whatever. Sooo I made a script that bumps them all down the array. However... I then still have an empty space at the top of the array.

Eg. 11null11 goes to 1111null. I just want 1111... that 5th bit of data must go! It's no longer needed! How can I actually change the size of an array by removing data? Will the Remove From Array At Index change array size if it's the last index?

Insta-EDIT:
Me, again. Facepalm wrote:EDIT: Once again, I'm being an idiot and doing the usual.

1. Shouting at the PC etc. because I can't do it/don't understand.
2. Asking other people if I'm doing it right etc.
3. Going back to it 1 minute later and getting it working all fine.
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Post by Cycrow » Sat, 7. May 11, 16:02

remove from awway will from the item from the array no matter where it is
so no need to move the items to the beginning or end, just use that to remove from the array and the size will be adjusted automatically

just like using the add to array command increases the size of the array

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