[PROGRAM] X-Studio 2 Script Editor [Beta III : 30th Mar 14]

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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Nicoman35
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Post by Nicoman35 » Sat, 10. May 14, 12:46

2 Things:

1) I am not able to use X-Studio 2, because it crashes the moment I am starting it.
OS: Win7 64bit
Game: TC v 3.2
I followed the instructions, downloaded and executed the x86 Redistributable.
Everything was ok until I told X-Studio 2 the location of the game folder.
It tryed to load some language file, then it no longer worked.
Here an image for clarification.
Now every time I start X-Studio 2, it crashes the same way.



2) As I am not able to use X-Studio 2, I am still using X-Studio 1 v 1.08. So - if the following bugs have already been fixed, forget it :)
Bug in descriptions detected (producing a LOT of headace :gruebel: to me untill I sorted that out):
The descriptions to the random number commands are WRONG:

<ret/var> random value between <Var/Number1> and <Var/Number2>
Your description:
A random number, that coud be <Var/Number1>, <Var/Number2>, or any number in between.
Correct description:
A random number, that coud be <Var/Number1>, or any number between <Var/Number1> and <Var/Number2>.

<ret/var> random value from zero to <Var/Number>
Your description:
A random number, that coud be zero, <Var/Number2>, or any number in between.
Correct description:
A random number, that coud be zero, or any number between <Var/Number1> and <Var/Number2>.

In both cases the number will NEVER be <Var/Number2>!! I proved that by extensive testing.

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Aldebaran_Prime
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Post by Aldebaran_Prime » Fri, 16. May 14, 20:53

I have the same problem, that X-Studio 2 crashes when loading the game folder of the TOTT Mod 1.3 which was installed in the TC Folder of an AP installation. If I try the same with X-Studio 1 it is loadable without problems.
Image

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mr.bear
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Post by mr.bear » Sat, 17. May 14, 14:19

hey Nicoman,

could you send me 0901-L044.pck language file please? X-Studio 2 doesn't seem to be able to load it.

re: the random number thing: yeah several people have mentioned this, it only generates a random number x -> y if y is a hard coded number. If y is a variable then it produces x -> (y-1). sorry about that. x-studio 2 doesn't work that way.


Aldebaran_Prime: could you send me the language file x-studio 2 loads immediately as it crashes? see nicoman's picture for an example.

mr.bear
Rapunzel, Rapunzel, let down your bear...

Nicoman35
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Post by Nicoman35 » Sat, 17. May 14, 15:30

mr.bear wrote:could you send me 0901-L044.pck language file please? X-Studio 2 doesn't seem to be able to load it.
Here is my 0901-L044.pck language file...

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mr.bear
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Post by mr.bear » Sat, 17. May 14, 20:26

thanks Nicoman, I'll try and work out what X-Studio doesn't like about that file.

I've added the project to google code, I don't really expect contributions but they're welcome nonetheless. Link to repository is in the 'source code' section on first page.

mr.bear

UPDATE: I've added lots of missing files to the google code project, and set up the wiki/issues and listed the status of the issues from the first page. It should now be usable.
Rapunzel, Rapunzel, let down your bear...

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Aldebaran_Prime
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Post by Aldebaran_Prime » Sun, 18. May 14, 21:21

Here the language file where XS2 crashes. Hope you can download it - I never tried OneDrive to share something before...

"https://onedrive.live.com/?cid=FF929D21 ... 929657!103"
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Jakesnake5
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Post by Jakesnake5 » Wed, 28. May 14, 15:13

Crash when trying to load the Steam version of X3:Reunion. Point of crash is when it's trying to load the 440001 language file.

Crash report:

Code: Select all

Problem signature:
  Problem Event Name:	APPCRASH
  Application Name:	XStudio2.exe
  Application Version:	1.0.0.0
  Application Timestamp:	533836b2
  Fault Module Name:	MSVCR120.dll
  Fault Module Version:	12.0.21005.1
  Fault Module Timestamp:	524f7ce6
  Exception Code:	40000015
  Exception Offset:	000a7676
  OS Version:	6.1.7601.2.1.0.256.48
  Locale ID:	1033
  Additional Information 1:	2d36
  Additional Information 2:	2d367e0fd672fe98d183554358525913
  Additional Information 3:	93ef
  Additional Information 4:	93ef5756abf3ec248f2b152498ee3b6e
The OP says to dl the x86 version of the MSVC 13 redistribution. I did, but your program seems to ignore it in favor of 12.

However, when I check the Resource monitor for the program, it shows version 10 is also loaded by XStudio 2 beta 3. Should that happen?

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mr.bear
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Post by mr.bear » Sun, 8. Jun 14, 14:57

JakeSnake5,
the honest answer is I don't know. I'll have to look into it.

However on another note - are you sure it's crashing for the 440001 file and not the file immediately afterwards? eg. your lowest numbered language file after 0001. Please can you post the 'Console.rtf' file generated in the x-studio folder? (or email xstudio.development@gmail.com)

Sorry for the delay btw
mr.bear

UPDATE: Nicoman35/AldeberanPrime - I've fixed the issues you were having, they'll be included in the next update
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Jakesnake5
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Post by Jakesnake5 » Sun, 8. Jun 14, 15:57

I don't really need XS2 for Reunion, Exscriptor handles it just fine. It's the 'do if's that give it issues and I use XS2 for in TC and AP.

Other issues:
I also have encountered, Cycrows Plugin Manager causes problems with the t file 0901-L044.pck and the types file TWareT.pck. Specifically, XS2 crashes when it tries reading them.

Posabily because they are packed. When I remove them from their respective directories, XStudio 2 has no trouble loading all other files.

The missing text file isn't a major issue, but the data in the TWareT file means some scripts have invalid data that they reference from it.

I then UN-pck'd them, replacing the pcks with the xmls, and XS2 loaded them ok. There were several non-critical errors with the TwareT, but that's understandable. So something with the pack format is confusing XS2 enough to cause it to crash.

I also have a file from the MARS scripts that it just won't save, with a couple of errors. 1 is typical of external editors I think, but another is odd.

First one, is the use of ' in a string. Specifically:

Code: Select all

      send incoming message 'MARS 9000:  I'm sorry Dave, I'm afraid I can't do that.' to player: display it=[TRUE]
XS2 interprets the 2nd ' as the end of the string, and get's lost there after. :) Exscriptor has issues with strings like this as well, so I don't know how that could be resolved (other than using a place holder and typing the string in while in the game, after all editing is done).

Another is reported as: type mismatch - '[THIS]' is not a valid Var/Script Data Type '[THIS]'

This appears in the script line:

Code: Select all

   $RefPos = [THIS] -> call script 'lib.ut.pos.from.2.grades.and.rad' : alpha=null beta=null dis=-8000 pos.argument=[THIS]
I do believe it's the 2nd [THIS] (it shows in red, not yellow) that it has trouble with.

Last problem is the search function. I'm not sure it's working right. I tried to find the word 'Repair' in Current Document (actually, tried all 'Look In' sections, only Scripts worked) and got the error:

The operation is invalid: Unsupported target type

Sink: GUI::Windows::FindDialog::OnFind_Click() on line 213
Source Logic::Threads::SearchWorkerData::SearchWorkerData() on line 52

Searching in Scripts seems to work just fine.

Beyond those problems, I find XS2 excellent. Thanks for the program. :)

EDIT:

The TWareT.pck file

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mr.bear
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Post by mr.bear » Sun, 8. Jun 14, 16:20

hi JakeSnake,
Yes the current version can't handle packed files, that's the problem Nicoman and AldeberanPrime were having, but I've fixed that now. (0901-L044.pck + TWareT.pck)

apostrophes in strings will take me a little while to figure out, so i'll open an issue for that and work on it later.

Code: Select all

$RefPos = [THIS] -> call script 'lib.ut.pos.from.2.grades.and.rad' : alpha=null beta=null dis=-8000 pos.argument=[THIS]
the reason this doesn't compile is due to a new compiler setting: type checking script-call arguments. (You can disable it in preferences) It's saying the type of the "pos.argument" argument is "Var/Script Data Type" (eg. Int, String, Array) and you're trying to pass [THIS], which is inappropriate.

mr.bear
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Jakesnake5
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Post by Jakesnake5 » Mon, 9. Jun 14, 10:07

I always wondered why Exscriptor used the apostrophes for string identification, and XS/2 follows suit.

I'd have thought that using " to begin/end a string would be better, as I don't know why anybody would use it in a string to start with, so would, logically, not cause problems. Or, at least, not as many.

Leave it to contractions to cause a script editor problems. :)

As for the script call using [THIS] as an argument being improper, this hasn't stopped people from doing it, and the game seems to accept it. Weird.

Took me a couple tries to figure out which argument check was doing it :)

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Jack08
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Post by Jack08 » Mon, 9. Jun 14, 11:34

Jakesnake5 wrote:I always wondered why Exscriptor used the apostrophes for string identification, and XS/2 follows suit.

I'd have thought that using " to begin/end a string would be better, as I don't know why anybody would use it in a string to start with, so would, logically, not cause problems. Or, at least, not as many.

Leave it to contractions to cause a script editor problems. :)

As for the script call using [THIS] as an argument being improper, this hasn't stopped people from doing it, and the game seems to accept it. Weird.

Took me a couple tries to figure out which argument check was doing it :)
There are reasons to use " in a string, which is why the " escape sequence exists in practically all programming languages, but we wont to too far into that, suffice to say ' is used because the game used ' - in python for example you can use '"' to define a string with a " in it, or "'" to define a string with a ' in it. If you want to represent the name of an object within a string, you need to use " if you want to be grammatically correct.

However ignoring all of the above, its not a good idea to hard-code " or ' into X strings, a supported and better solution would be to use a TextFile:
<t id=1>"%s" - Hello World</t>
Then use the sprintf with textfile lookup - This both provides you with grammar, and translate-ability.

As a matter a fact, the game does prevent passing invalid data (in some limited circumstances) to a script that requests a specific type, when you go to select the passed argument, for say perhaps "number" the script editor in-game will only allow you to input a number. This is meaningless however, as its just a loose guide to what the arguments are ment to be, a variable is a variable in the MSCI, and anything can be passed anywhere - even when error prone or inappropriate.
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Jakesnake5
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Post by Jakesnake5 » Mon, 9. Jun 14, 18:26

Would help if thing's behaved themselves, but we're stuck with it. However, the xml code for the offending text string is:

Code: Select all

<line linenr="784" indent="  "><text>send incoming message </text><var>'MARS 9000:  I'm sorry Dave, I'm afraid I can't do that.'</var><text> to player: display it=</text><var>[TRUE]</var></line>
As you can see, it defines the text string as a <var>, and exits with </var>, so the game, (and XS) knows what it is. The trouble XS runs into is processing it for compile. It just doesn't work right since XS has nothing to tell it the whole string is a variable, so it hit's a wall with the extra 's.

Maybe XS2 needs to utilize a style sheet like x2script.xsl, to define what we see like the browser does when you double click a script xml. The style sheet tells the browser how to display the code properly, regardless of what that code looks like.

Another tactic, would be to assign the string to a variable, then use the variable instead of a text string.

Actually, I'm surprised that the guys who did M.A.R.S. didn't put that text in the T file and pull it to a var that way.

Trouble is, the way XStudio handles it now, is it forgets that there is a string variable there, and can't handle it when you try to save it.

Maybe if XS were to put a hidden 'flag' of some sort at the beginning and end of the string, and know to just ignore what the string contains when parsing. The game has to do something like that itself.

Would have to put in a selector to identify whether you were typing a variable name or a text string, just to get the data right. :o

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mr.bear
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Post by mr.bear » Mon, 9. Jun 14, 21:38

i think the best way to solve this problem is by using an escape character for apostrophes.

btw the script-xml you quoted is only used by the browser - it uses a transforming style sheet to convert xml to html. that entire section is ignored by the game.

mr.bear
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Jakesnake5
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Post by Jakesnake5 » Tue, 10. Jun 14, 15:25

mr.bear wrote:i think the best way to solve this problem is by using an escape character for apostrophes.

mr.bear
Do you mean adding an esc char before the first and last apostrophes in the string, so XS knows to ignore the ones in the middle? Or replacing ALL of apostrophes? Or just the ones inside the string?

The first and last methods have merit. The 2nd would be a bit messier :)

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