[TOOL] X3 Customizer 3.16 (added FL support)
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How long are you waiting after it freezes? At the current default cutoff of about 2 million, it takes a good 15-30 seconds for the freezing script to be terminated.
You may want to consider passing a lower value as the cutoff, by giving a number in you script you pass to the customizer (lower numbers mean waiting less time, but more prone to false positives)
You may want to consider passing a lower value as the cutoff, by giving a number in you script you pass to the customizer (lower numbers mean waiting less time, but more prone to false positives)
Hopefully someone in the LU thread can take a look at the script, now that you know which one it is.
In other news, I updated to 3.12.2, adding support for running from the bat file directly (skipping the command line requirement). The bat launcher will default to running User_Transforms.py in the input_scripts folder, and has some extra directions to help guide first time users.
In other news, I updated to 3.12.2, adding support for running from the bat file directly (skipping the command line requirement). The bat launcher will default to running User_Transforms.py in the input_scripts folder, and has some extra directions to help guide first time users.
Can anyone confirm that Adjust_Weapon_Fire_Rate actually works properly on LUv1.7.2? I can't get it to make changes to anything but the first weapon ( IRE) in Tlaser.txt.
No errors are generated, but the files dropped in ./output show no change to any other weapon, either in-game or when compared to the original file in x3 editor.
Ed.
------------
The transform works on every laser if I (laboriously) specify a factor for each one by name in laser_name_adjustment_dict, so presumably scaling_factor isn't causing it to iterate through the whole file.
If I'm reading the comments in Author_Transforms.py right, scaling_factor is supposed to be a scaling factor for all lasers, and laser_name_adjustment_dict is supposed to be a flat refire delay per laser? Right?
From my tests, scaling_factor only applies to the first laser in TLaser.txt, and entries in the laser_name_adjustment_dict list are being applied as scaling factors, not refire delays...
To everything except:
CIG
ISR
PBG
HEPT
MAML
PSG
PPC
IC
IBL
All Kyons
Which are modified as a refire delay.
If I run this from the shipped Author_Transforms.py:
I get a PAL that fires at 660 rds/min (22*30).
The mind boggles, this is properly borked.
Is there something about LU that's not properly accounted for?
Apologies for the disorganized ramble, but this was a lot of frustrating shagging about to figure out.
-------------
Here's the transform that only hits the IRE:
Log:
Summary:
No errors are generated, but the files dropped in ./output show no change to any other weapon, either in-game or when compared to the original file in x3 editor.
Ed.
------------
The transform works on every laser if I (laboriously) specify a factor for each one by name in laser_name_adjustment_dict, so presumably scaling_factor isn't causing it to iterate through the whole file.
If I'm reading the comments in Author_Transforms.py right, scaling_factor is supposed to be a scaling factor for all lasers, and laser_name_adjustment_dict is supposed to be a flat refire delay per laser? Right?
From my tests, scaling_factor only applies to the first laser in TLaser.txt, and entries in the laser_name_adjustment_dict list are being applied as scaling factors, not refire delays...
To everything except:
CIG
ISR
PBG
HEPT
MAML
PSG
PPC
IC
IBL
All Kyons
Which are modified as a refire delay.
If I run this from the shipped Author_Transforms.py:
Code: Select all
laser_name_adjustment_dict = {
# Cut the PAL down to every 2 seconds to reduce its
# excessive performance impact somewhat.
'SS_LASER_PAL': 30,
})
The mind boggles, this is properly borked.
Is there something about LU that's not properly accounted for?
Apologies for the disorganized ramble, but this was a lot of frustrating shagging about to figure out.
-------------
Here's the transform that only hits the IRE:
Code: Select all
from X3_Customizer import *
Set_Path(
path_to_x3_folder = r'G:\X3AP_LU\game',
path_to_addon_folder = r'G:\X3AP_LU\game\addon',
#path_to_source_folder = 'xrm_source'
path_to_output_folder = './output'
)
Adjust_Weapon_Fire_Rate(
scaling_factor = 2)
Code: Select all
{
"version": "3.12.2",
"file_paths_written_hash_dict": {
"addon\\output\\addon\\types\\TBullets.txt": "3a42e93c99130e56dc8046919413bc11ddac907856a616ed2d8457c0153978d1",
"addon\\output\\addon\\types\\TLaser.txt": "19b68b61793db23897a6ea30766285737458faea5150a03e9cfc9f27e86cbe99"
},
"file_paths_renamed_dict": {}
}
Code: Select all
Loaded file types/TBullets.txt from G:\X3AP_LU\game\addon\types\TBullets.txt
Loaded file types/TLaser.txt from G:\X3AP_LU\game\addon\types\TLaser.txt
Last edited by steve_v on Mon, 24. Sep 18, 10:13, edited 2 times in total.
3.12.3 is uploaded now with a fix. The problem was with the fire_rate_floor: it was getting mistakenly applied when speeding weapons up, skipping nearly all LU weapons already above the default floor (of 1 round per second).steve_v wrote:Can anyone confirm that Adjust_Weapon_Fire_Rate actually works properly on LUv1.7.2? I can't get it to make changes to anything but the first weapon ( IRE) in Tlaser.txt.
Please let me know if you run into any other problems.
Blimey, that was quick. Awesome work dude.SirNukes wrote:3.12.3 is uploaded now with a fix.
This tool is the best thing that has happened to X3 in a long time.
Now I just need to get around to learning me some python.
Only one that I can see: There's no GNU/Linux executable.SirNukes wrote:Please let me know if you run into any other problems
In theory, the Make_Executable script should be portable and just needs to run on a linux machine with Python and the PyInstaller package set up, and Make_Release would need to swap the windows batch files for Linux equivalents. PyInstaller does all the heavy lifting.steve_v wrote:Only one that I can see: There's no GNU/Linux executable. :P
However, I don't have a Linux installation conveniently available to test on. Plus, I figure Linux users are accustomed to doing things the hard way, and can obtain Python (if they don't have it already) and run the source code directly. :)
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Re: [TOOL] X3 Customizer 3.12.4
I'm trying to use the adjust_generic_missions and want to reduce the chance of specific missions by their que names but i don't know how to write it into the user_transforms.py for the customizer to recognize it. could i see a valid example of how its written? i wrote adjust_generic_missions () and it did recognize the command but i didn't specify any specific mission so it shouldn't have changed anything
Re: [TOOL] X3 Customizer 3.12.4
An example that reduces build missions and removes dual convoys:
Another example is in Authors_Transforms at line 224, though I have since disabled dual convoys after learning they tend to leave stations invulnerable.
Code: Select all
Adjust_Generic_Missions({
'Build': 0.3,
'L2M183': 0,
})
Re: [TOOL] X3 Customizer 3.12.4
Hey thanks for the info! Have been working on a few object file modification and will be submitting a PR to the repo within the next week or so! This really is an awesome project!
Re: [TOOL] X3 Customizer 3.12.4
I submitted three PRs. Wondering if you have any feedback.
PRs are for
PRs are for
- Dynamic max marines based off of unused Video ID
- Terran stations making Terran marines
- Changing Laser Tower, Argon and Terran, equipment load outs.