[Mayhem 3.21b] Zero Hour 2.2

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Hector0x
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Re: [Mayhem 3.21b] Zero Hour 1.5

Post by Hector0x » Fri, 12. Aug 22, 16:35

sk1_ wrote:
Thu, 11. Aug 22, 23:06
Found some sort of endless loop (I guess)
Thanks for your report. I found the cause and will fix it for the next patch. But i didn't find a good solution yet to hotfix your active savegame which is so short before the freeze.

For now you can fix it yourself by quickly going into the cheat engine in player console, select the Nomad Flagship which is currently 1 sector south of you in 'Chi' and destroy it with the cheat command. Shortly after you will get a lot of messages about failed Nomad ship building but you can ignore those. The Nomads will eventually get a new flagship and start building again.

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Re: [Mayhem 3.21b] Zero Hour 1.5

Post by sk1_ » Sat, 13. Aug 22, 08:23

Thanks for the quick help. Looking forward to your future releases, keep it up :>

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Re: [Mayhem 3.21b] Zero Hour 1.5

Post by Hector0x » Sat, 13. Aug 22, 15:36

sk1_ wrote:
Sat, 13. Aug 22, 08:23
Thanks for the quick help. Looking forward to your future releases, keep it up :>
actually, just deleting the Nomad flagship might not be ideal. I noticed that the broken building process would still keep running in the background, even when it doesn't freeze the game anymore. I forgot to add an exit safety that can end the script.
This build task can be manually terminated from the script editor > global script tasks > and then highlighting ZH.Nomads.Build and hitting the DEL key on it.

But it might be better if you still got an earlier save that you can load once the new update hits. Sorry for the inconvenience. Sadly i could not salvage your current savegame. Hopefully its no widespread issue for many players. I don't want to trash all your active savegames, but the game potentially being unstable must be fixed.

I will bundle everything into a quite big update. Currently still working on an overhaul to the E-War. Nobody really seems to use the current hacking system. Its powerful, but too much manual legwork.

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Re: [Mayhem 3.21b] Zero Hour 1.5

Post by sk1_ » Sun, 14. Aug 22, 23:47

Well for now it works :> Just checking out the new mechanics, I don't mind starting a new game with the next version. My little corner of the galaxy is a little boring anyway. Currently trying to figure out missile behavior. Had an M7M with 85 Disruptor Missiles in a patrol fleet, it seems that ship used up all missiles on pirates (nothing bigger than a couple M6 and M3 in my sectors) in one encounter (was checking their freight regularly), the other ships only use a few F1/2/3 Missiles during their patrol. I thought I read ships do not use missiles in OOS combat somewhere in the Mayhem changelog, but that might have been changed again.

Also observed weird architect behavior, it seemed the ship did not pick up factories that were built after I chose the stations I wanted in a sector. It only placed the factories I had in stock in my station building sector, while the chip and computer plant I ordered after were not registered. The architect was docked in his homebase, but did not load new factories although the command was showing 'planning' etc.. It did pick up the stations after I reassigned the architect though.
I'll try that out again with a new sector. Unless this is intended behavior and I missed it :oops:


Never done any hacking in Mayhem, seemed so tedious. Looking forward to your rework!

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Re: [Mayhem 3.21b] Zero Hour 1.6a

Post by Seon » Mon, 12. Sep 22, 11:00

I've been having Architect issues as well... It's like it forgets things, or something.

I have 4 sectors, and as I sit here watching the Architects orders, it seems to skip some sectors. These sectors it skips don't even have enemies in them, so I don't know why it's not even looking.

Makes it a little bit hard to use the automation of it to build a factory... Because it won't even look in the sector to queue up station build orders.

One "fix" I have found for it, is to unset the architect and reset it (which is a tad tedious since I have to undock the TL instead of just getting a list of TLs that are assigned to the station or something), which causes it to run through all my sectors... For a bit anyway, then it seems to go back to "forgetting" about them.

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Re: [Mayhem 3.21b] Zero Hour 1.7

Post by Hector0x » Sun, 2. Oct 22, 15:01

1.7 released

- 'chaotic' & 'peaceful' galaxy options in ZMap generator are now supported
- don't forget to also update ZMap to 1.5


@Seon: try again with the new version. But it sounds like i would need a save to look into that issue properly.

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Re: [Mayhem 3.21b] Zero Hour 1.7

Post by TheVillain » Sat, 8. Oct 22, 20:59

So - first off this addon to mayhem is great. MIND BLOWN that a mod for a mod for a mod exists for a game dating back to 2005.

What a time to be alive eh?


Regretfully I also come bearing an issue - game keeps freezing, seems totally random, alt tabbing quickly seems to bump it. Leaving it leads to the game just locking up. System shows a massive sudden gpu spike at the same time, and it happens with no obvious cues. Empty sector, busy sector, seta, etc.
Sometime I go an hour, sometimes its 3 times in a minute.

Lowering graphics to minimum seems to make it happen less, and this didn't used to happen on mayhem3 (though I feel like it has happened before, but way less).
Its odd to me because my gpu is happy at 20% load even in a big busy sector.

I'm using your extended backgrounds, and the laser overhaul addon that supports Mayhem and Zero Hour.

specs are:
980ti
i7
16gb ram

Anyone else having this issue? My drivers are up to date, though I've just noticed I didnt read the instructions and dont have Zmap (which explains a popup I got early on about default settings being used).
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Re: [Mayhem 3.21b] Zero Hour 1.7

Post by Baronfuming » Sat, 8. Oct 22, 22:49

I'm also having the same or similar problem as TheVillain.

My game freezes/crashes shortly after loading the most recent savegame (1):
https://drive.google.com/file/d/14ToEqT ... sp=sharing
Something must have gone wrong since the two previous saves (2 & 3) weren't having this issue.

This is a save that was started on 1.6 and updated to 1.7 when that came out. ZMap 1.5 (though it still says 1.4)
I load it up, and then am usually trying to look at my ships in the property menu (may not be the cause, just what I'm doing when it happens). The game stops responding and I can no longer move the mouse cursor. I can force close it with the 'this program is not responding' window, but if I don't, then I have to hard reboot my computer, since my control is very limited.

I love this mod, btw! This is the ultimate space combat and trading sandbox experience! :D

I just want to add that I'm using these mod addons and script as well (in case these are partially responsible (unlikely, IMO):
Cockpit Mod for Litcube's Universe (no glass)
Mayhem 3 Laser Overhaul
Auto-Rename Player Property
Fait l'argent

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Re: [Mayhem 3.21b] Zero Hour 1.7

Post by TheVillain » Sat, 8. Oct 22, 23:49

Update to my issue -

Shader quality seems to be the culprit. Low is fine, medium does it less often. High is an issue.
Again, system is happily running everything with no sweat 60fps. Just these sudden spikes that basically crash my gpu. Lowering shaders makes all the outposts look very weird - like they're made of glass.


Doesnt happen on XRM, left it running on max graphical settings, AAx2, all that fun stuff. No problems.
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Re: [Mayhem 3.21b] Zero Hour 1.7

Post by TheVillain » Sun, 9. Oct 22, 03:50

Baronfuming wrote:
Sat, 8. Oct 22, 22:49
I'm also having the same or similar problem as TheVillain.

My game freezes/crashes shortly after loading the most recent savegame (1):
https://drive.google.com/file/d/14ToEqT ... sp=sharing
Something must have gone wrong since the two previous saves (2 & 3) weren't having this issue.

This is a save that was started on 1.6 and updated to 1.7 when that came out. ZMap 1.5 (though it still says 1.4)
I load it up, and then am usually trying to look at my ships in the property menu (may not be the cause, just what I'm doing when it happens). The game stops responding and I can no longer move the mouse cursor. I can force close it with the 'this program is not responding' window, but if I don't, then I have to hard reboot my computer, since my control is very limited.

I love this mod, btw! This is the ultimate space combat and trading sandbox experience! :D

I just want to add that I'm using these mod addons and script as well (in case these are partially responsible (unlikely, IMO):
Cockpit Mod for Litcube's Universe (no glass)
Mayhem 3 Laser Overhaul
Auto-Rename Player Property

Do you still have audio going? I do, but I've got to alt tab within a few seconds to recover the game, and even then it hangs for a few seconds before suddenly resuming. Its often a few seconds ahead of what I was doing/inputs have been logged. The alt tends to trigger 'video enhancement goggles'. All in all, its just a weird bug.

Side note: While testing in XRM it got me thinking, I'd be down for Mayhem having some other Outpost designs. Some of the other big buildings like the shipyards etc from X3 are cool.
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Re: [Mayhem 3.21b] Zero Hour 1.7

Post by Hector0x » Sun, 9. Oct 22, 09:14

When dealing with freezes you can activate borderless window mode in the launcher. This lets you exit the game in task manager but disables antialasing

Baronfuming wrote:
Sat, 8. Oct 22, 22:49
found your issue. You can fix it with -> cheat menu -> destroy sector menu -> Menelaus Paradise -> destroy the 3 Nomad Segaris
The Nomad Flagship fails to fill the docking bays with support fighters and the game freezes. Since patch 1.6 the mercs shouldn't be using carriers anymore, but apparantly that didn't work.

This 1.7a hotfix below will not destroy the 3 broken Segaris for you. Just use an earlier save or destroy them as described above. This should work. The merc followers without a leader should eventually get cleaned up automatically. But let me know if you need any help.
Last edited by Hector0x on Sun, 9. Oct 22, 10:40, edited 1 time in total.

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Re: [Mayhem 3.21b] Zero Hour 1.7

Post by Hector0x » Sun, 9. Oct 22, 10:33

Hotfix released
- fixed freeze. Nomads will not build carriers anymore.

https://github.com/Hector839/Mayhem-3-Z ... r/releases

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Re: [Mayhem 3.21b] Zero Hour 1.7

Post by TheVillain » Sun, 9. Oct 22, 23:31

Hector0x wrote:
Sun, 9. Oct 22, 09:14
When dealing with freezes you can activate borderless window mode in the launcher. This lets you exit the game in task manager but disables antialasing



This works, but is the wrong resolution for my 2560:1080 monitor sadly. Wont let me change it to the correct one.
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Re: [Mayhem 3.21b] Zero Hour 1.7

Post by Hector0x » Mon, 10. Oct 22, 10:06

TheVillain wrote:
Sat, 8. Oct 22, 20:59
Anyone else having this issue? My drivers are up to date, though I've just noticed I didnt read the instructions and dont have Zmap (which explains a popup I got early on about default settings being used).
ZMap is not required to use this mod. Its just the alternate map generator. Not using it should not affect your game performance.

With your save + galaxy file i could check if u get the same slowdowns and lockups. Out of the blue i'd say that it doesn't really sound like a script error. Especially when it seems to be impacted by the shader setting.

Did you try other X3 mods or vanilla? Does that run fine on your system?

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Re: [Mayhem 3.21b] Zero Hour 1.7

Post by TheVillain » Thu, 13. Oct 22, 09:13

Hector0x wrote:
Mon, 10. Oct 22, 10:06
Did you try other X3 mods or vanilla? Does that run fine on your system?
I've tried running xrm for an hour, no crashes. Played X3ZH with Alankwaa and Reshade (I hoped Reshade would either fix it or make it way easier to identify) for a few hours over the last 2 days - only 2 freeze ups. Max shaders etc on the X3 Graphics panel.

I'm no longer sure its shader related. Totally confused.


Is there anything I can do my end to get debug logs caching anywhere so I can read through it?
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Re: [Mayhem 3.21b] Zero Hour 1.7

Post by Hector0x » Thu, 13. Oct 22, 14:52

TheVillain wrote:
Thu, 13. Oct 22, 09:13
I'm also using Reshade, that should not cause issues. Not sure about Alankwaa. But it should also be ok if it states that its compatible with ZH.

X3 doesn't have useful logs. At least none that i know of. Realistically i could only help if you manage to grab a save before a crash/freeze that can be reproduced and upload that together with your galaxy file to a hoster like google drive.

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Re: [Mayhem 3.21b] Zero Hour 1.7a

Post by TheVillain » Thu, 13. Oct 22, 15:59

Yeah - I cant get it to reproduce reliably. Don't worry about it, if I figure it out I'll post it here, for now I just need to get better at saving regularly :(

Its a testament to how good M3 and Zero Hour is that I keep playing despite it :D
Thankyou, for your work and your time :)
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Re: [Mayhem 3.21b] Zero Hour 1.7a

Post by alexalsp » Fri, 14. Oct 22, 16:21

from the topic on ZMap - Mayhem 3 Map Generator and Editor
Hairless-Ape wrote:
Fri, 14. Oct 22, 14:41
alexalsp wrote:
Thu, 13. Oct 22, 23:58
Maelstrom startup location can be set (requires Zero-Hour 1.6)
Special game starts for Peaceful and Chaotic Xenons (requires version "tbd" of Zero-Hour)
Are these options only for the ZH mod or can they be used for other Mayhem based mods as well?
These options are only truly supported by ZH v1.7a or above. For other Mayhem 3 mods, you would have to ask HectorX what the net effect would be.
The question remains open... :gruebel:

or they can be used for other Mayhem based mods as well

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Re: [Mayhem 3.21b] Zero Hour 1.7a

Post by Hairless-Ape » Fri, 14. Oct 22, 21:18

I don't think you are asking the right question.

If you use ZMap to create a map using one of the special game starts, all you're doing is changing the number of Xenon owned systems at game start and where the maelstrom location is. It's only a static Map change. ZMap does not make programming changes in your game no matter what mod you use.
So your answer is technically YES. You could absolutely use one of these options in ZMap with some other mod. It just won't "DO" anything special with it, so why would you want to?
What you really want to know is:

The difference is that HectorX has added special programming in Zero-Hour to detect these special game starts which does some special work with it.
As I understand it, he does the following:

. Adds appropriate number of OCV invader fleets and Xenon defenders to the game. This would create a similar situation like if the game was running already for a couple days.

. A Xenon crisis would trigger sometime during the first in game day.

. For the peaceful start, resources would be removed from faction outposts and some timing would be changed to allow you to build up before another xenon crisis occurs again.

If there's more, or if this needs correcting, HectorX will need to chime in. Hope that helped.
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Re: [Mayhem 3.21b] Zero Hour 1.7a

Post by Hector0x » Sat, 15. Oct 22, 10:51

that's correct.

Those new ZMap start options should not break other Mayhem based mods, but you will only get the adjusted sector ownership.

Peaceful -> Xenon start with 1 sector
Chaos -> Xenon start with half the galaxy

The custom Maelstrom location will definitely not work and the game just puts it into a random Xenon sector. But with peaceful start there would only be 1 so it kinda works there.
On chaos the factions might not be able to survive because they would just continue to wipe each other out, even when the OCV starts to streamroll them

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