X Plugin Manager V2.12 : Updated 23/01/2010 *LINUX VERSION AVAILABLE*

The place to discuss scripting and game modifications for X³: Reunion.

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Rate this program

5. Excelant
1986
71%
4. Good
459
16%
3. OK
161
6%
2. Bad
23
1%
1. Terrible
82
3%
- Not really my thing
84
3%
 
Total votes: 2795

Cycrow
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Post by Cycrow » Mon, 16. Jan 06, 00:11

i will have to look into that
what it currently does when u install over an existing scritps, is that it removes all the scripts, and then replaces them with what evers in the new package

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NZ-Wanderer
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Post by NZ-Wanderer » Mon, 16. Jan 06, 00:33

Yea, unless the script maker forgot to update the version number in the script.. - so you would have to probably have it so it replaced same version numbers or it wouldn't get updated.
nuclear_eclipse wrote:This way, it would go by what the script maker marks his versions ingame with. And if th escripter took advantage of the script commands to check for newer versions, then it would incredibly usefull and powerful.
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth

NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.

A dJ
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Post by A dJ » Mon, 16. Jan 06, 00:40

Myself wrote:Download
  • X3-AMS-121.zip
    X3-AMS-121.spk use with Script Installer (by Cycrow)
:wink:

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DeltaWolf
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Post by DeltaWolf » Mon, 16. Jan 06, 07:25

Very nice :D

Cycrow
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Update 0.92

Post by Cycrow » Mon, 16. Jan 06, 14:48

New update to the packager

V0.92
* (Packager) Added "New Package" command
* (Packager) Added save commands to file menu
* (Packager) Added Default Destination directory
* (Packager) Added package scripts, for easy creation of package files


You can create a simple script which can be used to easily setup your package file.
The script is just a text file, and can either have the file extensions of .txt or .sps
Once you have created the script file, you goto the "File" menu and select "Load Package Script" then select the script file
you created.
This will set the script settings as well as add all the files.

Code: Select all

Name: Bounty Hunters Guild
Author: Cycrow
Script: D:\Games\X3\Scripts\al.plugin.bountyguild.xml
Script: D:\Games\X3\Scripts\al.bountyhunt.*
SharedScript: D:\Games\X3\Scripts\lib.cycrow.*
SharedText: D:\Games\x3\t\447532.xml
SharedText: D:\Games\x3\t\497532.xml
Readme: D:\Games\X3\MyScripts\BH-X3\Readme\bh-readme.txt
This is an example script. Each line has a different instruction, the first word is the command, IE "Name:"
The commands that are currently available:
Name: - Sets the name of the script
Author: - Sets the author of the script
Date: - Sets the date of the script
Version: - Sets the Version for the script
Script: - Loads in a script file, can use wildcards
SharedScript: - Same as Script:, but sets the file as shared
Text: - Loads in a text file (t file), can use wildcards
SharedText: - Same as Text:, but sets the file as shared
Readme: - Loads in a readme file, can use wildcards

999-JAY-999
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Post by 999-JAY-999 » Mon, 16. Jan 06, 17:05

ok...let me get my head around this.

To make a package from a decompressed script... so I can install it through this program I need to do the following ...

Scripts... attach and select all script files from the SCRIPT DIRECTORY (is there a way to select ALL in one key press?)

Then do I select all text files from the T directory ???

Then make the package ???
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Cycrow
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Post by Cycrow » Mon, 16. Jan 06, 17:11

thats one way to do it yeah
and yes you can select the files, u either hold down ctrl and select each individual script

or ucan use shift, u select the first script, hold shift and select the last script, and it selects all the files between them, u can also use a combination of both ;)

but basically what you do, is add the script files, then add the text files, then the readme

in the newest version, u can also write a simple script to do it for u, basically using wildcards to set the files, u just load that script and it creates the package for u

if using wildcards in the script, then u only have to edit the script once, and u can load it to create the package for each new version

Cycrow
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Update 0.93

Post by Cycrow » Mon, 16. Jan 06, 20:15

Another update

V0.93
* (Installer) Added library file tracking
* (Installer) Records versions numbers of each script file
* (Installer) Added View Scripts Files
* (Installer) Added View Shared Files

Getting close to the release version, so i would like to know if anyone found any bugs so i can fix them b4 the release version ;)

Naffarin
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Post by Naffarin » Mon, 16. Jan 06, 20:44

I am not sure if it could be called a bug, but i noticed that an uncompressed version of the script archive is created in the directory where the compressed archive is.
I think it could be deleted after extracting the script contents.
It happened when i retested installing a script from a different directory than the x3 directory.
I used the following scenario:

Compressed script package: D:\temp\StationTrader-V1.22-16.01.2006.spk
X3 directory: D:\games\x3

After installing the scripts there was a file d:\\temp\StationTrader-V1.22-16.01.2006

Cycrow
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Post by Cycrow » Mon, 16. Jan 06, 20:50

it does create that file
it compresses to another file, then reads that file directly, but it should delete it after its finished

is it still there after u've finished using the installer ?

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Post by Naffarin » Mon, 16. Jan 06, 21:21

Not reproducible with 0.93...maybe it was my fault and it was an old version created with 0.90.

Cycrow
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Post by Cycrow » Mon, 16. Jan 06, 21:24

yeah, it must be due to the old version then

found anymore bugs yet, or does it seem fine so far ?

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Post by Naffarin » Mon, 16. Jan 06, 21:34

As far as i can tell everything works fine.
I am yet undecisive if it is good or bad that the file creation timestamp of the installed script files is set to the current time (when installing the package).

Maybe it would be better to keep the original time, so you can tell by timestamp what version someone has installed...but i think it is better if a scripter uses the version numbering in his scripts than to rely on file dates.
So in my opinion this one is ready for release.

Cycrow
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Post by Cycrow » Mon, 16. Jan 06, 22:01

well, i still have a few more things to add to it yet, should hopefully have that done in the next few days, then i think it will be ready for release

Cycrow
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First Proper Release

Post by Cycrow » Tue, 17. Jan 06, 00:38

Ok, the first Non BETA release with a few updates

V1.00
* (Installer) Added "Delete all unused shared files"
* (Packager) Fixed loading package scripts
* (Packager) Added "Auto Save from Package Script"
* (Installer) Added delete shared files when uninstalling
* (Installer) Added Enable/Disable button

Now has its own installer that can also register the file extension ".spk" to open in the Script Installer

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Dgn Master
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Post by Dgn Master » Tue, 17. Jan 06, 00:47

Thanks for this, i'm not a newbie to installing/uninstaling scripts/mods, but i can see this making my life alot easier. I really hope this will be officially adopted as standard practice amoungst the community.

Keep up the good work!
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She didn't mind the gap and ended up vapourized!

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Post by AalaarDB » Tue, 17. Jan 06, 01:35

Does this store the version of Script Installer inside the package, to aid compatibility when you decide to upgrade versions?

Is 1.00 stable and final?

Cycrow
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Post by Cycrow » Tue, 17. Jan 06, 01:37

yes, it does, it adds the version that create the data files, so it knows what data needs to be loaded from them.

It is Stable, but its not final, there will be other versions later on to add more features

Cycrow
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Post by Cycrow » Tue, 17. Jan 06, 14:48

ok, the link was pointing to the old version :oops:

should be fixed now :)

should say 1.00 in the title bar, if it doesn't then its the wrong version :P

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Post by arcana75 » Tue, 17. Jan 06, 15:00

Wondering how many scripters are supporting this? So far only u Cycrow are supporting urself :oops:

I think this tool is probably the best thing to happen to the scripting community! Reminded me of Morrowind's plugin tool.

EDIT1: Cycrow, one small tweak, could u allow users to change the "Current Directory"?? It's set to "C:\Documents and Settings", while I have all my X resources in E:\, or at least remember the last directory it checked when one clicked "Install Script".

EDIT2: Hmmm one more thing... it's nice to keep all the XScriptInstaller files in the dir I specified as the install dir. It's kinda "unfriendly" that xscript.dat and scriptinstall.dat are in the D&S folder.

Thanks for everything!
Last edited by arcana75 on Tue, 17. Jan 06, 15:09, edited 2 times in total.

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