Great. If you also post the progress to a log, then people can post the logs when they have trouble.Cycrow wrote:i will add additional information to the error message to make it clearer.
[PROGRAM] X Plugin Manager : V1.87 : 2024-01-06
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
- DrBullwinkle
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Peace through superior firepower
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
New Version 1.42
1.42 Available
- Added spk converter to the Creator to open old spk files
- Fixed reading and writing of cat files
- Fixed installation of ships for AP
- Fixed creation of Text files, stripping out invalid characters
- Adjusted automatic filetype detection for loading in archive files, Fixed uninstall script detection
- Added addition to error messages for importing ships
Not sure if this is an issue for Cycrow or Dr B but as you are both active here I'll ask.
JDK/Upgrade kits creates a new ware and a new station when installed, however when un-installing using the plugin manager the ware reverts to one of the ZA_BLANK types and the station in Getsu Fune remains
Is this a script un-install error or something to do with the plugin manager?
JDK/Upgrade kits creates a new ware and a new station when installed, however when un-installing using the plugin manager the ware reverts to one of the ZA_BLANK types and the station in Getsu Fune remains
Is this a script un-install error or something to do with the plugin manager?
Still life in the old dog yet...
- DrBullwinkle
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The ware reverting is normal. If you have uninstalled the plugin, and deleted any Upgrade Kits that you had on hand, then you should not see the ware in the game.
The station remaining is... perhaps not intended. But it is easier if you just destroy it yourself. And by "easier" I mean "easier for me".
In any case, it has nothing to do with the Plugin Manager.
The station remaining is... perhaps not intended. But it is easier if you just destroy it yourself. And by "easier" I mean "easier for me".
In any case, it has nothing to do with the Plugin Manager.
Last edited by DrBullwinkle on Thu, 14. Jun 12, 17:31, edited 1 time in total.
Peace through superior firepower
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
This should be fixed in 1.42DrBullwinkle wrote:I think that I have figured out why the PM has trouble installing Lucike's scripts.
Lucike's zip files contain scripts.uninstall and scripts.delete folders. The PM correctly puts the contents of the scripts.delete folder in scripts.delete.
However, the contents of scripts.uninstall are copied into the scripts folder. The result is that the uninstall script is run instead of the setup script (because they both have the same name).
I've just tested XRM. The problem is that the types files and scene/mod files are in seperate cat files. So the plugin manager cant find the files it needsDrBullwinkle wrote:Oh, it's automated... It just always fails. At least in the few tests I have tried.Cycrow wrote:the whole process should be pretty much automated.
Today I tried XRM and my own (working) mod... both for TC.
Yes, logging would help, please. I figure it is probably cockpit error, but without more information I cannot figure out what I am doing wrong.
- DrBullwinkle
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Yes, I can confirm that the scripts.uninstall folder appears to be working correctly. Thank you.
Regarding types and models in separate .cats, that is pretty common, isn't it? Like more common than not? I have scenes on the disk drive during debug, then move them to .cat when they are "done". Types is split between .cat and disk depending on the task.
In other words, I don't think it is reasonable to assume that types and scenes/models will all be in the same location.
I can understand why you did it that way... you have said before that you think of a mod as a single .cat/.dat pair. But that is not my experience, in general.
Is it feasible to extract from a VFS of the game folder? (At least as an option?) That should be more reliable, since it should include all of the files associated with the mod.
Regarding types and models in separate .cats, that is pretty common, isn't it? Like more common than not? I have scenes on the disk drive during debug, then move them to .cat when they are "done". Types is split between .cat and disk depending on the task.
In other words, I don't think it is reasonable to assume that types and scenes/models will all be in the same location.
I can understand why you did it that way... you have said before that you think of a mod as a single .cat/.dat pair. But that is not my experience, in general.
Is it feasible to extract from a VFS of the game folder? (At least as an option?) That should be more reliable, since it should include all of the files associated with the mod.
Peace through superior firepower
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
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- DrBullwinkle
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I suppose it depends on whether the user wants to extract from an installed mod (VFS) or an uninstalled mod (.cats).
How hard would it be to offer both options? I'm not trying to create extra work for you, but I am thinking that either choice will result in somebody not understanding.
If you have to choose one, then VFS would be my preference.
How hard would it be to offer both options? I'm not trying to create extra work for you, but I am thinking that either choice will result in somebody not understanding.
If you have to choose one, then VFS would be my preference.
Peace through superior firepower
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
- DrBullwinkle
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Perfect.
I think you are going to create a lot of smiles. Ships are surprisingly popular.
I think you are going to create a lot of smiles. Ships are surprisingly popular.
Peace through superior firepower
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
Getting an error here I just updated to V1.42 and when I hit the run X3tc button on the PM it tells me d3dx9_37.dll is missing but its not it is there and the game runs ok when not started from the PM ... all was fine until I upgraded and I have not changed ant program files... so I ran the upgrade again and restarted getting the same error (running Win7)
Thanks.
Thanks.
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Need help
Im not as computer literate as i thought, i downloaded the plug in manager but almost everything is greyed out to where i cant use it, it says that no x3.exe/x2.exe can be found, and i downloaded the cheat scripts but i cant use those either.
Re: Need help
u have the wrong version. Make sure u download the latest version from the link in the first postwaterdragon13167 wrote:Im not as computer literate as i thought, i downloaded the plug in manager but almost everything is greyed out to where i cant use it, it says that no x3.exe/x2.exe can be found, and i downloaded the cheat scripts but i cant use those either.
I have copied it to the PM dir and then to the system32 along with the other DX .dll's ... same error ?!?! ... Whatever the last version of PM was worked fine, Im running it as admin also.Cycrow wrote:strange, not sure y thats suddenly started happening.
u could try either copying that dll to the plugin managers d irectory or windows system directory and see if that fixes it.
thats just the DirectX dll thats used by the gui overlay in the game launcher
EDIT ... oh its wanting d3dx9_42.dll now instead lol