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TonyEvans





Joined: 15 Jan 2012



PostPosted: Sun, 19. Aug 12, 09:11    Post subject: Reply with quote Print

Okay wow... uh headache.


First off, a question. If I've got several copies of this mod sitting all around my computer, and I install one of them, is there any chance whatsoever that, when I start the game, it'll pull files from locations other than the installed folders? I tried a fresh AP install with a fresh JCC-version mod download and still have the problem. I mean, I'll try again, but I don't know why that wouldn't work. Also, I can't imagine for crap why the mod would be working one second and 100% kaputt the next. I messed around only in TShips and TMissiles, as well as 7576-L044 ( T folder ).

"The 7575-L044 file is definitely corrupt."

Duh, just saw that. So far as my 7575-L044 editing goes, it was strictly changing conversation, info, etc. whatever the player would receive in the form of an in-game message.

Somewhere along the lines I may have used quotation marks, as opposed to two apostrophes next to eachother to resemble quotation marks. Could either of those invalidate the file.

What do you mean "if that is 4 missiles or 2". There's 3 types of missiles in game, if that's what you're referring to.

In terms of what's missing,I deleted the contents of the folders you designated to cut down on cat size. Textures DDS and something else. Objects, I think. After I deleted the contents, I guess the editor removed the folders themselves because they were then empty.

You do start in a Viper. 2x Viper Kews, 60x Kew Ammo, then a mix of the Conventional and Light colonial missiles. And that sector is accurate as well.

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apricotslice





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PostPosted: Sun, 19. Aug 12, 09:33    Post subject: Reply with quote Print

TonyEvans wrote:
Okay wow... uh headache.

First off, a question. If I've got several copies of this mod sitting all around my computer, and I install one of them, is there any chance whatsoever that, when I start the game, it'll pull files from locations other than the installed folders? I tried a fresh AP install with a fresh JCC-version mod download and still have the problem. I mean, I'll try again, but I don't know why that wouldn't work. Also, I can't imagine for crap why the mod would be working one second and 100% kaputt the next. I messed around only in TShips and TMissiles, as well as 7576-L044 ( T folder ).


It will only use whats in the direct file structure of the TC folder where the exe is running from.

Check your missiles. The number on the missile needs to point to the name number in the text file, and if this is working, then the description should show in the editor underneath the record data. If nothing there, then something is wrong. (Remember to exit editor, start game, exit game, start editor, to reset the virtual files.)

There is something screwy about those 4 missile entries, particularly if you have 3 missile types. That could be enough to bugger up the 7575 loading.

Quote:
"The 7575-L044 file is definitely corrupt."

Duh, just saw that. So far as my 7575-L044 editing goes, it was strictly changing conversation, info, etc. whatever the player would receive in the form of an in-game message.

Somewhere along the lines I may have used quotation marks, as opposed to two apostrophes next to eachother to resemble quotation marks. Could either of those invalidate the file.


Very possibly. Find and eliminate.

Quote:
What do you mean "if that is 4 missiles or 2". There's 3 types of missiles in game, if that's what you're referring to.


There are 4 consecutive numbers that read like 4 different missiles.

normally it would be
001 Missile 1
002 Missile 1 is short range, low pop.
003 Missile 2
004 Missile 2 is medium range, medium pop.
005 Missile 3
006 Missile 3 is high range, slow speed, big booom !

But what you have reads like 4 different missiles. If its 3 missiles, then either 1 of the missles is somewhere else and I didint see it, or there are 2 lines of code missing.

Quote:
In terms of what's missing,I deleted the contents of the folders you designated to cut down on cat size. Textures DDS and something else. Objects, I think. After I deleted the contents, I guess the editor removed the folders themselves because they were then empty.


There should have been more left than there was. One wonders if some of whats outside in the zip should actually be in the cat/dat but isnt. Have to check on that sometime.

Quote:
You do start in a Viper. 2x Viper Kews, 60x Kew Ammo, then a mix of the Conventional and Light colonial missiles. And that sector is accurate as well.


You mentioned starting in the wrong sector. If your in the wrong place, its something else going on. The start and the MD seemed to both have 0,16 used. But it may be that the text file reference is not correct then if the sector name is not what you expect.


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TonyEvans





Joined: 15 Jan 2012



PostPosted: Mon, 20. Aug 12, 07:21    Post subject: Reply with quote Print

Will check missiles next chance I get.

There are no quotation marks where there shouldn't be. I did check the double-apostrophe, and those were used properly. Unless, of course, they themselves have some sort of meaning in the script. I'm not a scripter in the slightest so I've not a clue.

This mod mostly has work from JCC. He seems to know a lot about what he's doing, but it's possible that he's under the false impression you stated, with putting things in folders as opposed to in the cat/dat

0,16 should be used, yes, but whenever I start a game that's not where I'm spawning/loading into. I need to make a note of which sector it is. Is there a pre-defined sector that X3 automatically places the player if no designated sector is present?

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apricotslice





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PostPosted: Mon, 20. Aug 12, 08:54    Post subject: Reply with quote Print

TonyEvans wrote:
Will check missiles next chance I get.

There are no quotation marks where there shouldn't be. I did check the double-apostrophe, and those were used properly. Unless, of course, they themselves have some sort of meaning in the script. I'm not a scripter in the slightest so I've not a clue.

This mod mostly has work from JCC. He seems to know a lot about what he's doing, but it's possible that he's under the false impression you stated, with putting things in folders as opposed to in the cat/dat

0,16 should be used, yes, but whenever I start a game that's not where I'm spawning/loading into. I need to make a note of which sector it is. Is there a pre-defined sector that X3 automatically places the player if no designated sector is present?


I wouldnt use a double apostrophy. At least, put in a space between them so it has a valid character stored for the variable your creating.

At a guess, I'd say the game default is Omicron Lyrea. But if its doing that, then the start.xml isnt being executed properly

Theres a thought. start.xml is in addon\director. gamestarts.xml should be in types. They changed that in AP. If the latter is still located in the TC location, then start.xml is missing its key information and will therfore not work properly, and that could result in all sorts of start issues. So check that.


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TonyEvans





Joined: 15 Jan 2012



PostPosted: Wed, 22. Aug 12, 00:22    Post subject: Reply with quote Print

Is this "types" in a folder in tc or /addon or in a cat/dat?

I made a folder, renamed it to types, put it in /addon, and started the game (put the start.xml in there too). no change


Edit: Put the types folder with the start.xml into the tc folder, as well as (well, moved) to the dat. No change whatsoever. I'm trying this now on a fresh install of JCC's mod as well as on a fresh install of X3.

Where are my save game files located? Is it possible one of them was corrupted and I need to delete it for the files to work properly?

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apricotslice





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PostPosted: Wed, 22. Aug 12, 02:16    Post subject: Reply with quote Print

TonyEvans wrote:
Is this "types" in a folder in tc or /addon or in a cat/dat?

I made a folder, renamed it to types, put it in /addon, and started the game (put the start.xml in there too). no change


Edit: Put the types folder with the start.xml into the tc folder, as well as (well, moved) to the dat. No change whatsoever. I'm trying this now on a fresh install of JCC's mod as well as on a fresh install of X3.

Where are my save game files located? Is it possible one of them was corrupted and I need to delete it for the files to work properly?


All the types files are normally inside the cat/dat and for AP, they should be pathed for addon\types.

With AP, addon\types should exist if you have used the plugin manager program, as it puts tships and one of the wares files there automatically. So if it existed already but you hadnt run the program, you would need to have deleted that tships file.

types only gets created when you need it, it doesnt normally get seen by the user in the folder structure until someone starts modding. Unlike scripts and t which are always there.

The saves are stored up under My documents. So are some of the game settings files and any log files created by modding. Look for an Egosoft folder, and under it a folder for each game, and look in the AP one. I hate that personally, makes backing them up a total pain.

start.xml goes into addon\director.
gamestart.xml goes into addon\types.

They moved gamestart for AP. It was previously under L\true in TC.

Dont use a save game for testing, start new each time. Too much does get saved, including anything that went wrong. eg. if your gamstart stuff isnt loaded, those omissions will still be in the save and who knows what that does down the track.


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TonyEvans





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PostPosted: Wed, 22. Aug 12, 04:40    Post subject: Reply with quote Print

I have no gamestart.xml, only the start

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apricotslice





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PostPosted: Wed, 22. Aug 12, 05:49    Post subject: Reply with quote Print

TonyEvans wrote:
I have no gamestart.xml, only the start


Thats probably half the problem then.

You cant have 1 without the other.

Maybe it was never ported from the TC version, or whoever made the start for AP didnt know about the second file ?

It is documented on my start.xml documentation thread.

Just checked, there is no start in the old version I have. So it looks like the start made for AP is actually incomplete because only 1 of the 2 start files has been done, resulting in start.xml not completing or aborting.


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TonyEvans





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PostPosted: Wed, 22. Aug 12, 08:23    Post subject: Reply with quote Print

But that's just it. This problem has only been happening in the last week or two. before that everything started 100% fine, no problems whatsoever.

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apricotslice





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PostPosted: Wed, 22. Aug 12, 08:36    Post subject: Reply with quote Print

TonyEvans wrote:
But that's just it. This problem has only been happening in the last week or two. before that everything started 100% fine, no problems whatsoever.


Can you check your original distribution pack and see if the gamestart file is in there and its accidently been deleted from your game ?


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TonyEvans





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PostPosted: Wed, 22. Aug 12, 09:17    Post subject: Reply with quote Print

Checked. Nothing

edit I've got a file called Killerog_BSG_Setup

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apricotslice





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PostPosted: Wed, 22. Aug 12, 09:47    Post subject: Reply with quote Print

TonyEvans wrote:
Checked. Nothing

edit I've got a file called Killerog_BSG_Setup


Thats the MD file, its nothing to do with starts.

Better ask killerog then, what happened to the gamestart.xml.

Could be it was never done, but you didnt notice before.

If it wasnt made, you will have to extract the vanilla one and copy one of the vanilla game entries, then change it to match your start.

Actually, thinking about it, I dont see how you can select a BSG start without this file.


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TonyEvans





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PostPosted: Wed, 22. Aug 12, 09:58    Post subject: Reply with quote Print

Nope, found gamestarts. It was in cat/dat under Addon/Types/Gamestarts, but it's a pck file... if that matters at all.

So yea, it's there.

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apricotslice





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PostPosted: Wed, 22. Aug 12, 10:04    Post subject: Reply with quote Print

pck is packed xml.

Thats a bad sign, as it probably means that the file wasnt touched. Check the date last modified on that and start.xml, they should be about the same. Although why its in the cat/dat when it wasnt touched doesnt make sense.

Better unpack it and search for 103. There should be a game start using that id in there to match the one in start.xml. If not, you will need to create one. If so, check its details to make sure they are correct.


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TonyEvans





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PostPosted: Wed, 22. Aug 12, 16:02    Post subject: Reply with quote Print

gamestart id 103 is present, and it is Battlestar Galactica.

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