Detector (Finds Abandoned Ships, Tunings, Hidden Objects) [TC][AP][ALP]

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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Shiningmoonblade
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Post by Shiningmoonblade »

Sorry i'm not exactly program savvy. Does that mean i should reinstall the language file in the T file because I tried that and it didn't work. Or am I supposed open the file in Notepad and adjust one of the parameters. I just copied the entire T file into the T file in the addon(AP) file was i only supposed to choose one? Lol i guess i'm just clueless on what you mean could you clarify please. I really appreciate the time you've already put in reading my replies i really want to figure this out.
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DrBullwinkle
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Post by DrBullwinkle »

I get ReadText errors in my game when I use a script or mod

In what language do you play the game?


Modifying a language file (t file) for your language
Language files allow X3 scripts, mods, and missions to work in multiple languages. They are sometimes called "t files" because they are located in the t folder.

For STEAM users the default location is:

X3 AP : "C:\Program Files (x86)\Steam\steamapps\common\X3 Terran Conflict\addon\t"
X3 TC : "C:\Program Files (x86)\Steam\steamapps\common\X3 Terran Conflict\t"


Example: Detector
Detector's language "page" is 8552. So the language files are named 8552-L0xx.xml (where the "xx" is replaced by the two-digit international telephone dialing code for your country).

England's dialing code is 44, so the English language file for Detector is 8552-L044.xml

Note that there is no harm in having "extra" language files that your game does not use. The important thing is that the "correct" language file (that matches the language of your game) must exist in the correct t folder (TC) (or addon\t for AP).


Let's make an Italian language file for Detector:
  • Copy the English file to a new file. Name the new file 8552-L039.xml for Italian.
  • Open the new file with a good text editor such as Notepad++. (It is too easy for novices to make common mistakes with Windows Notepad or Wordpad, although it is possible to use them.)
  • Change <language id="44"> to <language id="39">
  • Save and close the file.


You should now be able to use Detector in your Italian game.

Tip 1: Use the same technique to make language files for all of your favorite scripts and mods.

Tip 2: If you translate the text into your own language, and test that it works in-game, then post your modified language file in the script's thread so that the script/mod author can include the language file in future versions.



Language Codes

Here are a few common language codes, although there are others:

07 - Russian
33 - French
34 - Spanish
39 - Italian
42 - Czech
44 - English
48 - Polish
49 - German


The -L089 files
Note that language 89 does not exist. Most of my scripts include a -L089 file with a descriptive file name. This file is purely for documentation -- it allows you to see, at a glance, which script goes with a set of language files. The reason for using an xml file (instead of a text file) is that the xml file tricks the Plugin Manager into installing the file into your t folder (which is where you want it).

.
Last edited by DrBullwinkle on Mon, 17. Jun 13, 05:11, edited 1 time in total.
Shiningmoonblade
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Post by Shiningmoonblade »

Ok i'm in my AP addon T file and there are currently 3 files named with the prefix 8552. They are
- 8552-LO44 (English)
-8552-LO49 (German)
-8552-LO89 -- detector (all text in english)
After reading above i'm wondering, Should i only have one of these files? Should i get rid of the other two and just have the LO44 file to make this work or am i misunderstanding. Oh and to be clear i'm playing the english version. That's cool stuff to know about language and how people organize files according to the numbers and all.
Shiningmoonblade
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Post by Shiningmoonblade »

Ok i tried something new, because i'm playing the english version my game will be looking for 8552-LO44 right so i figured i'd try renaming 8552-LO89 (which is in english text) to 8552-LO44(went in notepad and renamed the language from 89 to 44 as well) and took out original LO44 file out of the folder. Turned on game and got the ware manager message again so i'm assuming that was the original file i was having a problem with. Took that file out and placed original LO44 back in and started it up and got the readtext 8552-2 again. Ok two down one to go, I go into notepad and rename the german version language to 44 and rename 8552-LO49 to 8552-LO44 and load up the game thinking i'll learn german to play with this mod if i have to and get the readtext 8552-2 message again. So i pulled all the detector T 8552 files out to recycle bin and recopied the originals back into the T file. I'm stumped.
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DrBullwinkle
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Post by DrBullwinkle »

Extra language files do no harm, as long as you have the correct language file for the language of your game.

BTW, those are zeroes (0) rather than "ohs" (O).

The -L089 files are just documentation. There is no language 89. The -L089 files have descriptive names to allow you to identify which script they go with.

If your language files are installed correctly, then the other possibility is that the setup.plugin.bw.detector.pck file is missing. It should be in your addon\scripts folder.
Shiningmoonblade
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Post by Shiningmoonblade »

Ok i checked and setup.plugin.bw.detector.pck is definitely there. I'm gonna try downloading cycrows plugin manager and see if i can get it to work that way. Honestly i really don't understand plugin manager( or even light) it doesn't give me an option to install files into my desktop folder that i use for xrm and i can't find an option to change that fact. That's why i opted to do the manual install. Maybe i missed something somewhere. Gonna retry everything after rereading installation notes.
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DrBullwinkle
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Post by DrBullwinkle »

Shiningmoonblade wrote:i checked and setup.plugin.bw.detector.pck is definitely there.
If the setup script and language files are installed correctly, then you should not get ReadText errors relating to Detector (page 8552). Tell me again the exact ReadText error, including the numbers? You said "ReadText8552-2", but that is not a valid number... there must be more to it? Where do you see the ReadText error?

ReadText error numbers are in the form: page-id. So "ReadText8552-2" means that the game cannot find page 8552, id 2. There is no id=2 in the 8552 language file, so that number should be impossible.


Shiningmoonblade wrote:Honestly i really don't understand plugin manager. It doesn't give me an option to install files into my folder
Settings menu; Add Directory.
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alt3rn1ty
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Post by alt3rn1ty »

Hi DrB

I dont know if you want to mention it but the 'for all major mods' version is also needed for the new AP 3.0 compatible CMOD4 http://forum.egosoft.com/viewtopic.php? ... 27#4077727

( I am new to using AP and CMOD4 .. My first detection since installing CMOD4 sounded like thunder :), then it dawned on me I had the full version for AP and needed to change to the for Major mods version, as per XTC and XRM )
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DrBullwinkle
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Post by DrBullwinkle »

Yes, CMOD4 counts as a "major mod". :) Thanks, alternity.
rand__
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Post by rand__ »

You could add support for searching the Breaking Grounds Plot item ;)
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DrBullwinkle
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Post by DrBullwinkle »

If it is hidden, then it is already supported.

If it is not hidden, then it was not very well thought out.

That sort of thing is more easily handled when the plot is designed.
Teladidrone
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Post by Teladidrone »

If its "there" you can spot said plot item with your very own Mk. One Eyeballs from like two sectors away anyways... :wink:
rand__
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Post by rand__ »

Teladidrone wrote:If its "there" you can spot said plot item with your very own Mk. One Eyeballs from like two sectors away anyways... :wink:
Yep, i did that - but I didnt find it with a dark background at all... only when a light one finally was used did i see it ... ;)
Reminded me all too much of Aran hunting in the old days ...

Its not really relevant, just thought that might give the script a little more attention as well ;)
wavion
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Post by wavion »

DrBullwinkle wrote:Some of you have noticed that a special, limited, version of Detector is now part of vanilla AP 3.0. It is used by plots in at least two missions.
Hi, DrBullwinkle, thanks for this mod. I'm starting a new game and will be trying out the AP3.0 plots for the first time. My question is, if I only use the version included with AP3.0, do I get to keep it after the plots are finished? Or is it only available during said plots? I kind of like the idea of obtaining the detector via plot, but if I don't get to keep it I'll install this version.
X Rebirth for PC is expected to be released in [ external image ]
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DrBullwinkle
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Post by DrBullwinkle »

The special version of Detector is only available during the plots (not my idea).

You will need the full version if you want to keep using it after the plots.
wavion
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Post by wavion »

Thanks for the quick (near-instant!) reply!
X Rebirth for PC is expected to be released in [ external image ]
Veshta
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Post by Veshta »

Pretty awesome little gizmo, makes ship spinning lucrative to get that hot fuzzy feeling.

Love the 'Aliens' sounds used, best proximity sensor sounds ever devised so tip-o-the-hat :P

Is it possible to create a toggle so that it ignores ships with hull damage (ie. bailed ships)? Those are usually clustered around objects and thus easy to find and with the Bailing addon there are a lot of empty ships following pirate incursions.
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DrBullwinkle
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Post by DrBullwinkle »

Thanks, I am glad that you like Detector, Veshta. Tip of the hat to Alternity who delivered the sounds.

Abandoned ships usually have hull damage, so there is no way to distinguish them from bailed ships.

But you can turn turn off abandoned ship detection in the language file.

You can also use the Mute Button to turn off detection in a sector (after you have figured out what there is to detect).
Slayer7.62
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Post by Slayer7.62 »

Hello, another excellent script from you in my eyes. I've found it very effective without feeling like it is an overpowered cheat (if anything could be made more expensive by player's choice.)

However, I am running into the same issue as InFlamesForEver was: Energy Cells coming up constantly when used in an UFJD sector. You had stated that you planned to put a filter in for them: has that not been implemented or is something not working properly on my end?

Otherwise is there a specific way you can configure the T-file to just show ships and tuning crates?
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DrBullwinkle
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Post by DrBullwinkle »

You could disable detection of hidden objects.

Be careful, though... The Shady Business plot in AP 3.0+ has a couple of points where it expects Detector to find hidden objects for you. So you will want to turn hidden object detection back on when doing those missions.

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