[PROGRAM] X Plugin Manager : V1.87 : 2024-01-06

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

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Ameer Nuub
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x3tc

Post by Ameer Nuub »

Cycrow wrote:i meant moving the game to another directory.
it doesn't matter where the plugin manager is. The problem occurs when a program tries to access files from another program. Usually access files from within its own directory works fine.

i tend to put my whole steam directory outside of program files, saves alot of problems

Concerning the possible memory issues... I'm running at 24 gigs of memory so I'm thinking low memory might not be the issue... :wink:

I also run the programs in admin mode, FYI.

Haven't tried installing games to a different directory though... running 64 bit Win 8 on two 256 gig solid states in Raid 0 with a 3 tb mech for storage. I've wanted to keep the game files on the solid state for speed, but I guess I can see what happens on the storage drive.
Ameer Nuub
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Post by Ameer Nuub »

Well crap. Sitting down to play the game in earnest... decide to add a few Star Trek ships before I start. I make sure the process is the same... install in TC first, then also in AP.

Half the ships I installed don't show up on the spawn list in game. Also some of the other Star Wars ships that were showing up and spawning fine, have now disappeared. Everything installed without error, and they show up in the PM list, but not in the spawn list in-game. No ships are NOT "blank boxing" i.e.- NOT showing the empty HUD square. If they are listed in the spawn list, they spawn fine... they just don't all show up in the spawn list. Seems very random.
Ook
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Post by Ook »

Cycrow wrote:i meant moving the game to another directory.
it doesn't matter where the plugin manager is. The problem occurs when a program tries to access files from another program. Usually access files from within its own directory works fine.

i tend to put my whole steam directory outside of program files, saves alot of problems
I copied the whole X3TC dir from steams location in program files to a second drive & tried to install the ships again.
Almost the same result, instead of silently failing to add the ships to the list it gave me another unhandled exception error & crashed.

I've emailed the new log to you.
Cycrow
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Post by Cycrow »

i think i might have tracked down the problem. i finally managed to reproduce it.

i have a new beta to test out. Its also got additiionaly debug logs in encase this doesn't fix it

http://cycrow.thexuniverse.us/Beta/XPlu ... r_Beta.exe
Ook
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x3tc

Post by Ook »

I think you have it fixed Cycrow!

I've installed several ships into X3AP on steam inside program files & outside program files, all went well so far.
I've still not checked the ships in game to see if they appear correctly yet.
Cycrow
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Post by Cycrow »

i found one slight problem with the beta, but its now fixed and the full version is ready to be used

1.45 is now available
  • Fixed several memory problems (includes failing to install some ships and crashes)
  • Fixed 0byte file error
  • Fixed conflicts detection in installed fakepatchs/mods
Aegyen
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Joined: Sat, 31. May 08, 19:33
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Post by Aegyen »

Nice!..

Been without power for a couple of days, mother nature is not loving us, here across the pond.. :P

Will give everything a run through again here soon...
Ook
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Post by Ook »

New version is working well & the ships show up ingame fine.

As a side note the about window says v1.46
Cycrow
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Post by Cycrow »

i wouldn't worry about the version, i musta incremented the number after the beta

ill just make sure the next version would be 1.47
Akdor 1154
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x3ap

Post by Akdor 1154 »

Is this able to use its fakepatch managing capacity to deal with mods that are distributed as .dat/.cat? Or can it only muck with its own generated fakepatches?
Disregard this sentence.
Cycrow
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Post by Cycrow »

it can only control fake patches that are installed via the plugin manager.

so if you have a cat/dat file you installed manually, then it will just assume they are part of the game.

if you want it to control the fake patches, you can add the cat/dat files into a spk using the creator and then install them.

if there normal mods and not fake patches, then in the creator you can right click and select the option for fake patch, and it'll convert them for you

ad cat/dat file thats in a zip or rar file can also be installed directly using the install archive option
Etyneo
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Post by Etyneo »

I decided it would be best to continue this discussion in this thread, as it deals specifically with the Plugin Manager.

I've been trying to install a few xsp ships from the complete list thread. Specifically the Daedalus, F302, Aurora, and Puddle Jumper. However, I've been having an issue where it won't tell me that it successfully installed and also, after initially selecting a single file (the xsp for the Daedalus) it will act as though there are dependencies (see screencap).

[ external image ]

It should be noted that the dependencies are up to date and attempting to reinstall them leads to failed to install errors. Trying to install the Daedalus without these others ticked will result in some files being copied, but no completion message, and no ship showing up ingame.

As it turns out, this seems to be the result of corrupted records and clearing them fixes the problem.

I figured it'd be a good idea to post my steps for coming up with this problem so that Cycrow can see about tracking it down.

1. Install the Daedalus with uncorrupted records, it installs fine and even has a completion message.
2. Oops, I forgot to back up my edited tships.txt. Uninstall the Daedalus to restore the original to make a backup of.
3. After making said backup, reinstall the Daedalus. Problems noted above occur here, records become corrupted, etc.

Also should note that when the records are corrupted, the program will not exit cleanly and Windows 7 gives me a 'nice' popup window telling me that it has encountered a problem and needs to close.

In addition, I have a feeling I'm going to have issues with my custom tships.txt either being overwritten, or the new ships not appearing. What would be the best approach to remedy this?

Edit:
As it turns out, my tships.txt was not overwritten, but it is simply being ignored.

Edit 2:
I've used X3 Editor to merge the files, but have noted that the Daedalus is named incorrectly (it's supposed to be the 304, not the 303) and am trying to find the t file in /t that contains the name. Anyone know which file I should look for?


{Oversized image altered to a linked thumbnail - Terre}
Cycrow
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Post by Cycrow »

have u made sure u're running the latest version of the plugin manager ?

if you dont have much installed, it might be worth clearing out all the plugin manager data and installing things from scratch. As u might still have a bug from a previous version in the data files

also check the about screen to view all the versions and make sure they are correct
Etyneo
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Post by Etyneo »

Version 1.46 as the window states. I ended up deleting the records for Plugin Manager and uninstalling/reinstalling it. I can install the ships I was looking to install. However, if for any reason I uninstall them, the data gets corrupted at some point between uninstalling them and reinstalling them, as when I attempt to reinstall, I get the incomplete install issue and program no exiting cleanly. This is repeatable for me all day.

However, after playing around with the ships in question for a bit, I've decided that to make them work better, I have to mod them to use entirely new cockpit setups, which will allow me to have them use the weapons I want without having those weapon types appearing on ships I don't want them on...I also want to see about adding all new turrets to the ships (missile only turrets) and am not certain how to do that...
Cycrow
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Post by Cycrow »

does it make a difference if u close the problem between uninstalling and reinstalling, and does it matter which ships you uninstall ?

ie, does it just happen with certain ships, or all of them
Etyneo
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Post by Etyneo »

I was closing the plugin manager between uninstalling and reinstalling so I could make the backups I wanted to. It happens with the Daedalus, the Aurora, the F302, and the Puddle Jumper (all by Balogt.) Package Explorer claims they are older xsps that need converted to be viewable. When converted and viewed, only the loading screen jpg, a pbd, and a few pbbs are listed in the contents of the xsp.
Cycrow
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Post by Cycrow »

the files seem normal, most ships will only have a pdb and pbb files.
i just tried the f302 and it seems to work fine for me.check the about screen and check what version it says for the spk libraries.

also, you could run the plugin manager with the flag, --debug:4
this will enable the debug log.
then just repeat the process until it crashes and send me a copy of the log
grindooo
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Joined: Wed, 4. Jul 12, 22:42

Post by grindooo »

new here....looked over the stickies, faq, searched and searched. could not find a solution to my issue. downloaded your plugin manager, an when starting i get an application error....
the application failed to initialize properly (0xc0000135). click on ok to terminate the application.

what could be causing this....tried uninstalling and reinstalling in different directorys, hard drives, and what not....installed latest vc++ and nothing changed.
Etyneo
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Post by Etyneo »

Not certain where to look for a debug log, and not certain if it even entered debug mode. However, I got a screencap of the About screen, and I also manually exported a log showing what happens when I install the F302, uninstall it, then attempt to reinstall it without closing the program once. Unfortunately, the log probably won't show the cause of the exception causing it to not close cleanly. It will run until I tell it to exit, then I'll get that friendly popup telling me that Windows needs to close it...

[ external image ]

And the log can be found here. It will remain available for 1 month as I don't want to leave things up on pastebin permanently (it's rude...)
Cycrow
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Post by Cycrow »

the About screen looks file.
the debug log is in My Documents/Egosoft/pluginmanager.log

it'll be created when you install any package. If its not there, then its likly you havn't enable debug mode.

make sure you run the plugin manager with the correct switch

XPluginManager.exe --debug:4

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