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TECSG

Joined: 17 Feb 2004 Posts: 1443 on topic Location: Aberdeen

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Posted: Tue, 3. Jan 12, 15:41 Post subject: |
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Well, I got the stations to show up in the game (in the list of available stations in the script editor), but once placed, they are invisible and nothing can dock at them!
Nuts...
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joelR

Joined: 09 Jul 2007 Posts: 1889 on topic Location: Seattle

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Posted: Tue, 3. Jan 12, 15:47 Post subject: |
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| TECSG wrote: |
Well, I got the stations to show up in the game (in the list of available stations in the script editor), but once placed, they are invisible and nothing can dock at them!
Nuts... |
Dont give up TECSG!! I cant play without it either!
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Saetan


Joined: 01 Feb 2006 Posts: 2944 on topic Location: Vorarlberg (Austria)

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Posted: Tue, 3. Jan 12, 17:20 Post subject: |
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| TECSG wrote: |
Well, I got the stations to show up in the game (in the list of available stations in the script editor), but once placed, they are invisible and nothing can dock at them!
Nuts... |
I guess, you've bought and build one of the placeholders.
Be sure, you didn't copy the placeholders, which are used by AP itself. If you do, you have to adapt the language file too to increase the set indexes there.
The indexes in the language file must meet their respectives inside the TDocks-file.
_________________ -- retired from X --
S.O.P.H.I.E. - Stamp Out Prejudice Hatred and Intolerance Everywhere |
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TECSG

Joined: 17 Feb 2004 Posts: 1443 on topic Location: Aberdeen

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Posted: Tue, 3. Jan 12, 17:30 Post subject: |
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Actually, I scripted one in just to see if it was there (it sort of was...).
There were two of each station listed, so I tried the others and they were all invisible and undockable!
I unpacked the .cat file and copied the objects and types folders to the game dir but still no joy.
AP also confuses the folder structure somewhat, as most of the files are in a folder 'addon', but it still reads mods from the TC 'mods' folder, so it's trial and error as to where the files should go!
I even renamed the cat/dat files to '03.cat' and '03.dat' and put them in the 'addon' folder after the two AP cat/dat files, but it didn't seem to recognise it was there.
I'll keep trying though, at least until I get too pi**ed off.
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RWB2100
Joined: 18 Dec 2010 Posts: 5 on topic

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Posted: Sat, 7. Jan 12, 23:14 Post subject: |
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Hello. I am a longtime X3 player and this is my first ever post in the forums. I can usually find what I am looking for when I have questions or issues, but this is the first time I have not been able to locate an answer. I searched thoroughly but to no avail... so if I did miss it somewhere please forgive me.
My question is: I installed the EEQ Dock modification into my X3TC game. I purchased and dropped the station "OTAS Freight Base". In the Command Console> Orders> Station Commands menu there is a selection called "eEQ Terminal". I don't know what this is. If I highlight it and hit 'i' for information it doesn't give me any description. If I click on it, a window pops up asking if I want to "Transform Dock". Can someone tell me what this is for?
Thanks!!
RWB
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Saetan


Joined: 01 Feb 2006 Posts: 2944 on topic Location: Vorarlberg (Austria)

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Posted: Sun, 8. Jan 12, 23:57 Post subject: |
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Hi RWB2100
It's easy with the eEQ Terminal. It's a tool, which shouldn't be needed but it's there for the case, that automatic transform won't happen.
For clarification some technical background:
Functionally eEQ's are stations of the class headquarters. But if you build stations of the type headquarters directly, bought blueprints will always be added only to the last built headquarters.
So, eEQ's don't get built directly. You built a dummy of a eEQ which is of class equipment dock, optical the same but it doesn't benefit from flexible storage room. A script in the background automatically replaces the eEQ dummy with a neutral real eEQ. The same script moves ownership from neutral to players race.
That way the eEQ doesn't get recognized as last built station of type headquarter and no blueprint will be added to the eEQ, but to a real headquarter (if already built) instead.
If this script fails for any reason, you are able to replace such a dummy (limited storage per ware) through a real eEQ (flexible storage room for all wares).
If the station is already a real eEQ, the script shouldn't do anything but the terminal is shown anyway.
_________________ -- retired from X --
S.O.P.H.I.E. - Stamp Out Prejudice Hatred and Intolerance Everywhere |
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RWB2100
Joined: 18 Dec 2010 Posts: 5 on topic

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Posted: Mon, 9. Jan 12, 03:47 Post subject: |
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Hi Saetan. Thanks for the quick reply. That makes sense. This is a great mod btw!! Dankeschön
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GDI01
Joined: 31 Jan 2009 Posts: 103 on topic

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Posted: Fri, 13. Jan 12, 20:39 Post subject: |
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Will come a version of this mod for AP because i have big storage problems and would like to use this mod in AP^^
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Saetan


Joined: 01 Feb 2006 Posts: 2944 on topic Location: Vorarlberg (Austria)

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Posted: Fri, 13. Jan 12, 22:14 Post subject: |
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| Saetan wrote: |
| Not by me as I don't own AP and I don't want to support Egosoft introducing DLC not being worth (in my opinion) to be payed for. |
... there's a manual for merging my mod to any other mod, should basically work for AP too. But TECSG tried already to do but didn't find the right place for the modified files to be saved.
You may ask him if he succeeded at last.
_________________ -- retired from X --
S.O.P.H.I.E. - Stamp Out Prejudice Hatred and Intolerance Everywhere |
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GDI01
Joined: 31 Jan 2009 Posts: 103 on topic

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Posted: Sat, 14. Jan 12, 02:00 Post subject: |
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mhhh okay thanks
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kptkirk
Joined: 24 Mar 2011
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Posted: Tue, 13. Mar 12, 04:20 Post subject: |
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Any luck with porting this to AP TECSG. This is also 1 of the most important mod i got on TC 
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Saetan


Joined: 01 Feb 2006 Posts: 2944 on topic Location: Vorarlberg (Austria)

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Theluin
Joined: 25 Jul 2012
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Posted: Wed, 25. Jul 12, 10:32 Post subject: |
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Hi Saetan,
I've been trying to port your great mod into AP and every time I start the game I get a message that the language file for the eEQ is missing.
I'm thinking it may be caused by AP adding 10 new entries to TDocks that I put before the entries rom your mod (I'd have inserted them instead of the dummy entries but I used up 18 of them for FDN and I have only 5 empty dummies remaining)
Do you think I have to try and put those 10 entries from AP behind the entries from your mod?
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Saetan


Joined: 01 Feb 2006 Posts: 2944 on topic Location: Vorarlberg (Austria)

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Posted: Wed, 25. Jul 12, 19:46 Post subject: |
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When it tells you, that the language file is missing ... than it's most likely the language file is missing, or at least in the wrong place.
As I refuse using AP I can't help you further with that add-on, I can only advise you to check the correct placement of all files.
_________________ -- retired from X --
S.O.P.H.I.E. - Stamp Out Prejudice Hatred and Intolerance Everywhere |
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morbideth
Joined: 09 Nov 2008 Posts: 174 on topic

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Posted: Fri, 10. Aug 12, 15:12 Post subject: |
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Deleted.
Last edited by morbideth on Sat, 11. Aug 12, 05:26; edited 1 time in total |
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