[Superbox] Mod and Script compatibility List / Discussion

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apricotslice
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[Superbox] Mod and Script compatibility List / Discussion

Post by apricotslice »

As part of the Superbox, Cycrow is going to build an installer for mods and scripts.

In order to make this as documented as possible, we need to determine the compatibility of all scripts and mods included in the superbox.

This includes...

...which scripts conflict with any other script
...which mods cannot be merged and must be run stand alone
...mod and script reliability
...mod and script stability

There will be a rating scale developed for this process, so that in the superbox, a player can see at a glance what is compatible and what is not, and what may cause issues in their game.

This thread is a discussion thread for the purpose of compiling this list, please keep it on topic.
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apricotslice
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Post by apricotslice »

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apricotslice
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Post by apricotslice »

AMS Mod

Uses :

tships (added ships)
tfactories (added stations)
tdocks (added docks)
tlasers (uses 2 Dummy entries)
tbullets (uses 2 Dummy entries)
start (3 starts added)
gamestarts (3 starts added)

Command slots 250, 251, 532, 533, 620, 726, 727, 728


Known Script conflicts :

Beamdock conflicts with DockTS
Apricot Claim conflicts with all claim scripts.


Compatible with :
FDN
SSDN
CC
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enenra
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Post by enenra »

You might want to open a similar thread for X3:R and X2. After all, there are quite a lot mods / scripts for them and they will be included in the superbox. :)
Scoob
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Post by Scoob »

Hi,

Are only scripts that play 100% perfectly together going to be considered or will the user be presented with an informed choice of what to install?

I.e. you can install script X but that means you cannot use script Y. A player may have a preference for one over the other and both work fine independantly. There have been many good scripts out there that I've just not used because of a conflict with a personal favourite - would I continue to have this choice?

If the installer is clever enough to know which scripts might react badly to each other it'd be easier for the player to decide.

If we're talking MODs then they'll more likely to not work well together so the choice is more important.

Cheers,

Scoob.
Cycrow
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Post by Cycrow »

Scoob wrote:Hi,

Are only scripts that play 100% perfectly together going to be considered or will the user be presented with an informed choice of what to install?

I.e. you can install script X but that means you cannot use script Y. A player may have a preference for one over the other and both work fine independantly. There have been many good scripts out there that I've just not used because of a conflict with a personal favourite - would I continue to have this choice?

If the installer is clever enough to know which scripts might react badly to each other it'd be easier for the player to decide.

If we're talking MODs then they'll more likely to not work well together so the choice is more important.

Cheers,

Scoob.
there is only one condition that scripts have to meet to be included
the user will be given details about the scripts they plan to install, and list any possible imcompatabilities

those that are beta, bugger, or otherwise imcompatable with alot of others will be marked as "Experimental"

the one condition is that they must not be run via the script editor, it, they have to have some kind of interface to use it. Even a basic interface like an Al Plugin or simple hotkey is acceptable

obviously scripts or mods that dont have any user input and run from the start are also acceptable even thou they dont have an interface.

basically the script should be useable from the start.

for conflicting scripts, it would be very difficult for the installer to know if scripts are compatable, it can tell if they share command slots, or ware slots, etc but there isn't any easy way to determine other incompatabilties which is y we need to add this information.

in general thou, very few scripts should really be incompatable with each other, with unlimited command slots and EMP, there is no reason for scripts to share the same ones, with secodnary signals, there should be no incompatabilties with scripts that override signals either.

this basically just leaves scripts that modify and include the built-in scripts in some way, or ones that try to override the existing commands, and these are few. This is of course talking about X3TC, there are more incompatabilties in each of the older games.


as for mods, incompatabilties are no so important, this is because the installer will be restricted to 1 mod at a time, with a few exceptions
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apricotslice
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Post by apricotslice »

Please do NOT discuss what you want to see, here.

There is a thread called "[Superbox] Merge Mod Project" specifically for discussing what should be included in a mod.

Suggestions for inclusion in the superbox itself should go in that sticky thread.

This thread is for the identification of compatibility issues between scripts. Period.

For example.....Cmod3 has major compatibility issues, and is regularly reported as a source of game failures. As such, it should be in the standalone, experimental and unstable categories. Wanting it or not is irrelevant to this thread.

Mods, can you please split off any request posts and merge them into the sticky thread, please.

[Done - Cycrow]

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