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[PROGRAM] Plugin Manager : V1.47 : 24/07/2012
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incarnyte





Joined: 08 Nov 2010
Posts: 151 on topic

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PostPosted: Tue, 31. Jul 12, 01:04    Post subject: Reply with quote Print

Just installed the plugin manager and ran it using AP 2.5, no steam exe. When I enter the AL menu I am getting a "readtext" and an al.gui. Are both of these items showing up normal? Also have the bonus pack installed....not sure if that makes a difference at all.

Whenever I load the game without first opening the plugin manager the "readtext" entry changes to "export game data"

Also prior to installing the manager the Early Satellite Warning network was available and after installing it is no longer an option under the gameplay menu

EDIT: Disregard the early warning network not being available. Just have to access it differently after installing the plugin manager.

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Cycrow
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Joined: 15 Nov 2004
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PostPosted: Tue, 31. Jul 12, 10:29    Post subject: Reply with quote Print

are you runnign the plugin manager, then running the game ?
as the plugin manager must be closed before you run the game.

if its still running, that would explain the read text, as the text entries are generated when the plugin manager is closed.

as for the SEWN, if it detects the Config Plugin, it'll use that instead of its own hotkey


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Ameer Nuub





Joined: 13 Oct 2009
Posts: 144 on topic

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PostPosted: Tue, 31. Jul 12, 14:05    Post subject: Reply with quote Print

I'm still not able to import ships from mods, using the normal "import ship from mod" command, or the VFS route. It is not working for any of the several mods / .cat files I've tried.

The version I'm using is 1.47, though the creator still says 1.21. The "import from VFS" has three dropdown menus, but the menu's are blank with nothing to select. If I go ahead and press "ok" it gives an unhandled exception error. I've also tried going into "config" and choosing the game dir, but then when I try the import command, it gives me the unhandled exception.

I was using a previous version of the PIM (creator) and using the "import ship from mod" route would at least let me get to the ship files themselves before giving me the error message ("there was a problem loading ship"). Now it won't even let me open the .cat file before it gives me the error ("there was a problem loading the mod"). This is trying the file/new/import ship from mod... since the "import from vfs" pulldowns are blank and also a dead end.

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incarnyte





Joined: 08 Nov 2010
Posts: 151 on topic

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PostPosted: Tue, 31. Jul 12, 15:12    Post subject: Reply with quote Print

Cycrow wrote:
are you runnign the plugin manager, then running the game ?
as the plugin manager must be closed before you run the game.

if its still running, that would explain the read text, as the text entries are generated when the plugin manager is closed.

as for the SEWN, if it detects the Config Plugin, it'll use that instead of its own hotkey


Yeah I still had the manager running. Opened/closed then started. Readtexts went away. Thank you for your help.

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G18AkimboNoob





Joined: 25 Jul 2012



PostPosted: Tue, 31. Jul 12, 22:36    Post subject: Reply with quote Print

Hi Cycrow,
Im having the same Problem as TonyEvans but ill try to explain it a bit more detailed. When you open the Plugin Manager, click add directory, navigate to your X3 directory, and select the AP.exe , it creates the profile instead for Tc (when it isnt allready there). If it already exists, then nothing happens at all. I got the steam version of the game and my directory looks like this:

D:\Program Files (x86)\Steam\SteamApps\common\x3 terran conflict\

D:\Program Files (x86)\Steam\SteamApps\common\x3 terran conflict\addon

So the AP/Addon folder is a sub folder of Tc (not sure if that is normal or just for the steam version)

I made sure that i have the latest version of your Plugin Manager.

Edit: Played around a bit and found out that when you remove all directories from the PM, copy the AP.exe into the addon folder (mine is usually in the terran conflict folder) and direct the PM to that copied Ap.exe, you get an error, but afterwards it creates the right directory in the PM.

Edit 2: Now im experiencing another issue, not sure whether it has to do with the way i added AP to the PM or not. When i add xsp ships in Tc, they work just fine, but when i add the same ships in AP, they seem to not get installed right. The Plugin Manager creates a file called Plugman_fake.cat and Plugman_Fake.dat in
D:\Program Files (x86)\Steam\SteamApps\common\x3 terran conflict\addon\PluginManager , but the ship doesn't appear in the game, i cant even find it by searching it with your cheat script script. I deleted Tc and Ap completely and let Steam make a fresh install, so it doesn't have to do with any modified files of my game

The Logfile from an example xsp ship:

Code:
(31/07/2012) 22:50 - objects/ships/X3M/BoP - Created Directory
(31/07/2012) 22:50 - objects/ships/X3M/BoP/BoP_scene.pbd - File Written
(31/07/2012) 22:50 - objects/ships/X3M/BoP/parts - Created Directory
(31/07/2012) 22:50 - objects/ships/X3M/BoP/parts/body01.pbb - File Written
(31/07/2012) 22:50 - objects/ships/X3M/BoP/parts/gun01.pbb - File Written
(31/07/2012) 22:50 - objects/ships/X3M/BoP/parts/gun02.pbb - File Written
(31/07/2012) 22:50 - objects/ships/X3M/BoP/parts/wing01.pbb - File Written
(31/07/2012) 22:50 - objects/ships/X3M/BoP/parts/wing01detail.pbb - File Written
(31/07/2012) 22:50 - objects/ships/X3M/BoP/parts/wing02.pbb - File Written
(31/07/2012) 22:50 - objects/ships/X3M/BoP/parts/wing02detail.pbb - File Written
(31/07/2012) 22:50 - dds - Created Directory
(31/07/2012) 22:50 - dds/metal_split_platesA3GREEN_01_diff.dds - File Written
(31/07/2012) 22:50 - dds/metal_split_platesAGREEN_01_diff.dds - File Written
(31/07/2012) 22:50 - dds/metal_split_platesB2GREEN_01_diff.dds - File Written
(31/07/2012) 22:50 - dds/metal_split_platesBGREEN_01_diff.dds - File Written


The directories it creates are inside the Addon folder (like this:
addon/objects/ships/X3M/BoP) (not sure if thats supposed to be like this), but they are empty

I dont have much understanding of the PM, so please be forgiving about possible stupidity in this post

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Cycrow
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PostPosted: Tue, 31. Jul 12, 23:10    Post subject: Reply with quote Print

for AP they should be empty because they get moved into the fake patch.

one thing to check, in the addon directory, check the types directory and see if the files are actually being created. Also check if the fake patch is getting renamed.

PlugMan_Fake should get put into addon and renamed to the highest number


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G18AkimboNoob





Joined: 25 Jul 2012



PostPosted: Tue, 31. Jul 12, 23:37    Post subject: Reply with quote Print

Got it working now, but i dont know what i changed, maybe i just forgot to close the PM before starting the game (stupid me if so). To answer your questions though, yeah the files are in the types folder and there is a 04.cat/dat file created (so its likely i forgot to close the PM)

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Triscopic





Joined: 09 Mar 2004
Posts: 63 on topic
Location: lurking
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PostPosted: Wed, 1. Aug 12, 12:06    Post subject: Reply with quote Print

Thanks for making this tool Cycrow. I've only just discovered the fake patch management stuff - it rocks! Can't believe I missed it before.

I was wondering if I could submit a feature request. I find myself not making much use of the "Install Archive" feature because I can't always remember the forum link for the (sometimes poorly named) archive files. So I end up converting it into an SPK purely so I can add a proper name, version number, date and forum link detail. Would it be possible to be able to edit this info on archives at some point? Even if it could only be added when the archive is first imported that would be very handy.

No doubt you have a list as long as your arm of things you want to add. Hope this makes the list, even if it's at the bottom!

Cheers.


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G18AkimboNoob





Joined: 25 Jul 2012



modified
PostPosted: Wed, 1. Aug 12, 15:36    Post subject: Reply with quote Print

Ive read the last 20 Pages about ppl trying to get to work xsp ships with the XRM mod. Anyone was succesful/could write a tutorial on how to do so? When i add xsp ships the XRM installation, both the XRM ships and the ship from the xsp file are available, but i cant dock at any station anymore except ship yards


Edit: Maybe the game reads the docking details of all ships as mammoths, so ships can only dock to yards, equip docks and military stations?(because in the XRM thread it is stated that incompatiblities apprear as ships being created as mammoths ?)



Last edited by G18AkimboNoob on Thu, 2. Aug 12, 22:03; edited 2 times in total
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DJ Wolf





Joined: 25 Oct 2006



PostPosted: Wed, 1. Aug 12, 20:50    Post subject: Reply with quote Print

I hate to bother Cycrow yet again. But here goes.

I'm running Vista and when I installed the latest Plugin Manager I got the warning that it would not be able to modify files in my Program files folder where the Steam installation is.

Having read most of the 88 pages of advice I saw it mentioned that the steam folder should be moved. How do I go about that and do it so that it doesn't cause more headaches?

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apricotslice





Joined: 16 May 2004
Posts: 13373 on topic
Location: Mapping beyond the Unknown Regions.
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PostPosted: Thu, 2. Aug 12, 01:40    Post subject: Reply with quote Print

DJ Wolf wrote:
... I saw it mentioned that the steam folder should be moved. How do I go about that and do it so that it doesn't cause more headaches?


Just drag the steam folder to the drive root folder. Then change its security values in preferences so any user has access. If you have icons on your desktop, you need to change the pathways in them to where the exe's now are.

I've renamed that folder several times now without any effects other than having to change the pathways in the game icons.

Steam itself doesnt seem to care where it is.


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Cycrow
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PostPosted: Thu, 2. Aug 12, 10:56    Post subject: Reply with quote Print

yeah, just copy it out of program files, as newer versions of windows (Vista/7) have special protecting for everything in program files, which can cause alot of problems for games.

when you run the steam exe, it'll adjust any registry entries automatically once its been moved


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KRM398





Joined: 06 Nov 2002
Posts: 1080 on topic
Location: pennsylvania
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PostPosted: Thu, 2. Aug 12, 14:25    Post subject: Reply with quote Print

OK, got the Package Creator going, did ship or two mosty changing power to weapons and some prices, no problem but have a question. Since I wnated to add a few more missiles to the TM class vessel and make it more military, I got the magnatar in the creator, changed the price, weapons power and number of guns from 1 to 2 per turret, then went to see about the missiies and..both missiles and lasers are lisited as 'groups' from 1-32, no definaitions what each one is, no description saying geroup 1 is a wasp..nothing like that, just groups...how can I tell what is what and what group is a wasp and what one is a typhoon?lol

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KRM398





Joined: 06 Nov 2002
Posts: 1080 on topic
Location: pennsylvania
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PostPosted: Thu, 2. Aug 12, 14:40    Post subject: Reply with quote Print

NVM, found it, you have to specify which game your using for the descriptions, got it now, sorry Cyrow, must be hard being a whiz and having to deal with novices all day long...evn old farts figure out one by themselves once in a while..lol. Rolling Eyes

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G18AkimboNoob





Joined: 25 Jul 2012



PostPosted: Fri, 3. Aug 12, 13:36    Post subject: Reply with quote Print

paulwheeler wrote:

Although I've not tried it myself, from what others have said, the PM seems to merge TShips with installed mods when installing XSP ships, but not other important files such as Components or Dummies etc. So When you install an XSP, these files revert to their vanilla versions and this breaks many mods.

I think the only way to install an XSP ship is to extract all the required files and merge the changes into the XRM versions.

In any case, this is an issue with the PM, not the XRM so should be brought up in the PM thread if you want a resolution.


Any chance you will make the PM import other files like those paul mentioned so it works with XRM / other mods?

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