[PROGRAM] X-Studio Script Editor [v1.08 : 14th Feb 14]

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

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X2-Illuminatus
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Post by X2-Illuminatus » Mon, 13. Apr 15, 13:59

GlassDeviant wrote:Where is the types folder? My X3AP has no such folder.
Like most game files, the types folder can be found within the cat/dat files. Use the Virtual File System (VFS) from X3 Editor 2 to extract the newest files from that folder.
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GlassDeviant
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Post by GlassDeviant » Mon, 13. Apr 15, 14:13

Cool, thanks!
bibo ergo sum

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Post by GlassDeviant » Mon, 13. Apr 15, 17:24

So I run X3 Editor 2, choose "Open From VFS", then just save it to a types folder in the uh..folder where I am going to be holding my mods while I edit them?
bibo ergo sum

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jack775544
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Post by jack775544 » Tue, 14. Apr 15, 00:19

The X VFS does not require the types folder to be in a cat/dat pair.
If you want you can create a types folder in your game directory (X3TC/addon for X3AP) and place it in there and it will load into the game.

The best example of this being done in the game is the t folder. Most scripts will store their text files in the t folder of the game directory, but if you go through the base game cat/dat files then you will see that in either 01.cat or 02.cat there will be a t folder holding all of the vanilla strings. In the end the principal is the same for thing that are to be saved in then types folder as well.
1940s - Various "computers" are "programmed" using direct wiring and switches. Engineers do this in order to avoid the tabs vs spaces debate.

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Post by GlassDeviant » Tue, 14. Apr 15, 02:30

I discovered that I can just let it use the game files where they sit, and then wander through my uninstalled mod folders however I please, so that makes things easier. Unfortunately two of the three conflicts I found are just whitespace issues, the code is identical. The third one can't even be investigated as nothing will open the file from one of the two mods, so I think it might be corrupted.

...which puts me back to square one, trying to find out why my game is always messed up internally in some way that I cannot discern, but breaks CAG/CLS waypoint setup.

Well, back to the drawing board.
Last edited by GlassDeviant on Tue, 14. Apr 15, 13:44, edited 1 time in total.
bibo ergo sum

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Post by GlassDeviant » Tue, 14. Apr 15, 13:44

How can I view two XML files in X-Studio side by side rather than having to flip between tabs?
bibo ergo sum

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Post by jack775544 » Wed, 13. May 15, 08:11

mr bear,
I am finally learning how to properly do C programming (even though it is for an 8-bit micro controller but the principals are the same) and I have one observation.
How the hell are you still sane?

Ok, now I have that out of my system you can carry on ;)
1940s - Various "computers" are "programmed" using direct wiring and switches. Engineers do this in order to avoid the tabs vs spaces debate.

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Post by Gqqnbig » Tue, 8. Sep 15, 01:24

IDS_SCRIPT_PROPERTY_MISSING: One or more of the mandatory extended script properties are missing or invalid
IDS_SCRIPT_ARGUMENT_TYPE_NAME_INVALID: The script argument 'targetRace' uses an unknown data type 'Var/种'
IDS_ERROR_APPEND_LOCATION: createArgumentFromNode(..) has encountered an IDS_SCRIPT_ARGUMENT_TYPE_NAME_INVALID error (ID: 0214) in Script Arguments.cpp, line 56

The script I want to open is here.

https://www.dropbox.com/s/x3yjlm1mwovac ... l.xml?dl=0

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Post by mr.bear » Sat, 12. Sep 15, 11:56

@Gqqnbig,

Looks like it was edited using a Chinese language installation. X-studio doesn't support Chinese. You'll have to open it in eXscriptor on a non-Chinese installation, save it, then load it in X-Studio.

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Post by mr.bear » Mon, 14. Sep 15, 21:42

@jack775544: sorry for taking 6 months to reply!
yes, writing all that C did make me loopy. I tried to keep it as structured as possible by having producer, destruction, mutator, and observer functions. I taught me a lot about Win32 developement at least. Although I'd never, ever do it again.

You're writing for 8-bit micro-controllers? cool. what are they for?
I got very much into C++, and I'm currently writing a textbook on it.

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Post by nekoexmachina » Sun, 10. Jan 16, 22:07

Any linux guys have a fix for this: http://imgur.com/yZrCaxX ?
P.s.
Does game actually requires every item to be in <xml tags>? I hate this and I only use wine/x-studio due to this strange thing in scripts. Can I code scripts without XML? It's a pain to write XML by-hand in VIM, which I usually use for everything.
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Post by X2-Illuminatus » Sun, 10. Jan 16, 22:18

You can only write scripts in a dedicated editor, such as the ingame Script Editor or a respective external Script Editor. In case, you haven't already, you could try out X Studio 2 and see whether the bug persists.

The xml part of a script file is actually just used for displaying the script in your browser. The actual code is stored in the codearray of the script, which is hardly readable.
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Post by nekoexmachina » Sun, 10. Jan 16, 22:25

Thanks! Second version doesn't have this problem.
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Post by jack775544 » Mon, 11. Jan 16, 02:12

That looks like it is just a bug in wine. The X-Studio 1 interface seems to be done in a very custom fashion and it wouldn't surprise me if it broke on different platforms, where X-Studio 2 was done using more generic components.

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Post by sicknezz » Tue, 16. Feb 16, 00:43

Hello mr.bear

If you are interested i would like to support the X-Studio a bit with a better German Translation since about 20% of the Translation is weird and not properly done ;)

If you are interested just msg me 8)

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