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apricotslice





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PostPosted: Fri, 29. Jun 12, 01:53    Post subject: Reply with quote Print

None of that addresses the issue of having to reassign the hotkeys to keys every time you start a new game.

That actually bothers me more than losing a hotkey.


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DrBullwinkle





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PostPosted: Fri, 29. Jun 12, 02:04    Post subject: Reply with quote Print

apricotslice wrote:
None of that addresses the issue of having to reassign the hotkeys to keys every time you start a new game.


My solution does. It completely fixes the broken saved game. You will have to reassign ONE hotkey (or, possibly, a small number), and you will only have to reassign it/them once.

Try it before complaining about it. Razz

.


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apricotslice





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PostPosted: Fri, 29. Jun 12, 02:33    Post subject: Reply with quote Print

DrBullwinkle wrote:
apricotslice wrote:
None of that addresses the issue of having to reassign the hotkeys to keys every time you start a new game.


My solution does. It completely fixes the broken saved game. You will have to reassign ONE hotkey (or, possibly, a small number), and you will only have to reassign it/them once.

Try it before complaining about it. Razz

.


Game start = zero save games. How does fixing a save game affect a game start ?

I repeat, every time you start a new game, all hotkey assignments are removed, including the custom saves of hotkeys.

Try it yourself.


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DrBullwinkle





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PostPosted: Fri, 29. Jun 12, 02:42    Post subject: Reply with quote Print

apricotslice wrote:
every time you start a new game, all hotkey assignments are removed


As far as I know, the game has always worked that way. Is your comment relevant to this thread?


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apricotslice





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PostPosted: Fri, 29. Jun 12, 03:09    Post subject: Reply with quote Print

DrBullwinkle wrote:
apricotslice wrote:
every time you start a new game, all hotkey assignments are removed


As far as I know, the game has always worked that way. Is your comment relevant to this thread?


AP yes. TC and before, no. In the past, hotkeys got assigned once, and you never needed to reassign them again unless you reinstalled the game.

The entire way hotkeys are done was rewritten for AP, to solve some issues that were in TC, like multiple installs of the same hotkey.

Hotkeys disappearing is only PART of the problem I originally brought up.

I want to WHOLE problem solved, not just that one bit of it.


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DrBullwinkle





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PostPosted: Fri, 29. Jun 12, 03:12    Post subject: Reply with quote Print

I'll take that as a "no".

Thank you.


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apricotslice





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PostPosted: Fri, 29. Jun 12, 03:17    Post subject: Reply with quote Print

Take it any way you want.

The whole hotkey system is buggered in AP.

If all your interested in is the bit that you have a workaround solution for, thats your business.

I look at the whole problem, not the bandaid for the symptom.


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Cycrow
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PostPosted: Sun, 1. Jul 12, 18:39    Post subject: Reply with quote Print

the only change to hotkeys in AP was that it now checks if an existing hotkey is already registered, and overrights instead of adds a new one.
This has exposed an existing problem that was been present since X3 Reunion. Just hidden.
The hotkey system hasn't been rewritten, despite what you may think

there was no change to how the keys are assigned or stored.

are you sure u've set it to use the correct profile ? as the assigned keys are stored in the profile and it its not set, it'll load the defaults which wont include the added hotkeys.

i've started lots of TC and AP games while testings, and they both work in the same way


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Ook





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PostPosted: Sun, 1. Jul 12, 21:06    Post subject: Reply with quote Print

Cycrow wrote:
the only change to hotkeys in AP was that it now checks if an existing hotkey is already registered, and overrights instead of adds a new one.
This has exposed an existing problem that was been present since X3 Reunion. Just hidden.
The hotkey system hasn't been rewritten, despite what you may think

there was no change to how the keys are assigned or stored.

are you sure u've set it to use the correct profile ? as the assigned keys are stored in the profile and it its not set, it'll load the defaults which wont include the added hotkeys.

i've started lots of TC and AP games while testings, and they both work in the same way


Any plans to release an update that fixes this bug?
As atm X3AP will only allow a max of 11 hotkeys here & any new script added removes the existing ones from the menu.

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PostPosted: Sun, 1. Jul 12, 21:44    Post subject: Reply with quote Print

Ook wrote:
Any plans to release an update


Easy Way to Repair Saved Games with Broken Hotkey Counter


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apricotslice





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PostPosted: Mon, 2. Jul 12, 02:39    Post subject: Reply with quote Print

Cycrow wrote:
are you sure u've set it to use the correct profile ? as the assigned keys are stored in the profile and it its not set, it'll load the defaults which wont include the added hotkeys.


All the profiles, including the default, get wiped as soon as you start a new game.

The profiles are either not being stored outside of the save game, or are being overwritten on a new game start.

Either way, each time you start a new game, you have to reassign all of the hotkeys again.

Whatever you did, you fixed some bugs in TC but created worse ones in AP.


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kurush



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PostPosted: Thu, 5. Jul 12, 06:27    Post subject: Reply with quote Print

DrBullwinkle wrote:

Paraphrasing for clarity:

<RetVar> = register hotkey <name> to call script <Script Name>


Well, this method might be easy but it didn't work for me Smile I was always getting the same number from this function no matter what I pass as <name> . I even wrote a loop with a changing name to see if I get a different number eventually - it went infinite Smile

The only thing that seemingly helped was running Cycrow's code snippet followed by these two lines:
Code:

$hotkeys = array alloc: size=0
set global variable: name='manager.hotkeys' value=$hotkeys


And then hacking several scripts not using the hotkey manager to re-register their hotkeys.

If somebody wishes to repeat that, keep in mind that hotkeys reappear only after a reload.


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DrBullwinkle





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PostPosted: Thu, 5. Jul 12, 06:43    Post subject: Reply with quote Print

kurush wrote:
this method might be easy but it didn't work for me Smile I was always getting the same number from this function no matter what I pass as <name> .


Maybe you out-smarted the script?

I do not understand your test... you know that you are supposed to KEEP the old hotkey and ADD a new one, right? What number are you talking about? I tested by opening up the Controls / Interface menu and checking the availability of the hotkey there.

I can see how it might be necessary to do it more than once. Just keep adding hotkeys until they "stick". Obviously, save after adding a hotkey in order to save the incremented counter.

If I understand Cycrow's description of the bug, it should increment the counter each time you add a different hotkey (different name).

I did, finally, experience the bug, and adding a single extra hotkey fixed the problem completely.

YMMV, of course. Smile


    YMMV = Your Mileage May Vary. It is probably an American joke; means that your experience may not be the same as mine.



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kurush



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PostPosted: Thu, 5. Jul 12, 07:47    Post subject: Reply with quote Print

DrBullwinkle wrote:


I do not understand your test... you know that you are supposed to KEEP the old hotkey and ADD a new one, right?

I definitely understand that. I am talking about the handle number returned by the register hotkey script call. When this issue occurs, the number returned is the same for any number of hotkeys you are trying to register with next hotkey overwriting the one registered before it.

DrBullwinkle wrote:

What number are you talking about? I tested by opening up the Controls / Interface menu and checking the availability of the hotkey there.

Not sure if there is another way to check this, we should be on the same page here Smile

DrBullwinkle wrote:

I can see how it might be necessary to do it more than once. Just keep adding hotkeys until they "stick". Obviously, save after adding a hotkey in order to save the incremented counter.

Unfortunately, it doesn't stick. At least not if you add hotkeys for the same script file. My test went through ~6000 attempts of registering a hotkey before I killed X3AP.exe.

DrBullwinkle wrote:

If I understand Cycrow's description of the bug, it should increment the counter each time you add a different hotkey (different name).
I did, finally, experience the bug, and adding a single extra hotkey fixed the problem completely.

It might work in some special case, i.e. when only one hotkey was unregistered. It didn't work in my situation. Fortunately, the nuclear option seems to work. I am actually not sure why can renaming work based on Cycrow's explanation.
As I understand it, they have a collection there where some elements can get marked as "unregistered", but when adding a hotkey they actually use the # of registered hotkeys as a new index instead of either searching for one those "unregistered" elements or adding a new one at the end.


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Last edited by kurush on Thu, 5. Jul 12, 07:53; edited 1 time in total
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DrBullwinkle





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PostPosted: Thu, 5. Jul 12, 07:53    Post subject: Reply with quote Print

kurush wrote:
My test went through ~6000 attempts


That's what I mean about outsmarting the script. I would expect it to NOT work that way.

But it is good to know that you got it to work by removing all of the hotkeys.

Question: Does that repair your damaged save file? Does it now work correctly?
.


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