[Mod] UT CaC Advanced Renaming

The place to discuss scripting and game modifications for X Rebirth.

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Brinnie
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Joined: Mon, 5. Jun 06, 08:26

Post by Brinnie » Tue, 12. Dec 17, 22:04

Hello UniT.
I had looked at the first post but didn't manage to get my head around it, now with your subsequent explanation my mind has stretched a bit further, not a lot but enough to stick the 0001.xml in the t folder in the game directory and put the content.xml in place of the one in the extensions folder.
Now, if that is the correct procedure I will start messing with the names, like the old times.

BTW, I wasn't suggesting that you were somewhat slacking in your work :), like you had simply updated your other scripts.
it's just that I could tell it was your work, it bares all the trademarks of your previous scripts, I would have recognized that even if you had changed your nickname.
I spend hours "Renaming ships with expressions" you deserve a pizza and a drink, at least, from me.

Cheers


*** EDIT

Ok, I get it now. I just need to put the whole "user" script folder in the extension directory and the 0001.xml does not go in the games T folder.


ps. are there more commands? For instance how do I tell it to show dynamically what it is in the cargo?

UniTrader
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Post by UniTrader » Tue, 12. Dec 17, 23:44

no, thats not how its intended to be used. You have to extract both the Core Mod and the Custom Mod into the Extensions Folder in the XR Folder, and edit the Files inside there..
File Structure should look like this (unrelated files/folders omited):

Code: Select all

+-+ X Rebirth
  +-+ Extensions
    +-+ utcac_ext_advanced_renaming
    |  ......
    +-+ utcac_ext_advanced_renaming_user
     +-+ t
       + 0001.xml                 <-- The File for customisation

and i didnt think you would belittle my work, it just often annoys me that XR is mostly seen as "next iteration" of X3 although they are completely diffrent under the hood. i just cannt resist to point this out every time it comes up.
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)

Brinnie
Posts: 561
Joined: Mon, 5. Jun 06, 08:26

Post by Brinnie » Tue, 12. Dec 17, 23:53

Yes I had figured it out, I should have been quicker with the edit on my previous post to spare you the trouble of another explanation on my account but I thank you for it.


With regards to the similarities between the games I would say that perhaps the expectations of many people were that rebirth was going to be more like its predecessor but it is evident even to me, and I don't even where its hood is , that the games are quite different.

UniTrader
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Post by UniTrader » Wed, 13. Dec 17, 00:34

Brinnie wrote:ps. are there more commands? For instance how do I tell it to show dynamically what it is in the cargo?

Technically possible, but not implemented because i am not sure how to format this and keep it within the confines of the UI.. because Cargo Info can be extensive... or dou you maybe just refer to the free/empty Cargo Space? that would be simple in comparision.. will look into it when i pick up scripting again.. (currently on pause with this)
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)

Brinnie
Posts: 561
Joined: Mon, 5. Jun 06, 08:26

Post by Brinnie » Wed, 13. Dec 17, 12:29

By no means a necessity but I was talking about a dynamic display of what the trader is dealing in at the moment, I only asked cause I seem to remember a similar feature in "rename ships with expressions".

If already in place, it could have been useful for those that do more manual trading or perhaps to check at a glance who was carrying what.
However I don't know if it is something worth doing from scratch particularly if it is going to be bothersome.

UniTrader
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Post by UniTrader » Wed, 13. Dec 17, 22:00

have a while to think about this.. might these Expressions be what you need:

$cargo.primary => results in Ware Name of the Cargo occupying the most Volume in the Cargo Bay. Excludes Jump Fuel. will result in "Empty" if there is nothing else inside.
$cargo.secondary => Results in Ware Name of the Cargo occupying the second-most Volume in the Cargo Bay. Excludes Jump Fuel. Will result in "" (empty string) if there is no secondary Cargo.
$cargo.free => results in free Volume of Cargo Bay (excludes Fuel only Storage)
$cargo.total => results in total Volume of Cargo Bay (excludes Fuel only Storage)
$cargo.used => results in used Volume of Cargo Bay (excludes Fuel only Storage)
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)

Brinnie
Posts: 561
Joined: Mon, 5. Jun 06, 08:26

Post by Brinnie » Wed, 13. Dec 17, 23:57

They look like they'd be enough to cover all needs but I can't get them to work.
How should I enter them?

I am trying like so:

/type$cargo.primary

and it displays Nyanae$cargo.primary

UniTrader
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Post by UniTrader » Thu, 14. Dec 17, 00:11

this was just an idea how it could be done and i was asking if it would cover your Needs, i didnt do any work on this yet. Might do it tomorrow on the Way from/to Work..
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)

Brinnie
Posts: 561
Joined: Mon, 5. Jun 06, 08:26

Post by Brinnie » Thu, 14. Dec 17, 00:18

I would think it would definitely cover all cargo naming needs but it is not necessary. I thought the commands were already included and it seems a bit much asking of you to take the time to do it just for me.

Nevertheless I thank you.

oliverjanda
Posts: 308
Joined: Sun, 14. Feb 10, 18:47

Post by oliverjanda » Mon, 8. Jan 18, 12:05

Great Mod! Thanks!

JESS 246
Posts: 518
Joined: Mon, 3. Jul 06, 03:24

Post by JESS 246 » Wed, 10. Jan 18, 13:45

Hi UniTrader

I know i have mentioned this before but i'd still like to see other colours than what we already have in this mod.

colours like orange, Brown, indigo/purple, violet/pink, olive/light green,

And any other colours that can be used.

UniTrader
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Post by UniTrader » Wed, 10. Jan 18, 21:43

JESS 246 wrote:Hi UniTrader

I know i have mentioned this before but i'd still like to see other colours than what we already have in this mod.

colours like orange, Brown, indigo/purple, violet/pink, olive/light green,

And any other colours that can be used.
i think you missed this addition of this:
UniTrader wrote: /hex for Hexadecimal (RRGGBB) Color in the format /hexBADA55#
i hope the resulting 16.777.216 Colors are enough for you.
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)

JESS 246
Posts: 518
Joined: Mon, 3. Jul 06, 03:24

Post by JESS 246 » Thu, 11. Jan 18, 01:10

Hi uni

Sorry no i didn't miss "/hex for Hexadecimal (RRGGBB) Color in the format /hexBADA55#" without calling me thick it's i don't understand it or how it is formatted to colour i do not read code.

Though i tried in may ways of that line none worked.

Do i wright it the same as the above this line like /ore to get orange though did try this not worked may have the ore wrong, or /hexorange to get colour, or hex(some numbers) to get colour.

It might be my age but to me that line is confusing.

Please clarify the line how a code dumb person like me would wright it.

UniTrader
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Post by UniTrader » Thu, 11. Jan 18, 08:47

https://www.w3schools.com/colors/colors_hexadecimal.asp

PS dont forget the closing # in my case.
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)

JESS 246
Posts: 518
Joined: Mon, 3. Jul 06, 03:24

Post by JESS 246 » Thu, 11. Jan 18, 12:48

Thanks Uni.

Seems a little clearer with the link i think.

So i wright something like /hexdb8e1c# =orange this as using the sliders code numbers in the link.

On using those slider codes i get any colours i want.

Some how i'll work it out.

like i said i'm thick with coding stuff but usually a good ideas man.

I'm sure you are keeping up with the X4 game Development and looks good as i see regular Egosoft reports.

Will you and other modders work on your mods in a possibility to be updated for new game.

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