[Index] X4: Foundations Tools, Tutorials and Resources
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
Re: [Index] X4: Foundations Tools, Tutorials and Resources
Hi StopBanningMe7_III
1. Yes, there are. If you have unpacked all game files then check the libraries folder. You'll find there several xsd files. the common.xsd and md.xsd are most important. For XML scripts check the aiscripts.xsd and in the main root of your unpacked file folder also the scriptproperties.html. More info you can find in the XR S&M forum.
2.As I wrote in the sticky here (I know it's potentially invisible ) visual studio is commonly used because it allows XML setup with the under 1. mentioned xsd files in the same location as the to be edited scripts (i.e. the work folder).
3. The ? maps the value to binary, i.e. 0 or 1. if it does not exists or if it does, respectively.
4. The @ maps the value to a Boolean, i.e. false or true, if it does not exists or if it does, respectively.
Cheers Euclid
1. Yes, there are. If you have unpacked all game files then check the libraries folder. You'll find there several xsd files. the common.xsd and md.xsd are most important. For XML scripts check the aiscripts.xsd and in the main root of your unpacked file folder also the scriptproperties.html. More info you can find in the XR S&M forum.
2.As I wrote in the sticky here (I know it's potentially invisible ) visual studio is commonly used because it allows XML setup with the under 1. mentioned xsd files in the same location as the to be edited scripts (i.e. the work folder).
3. The ? maps the value to binary, i.e. 0 or 1. if it does not exists or if it does, respectively.
4. The @ maps the value to a Boolean, i.e. false or true, if it does not exists or if it does, respectively.
Cheers Euclid
"In any special doctrine of nature there can be only as much proper science as there is mathematics therein.”
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
Re: [Index] X4: Foundations Tools, Tutorials and Resources
Thank's for this... I've dont see these files at the first time... (bad unpack ? only aiscript & assets)euclid wrote:1. Yes, there are. If you have unpacked all game files then check the libraries folder. You'll find there several xsd files. the common.xsd and md.xsd are most important. For XML scripts check the aiscripts.xsd and in the main root of your unpacked file folder also the scriptproperties.html. More info you can find in the XR S&M forum.
-
- Posts: 229
- Joined: Sun, 30. Mar 08, 17:29
Re: [Index] X4: Foundations Tools, Tutorials and Resources
I was suggested to ask here so please Euclid, schemas for macros and components:
viewtopic.php?f=181&t=404364
Or if those don't exist internally just answer me this, please:
viewtopic.php?f=181&t=403612&p=4767089#p4767089
viewtopic.php?f=181&t=404364
Or if those don't exist internally just answer me this, please:
viewtopic.php?f=181&t=403612&p=4767089#p4767089
Re: [Index] X4: Foundations Tools, Tutorials and Resources
Both of your questions have the same answer: This is an internal resource. I can try and see if this can be made available but no promise here as those are XML/C++ parsers and the usage may violate the EULA.
Cheers Euclid
Cheers Euclid
"In any special doctrine of nature there can be only as much proper science as there is mathematics therein.”
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
-
- Posts: 229
- Joined: Sun, 30. Mar 08, 17:29
Re: [Index] X4: Foundations Tools, Tutorials and Resources
We already have XSDs for a lot of stuff like MD, many of the xmls in libraries, etc. Why would the ones for macros and components be different?
-
- Posts: 47
- Joined: Wed, 24. Feb 16, 05:23
Re: [Index] X4: Foundations Tools, Tutorials and Resources
While I mostly agree, let's be fair here and also agree that this is clearly a legal issue, not a common sense issue, and those two fields of human thought very rarely cross paths. If the schemas have some kind of special legal status then their hands might be tied here.
-
- Posts: 229
- Joined: Sun, 30. Mar 08, 17:29
Re: [Index] X4: Foundations Tools, Tutorials and Resources
But why would there be any legal issue with them when we already have many of them. Schemas are literally just XML file describing the structure of other XML files, which attributes you can use, etc.
It's basically a way to document and enforce the structure of the XML files we already have access to. It doesn't give me any edge I didn't have before, it just makes my life easier and avoids me having to go through half of the game's files to find this one example of Egosoft using a particular attribute.
It's basically a way to document and enforce the structure of the XML files we already have access to. It doesn't give me any edge I didn't have before, it just makes my life easier and avoids me having to go through half of the game's files to find this one example of Egosoft using a particular attribute.
-
- Posts: 229
- Joined: Sun, 30. Mar 08, 17:29
Re: [Index] X4: Foundations Tools, Tutorials and Resources
While we're at it, can we get some documentation or list of FFI functions/structs, please?
Re: [Index] X4: Foundations Tools, Tutorials and Resources
Banning7
Hullo, I basically got started on xml agitating out of necessity : X:R savegames are in xml, and without some gentle massaging, Rebirth stopped. the only way to jazz some life back into the ongoing missions was to bypass certain objectives that were not being fulfilled, ie : ecells being loaded onto a ship. so, myself and others no doubt had to xmagically make ecells appear in the hold of a ship, thus continuing the main plot.
I still have no real idea what I am doing, but, make a random save, copy it, open it in notepad++, find and replace [some ] instances of "Xenon" with "Player". no quotes, enjoy suddenly having a fleet of mean machines.
Hullo, I basically got started on xml agitating out of necessity : X:R savegames are in xml, and without some gentle massaging, Rebirth stopped. the only way to jazz some life back into the ongoing missions was to bypass certain objectives that were not being fulfilled, ie : ecells being loaded onto a ship. so, myself and others no doubt had to xmagically make ecells appear in the hold of a ship, thus continuing the main plot.
I still have no real idea what I am doing, but, make a random save, copy it, open it in notepad++, find and replace [some ] instances of "Xenon" with "Player". no quotes, enjoy suddenly having a fleet of mean machines.
Aladna Hill, Again, AP, 3.1. in the last Game worthy of the "X" title. <<<< X4 might just be changing this.
-
- Posts: 47
- Joined: Wed, 24. Feb 16, 05:23
Re: [Index] X4: Foundations Tools, Tutorials and Resources
Thanks. Just so I'm clear on this: 0 and 1 are not boolean? I don't understand the difference between "0 or 1" and "false or true".euclid wrote: ↑Tue, 4. Dec 18, 00:09Hi StopBanningMe7_III
1. Yes, there are. If you have unpacked all game files then check the libraries folder. You'll find there several xsd files. the common.xsd and md.xsd are most important. For XML scripts check the aiscripts.xsd and in the main root of your unpacked file folder also the scriptproperties.html. More info you can find in the XR S&M forum.
2.As I wrote in the sticky here (I know it's potentially invisible ) visual studio is commonly used because it allows XML setup with the under 1. mentioned xsd files in the same location as the to be edited scripts (i.e. the work folder).
3. The ? maps the value to binary, i.e. 0 or 1. if it does not exists or if it does, respectively.
4. The @ maps the value to a Boolean, i.e. false or true, if it does not exists or if it does, respectively.
Cheers Euclid
Also, surely I'm not the only one who giggles a little when I see people call the forum "S&M", right?
Re: [Index] X4: Foundations Tools, Tutorials and Resources
Boolean are strings and the binaries are numbers, the first two in the sequence 0,1,2,3,4,...StopBanningMe7_III wrote: ↑Wed, 5. Dec 18, 01:35Thanks. Just so I'm clear on this: 0 and 1 are not boolean? I don't understand the difference between "0 or 1" and "false or true".
....
However, in a condition they serve the same purpose, for example <do_if value="$YesOrNo" will pass if $YesOrNo has the value number 1 or the string 'true'.
Cheers Euclid
ps: Yes, this is the S&M forum ... "Honi soit qui mal y pense"
"In any special doctrine of nature there can be only as much proper science as there is mathematics therein.”
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
Re: [Index] X4: Foundations Tools, Tutorials and Resources
Last edited by DuckSoup on Wed, 5. Dec 18, 20:20, edited 1 time in total.
Re: [Index] X4: Foundations Tools, Tutorials and Resources
Hi DuckSoup and thanks for your contribution.DuckSoup wrote: ↑Wed, 5. Dec 18, 15:34I threw in a "How to" on exporting models.
viewtopic.php?f=181&t=404786
Could we all please stick to the format of submission as described in the OP? For example:
How To: Export Models, Re-Import. (Blender) - DuckSoup
Cheers Euclid
"In any special doctrine of nature there can be only as much proper science as there is mathematics therein.”
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
Re: [Index] X4: Foundations Tools, Tutorials and Resources
Whoops, yeah I'll try and get that cleaned up.euclid wrote: ↑Wed, 5. Dec 18, 17:48Hi DuckSoup and thanks for your contribution.DuckSoup wrote: ↑Wed, 5. Dec 18, 15:34I threw in a "How to" on exporting models.
viewtopic.php?f=181&t=404786
Could we all please stick to the format of submission as described in the OP? For example:
How To: Export Models, Re-Import. (Blender) - DuckSoup
Cheers Euclid
Re: [Index] X4: Foundations Tools, Tutorials and Resources
Humble request for these to be removed. The first is handled by an in-game setting I missed, and the collision damage change is redundant with the 1.2 patch (plus it shows up twice in the list). Thanks.Alan Phipps wrote: ↑Fri, 30. Nov 18, 13:01
- Hide 'Press button to...' - SirNukes
- Disable Hull Collision Damage - SirNukes
- Disable Hull Collision Damage - SirNukes
Re: [Index] X4: Foundations Tools, Tutorials and Resources
Done
Cheers Euclid
Cheers Euclid
"In any special doctrine of nature there can be only as much proper science as there is mathematics therein.”
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
Re: [Index] X4: Foundations Tools, Tutorials and Resources
山高皇帝远
The mountains are tall, and the emperor far away.
The mountains are tall, and the emperor far away.
Re: [Index] X4: Foundations Tools, Tutorials and Resources
Shield and Weapon Overhaul - AngEviL
I removed long shield regen delay, made shields between races quite different, greatly increased projectile speed, also hugely improved MK1 weapons but made them different than MK2 to give player choice. Thanks !
Edit: I pasted the wrong link, please update.
I removed long shield regen delay, made shields between races quite different, greatly increased projectile speed, also hugely improved MK1 weapons but made them different than MK2 to give player choice. Thanks !
Edit: I pasted the wrong link, please update.
Last edited by AngEviL on Mon, 10. Dec 18, 01:03, edited 4 times in total.