Well the cause does seem to be an infinite loop of some sort, although I don't know if I actually fixed it.Hwitvlf wrote: ↑Wed, 18. Aug 21, 17:23It's great that this is figured out. Given the cause, you would think every sector with a SPP would end up with frozen ships eventually, yet most SPP sectors don't have any in my game.
The Unmodified tag doesn't mean anything to me either and I would be happy to test any fixes- unofficially released or otherwise. Even if they might break my game, I think FL is well worth the effort to polish off the rough edges.
It turns out that when the modified file was saved in X-Studio II it saved with a hidden syntax error on a line I didn't change.
Thus the script was non-functional which had the helpful side effect of letting the ships move off and trade and whatnot, but not resupply (I followed one around for a while and got suspicious when it never tried to refuel) since I guess whenever the script is called it just returns control to the caller immediately or when it hits the error (which happens to be after the code that reloads the script when a new version is found).
I tried convincing the game to let me edit a copy of the original script but it simply refuses to do so - you can't directly edit that particular script (or I can't find out how to) and my custom script file gets hidden in-game whenever it has the content of the original script in it, even if I put that content in a brand new script file with new name, command, version, and description.
So unless Egosoft plans to release their fix I guess the options are to break the script or try to fix it properly.
To break it, open the original PCK file in X-Studio II and make the changes I set out earlier, then save it and you're set.
To fix it properly you'd probably have to make the edit in-game and I can't get that to work - if someone has suggestions I'll give it a try, though I'm not keen on spending much more time on this - esp. since it's already officially fixed.