New version of Doubleshadow's X2 Editor (0.36) available

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Duriel_LOP
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Post by Duriel_LOP » Sat, 2. Apr 05, 09:38

Err the downloads dont seem to work, they just stop working, am I doin something wrong? I just clikc on the link and nothing.

edit - got it downloading now
:)
HAR HAR HAR, It be here!!!!

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DeadlyDa
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Post by DeadlyDa » Sat, 2. Apr 05, 17:06

Err the downloads dont seem to work...
They are back up now.

The site DS uses is in Eastern Europe, and very occasionally the network routes get a bit scrambled.
Last edited by DeadlyDa on Sat, 2. Apr 05, 20:30, edited 1 time in total.

Duriel_LOP
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Post by Duriel_LOP » Sat, 2. Apr 05, 17:55

yup! i got em downloaded thanks :)
HAR HAR HAR, It be here!!!!

"There shall be wings! If the accomplishment be not for me, 'tis for some other. The spirit cannot die; and man, who shall know all and shall have wings..." - Leonardo da Vinci

Galaxy613
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Post by Galaxy613 » Sat, 2. Apr 05, 22:21

Happens too me sometimes too, I tried to download 0.32 -> 0.33 abit ago and it kept on saying it was done when it wasn't. o.O Lucky now everything is smooth. :)
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cf_nz
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Post by cf_nz » Thu, 5. May 05, 10:49

Using the TXT editor I get an 'error creating object' message when I try to add a ship to the tships file. What am I doing wrong?

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DeadlyDa
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Post by DeadlyDa » Thu, 5. May 05, 11:15

Using the TXT editor I get an 'error creating object' message when I try to add a ship to the tships file. What am I doing wrong?
I may not entirely understand what you mean. The X2 Editor is not capable of "adding" a ship to TShips. It can only edit entries that are alreadt present. The number of entries in TShips is "hard wired" into the x2story.obj file. Unless you modify the obj file, you cannot add ships to X2.

Give me a bit more info, and I'll try and help.

cf_nz
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Post by cf_nz » Thu, 5. May 05, 11:38

DeadlyDa wrote:
Using the TXT editor I get an 'error creating object' message when I try to add a ship to the tships file. What am I doing wrong?
I may not entirely understand what you mean. The X2 Editor is not capable of "adding" a ship to TShips. It can only edit entries that are alreadt present. The number of entries in TShips is "hard wired" into the x2story.obj file. Unless you modify the obj file, you cannot add ships to X2.

Give me a bit more info, and I'll try and help.
Sorry, I was a little vague. I've had 3 days of confusion trying to learn how to import a ship into the game, I think I'm winning now though.

I mean using the X2 editor to add an entry for a ship to the Tships file (not add the actual ship). If you right click on the ship list you get an option to 'add', if I select this I get the error.

cf_nz
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Post by cf_nz » Thu, 5. May 05, 16:38

The X2 Editor is not capable of "adding" a ship to TShips. It can only edit entries that are alreadt present. The number of entries in TShips is "hard wired" into the x2story.obj file. Unless you modify the obj file, you cannot add ships to X2.
I've just read your reply again and maybe I'm misunderstanding the process.

1. You can add ship slots into the game using the Patch07. Y/N?

2. You then need to add an appropriate entry into Tships and change to number of slots at the top. Y/N?

3. Can you use the X2 Editor to add that entry into Tships or do you need to add in into the text or XML file and then edit it using the X2 Editor?

Thanks

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DeadlyDa
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Post by DeadlyDa » Thu, 5. May 05, 18:55

1. You can add ship slots into the game using the Patch07. Y/N?
Absolutely correct :)
2. You then need to add an appropriate entry into Tships and change to number of slots at the top. Y/N?
Again, correct :)
3. Can you use the X2 Editor to add that entry into Tships or do you need to add in into the text or XML file and then edit it using the X2 Editor?
Ahhh,,,that would be "door number 2" :D

You must add the new entries in TShipe using your trusty text editor, and then brin up X2 Editor, In a way, this makes things easier, since you can cut & paste an existing entry that is close to what you want...so you don't need to manually enter each and every field.

Having said all that, Doubleshadow is looking into it, and will see what he can do about enabling the "add ship" feature directly from X2 Editor.

Hope this helps...

cf_nz
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Post by cf_nz » Thu, 5. May 05, 18:59

You must add the new entries in TShipe using your trusty text editor, and then brin up X2 Editor, In a way, this makes things easier, since you can cut & paste an existing entry that is close to what you want...so you don't need to manually enter each and every field.

Hope this helps...
Many thanks, thats helps a lot.

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DeadlyDa
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Post by DeadlyDa » Thu, 5. May 05, 19:16

Doubleshadow is actively looking into it...so use your text editor for now, and watch this space :lol:

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DeadlyDa
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Post by DeadlyDa » Wed, 11. May 05, 01:37

OK folks...the Wizard of Prague has done it again! Version 0.35 of the X2 Editor is now available at http://www.doubleshadow.wz.cz/index.php?p=download This version provides a couple of bugfixes, and adds a new feature.

The fixes include the ability to add lines to TShips (and other type files) from within the editor. No more resorting to a text editor to add lines to TShips. (Using ptch07, you can now extend the number of ships in X2, and copy/cut & paste entries around within TShips. Very handy indeed!}

The second fix corrected an obscure problem I encountered (created?) with the Galaxy Editor.

Finally, the new feature is a list of most recently opened files when you open a new file in the Text orGalaxy editors. I don't know how I got along without it!

Lothmorg
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Post by Lothmorg » Sat, 28. May 05, 05:07

Is it possible to add content into the galaxy from the editor that does not have the resource loaded into the dropdown list?

Let me explain.

I have taken Deadly's awesome mod and extracted all the files except the x2_universe.xml file. That, I want to recreate from scratch and include all the cool little goodies that Deadly worked so very hard on. ie: I want the shipyard in Argon Prime to sell the 200MW Shield Factory (T=6 S=291).

I know I can edit it with a text editor, but that is ... undesireable. I'd like to do it with DS's Galaxy Editor, but it only allows objects that are currently loaded (appears as hardcoded dropdown).

Does anyone know of a workaround, or am I stuck with notepad?

Thanks.
There are 10 kinds of people in the world.
Those who understand binary and those who don't.

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DeadlyDa
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Post by DeadlyDa » Sat, 28. May 05, 06:21

Lothmorg,

I just finished the 1st draft of a tutorial on how to use Doubleshadow's tools to extend my mod pack. It covers moving/swapping ships arount in TShips, adding other ships, and adding ships to shipyards with the GE.

I sent it off to DS and a couple of others for a quick sanity check...and don't really want to post if for "public consumption" until I've had some feedback.

I'll email it to you, but please don't distribute it until I've had a cahnce to update it based on some external comments.

Like I said, une of the specific examples I use is adding ships to shipyards with the GE. The concept is exactly the same for wares in Equipment Docks.

Also, there is a fairly easy way to get X2E to load the type files you want. Place the cat/dat pair for the mod in your X2 folder, and using the X2 launch screen, select the mod (you don't have to run it...just select it, and quit). X2e will load the files from the currently selected mod after the core X2 files. This means the the TShips, TLasers, TBullets, etc from my mod would be available in the GE.

Check your email, and take a look at the tutorial, I included lots of screenshots.

Lothmorg
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Post by Lothmorg » Sat, 28. May 05, 07:33

Wow! That was quick. :o
I'll check it out now.

Thanks. :D

Edit: That could be my problem. I unpacked everything and don't use the mod package. I'm thinking that is why X2E doesn't read all the extra stuff. Weird.
When I look at your x2_universe.xml file (in X2E), I see the new stuff as an interpretation of the raw data (t=6,s=291) and not the real name (200MW Shield Factory).
There are 10 kinds of people in the world.
Those who understand binary and those who don't.

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DeadlyDa
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Post by DeadlyDa » Sat, 28. May 05, 10:10

You can still unpack everything if you prefer. Just make sure you also put a copy of the cat/dat files in your X2 folder, and select it as the "current Mod.

Then you can edit your unpacked files, and X2E will have access to the information it needs from the mod. As an alternative, you can re-do the "settings" for X2E to point to your "unpacked" folder. Assuming that the base X2 files are there (from your "unpack" operation, and the files from the /type & /t folder from the mod are there, then you should see readable text instead of numbers.

Remember, the xml file with the text descriptions must also be in the load path for X2E...not just the "type" files.

As a note, when i first started modding (before X2E), unpacking the game was an essential 1st step. These days, the only reason I use any unpacked files is to import them into 3dMax (textures amd bodies). Once you get comfortable with X2E and X2MM, there is really no reason to unpack your game unless your into the GFX thing.

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Red Spot
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Post by Red Spot » Sun, 29. May 05, 02:53

specially that "merge mods" button on the MM makes life so much easier .. :roll:

just delete what you dont need out of the to copy mod .. put it in your mods-folder together with the mod (cat/dat-files)you use .. hit the button .. est voila .. :o

Maulkye
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Post by Maulkye » Thu, 2. Jun 05, 22:37

The Galaxy Editor link seems to have died. Anywhere else I can get this little gem?

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DeadlyDa
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Post by DeadlyDa » Fri, 3. Jun 05, 00:45

Maulkye,

Just got back from a biz trip, and checked the links. They seem to be working fine now.

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DeadlyDa
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Post by DeadlyDa » Mon, 6. Jun 05, 20:09

Version 0.0.36 is now available from the links on the 1st post in this thread.

This update changes to look of the editor "launch panel", adds in a new and very useful feature where X2E will automatically load the files from the currently selected mod (either from the X2, or X2MM). There are also a couple of bugfixes related to cut & paste.

Also with the release of this version, I am releasing my tutorial on how to use X2E (and X2MM) to swap ships around inside my SSG mod. I use the SSG mod as the basis for my example since I know it quite well, and since I have already extended the X2 OBJ files to accomodate an extra 55 ships. The tutorial can be found at http://www.flatrock.org.nz/wolf/images/ ... ial_V1.rar

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