[MOD] Complex Cleaner v4.09 / Modular Complexes (TC 3.2 / AP 1.1)

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maxfever63
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Post by maxfever63 » Tue, 2. Dec 08, 10:21

Thanks for the swift answer Gazz. I run some more tests today and let you know.

maxfever63
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Post by maxfever63 » Tue, 2. Dec 08, 17:04

Hi Gazz, I've tried again and the same applied. I've stood out of scanner range of the complex and this time, the blow occured 15 minutes after full fonction of the complex. I'm using some scripts with the game, do you mind they could be the cause?
X3TC 1.21 french steam version
scripts:
Free Jump from Graxter
Sector Scanner from Nividium
Universal Best Buys/Sells by Alex2069
MARS by Yourself
Jump by yourself
Numeric Ranks by yourself

If you need it, i can let you a link to a savegame just before crunching.
Thanks in advance.

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Gazz
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Post by Gazz » Tue, 2. Dec 08, 17:59

Did you save/load the game while in the complex sector?
You didn't mention anything about that so I'd think not.
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maxfever63
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Post by maxfever63 » Tue, 2. Dec 08, 18:09

No, just leaved the sector to continue playing. Then i returned trying to stay as far as possible; because if i come close to the complex it starts rapidly to blow.

One thing i've forgot is that i must have created a french (33) xml file in order to be able to use your mod. Without that, i had only readtext and the crunch failed.

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Gazz
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Post by Gazz » Tue, 2. Dec 08, 18:42

I have no idea why it works for me but not for you.
I uploaded another version.
The main change is that debug is enabled so it will write a logfile that hopefully sheds some light on this matter.

It takes up to 7 minutes of game time for all scripts to actually update.

After that, enter your complex sector and wait 30 sec.

Then Alt-Tab and find log07021.txt.
Let's hope it contains hidden wisdom!
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maxfever63
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Post by maxfever63 » Tue, 2. Dec 08, 21:18

OK Gazz, i've made all you've said ==> complex blown but in the logfile it's question of a guardian. What's about?

Here is that part of the log:

Guardian Balise de Navigation did not find watched MFH objet inconnu !(objet inconnu !). Checking sector Ceinture de Minerais.
MFH found: null
Guardian Balise de Navigation finding guard pos in sector Ceinture de Minerais
Guardian destroying Modular Complex in sector Ceinture de Minerais.
Destroy: FACT Teladianium (5)(Ceinture de Minerais)
Destroy: FACT Tranche de silicium (1)(Ceinture de Minerais)
Destroy: FACT Minerai (5)(Ceinture de Minerais)
Destroy: FACT Photopile (2)(Ceinture de Minerais)
Destroy: FACT Cristaux (2)(Ceinture de Minerais)
Destroy: FACT BoFu (5)(Ceinture de Minerais)
Destroy: FACT Minerai (1)(Ceinture de Minerais)
Destroy: FACT Photopile (2)(Ceinture de Minerais)
Destroy: FACT Cristaux (2)(Ceinture de Minerais)
Destroy: FACT Gaz Bo (5)(Ceinture de Minerais)
Destroy: FACT Tranche de silicium (2)(Ceinture de Minerais)
Guardian Balise de Navigation self destructing.

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Gazz
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Post by Gazz » Tue, 2. Dec 08, 22:19

Oooookay. That's totally not what I had expected...

That guardian is... the realism factor.
In sector, all factory modules would be invulnerable because they have no model. Therefore they can't be hit with any weapon.
The only thing a ship could destroy would be the shell.
Therefore, an invisible guardian script is checking for destruction of the shell and if that happens - all factories inside depressurize / explode.


- When you crunched those factories, were all created with the proper size?

- Was there a big ugly box created?

If no, then the rest of the events is logical.

When you converted the TFile to french, did you only rename the file and adjust the country code inside?
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maxfever63
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Post by maxfever63 » Tue, 2. Dec 08, 22:46

At the crunch time, every ratio was ok, the only weird thing i can remember is that the crunch gave me two messages : first it said it reduced factories by -2 and second saying reduced by zero.

Not so ugly your big box. I'd like the guy saying it was a Borg Cube.

The only modification of the Tfile was to adjust the country code inside and of course renaming it with the 033 part of the name.

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Gazz
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Post by Gazz » Tue, 2. Dec 08, 22:47

maxfever63 wrote:The only modification of the Tfile was to adjust the country code inside and of course renaming it with the 033 part of the name.
Hmmkay. That I can reproduce, setting my game to french.
Maybe it's some weird frog thing. =P
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maxfever63
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Post by maxfever63 » Tue, 2. Dec 08, 22:51

Gazz wrote:Maybe it's some weird frog thing. =P
Why not. By the way I'm living in Belgium :D

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Gazz
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Post by Gazz » Tue, 2. Dec 08, 23:49

Well, I still can't reproduce that.

I set my game to french and the setup worked perfectly fine. Correctly identified the mod, found all objects.

The crunch command created the borg cube and a bunch of modules.
Nothing collided, nothing was detroyed, the cube was correctly identified by the mystery guardian...
I can't see anything wrong here.

When you re-entered the sector, was the cube still there?
If it's there but not found, that would be... amazing.
The script checks all stations in the sector for a certain local variable and I know it's being saved.
From your log I saw that it's checking the right sector, too.
So... it should work. $^(#$&^!#^$!&!

Anyway, I uploaded another version. It probably doesn't fix the mystery bug but another that slipped through. It also has to do with the object type of the cube so they might be connected.
My complete script download page. . . . . . I AM THE LAW!
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maxfever63
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Post by maxfever63 » Wed, 3. Dec 08, 00:23

Thanks for all your work Gazz, i'll give another try in the morning. I'll add a couple of factories to obtain a positive amount of reduction with the crunch and also reenter the sector by the gateway in case of a hitch with the jump script.
By the way, i just remember i'm using two different jump scripts: yours for my TS especialy in Earth sectors and the one from Graxter wich i overuse for myself. A possible conflict in the collision detection?
I stay you informed as soon i've tested.

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Gazz
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Post by Gazz » Wed, 3. Dec 08, 10:22

maxfever63 wrote:Thanks for all your work Gazz, i'll give another try in the morning. I'll add a couple of factories to obtain a positive amount of reduction with the crunch and also reenter the sector by the gateway in case of a hitch with the jump script.
The script only checks where you are, not how you got there.
By the way, i just remember i'm using two different jump scripts: yours for my TS especialy in Earth sectors and the one from Graxter wich i overuse for myself. A possible conflict in the collision detection?
I stay you informed as soon i've tested.
Collision detection is enabled for all objects when [PLAYERSHIP] enters the sector.

That was not the problem in your case. It's the watcher script not detecting the cube object.
This does not happen on my end and I have no idea what the difference is.
Same script, same objects.
Provided you have the latest version of the mod installed. In the earlier versions I sometimes had to tweak the Mod part and Mods cannot auto update just like that.


I have uploaded a version 3.311 which logs the failing detection process in detail.

So... drop 1 factory in any sector that doesn't have a module complex, run crunch, wait 1 minute or so.
The log file should now have a section like

Code: Select all

Guardian  Navigational Beacon  did not find watched  MFH  null. Checking sector  Home Of Opportunity.
     Check:  Is MFH / Cube:  no,  Medium shield Production Complex alpha(Home Of Opportunity)
     Check:  Is MFH / Cube:  no,  Light Weapons Complex alpha(Home Of Opportunity)
     Check:  Is MFH / Cube:  yes,  Module Complex 2(Home Of Opportunity)
MFH found:  Module Complex 2(Home Of Opportunity)
It's not necessary to build more than 1 factory or even a complex.

maxfever63
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Post by maxfever63 » Wed, 3. Dec 08, 21:29

Ok Gazz, I'm just back home. Ilet you know as soon as I get the log.

maxfever63
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Post by maxfever63 » Wed, 3. Dec 08, 23:56

Hi Gazz.
I have only one question. When connecting the factories into a loop, does I have to connect the Module Complex too or not?

If no I think I own you lots of apologizes! :?

tqa2008
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Post by tqa2008 » Thu, 4. Dec 08, 03:47

@maxfever63

I think you should leave the Module Complex ALONE!!

I had an exact issue with the exploded complex after using the script for the first time because I connected the module complex to the complex hub. The second time round I left the module complex alone and just connected the individual factory module to the hub and everything behaved exactly as intended. (Maybe there should be a short note to warn new users about this. On the other hand, if it has already been written somewhere and I've missed it...pls ignore what I just said)

Great script and a wonderful tool for large complex construction. Thank you Gazz for all your work!

lLongshanks
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Post by lLongshanks » Thu, 4. Dec 08, 05:43

Important:
You are allowed to connect the Module Complex to the hub but if you do so, it's very likely that the hub will be destroyed the next time you run the crunch command. Your decision.
The factory modules ( =real producing factories) are the ones you are supposed to connect.
It does warn you about this on page 1.
Scripts I use.

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Gazz
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Post by Gazz » Thu, 4. Dec 08, 20:19

That can destroy the hub but not the factories.
I still want to see the results in that log because that is another issue.
tqa2008 wrote:(Maybe there should be a short note to warn new users about this.
Maybe you mean that note in bold and red, reading "important"...?

Alas there is no forum feature for giving an electric shock when trying to leave that page without reading it.


CC updated for X3 v1.3
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Gazz
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Post by Gazz » Fri, 5. Dec 08, 16:24

Version 3.33 released.

New command:

drop : In the selected sector, all your TL unload all factories from their cargo bays and build them at random positions.
You can be OOS.
You do not have to watch any pretty videos.

And I mean factories. No mines, shipyards, tradig stations and whatnot.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.

maxfever63
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Post by maxfever63 » Fri, 5. Dec 08, 18:47

Ok Gazz. I rerun this evening from the save I've kept. Do I connect the Module or not? :?

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