[PROGRAM] X Plugin Manager : V1.87 : 2024-01-06

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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VladWard
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Post by VladWard » Tue, 7. Aug 18, 00:36

Hi,

I've been playing a new XRM game (manually installed) for about 90 hours and I decided to install a new mod. I opened up my old Plugin Manager and pointed it to my new XRM install and the savegame manager automatically replaced my XRM saves with my last backup from 2013. Are my recent saves gone for good? Would plugin manager have backed them up anywhere before replacing them?

Thanks in advance

Cycrow
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Post by Cycrow » Tue, 7. Aug 18, 10:48

it should have backed them up. Check the pluginmanager directory inside the game directory

VladWard
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Post by VladWard » Tue, 7. Aug 18, 23:54

I think it didn't like me having two installs. The pluginmanager directory in my game directory contained the same replacement saves from 2013, which were also part of the pluginmanager directory in an unmodified install on a different hard drive. Oops.

I went through the 5 stages of grief and just did a clean install. Thanks!

Alacres
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Joined: Fri, 6. Jul 18, 21:10

Still got an issuw

Post by Alacres » Wed, 15. Aug 18, 01:43

The Package Creator imports only some ships through Import from VFS, the chance on getting something imported varies. Sometimes it works for bigger ships, sometimes it doesn't. I don't know how to fix it, but it seems to be random. After I tried over a dozen times on a ship ( M7 ) from another mod which overwrites base files of the game ( overhaul ) I finally got it in a working condition to turn it into an .xsp, yet the issue hampers the progress.

It is said that in the last releases the importing of Textures was improved. I see no difference between a prior version and latest. Issue was there before, is here now.. Still gets stuck on loading of textures. Tried reinstalling couple of times, with no mods at all, even vanilla ships would get stuck. Is there any way to fix it?
There is always that one fool who rams a Xenon J and forgets to bail out

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ubuntufreakdragon
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Post by ubuntufreakdragon » Wed, 15. Aug 18, 13:03

Btw. Package Creator sometimes changes the amount of guns allowed per turret.
My X3 Mods

XRebirth, things left to patch:
In General; On Firing NPC's; In De Vries; Out Of Zone; And the Antiwishlist

Alacres
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Post by Alacres » Wed, 15. Aug 18, 17:19

I've noticed. That one single time I managed to get a Panther imported ( just wanted to change weapon types and add completely new ones I created ), I ended up with all turrets having 12 guns instead of default amounts. Same for a Century, just it had only 1 gun as a forward cockpit gun. It turned out that it couldn't properly read the files. Sadly the link to the source seems to be down. I could fix it or at least find out what causes it to be stuck exactly. I have a lot of nice KOTOR ships and SWTOR ships that I want to make as .xsp from an older mod that I abandoned some time ago. I liked the SWR mod for AP, but some models seemed incorrect so I made my own versions, but after switching to new system, I lost most of the files
There is always that one fool who rams a Xenon J and forgets to bail out

adams0061
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Just wondering

Post by adams0061 » Fri, 31. Aug 18, 01:01

Cycrow, Will any of your scripts work with Linux. I have X3TC and Albion Prelude plus X3 Rebirth loaded and running thru the Steam version of linux mint 19 cinnamon version
YES I am 56 yrs old, YES I am huddle over my keyboard with only a 25 watt bulb in my desklamp and the feeble light from my monitor lighting my keyboard waiting on the next installment from the X-series. BUUUUUUWAAAAHAAAAHAAAA

Cycrow
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Post by Cycrow » Fri, 31. Aug 18, 19:08

the scripts themselves should largely work in any version. The plugin manager itself is abit more difficult to get working in Linux.

you could extract any spk files and install them manually. Things like ships, or scripts with certain custom wares wont work manually however

Alacres
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Post by Alacres » Fri, 31. Aug 18, 21:03

Umm, Cycrow, is there anything You can suggest that there would be done about extracting ships from mods? I know You already updated Texture extracting, but for me it still seems to get stuck in it when extracting ships like from Star Wars Mod. You could try to replicate it in case the problem might be on my end...
There is always that one fool who rams a Xenon J and forgets to bail out

adams0061
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Post by adams0061 » Sat, 1. Sep 18, 00:51

Cycrow wrote:the scripts themselves should largely work in any version. The plugin manager itself is abit more difficult to get working in Linux.

you could extract any spk files and install them manually. Things like ships, or scripts with certain custom wares wont work manually however
I am just wondering if your cheat pkge would work and if I can install it like you said?

And how would I ectract the .spk file into the X3TC game folder. And I do apologise for all the questions :)
YES I am 56 yrs old, YES I am huddle over my keyboard with only a 25 watt bulb in my desklamp and the feeble light from my monitor lighting my keyboard waiting on the next installment from the X-series. BUUUUUUWAAAAHAAAAHAAAA

stends
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Post by stends » Sat, 1. Sep 18, 13:36

Hi, the download link for the installers on http://www.xpluginmanager.co.uk/ do not work. I was wondering when/if/if not it will be back.

Have a good day!

Cycrow
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Post by Cycrow » Sat, 1. Sep 18, 14:12

make sure you are using the direct link from the first post, and it should work

vivre
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x3tc

Post by vivre » Sat, 1. Sep 18, 21:14

Hi Cycrow,

If I install an archive that overwrites vanilla script files, is there a way to get the plugin manager restore the vanilla scripts when I disable/uninstall the archive?

If not, do you have any recommendations for ways to deal with archives that might overwrite vanilla scripts? (e.g. will repackaging them as a .spk work?)

Cycrow
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Post by Cycrow » Sun, 2. Sep 18, 13:28

it should already work. When you first run the plugin manager, it'll scan the directory and mark all the files as "original" so when you install something that replaces one of these files, then it first backs up the file, then restores it when you uninstall or disable the package.

it should work for both spk files and archives

Alacres
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Post by Alacres » Sun, 2. Sep 18, 14:59

Umm am I and the issue I stated before be ignored forever or something? Ehh maybe indeed these forums are too old and no one cares when a newcomer posts....
There is always that one fool who rams a Xenon J and forgets to bail out

Alan Phipps
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Post by Alan Phipps » Sun, 2. Sep 18, 15:42

@ Alacres: I don't see what the age of the forum has to with it since the author Cycrow is still posting here in this long-established gametool thread, even today. :wink:

Perhaps he just doesn't want to bother with the likely effort involved nor your suggestion to try to replicate your issue. Why not try a PM to him and see if he can help you with some practical advice that won't take up much of his personal time nor probably get too detailed for the public forum?
A dog has a master; a cat has domestic staff.

Alacres
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Post by Alacres » Sun, 2. Sep 18, 16:10

Already did. Been weeks since then.........no advice
There is always that one fool who rams a Xenon J and forgets to bail out

vivre
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x3tc

Post by vivre » Sun, 2. Sep 18, 18:54

Cycrow wrote:it should already work. When you first run the plugin manager, it'll scan the directory and mark all the files as "original" so when you install something that replaces one of these files, then it first backs up the file, then restores it when you uninstall or disable the package.

it should work for both spk files and archives
Strange, it didn't work for me. I installed an archive that overwrote some scripts and t files and it didn't replace the originals when I uninstalled it. I only found out after I got a message in game that several language files were missing.

Maybe it somehow skipped the scan step or failed to mark the originals. I'm going to try installing the archive again on a clean install and keep an eye on what it does. Is "addon/PluginManager/PluginManager.dat" the place it stores this information?

Edit:
It works on a clean install. In my previous 'non-clean' install, I see a file named "PluginManager.new" in the same directory as PluginManager.dat - I'm guessing that it is a temp file that failed to get written to PluginManager.dat, so something must have gone wrong when it was scanning and marking the originals on the first run.

Anyway, all good now.

Szutyo
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Joined: Sun, 19. Aug 18, 22:13

Post by Szutyo » Sat, 8. Sep 18, 00:12

What could be the reason for the Package Creator's "Import Ship from VFS" function not working?

The Plugin Manager has some really useful utilities in the Tools folder, one of them is the Package Creator.

I used the Import Ship from VFS function a few times and it seemed to work, but all of the sudden it stopped working a few days ago.

I click it in the menu, then I select the file system and then OK, then it writes "loading texts" then I get a long list of ships, I choose a ship.
Now at this point it used to give me a window and a list in that and as it loaded stuff, the lines of the list got checked (with a green mark before each of them) and when all of them got checked I got the data of the imported ship in editable format.
But now this list only shows up for a split second and after it disappears and nothing happens.

I don't remember changing, my installation directory is the same, the plugin manager and the package creator can recognize my game installation.

What could cause this and how could I get it to work again?

Thanks!

Snowtiger2.0
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Post by Snowtiger2.0 » Tue, 25. Sep 18, 21:49

Which package(s) do i need to compile the Linux stuff?
I'm running a recently installed Ubuntu 18.04. A lot of what sounds like standard headers appear to be missing.
makedepend: warning: 7Decoder.cpp (reading /usr/include/bits/libio.h, line 53): cannot find include file "stdarg.h"
makedepend: warning: 7Decoder.cpp (reading /usr/include/string.h, line 33): cannot find include file "stddef.h"
makedepend: warning: crc32.c (reading /usr/include/limits.h, line 124): cannot find include file "limits.h"
makedepend: warning: gzio.c (reading /usr/include/bits/libio.h, line 53): cannot find include file "stdarg.h"
makedepend: warning: CatFile.cpp (reading String.h, line 9): cannot find include file "string"
Edit: i messed around with it but it's been a long time since i used c.
Everything is in cpp files, but the Makefile sets a c compiler and we're packing personal implementation of String instead of using <string> and std namespace?

Edit²:
Alright, after manually finding some headers to include it turns out those, or the compiler, are incompatible versions. So now it's trying to tell me size_t is undeclared.
i've made a primitive test sample using a size_t variable and it compiles just fine using cc.

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