Ship/Factory 3D Models and Stats Viewer version 1.1.1.6 (spoiler?) NEW VER. APR 07

General discussions about the games by Egosoft including X-BTF, XT, X², X³: Reunion, X³: Terran Conflict and X³: Albion Prelude.

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Deleted User

Post by Deleted User »

This was written under XP & I think most people using it have XP, so
I don't think it's the OS thats the prob.

Do you get anything at all before the error message?, eg the first main window with title 'X Models 3D Viewr', or the 'Loading Data' progress dialog
(as per top of page 2 in the help doc file) ?
unmarkedhelicopter
Posts: 215
Joined: Tue, 11. Jul 06, 20:16
x3

Post by unmarkedhelicopter »

Well,
I installed to : D:\Program Files\DeepSilver\X3 Reunion
I then clicked to open and got the error report straight away !
No message saying DLL's missing or anything ...
Do you want a copy of said report ? :(
nikoliath
Posts: 7
Joined: Wed, 19. Jul 06, 11:18
x3

Post by nikoliath »

I too get an error report before the program runs. No specific error, just the old "X3 model viewer exe has ancounterted a problem blah blah."
Deleted User

Post by Deleted User »

I tried it out at that location, no problem seen.

Yes email the error report, it hopefully will give a clue as to what happening.

Is anyone else having this problem with version 1.0.2.0,
or is it working OK for anyone ?
unmarkedhelicopter
Posts: 215
Joined: Tue, 11. Jul 06, 20:16
x3

Post by unmarkedhelicopter »

I mailed you at the Wannadoo Address, if that's no longer any good please point me in the right direction (hopefully a pleasant one !!!)
Cheers !
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Orka
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Post by Orka »

cant run the new version on w2k.

"error in application

application (hexnummber) links to memory at (0x00000000)"

no problem with the old 3D Funfair_1.0.0.6.exe version.
Deleted User

Post by Deleted User »

unmarkedhelicopter

thanks for the log file, unfortunately not too much info in there,
but it possibly indicates that x3 was running, is that correct ?,
I've never tested it under that condition.

I'm going to try removing certain start-up DirectX capability-checking code
that is not used (yet, to do with shaders, which I'm not using [yet - - shock, horror!])
and post up a version that you might like to try, give me a couple of hours
and I'll be back


Orka - did you have 1.0.1.x, and if so did it work ok?


Can I ask anyone who has 1.0.2.0 working to post a message, since this would help me determine if the problems are graphic card capability related

cheers
Deleted User

Fixed it! (I hope)

Post by Deleted User »

I think I have found the problem, I left in some shader test-code that was
practically guaranteed to cause a crash - it should be OK now : version 1.0.2.1

Apologies to those who have downloaded 1.0.2.0, you'll have to download 1.0.2.1 from the original post in this thread
- as soon a friendly beta-tester can confirm it's OK,
- not that I'm mentioning any names : unmarked helicopter :) (or anyone who wants to)
unmarkedhelicopter
Posts: 215
Joined: Tue, 11. Jul 06, 20:16
x3

Post by unmarkedhelicopter »

Well it now loads OK,
Your gonna have to give me a bit more time if you want comments as a Beta tester :)))))))))))

Thanks !
onewheeldoin200
Posts: 165
Joined: Wed, 8. Sep 04, 01:49
x2

Post by onewheeldoin200 »

nikoliath wrote:I too get an error report before the program runs. No specific error, just the old "X3 model viewer exe has ancounterted a problem blah blah."
I get exactl the same thing.....can't even start the program up :(

edit: Just installed the newest version and it's working. Thanks, this tool is just awesome!
nikoliath
Posts: 7
Joined: Wed, 19. Jul 06, 11:18
x3

Post by nikoliath »

Ahhhh BETTER. Great work Dave Toome
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Orka
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x4

Post by Orka »

X Models 3D Viewer_1.0.2.1.exe runs now

but the version number ist still 1.0.2.0 in about info.

can you made it that the load ship/load station works with x3/x2 in raw modus?
Deleted User

Post by Deleted User »

can you made it that the load ship/load station works with x3/x2 in raw modus?
I'm not sure what you mean, could you explain in more detail ?

You can load 'raw' data files (.bod / .bob) already as explained in the help file, is this what you mean ?
unmarkedhelicopter
Posts: 215
Joined: Tue, 11. Jul 06, 20:16
x3

Post by unmarkedhelicopter »

I noticed a couple of things :-

SHIPS
Different ships have different gun convergence patterns (even different Mamba's). So given that the guns have a small degree of movement possible (the "Your target is within (say) 1deg of where you are firing so I'll just adjust your aim a bit", (where does that kick in ? Fight Command Software I / II or is it just a k cycle option ???) does this mean that at extreme edge of this "cone" not all your guns are on target ?

SHIPS
The other thing I like to do is keep my "good guns" (read %*$$&! expensive !!!!) as close to the main fuselage as possible, so whould it be possible to select an individual hardpoint / turret and see on the model where that actually sits ? Can anyone confirm/deny that when you "rub off" a weapon (either in a collision or from enemy fire) that the 'more exposed' weapons are more at risk ? (It seems random to me but ... )

FACTORIES
I'd really like a listing per resource.
And allows .txt/.csv/.xls export of a snapshot (manually updated depending on when GOD moves stuff around !) (Ideally limited to the stations the individual player has detected. (early on I always buy a triplex scanner, the fastest ship I can get and do a "universe tour")
e.g. Silicon, Sell - Where are ALL the places buying Silicon ?
Computer Components, Buy - Where are all the places selling Computer Components ?
I'd still have to check with satellites on pricing etc. but this would narrow down the search when I have a hold FULL of Measteaks that are starting to smell bad.

Dave, this is a really good tool, but I suppose we still have to check manually for those exotic 'secondary resources' required by NPC factories ? (Got to have something to aspire to :) )
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Tanvaras
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x4

Post by Tanvaras »

nice lil prg.

Works well right off the bat.

Cheers

Tan
Deleted User

Post by Deleted User »

nikoliath, Orka, Tanvaras:
thanks for the positive feedback, it helps.


unmarkedhelicopter:


The gun firing directions indicated in the prog are aligned with the position/direction of the guns themselves.
The game allows you a solid angle of targeting direction, I not sure if this is centered on the the above, but I guess its probably close.
Possibly the 'misalignments' you mention show the degree of difference between these.

Being able to identify a given gun (position) in a turret is a good idea & something I hadn't thought of,
it should be quite possible as long as I can squeeze the text 1,2...8 into the space available into each turret-stats screen area.
(something for the next version).
I think equipment damage is more random than 'gun X is damaged because you've hit something at that position on your ship', I think its more like 'you've sustained y% damage and random parts of your cargo/equipment will be marked as damaged', so keeping you best guns close-in to the ship body probably won't help.


A snapshot of your current game-state to detect existence/stock/price of factories would need to be done with a script that runs while you are playing. That is currently beyond the scope of this program, which read the static information & doesn't interact with X3 even if it is running. I'd be surprised if there wasn't a script similar to this, but you'll have to search on the Scripts & Modding forum.
(If there isn't, maybe it would be the first one I write :))

Keep the ideas coming
unmarkedhelicopter
Posts: 215
Joined: Tue, 11. Jul 06, 20:16
x3

Post by unmarkedhelicopter »

Okay, how about a script that adds messages to the BBS system ?
What I want is say 10% chance of getting a message to say :-
"You look hungry, eat a COOKIE !" :) :roll: :wink: 8)
unmarkedhelicopter
Posts: 215
Joined: Tue, 11. Jul 06, 20:16
x3

Post by unmarkedhelicopter »

Thought of another suggestion for you Dave.
If they load just a single stats window (for ships or factories) have a sideways scroll button to take you to the next / previous ship.
Deleted User

Post by Deleted User »

Interesting, I guess you'd have to decide which 'direction' of next ship,
ie next-race same ship-type, or same race next ship-type.

Are you thinking this would this be useful because you wouldn't have to open
the 'select ship' dialog so often, ie an extra way to navigate the dialog content,
or is it that you want less open windows at any given time.

Perhaps I'll mull this over to see if I can think of a way make of making a ship / factory
navigator, without closing the main select dialog(s).
unmarkedhelicopter
Posts: 215
Joined: Tue, 11. Jul 06, 20:16
x3

Post by unmarkedhelicopter »

I'd say go left to right top to bottom,
We (westerners) read that way so it's kinda inbuilt ...
Anything to reduce the select ships / factories
Maybe you could have 2 scrolls, up / down for up / down and left / right for left / right, when you get to an edge you scroll around.

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