[SCR] [v1.7.3] [04/27/2012] MK3 Improvement Reloaded
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There is definately something strange happening with the new UT scripts.
With the bonus script verions installed i kept getting system slow downs that manifested themselves as slow framerates, this happend every 5-10-15 seconds, i also found the computer less responsive at most times, this occured even in relativly empty sectors so it's not load on the graphics card. Last evening i re-instated the original scripts (as indicated in this thread), and these slow dows/frame rate drops have gone, and the game is more responsive.
I dont know if this is being addressed in the updated versions but there is definitely something happening that is associated with the new scripts that is putting extra load on.
With the bonus script verions installed i kept getting system slow downs that manifested themselves as slow framerates, this happend every 5-10-15 seconds, i also found the computer less responsive at most times, this occured even in relativly empty sectors so it's not load on the graphics card. Last evening i re-instated the original scripts (as indicated in this thread), and these slow dows/frame rate drops have gone, and the game is more responsive.
I dont know if this is being addressed in the updated versions but there is definitely something happening that is associated with the new scripts that is putting extra load on.
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That UT's get destroyed has one particular reason (has been discussed before but I can't find the thread):
If a UT is attacked and emergency-jumps to a station, he then starts to resume his original task. So he flies (yes, not jumps) back to his original target station without checking for enemies. If an enemy sector is enroute or if there are enemies in the target sector........babooom.
I've suggested already (see script forum) to change the script such that after he made the emergency jump and docks all current tasks are cancelled. The player just to restart the UT.
Cheers Euclid
If a UT is attacked and emergency-jumps to a station, he then starts to resume his original task. So he flies (yes, not jumps) back to his original target station without checking for enemies. If an enemy sector is enroute or if there are enemies in the target sector........babooom.
I've suggested already (see script forum) to change the script such that after he made the emergency jump and docks all current tasks are cancelled. The player just to restart the UT.
Cheers Euclid
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I'd prefer that the script recognise whats in the cargo hold, and find a local buyer, then resume.euclid wrote:I've suggested already (see script forum) to change the script such that after he made the emergency jump and docks all current tasks are cancelled. The player just to restart the UT.
Having to start a UT again after every emergency jump would be very tedius. Better it just restarts itself.
You in the middle of battle with 100 Xenon and your UT makes an emergency jump and wants a manual restart. Are you going to take your eye off the ball long enough to restart it ? No way ! It will stay dormant until thebattle is over. And quite unnecessarily.
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Yes, that would even be better but it's not that easy. Amongst many addition things the UT would need to run the enemy check again.I'd prefer that the script recognise whats in the cargo hold, and find a local buyer, then resume.
Agreed, but this gets really complicated. Have a look at the script(s) and just try to find the line where you can be sure he's docked after the emergency jump. Then try to cancel all tasks (current trade scripts). That's already difficult.Having to start a UT again after every emergency jump would be very tedius. Better it just restarts itself.
And more important: it does not happen so frequently and hence it's not that tedious.
If this is fixed to the minimum extend as I've suggested then you don't need to 'take your eye off the ball' because your UT is safe. Just restart it later.
You in the middle of battle with 100 Xenon and your UT makes an emergency jump and wants a manual restart. Are you going to take your eye off the ball long enough to restart it ? No way ! It will stay dormant until thebattle is over. And quite unnecessarily.
Cheers Euclid
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this would not be a problem at all. as the uts now support rest ware selling I can just set them to cancel everything after emergency jumps and make them look for a new traderoute.I've suggested already (see script forum) to change the script such that after he made the emergency jump and docks all current tasks are cancelled. The player just to restart the UT.
thanks for pointing that out I'll check it out.
Phew that is on the other hand something I can't explain. On my system I don't have slow downs ... already tried version 1.27?With the bonus script verions installed i kept getting system slow downs
If it keeps slowing could you send me your current save, scripts- and t-folder? Ah and the currently used mods, too.
maybe I can find the reason.
Last edited by gnasirator on Tue, 5. Sep 06, 12:18, edited 1 time in total.
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I'll try it out, and do some more testing, cheers!Phew that is on the other hand something I can't explain. On my system I don't have slow downs ... already tried version 1.27?
If it keeps slow could you send me your current save, scripts- and t-folder? Ah and the currently used mods, too.
maybe I can find the reason.
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If you manage to fix that, please let me know. I've tried it myself several times but failed.gnasirator wrote:this would not be a problem at all. as the uts now support rest ware selling I can just set them to cancel everything after emergency jumps and make them look for a new traderoute.....I've suggested already (see script forum) to change the script such that after he made the emergency jump and docks all current tasks are cancelled. The player just to restart the UT.
Cheers Euclid
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Does the script wait until the "jump-and-dock" procedure completes, or does it loop, and check if "escape-routine" is still active?euclid wrote:Agreed, but this gets really complicated. Have a look at the script(s) and just try to find the line where you can be sure he's docked after the emergency jump. Then try to cancel all tasks (current trade scripts).
Not that it matters, in both cases the ship has three states: "Escaping", "Escape complete", and "Normal". And if I understand correctly, the "Escape complete" has been skipped so far.
But selling the "surplus" freigth is "sell ware", which actually differs from the usual "deliver payload from A to B" operation, that the UT has always done. That should be able to do jump-deliveries as well.
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IIRC then these 'actions' are done via subroutine (better: subscripts). So Iwould expect that there is no loop.jlehtone wrote:
.... Does the script wait until the "jump-and-dock" procedure completes, or does it loop, and check if "escape-routine" is still active?
Not that it matters, in both cases the ship has three states: "Escaping", "Escape complete", and "Normal". And if I understand correctly, the "Escape complete" has been skipped so far.......
However, as soon as the subroutine has finished, the UT will continue his original trading task. I didn't manage to cancel that as well. Apparently it has to do with the script priority settings and maybe it cann be controlled via the subroutnie return values.
The problem is to determine the 'surplus' freight. You don't want the UT to sell his shields or weapons......But selling the "surplus" freigth is "sell ware", which actually differs from the usual "deliver payload from A to B" operation, that the UT has always done. That should be able to do jump-deliveries as well.

Since the original trade task is still running it should be possible to use the data before cancelling the job and call a new one.
Cheers Euclid
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-> get true amount of ware does that for you!The problem is to determine the 'surplus' freight. You don't want the UT to sell his shields or weapons.
and btw:
I've just completed that part.

the galaxy traders now jump to the emergency station, wait there and then restart.
the sector traders check if the current sector is clean and then restart in that sector, too.
just tested it, works all fine

-> but keep in mind that only experienced traders are able to do rest ware selling! so newbies who have to jump might just cancel and wait.
hmm i have to add a message in that case .... *alt-tabs into x3*
my solution to that problem was just to start an restar script in the station the trader docked at after escaping. that station then resets the trader. works fine

edit:
hmm can someone explain to me how to script an AL script?
my plans are to implement statistics and statistic commands to the traders.
I want to have an AL script running in the background and checking the names of the trader ships. if the names are like e.g. '/set stats 1' it enables stats for that ship.
and every full hour this script will send the player a message containing the stats - cr/h, total credits of all traders and so on ...
edit2:
ok I just released that stuff as a new version. feel free to test it out! (page 1)
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hmm strange, checked it, works for me!
but I know, rapidshare isn't the best host.
but I don't own webspace so I can't offer you alternatives.
And my mirror link - kindly offered by lt.ford - isn't updated yet.
does anyone know some other webspace/sharing page?
edit:
hmm try this one:
http://www.yourfilelink.com/get.php?fid=167748
does it work?
but I know, rapidshare isn't the best host.
but I don't own webspace so I can't offer you alternatives.
And my mirror link - kindly offered by lt.ford - isn't updated yet.
does anyone know some other webspace/sharing page?
edit:
hmm try this one:
http://www.yourfilelink.com/get.php?fid=167748
does it work?
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Link works fine, thanks a lot!!!gnasirator wrote:.....hmm try this one:
http://www.yourfilelink.com/get.php?fid=167748
does it work?
Cheers Euclid
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we do script project hosting at Xai Corporation.gnasirator wrote:...does anyone know some other webspace/sharing page?...
some more info. on hosting at Xai Corporation
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Version 1.27 has been posted to the [L3] script testing forum.
Can people please test this version for possible inclusion in future Bonus Pack releases.
Can people please test this version for possible inclusion in future Bonus Pack releases.
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