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

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Cycrow
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Post by Cycrow »

Observe wrote:Well clearly ES has updated tools, and it would be nice/fair if they made those available to the rest of us so we are at least on an equal footing with those members of mod teams who participated in TC development.
if u extract the files u'll notice the types files were actually created with Doubleshadows editors ;)

so if/when he releases those, u will have the same tools that ES do
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Litcube
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Post by Litcube »

Cycrow wrote: if u extract the files u'll notice the types files were actually created with Doubleshadows editors ;)
Ha!
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s9ilent
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Post by s9ilent »

Hrm... No more X3 Editor hey... This could complicate things.

Who wants to make an excel based editor with me? (I love my excel and VBA, mostly as I can't actually code in anything but X3R and Excel)

Although, I'm hard pressed for time right now so... yep (Plus, I would like to play some too :P)
fud
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Post by fud »

I'm trying to get what's what in the files, as far as stats go.

For instance, what the values of teh various ships are in Tships, shield, hull, speed, etc and where they're located in the file.


It's a pain in the ass.
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Observe
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Post by Observe »

fud wrote:I'm trying to get what's what in the files, as far as stats go.

For instance, what the values of teh various ships are in Tships, shield, hull, speed, etc and where they're located in the file.


It's a pain in the ass.
Might not be worth the effort considering DS Editor will be available soon.
MarcusX3
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Post by MarcusX3 »

Id say just wait till the tools are officailly realeased since we know they work and they used the new version of x3editor, also i should point out since egoosft did mention they intend to support the mod comunity id take them at face value. they dont wasnt to piss off people who supported them for years :)

as far as others theres no reason to belive you cant go fiddiling the files yourself, its reasonable to assume you will anyways even if people say you shouldnt, natrally people are curious creatures, forbiding them is like saying don't eat the cookies johnny... hes gona do it anyways because you said not too.

since ego used x3editor in tc id have to say they either have the source code or have adapted to thier own needs this would account for the code number changes, while doubleshadow may be under a nondisclosure agreement, this may be why he dont want to be associated, it may violate some agreemnet, undertandable if hes not then.

i still belive waiting is best, but i know you guys, hahah your gona eat the "cookies" anyways..

cheers..
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Post by Nutsman »

Observe wrote: Might not be worth the effort considering DS Editor will be available soon.
Ahhh thats are good news.... but when there also a Editor for TC exist,
why DoubleShadow do not release it ?!? Or Ego has bought / get
the source code from him and greate a new version ?
So we have to ask Egosoft to release it :o

@Observe how we can survive the waiting :?:
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Observe
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Post by Observe »

Nutsman wrote:.... but when there also a Editor for TC exist, why DoubleShadow do not release it ?!?
DS was not aware that TC had been released yet since he is no longer following X games
Nutsman wrote:...So we have to ask Egosoft to release it
Doubleshadow said he would make public release
Nutsman wrote:@Observe how we can survive the waiting :?:
Be patient. Let's see what transpires during coming days. :)
Last edited by Observe on Tue, 21. Oct 08, 15:08, edited 1 time in total.
fud
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Post by fud »

Observe wrote:
fud wrote:I'm trying to get what's what in the files, as far as stats go.

For instance, what the values of teh various ships are in Tships, shield, hull, speed, etc and where they're located in the file.


It's a pain in the ass.
Might not be worth the effort considering DS Editor will be available soon.

That's all I needed to see! :)

Long time no talk Ob.
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Observe
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Post by Observe »

fud wrote:Long time no talk Ob.
Hi fud. Good to see you around. Best place to catch me is on x3dmod forum. :)
Scoob
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Post by Scoob »

Hi Observe,

Do let Doubleshadow know we greatly appreciate his efforts. The X3 Editor has proved an invaluable tool for, well, pretty much anyone who likes to tinker with their game to get it working just how they want.

I'm itching to apply my own personal tweaks to adjust the likes of bullet speed & shot damage, just like I did in both X2: The Threat and X3: Reunion. Doubleshadow's editor proved invaluable then and doubtless will in the future.

Cheers,

Scoob.
sc_hornetAMF
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Post by sc_hornetAMF »

So wait.

I have created a new jobs file for x3tc, can i just leave the filename as jobs.txt as we used to be able to, or is it now just jobs (as it was in the unpacked from cat/dat .pck file) or do we have to have a jobs.pck file in /types for it to take effect?

How do I create a pck file sorry? I opened mine with winrar.
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Litcube
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Post by Litcube »

The ModManager for X3 will still compress the txt, and it will work.
Cycrow
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Post by Cycrow »

the reason it doesn't have an extension when you extract it is because the mod manager is getting confused over the format.

basically in TC, the files are just packed and not encrypted like in previous games. The mod manager however doesn't recognise the files as packed because they arn't encrypted as well
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pixel
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Post by pixel »

I am so confused.

I used the script engine way back in x3r but forgotten it all. And frankly this forum is unavigable.

An example of the complete mess this forum is in that one sticky says "Read The Activating The X3 Script Editor Stickie for more help"

There is no such sticky!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! :shock:

There are two stickies that seem to do the same thing.



Do I need to activate Thereshallbewings in order to use a script or plugin?

What is the difference between a script and a plugin?

By activating Thereshallbewings will I get a watermark on screen saying *MODIFIED* ?

Does the plugin manager avoid the above? (i.e. I do not want the MODIFIED on screen because it looks crap.
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Cycrow
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Post by Cycrow »

Activating scripts is exactly the same as it was in X3:R. The first post in this sticky explains exactly how to do it.

you will get a modified tag in your game, but it appears at the bottom of your pilot status.

there hasn't been a watermark on screen since X2, and that was even removed by a mod.

a script and plugin are the same, just different names for them. Althou plugins can also cover other additionals, scripts, mods, ships, missions, etc.
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pixel
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Post by pixel »

Cycrow wrote:Activating scripts is exactly the same as it was in X3:R. The first post in this sticky explains exactly how to do it.

you will get a modified tag in your game, but it appears at the bottom of your pilot status.

there hasn't been a watermark on screen since X2, and that was even removed by a mod.


:oops: Show how long ago I tried it then!! :wink:

a script and plugin are the same, just different names for them. Althou plugins can also cover other additionals, scripts, mods, ships, missions, etc.
Thanks v much Cycrow for the very prompt and comprehensive answers :D

:thumb_up: :thumb_up: :thumb_up:
"I find your lack of belief in the Three Dimensionality disturbing." Mercenary

"So getting this chick back is more than just getting a chick back. It's the concrete manifestation of an abstract policy goal. And we like concrete - right, Vic?"

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BlackRain
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Post by BlackRain »

Cycrow, you talk about porting X3R scripts over to X3TC. You said to change 2 version number? I don't understand that. Do you mean where it says Engine version change it to 40? Are there 2 places to change or just one?
Cycrow
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Post by Cycrow »

yes thats right, the 2nd place is in the code array, near the beginning of the code array just after the script name. u should be able to recognise it if ur looking in the right place.

the codearray is the most important one as thats the one the game uses to load.

but remember once you get it loaded into TC, theres most likly changes to be made. If the script uses any shiptypes/station types, wares, etc. They will need to be changed as they will be pointing to the wrong wares as the types files have changed.

also, some of the existing commands have been change or fixed so they might do things ur scripts are not expecting
BlackRain
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Post by BlackRain »

Yeah I wanted to edit the STO takeover script I have to work with my X3TC, I don't think it changes any types files or wares files. It does point to the trade station for seeing what takes over a sector, does that need to be changed you mean?

I wanted to see about getting the Terracorp fleet package to work in my game but that might require a lot of editing types, etc.

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