[SCR] [11.11.08] [X3TC V1.1] SNM - Ship/Station Names Managment

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

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

Thrandisher
Posts: 357
Joined: Sun, 1. Jul 07, 03:33
x4

Post by Thrandisher »

http://www.asser.net/name.jpg

Well there is a picture of it (me and my pictures).

Well the ships in question do not have a homebase set. That was with the command ALL SHIPS. The advance discovery does indeed show up with the homebase name in red, while every other ship shows up with the /hbn tag on each one.

Is there any way you can have it do a check to see if a homebase is set, and if there is not one then have it skip putting in /hbn and /hbs ?
UniTrader
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 14571
Joined: Sun, 20. Nov 05, 22:45
x4

Post by UniTrader »

OK, i will replace the /hbn and /hbs-Tags with nothing when the Homebase is not set in the next Version...



But before that there is another important thing that someone in the German Forums told me relating Incoming Messages for Ships with colored Names: EGOsoft has changed the Format of the Color-Tags for incoming Messages, but when you use the old Format for color tags the Incoming Message will not be displayed at all.. and on the other hand the new Color Tags are not working in Ship Names... this is relating to ALL Scripts that are creating colored Ship Names, but it can only be solved by the ones who send the Incoming Messages to the Player when you want colored Ship Names.. i have created a small library which removes the Color-Tags from the Object Names so the Messages can be displayed correctly... (and i am working on expanding this library to change the color-tags in the new format for messages..)

Here is the necessary t-file-part for the library which simply removes the Color Tags for the Text Output:

Code: Select all

<page id="8642" title="UT SNM" descr="UniTraders Ship Names Management">
 <t id="1001">\033</t>
 <t id="1003">\033A</t>
 <t id="1005">\033B</t>
 <t id="1007">\033C</t>
 <t id="1009">\033G</t>
 <t id="1011">\033M</t>
 <t id="1013">\033R</t>
 <t id="1015">\033W</t>
 <t id="1017">\033Y</t>
 <t id="1019">\033X</t>
</page>
and here is the quickly written Lib itself

Lib Input:
Argument 1:
A) A String where the Color-Tags shall be removed or
B) An Object from which name the Color-Tags shall be removed

Returnvalue:
-> The String without color-Tags

In Addition there is a Version Check which returns the Script Version Number when you put in 'VersionCheck' at Argument 1 ;)

Please tell the Script Authors of the English Scripts sending the Messages about this when you have problems with Incoming Messages and colored Ship/Station Names...
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)
BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7465
Joined: Mon, 15. Dec 03, 18:53
x4

Post by BlackRain »

I am a little confused Unitrader. Are you saying I have to edit the names of each ship with those tags before I use the mass renamer? Or if not, how does it work?
UniTrader
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 14571
Joined: Sun, 20. Nov 05, 22:45
x4

Post by UniTrader »

erm no, the Mass Renamer is just an addition to the Bsaic Script.. btw: what Options did you choose and what was your Aiming Target?? perhaps i can reconstruct aour problem..
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)
BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7465
Joined: Mon, 15. Dec 03, 18:53
x4

Post by BlackRain »

Well I had my carrier selected and it has 60 ships inside so I clicked on ships docked at carrier. I then chose homebase option, with the greek symbol then roman numeral I think. Anyway, I don't really know how this works than. I am getting that problem with no text showing up with incoming messages. How do I fix that?
Thrandisher
Posts: 357
Joined: Sun, 1. Jul 07, 03:33
x4

Post by Thrandisher »

Aha! i had a few messages that the window was messed up and i was trying to figure out what was causeing it.

There is another script that changes ship color for something but i can not remember what it was. I do know Satellite early warning network uses color on some of of it but the messages are sent to your log book.

Tommorow i will try to play around and break it more for you. ;)

Oh i remember what script i was thinking of. I think it was mars but only when debugging was on. So never mind that idea.
jlehtone
Posts: 22477
Joined: Sat, 23. Apr 05, 21:42
x4

Post by jlehtone »

UniTrader wrote:Please tell the Script Authors of the English Scripts sending the Messages about this when you have problems with Incoming Messages and colored Ship/Station Names...
We had noticed that already, but I doubt none of us has realized all the implications yet.

I do assume that the stock game still writes to logbook using template like:
Your ship $Name was killed in sector $Sector[ by $Attacker].
If that works like third-party scripts, there will be no such messages for colourful names, will there? And that is a stock game issue. :shock:
Goner Pancake Protector X
Insanity included at no extra charge.
There is no Box. I am the sand.
BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7465
Joined: Mon, 15. Dec 03, 18:53
x4

Post by BlackRain »

Okay I got the script to work fine but I am having the problem of blank entries in my messages. I saw you mentioned this so how can I fix this?

edit--- Also how do i safely uninstall this? I think it is giving me problems as I can't load up some older saves before I had this.
UniTrader
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 14571
Joined: Sun, 20. Nov 05, 22:45
x4

Post by UniTrader »

when you don't know much about Scripting it will take a very long time to fix the Message issue because you have to modify all the Scripts which are sending messages to you...(and some things in the Hardcode jlehtone mentioned...)

there is a uninstall routine in the 'al.plugin.snm', just execute this Script by Hand and select 'null' -> 'Select Yes/No' -> 'Yes', then save the Game and remove the files ;) but this will only remove the Hotkey and the AL-Plugin, the colored Names will remain because i hadn't thought about such issues with them when i created this... i will include a complete removal of the colors during the deinstallation in the next Version... (but the Lib for the re-formatting of the Text for Incoming messages has atm a higher priority for me..)
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)
BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7465
Joined: Mon, 15. Dec 03, 18:53
x4

Post by BlackRain »

I understand but will removing all the colors from the names of my ships fix my issue with the Incoming messages? I deinstalled your script but still have this problem, some of my ships still have colors in them though so is that why? Or is it impossible to fix my incoming messages now that I already added this?
UniTrader
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 14571
Joined: Sun, 20. Nov 05, 22:45
x4

Post by UniTrader »

the problem is the color Tag in the Name, so removing them will fix this ;) it would be the best to clear the Name of the Ship complete because the color Tag are 2 invisible Signs ;)
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)
BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7465
Joined: Mon, 15. Dec 03, 18:53
x4

Post by BlackRain »

I see, hmm I might have to go back and check because I thought I removed all the color tags but i still keep getting incoming messages invisible.


edit-- Ugh, I cant seem to fix this problem and I took all the colors out and checked if there were invisible tags. I guess I have to wait until you fix the script.
BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7465
Joined: Mon, 15. Dec 03, 18:53
x4

Post by BlackRain »

Any update on this?
UniTrader
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 14571
Joined: Sun, 20. Nov 05, 22:45
x4

Post by UniTrader »

not yet, sry.. i had no time this week to do anything...
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)
User avatar
joelR
Posts: 2008
Joined: Mon, 9. Jul 07, 23:33
x3tc

Post by joelR »

Any closer to fixing the incoming message bug UniTrader?

Looking forward to an update!
User avatar
JFJohnny5
Posts: 198
Joined: Mon, 12. Dec 05, 17:38
x4

Post by JFJohnny5 »

Has the status of this mod changed at all with the 1.4 patch?
strude
Posts: 1471
Joined: Wed, 3. Aug 05, 08:15
x4

Post by strude »

I have done some tests on this script as I noticed something odd early in one of my games. When setting the "Notify when command complete" option to yes in any of my properties command consoles, I will get a message from unknown with no content and only a close button. Here's what I did so you might be able to track it down.

Started a new game (terran defender in case it matters) in a fresh copy of X3TC (no scripts or mods at all)
Activated the script editor
Scripted in a rapier, and installed max engine tunings
Opened command console of new rapier and set notify when task complete option to yes
Docked at station
Loaded autosave
Undocked
Commanded rapier to dock at a nearby station
SETA until docked

Once docked, I got message from Computer System saying my ship had completed it's task, with button options of Close or Open Ship Menu

I then exited the game and installed only your script and t files. I then did the exact procedure above with the only additional step being to check that the AL entry for your script was active, which it was. After docking was complete this time, I got a message from Unknown, with no content and only a Close button.

Hope this gives you somewhere to start tracking down

EDIT: I should highlight the fact that these are the only steps I had taken for these trials. I didn't ever attempt to rename a ship at all, or use the hotkey for your script. (Although the hotkey has been mapped, I never pressed that key combination)
Gaming PC: Gigabyte H270M-D3H | i7 7700 | 16Gb DDR4 | Gigabyte GTX1060 6Gb OC | Asus Xonar DGX | Window 10 Home 64bit | Samsung 256Gb SSD
Orfevs
Posts: 183
Joined: Thu, 22. Jan 09, 23:03
x3tc

Post by Orfevs »

Just starting to look into this scripting thing, since I really want colours in the ship/station names. However, I'd like a more personal approach than whats's already out.

Such as Race/Sector abbreviations
- should be very simple by extracting the first letter(s) of the sector name, and add them to the first letter of the race (i.e. A-HoL for Argon, Home of Light) - and colourcoded to be sure. Don't know which colours go for whom, but that's not too hard to figure out.

Furthermore a list of functions for the ship rather than shiptypes/class that could be colourcoded instead.
So the name could then be something like:

A-HoL BSF1 Hub or Fact name here Station Trader III

Where A-HoL is as described above with "Argon colour"
BSF is a Boron Super Freighter type 1 using "Boron colour"
Factory name has it's own formatting, so that's addded to this
And lastly the *function* of the ship in a colour that denotes what class it belongs to (or optionally "TS-Station Trader") and a unique number/sign for the ship and *this* station.


It's a bit limited in how much of the name string you can actually read in certain menus, so abbreviations are good..
Got a few thoughts on it if you want them.

As for the message blanks (Yeah, I got them..)
Could it be as simple as normalizing the colours at the end of the name strings?

As for my approach, I'd start with menus where you could select from links or buttons the different pieces of the name, and possibly store the configuration for the ship types and their relevant attachments.
Whether they got a homebase, is part of a wing, ST/UT with/without a base etc.. and so on and so forth.

The important part being abbreviations and *function* so you can see what the ship does at a glance, but *also* the possibility to place a unique name in place of the function name.

Oh wait.. these were my thoughts. Nevermind then. :lol:
Now to start learning xml..
Cheers!
TCAN TC/AP Artificial Life, Menudriven Automated Ship/Station Namer
Spex: i7 4790K@4Ghz 16Gb DDR3 GTX970Strix(4Gb)
X:R 454 Hours. 15 hours unmodded.
Orfevs
Posts: 183
Joined: Thu, 22. Jan 09, 23:03
x3tc

Post by Orfevs »

Lil bug.
I had snm disabled and a ship targeted, but somehow managed to press the hotkey assigned to SNM. Rather than pressing the x up in the right corner of the menu, I selected back (<<). The target ship was renamed with -1 preceding it's original name. Did the same to a station apparently, so now I'm not sure how to undo it. That's a bit harder to get rid of in my trusty M4 sabre..
TCAN TC/AP Artificial Life, Menudriven Automated Ship/Station Namer
Spex: i7 4790K@4Ghz 16Gb DDR3 GTX970Strix(4Gb)
X:R 454 Hours. 15 hours unmodded.
User avatar
joelR
Posts: 2008
Joined: Mon, 9. Jul 07, 23:33
x3tc

Post by joelR »

Looks like this one is dead and wont ever get fixed. Anyone else have a ship name color script?



-Thanks

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”