
[Mod] Unofficial bug (player) fixes 2.7comp * updated 12 Jun*
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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Good evening!
I was interested by yours unnoficial patch. But there is one "but" - I play the Russian version of game. How quickly to adapt your patch under the Russian version?
I have understood that it is necessary to create (with transfer) page "0004-L007".
But what to do with a file "00044" (in a folder "\mov")? In a directory of game at me in this folder lies "00007"
Excuse for bad English
With hope
AndruN
I was interested by yours unnoficial patch. But there is one "but" - I play the Russian version of game. How quickly to adapt your patch under the Russian version?
I have understood that it is necessary to create (with transfer) page "0004-L007".
But what to do with a file "00044" (in a folder "\mov")? In a directory of game at me in this folder lies "00007"
Excuse for bad English
With hope

AndruN
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it is relatively easy to do. as you already know just change the L044 to L007. delete everything between:AndruN wrote:How quickly to adapt your patch under the Russian version?
I have understood that it is necessary to create (with transfer) page "0004-L007".
Code: Select all
<page id="13" title="Boardcomp. Misc" descr="Various fragments spoken by shipboard comp. voice" voice="yes">
<t id="1286">(ware transferred from ship to ship)transferred</t>
</page>
Code: Select all
<page id="353899" title="Player Lines [TEXT]" descr="0" voice="no">
<t id="211102">Perfect, I am transferring the data. When can I expect first results?</t>
</page>

if you play the game in russian then you will need to do nothing unless the voice is in english.But what to do with a file "00044" (in a folder "\mov")? In a directory of game at me in this folder lies "00007"
@OOZ662
that is easy ver 2.0
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you can keep that name. as i'll not maintain it.
here you go with the last file:
TShips.txt
have fun maintaining it.

here you go with the last file:
TShips.txt
have fun maintaining it.

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Good evening! Again I
Once again, thank you for your previous answer. You fellow that had done such a huge work on correction errors of developers.
Me interests here that:
I too something corrected in TShips, TCockpits and TFactories, and much enough - adjusted game v 2.5 under myself. Also it would be desirable to use your patch in that only parts, as to correction of errors of models (the ships and stations), without editing of files TShips, TCockpits and TFactories. Whether it is possible? Which folders from your patch are necessary for establishing in game?
I hope, my question will not complicate to answer you.
I apologise for bad English.

Once again, thank you for your previous answer. You fellow that had done such a huge work on correction errors of developers.
Me interests here that:
I too something corrected in TShips, TCockpits and TFactories, and much enough - adjusted game v 2.5 under myself. Also it would be desirable to use your patch in that only parts, as to correction of errors of models (the ships and stations), without editing of files TShips, TCockpits and TFactories. Whether it is possible? Which folders from your patch are necessary for establishing in game?
I hope, my question will not complicate to answer you.
I apologise for bad English.
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original post deleted by myself for personnal reason...
What I wanted to say was simply that we should not forget to tell about these problems to the developers because otherwise they will not be fixed. No doubt that this script is a good idea, during we can wait for some official fixes?
Have a nice day
What I wanted to say was simply that we should not forget to tell about these problems to the developers because otherwise they will not be fixed. No doubt that this script is a good idea, during we can wait for some official fixes?
Have a nice day
Last edited by BoomerM6 on Sun, 15. Nov 09, 09:50, edited 3 times in total.
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that is the problem; most of the fixes (well over half) have already been reported. I myself reported almost all the first 20 entries to the devs in the beta and tech forums. all you have to do is do a search with my name from oct to jan time frame or another person you can do the search for is terre and you'll see a lot of the "bugs" they have reported have been fixed here as well. i was told they where either low priority or not possible to fix. so if you or any one else wants these items fixed they you need to voice to the devs so they can make it a higher priority. you mentioned several times about missing textures. lets take the python/raptor for example; it been missing its textures since reunion and until now the only person to have fixed it is me.BoomerM6 wrote:......truncted..... It's a great game i love and i respect Egosoft but some things have to be said and if no one said them nothing will be done.


simple answer you are going to run into problems as stated here:AndruN wrote: without editing of files TShips, TCockpits and TFactories. Whether it is possible? Which folders from your patch are necessary for establishing in game?
if you don't do the necessary fix/updates to your tships you'll find ships with cockpits in the center of the ship as well as some ships will not fire their weapons etc....... as for TCockpits and Tfactories depending on your changes shouldn't be affects by the scene/body fixes.16)(scene, tship) some of you will know what is wrong with this picture:
almost half of the scene files used by fighters are similar to this and this is just the weapon entries. i have fixed every scene that is similar to this so the P IDX in the scene matches the tship entries.
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I have already understood it - last night.draffutt wrote:if you don't do the necessary fix/updates to your tships you'll find ships with cockpits in the center of the ship as well as some ships will not fire their weapons etc....... as for TCockpits and Tfactories depending on your changes shouldn't be affects by the scene/body fixes.
Some ships which you have added in TShips are simply necessary to me. Probably, I can simply remove them therefrom? Or easier not to pay to them attention

And still a question - I can do without files Jobs and JobWings? And your file "Components.txt" (that for an animal such

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Well I am for this mod !!!
I've been playing this game all year and adding draffutt's unofficial patch has made the experience that much more fun. Egosoft has made a great game, and part of that is the fact that anyone can modify the experience and share it with everyone else, giving all of us the option to partake or not. If your not for this mod, that's just fine, but why run your text against it and potentially keep someone else from what they may find to be thoroughly enjoyable?
Anyway .... that's just my .02 cents worth
Keep up the great work draffutt
Baddieus 
I've been playing this game all year and adding draffutt's unofficial patch has made the experience that much more fun. Egosoft has made a great game, and part of that is the fact that anyone can modify the experience and share it with everyone else, giving all of us the option to partake or not. If your not for this mod, that's just fine, but why run your text against it and potentially keep someone else from what they may find to be thoroughly enjoyable?
Anyway .... that's just my .02 cents worth
Keep up the great work draffutt



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you can delete the last 15? lines or so and you'll need to change the size number to reflect that in tships.AndruN wrote:Some ships which you have added in TShips are simply necessary to me. Probably, I can simply remove them therefrom? Or easier not to pay to them attention?
yea but as was posted by another user there is a bug in the jobs/jobwings (which was fixed in this patch) so i really don't know why you wouldn't want the update.I can do without files Jobs and JobWings?
yes if you are going to keep my tships then you'll need the updated components as well.And your file "Components.txt" (that for an animal such) too is necessary - provided that I use yours TShips and the TCockpits?
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Good evening!
Sometimes it is useful when to you not at once answer - itself you start to understand some things.
Thanks for patience and an explanation
Has from its part found possible subquality work (?), I do not know, in general here:
1. TFactories
Ice Harvesting Facility SS_FAC_TR_ICE - Size Normal (???)
Probably should be Medium (M), as Ice Harvesting Facility SS_FAC_TR_ICE_1 - Size L
Water Purification Plant SS_FAC_TR_WATER_PL_1 has the same size as well as SS_FAC_TR_WATER_PL - Medium (M) (and identical 'Volume').
Possibly, should be so:
SS_FAC_TR_WATER_PL_1 Size L Volume 16500
2. TDocks
Unknown Aldrin Base (SS_DOCK_LC_1 and SS_DOCK_LC_2) are carried to type 'SG_DOCK_TRADE'
Unknown Aldrin Base (SS_DOCK_LC_5) - 'SG_DOCK_EQUIP'
Though in game all of them three obviously belong to type 'SG_DOCK_EQUIP'.
Or I do not understand something?
Has in passing found, in my opinion, an error in script Egosoft, supplying terrestrial docks boards. Now it is clear, why the stock of boards replenishes only on one base in Aldrine, on the others - is empty.
P.S. Everything, like would understand logic Egosoft.
Though all of them three docks as a matter of fact were, docks and remain
. And an error in scripts it does not cancel: boards all the same autosupply not that base - checked on a script body.
3. TShips
So it is conceived, what piracy TS (SS_SH_PI_TS_P) has the main calibre (can establish the weapon in front cockpit) unlike other races?
On the other hand, probably, this your vision. At myself I can make as me it is necessary.
Simply it wished to be useful.
Once again thanks for patience and answers
Sometimes it is useful when to you not at once answer - itself you start to understand some things.

From a position 445 on 459? And other positions added in yours TShips - with 375 on 444 ( SS_SH_PLACEHOLDER _7 ... SS_SH_PLACEHOLDER _41) for something are necessary? Editing TComponents is not necessary?you can delete the last 15? lines or so and you'll need to change the size number to reflect that in tships.
With it has already understood - Let's useyea but as was posted by another user there is a bug in the jobs/jobwings (which was fixed in this patch) so i really don't know why you wouldn't want the update.

Clearlyyes if you are going to keep my tships then you'll need the updated components as well.
Thanks for patience and an explanation

Has from its part found possible subquality work (?), I do not know, in general here:
1. TFactories
Ice Harvesting Facility SS_FAC_TR_ICE - Size Normal (???)
Probably should be Medium (M), as Ice Harvesting Facility SS_FAC_TR_ICE_1 - Size L
Water Purification Plant SS_FAC_TR_WATER_PL_1 has the same size as well as SS_FAC_TR_WATER_PL - Medium (M) (and identical 'Volume').
Possibly, should be so:
SS_FAC_TR_WATER_PL_1 Size L Volume 16500
2. TDocks
Unknown Aldrin Base (SS_DOCK_LC_1 and SS_DOCK_LC_2) are carried to type 'SG_DOCK_TRADE'
Unknown Aldrin Base (SS_DOCK_LC_5) - 'SG_DOCK_EQUIP'
Though in game all of them three obviously belong to type 'SG_DOCK_EQUIP'.
Or I do not understand something?
Has in passing found, in my opinion, an error in script Egosoft, supplying terrestrial docks boards. Now it is clear, why the stock of boards replenishes only on one base in Aldrine, on the others - is empty.
P.S. Everything, like would understand logic Egosoft.
Though all of them three docks as a matter of fact were, docks and remain

3. TShips
So it is conceived, what piracy TS (SS_SH_PI_TS_P) has the main calibre (can establish the weapon in front cockpit) unlike other races?
Despite it, it agree TShips 'kite' on former faster, than 'kite vanguard'. And 'kite vanguard' still is completed 5МДж shields.30)(tship) swapped stats for the kite and kite vanguard so they are now have the correct stats for the class they are listed as. the kite vanguard had the stats for a M4+ but was listed as a M4. the kite had the stats for a M4 but was listed as a M4+.
On the other hand, probably, this your vision. At myself I can make as me it is necessary.

Once again thanks for patience and answers
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if you really want you can delete item 374 all the way to the end if you really want. but if you plan on at some point adding your own objects i would leave a couple of 'undefineds' in there to maintain comp with any future ego patch. and no you do not need to edit the components unless you plan on adding/fixing any ships/weapons.AndruN wrote:From a position 445 on 459? And other positions added in yours TShips - with 375 on 444 ( SS_SH_PLACEHOLDER _7 ... SS_SH_PLACEHOLDER _41) for something are necessary? Editing TComponents is not necessary?
you are correct by your observation. it does seem really strange to have 2 identical stations both classed as medium. i had thought about changing that to give some distinction between the 2. and actually there are 3 water purifications and all 3 are classed as medium even thou one of them is huge station compared to the other 2. maybe i make the adjustment to those and the other(s) i am aware about.1. TFactories
Ice Harvesting Facility SS_FAC_TR_ICE - Size Normal (???)
Probably should be Medium (M), as Ice Harvesting Facility SS_FAC_TR_ICE_1 - Size L
Water Purification Plant SS_FAC_TR_WATER_PL_1 has the same size as well as SS_FAC_TR_WATER_PL - Medium (M) (and identical 'Volume').
Possibly, should be so:
SS_FAC_TR_WATER_PL_1 Size L Volume 16500
you are correct i checked it out and 1 of the stations i found you mentioned did not restock its wares after setting on seta and observing the results after a couple of hours. but seemed to restock when i changed the status of the station when i checked it out on seta again. so i'll include that in the next patch after some more test. good catch.2. TDocks
Unknown Aldrin Base (SS_DOCK_LC_1 and SS_DOCK_LC_2) are carried to type 'SG_DOCK_TRADE'
Unknown Aldrin Base (SS_DOCK_LC_5) - 'SG_DOCK_EQUIP'
Though in game all of them three obviously belong to type 'SG_DOCK_EQUIP'.
Or I do not understand something?
Has in passing found, in my opinion, an error in script Egosoft, supplying terrestrial docks boards. Now it is clear, why the stock of boards replenishes only on one base in Aldrine, on the others - is empty.
P.S. Everything, like would understand logic Egosoft.
Though all of them three docks as a matter of fact were, docks and remain. And an error in scripts it does not cancel: boards all the same autosupply not that base - checked on a script body.

i am not sure i am understanding the question. the only TS classed ships that have forward firing weapons are the split and otas.3. TShips
So it is conceived, what piracy TS (SS_SH_PI_TS_P) has the main calibre (can establish the weapon in front cockpit) unlike other races?
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Sorry, I have forgotten about the ships of the split and OTASi am not sure i am understanding the question. the only TS classed ships that have forward firing weapons are the split and otas.

There was a problem with the new turrets added by you xenon Q and P. I can tell in the evening, after check more precisely.
Probably, here I not absolutely correctly understand the answer - Russian I, and with English language there are problemsyou are correct i checked it out and 1 of the stations i found you mentioned did not restock its wares after setting on seta and observing the results after a couple of hours. but seemed to restock when i changed the status of the station when i checked it out on seta again. so i'll include that in the next patch after some more test. good catch.

But here that I have established:
In game resources there are five variant of aldrin docks - SS_DOCK_LC_1...5
From them - unknown aldrin bases only three: SS_DOCK_LC_1, SS_DOCK_LC_2 and SS_DOCK_LC_5.
In a script "!station.stockshield.terran", in autosupply section by the shields terran docks, it is registered only SS_DOCK_LC_2.
The most interesting that at ship purchase on any of two shipyards in sector Aldrin, the equipment of the bought ship is made on SS_DOCK_LC_5, having the status "dock".
Transfer SS_DOCK_LC_1 and SS_DOCK_LC_2 in the status changes nothing "dock" (began new game) - the equipment of the bought ship all the same is made only on SS_DOCK_LC_5
For myself I have solved a problem so: has added in a script "!station.stockshield.terran" two lines for SS_DOCK_LC_1 and SS_DOCK_LC_5, now autosupply by the shields (if to begin new game) is on all three unknown aldrin base
More exact check besides I will make in the evening (I now on work, write on memory from yesterday's game).
Best Regards!
19:47 10.11.09г.
Strange, in general I understand nothing.
Specially all has made on new:
Has downloaded from the first page your patch.
Has established in game (v 2.5). Has specially removed all mods. I.e. your files go at number 10.
Has begun new game
Has conjured yourself pair of the ships for which you have added additional turret's - Q, P, Yaki Susanowa Prototype. And so, in the turrets added by you the weapon does not work. And and the chamber here and there conducts itself strange.
I understand nothing. What do I do not so?
Thanks for previous, and possible new answers.
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i've made the changes you suggested to my script and so far it appears to be working. as well as an additional changed to the tdocks.AndruN wrote:But here that I have established:
In game resources there are five variant of aldrin docks - SS_DOCK_LC_1...5
From them - unknown aldrin bases only three: SS_DOCK_LC_1, SS_DOCK_LC_2 and SS_DOCK_LC_5.
In a script "!station.stockshield.terran", in autosupply section by the shields terran docks, it is registered only SS_DOCK_LC_2.
The most interesting that at ship purchase on any of two shipyards in sector Aldrin, the equipment of the bought ship is made on SS_DOCK_LC_5, having the status "dock".
Transfer SS_DOCK_LC_1 and SS_DOCK_LC_2 in the status changes nothing "dock" (began new game) - the equipment of the bought ship all the same is made only on SS_DOCK_LC_5
For myself I have solved a problem so: has added in a script "!station.stockshield.terran" two lines for SS_DOCK_LC_1 and SS_DOCK_LC_5, now autosupply by the shields (if to begin new game) is on all three unknown aldrin base
let me know how it goesMore exact check besides I will make in the evening (I now on work, write on memory from yesterday's game).
1. P i wasn't able to find anything wrong with this ship turret wise.Has conjured yourself pair of the ships for which you have added additional turret's - Q, P, Yaki Susanowa Prototype. And so, in the turrets added by you the weapon does not work. And and the chamber here and there conducts itself strange.
2. Q and Susanowa the reason those turrets are not working there is a spelling error in both ships t entries. i have fixed both and reuploaded. so just download and your good with those.
no problemThanks for previous, and possible new answers.

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Good evening!
.
Only on Susanowa in back turret camera in the top position gets a little in the ship.
With left and right turrets P, apparently, has understood - has found such positions camera at which begin lasers work. Only it is strange here that - in defined position of the chamber I see the weapon, I hear it, but visually from the tool of anything shoots.
And what with Yaki Mobile Pirate Station (SS_SH_TL_P1 and SS_SH_TL_P2)? You of one even turrets have registered, here only I and have not found position camera at which they would shoot.
And in general - thanks you for your huge work.
If that else I will find - I will inform
Now it is almost good1. P i wasn't able to find anything wrong with this ship turret wise.
2. Q and Susanowa the reason those turrets are not working there is a spelling error in both ships t entries. i have fixed both and reuploaded. so just download and your good with those.

Only on Susanowa in back turret camera in the top position gets a little in the ship.
With left and right turrets P, apparently, has understood - has found such positions camera at which begin lasers work. Only it is strange here that - in defined position of the chamber I see the weapon, I hear it, but visually from the tool of anything shoots.
And what with Yaki Mobile Pirate Station (SS_SH_TL_P1 and SS_SH_TL_P2)? You of one even turrets have registered, here only I and have not found position camera at which they would shoot.
And in general - thanks you for your huge work.
If that else I will find - I will inform

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i left that as the default position ego had itAndruN wrote:Only on Susanowa in back turret camera in the top position gets a little in the ship.
again this is intended as this is how ego set it up. all i did was turn on the guns. but i find it fitting consider half of the ship is argon and the other half is teladi. to me this shows that the technology isn't working properly.And what with Yaki Mobile Pirate Station (SS_SH_TL_P1 and SS_SH_TL_P2)? You of one even turrets have registered, here only I and have not found position camera at which they would shoot.
