Litcube's Missile Boat Add-On (Turret:V0.92b / Supply:V0.93b)

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Litcube
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Post by Litcube »

BlackFire wrote:As I stated in my post, this was a pure vanilla game with only XRM installed.
You're absolutely right. I apoligize for the oversight.

I can't think of anything that would cause this. What OS are you using? and how much RAM?
BlackFire
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Post by BlackFire »

Win 7, 8 gigs ram, Athlon64 x6.
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Litcube
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Post by Litcube »

BlackFire wrote:Win 7, 8 gigs ram, Athlon64 x6.
Win7 64 bit?
BlackFire
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Post by BlackFire »

Litcube wrote:
BlackFire wrote:Win 7, 8 gigs ram, Athlon64 x6.
Win7 64 bit?
Yes, 8 gigs ram would be useless without it. :wink:


You say you haven't encountered any crashes with it, do you run Xrm?
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Litcube
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Post by Litcube »

I agree about the RAM.


I don't run XRM.
BlackFire
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Post by BlackFire »

Now that wasn't so hard now, was it. :P

But seriously, thank you for responding.

Maybe there is incompatibility with Xrm then? Or maybe there is just something about my computer the script doesn't like.
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Litcube
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Post by Litcube »

BlackFire wrote:Now that wasn't so hard now, was it. :P

But seriously, thank you for responding.

Maybe there is incompatibility with Xrm then? Or maybe there is just something about my computer the script doesn't like.

I think that's the most likely scenario right now. I only say that because I've never had a crash, and I've put in several hundred hours with this script. I use all my stuff a lot before I release it.

Thing is, Paul doesn't get the crash. Perhaps you and Paul should compare install folders, or sizes. I think that would be a good starting point. But I can't help from this end, unfortunately, until someone has some sort of idea what in XRM might be causing the issue, cause as I said, I don't use XRM.
MegaBurn
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Post by MegaBurn »

If it helps, I'm using XRM, bunch of other mods, upwards of a 100 scripts, have a lot of unrelated fugly script hacks for testing (Tfactories looks a bit fubar too), few unresolved conflicts, CWP lag at game load breaking a few things, and my only CTD's are from ADAMS-ITT while minimized running in background for 5-15min. I do get regular freezes but I'm reasonably sure that's Bennans Triumph Tortuga or conflict thereof. Last I checked the missile scripts are working fine for NPC's, haven't tested them on a player ship since XRM 1.12.

If the cause is XRM then it must be a very narrow set of conditions. Might emerge as I fix or remove stuff. If anyone has any leads, or conditions to check, I can setup a plain XRM install plus cheat menu (maybe propmonger) for testing, including notes, saved game, file check sums, and whatever else would help...
"Only the dead have seen the end of war." -Plato
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Litcube
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Post by Litcube »

I think we'll need all the help we can get for this one.
alphalvr
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Post by alphalvr »

thanks for this, about time time AI missile boats had a purpose.

er, now for my question (will `chiken poop` work in this thread? :D )
Copy !job.missilesupply.xml to scripts directory. Make a job that runs this script (if you're using vkerinav's xtra jobs, it's done for you). Note that a job's script field does not include "!job", so yours will look like this: "missilesupply".
create job????? im lost :oops:
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joelR
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Post by joelR »

MegaBurn wrote:If it helps, I'm using XRM, bunch of other mods, upwards of a 100 scripts, have a lot of unrelated fugly script hacks for testing (Tfactories looks a bit fubar too), few unresolved conflicts, CWP lag at game load breaking a few things, and my only CTD's are from ADAMS-ITT while minimized running in background for 5-15min. I do get regular freezes but I'm reasonably sure that's Bennans Triumph Tortuga or conflict thereof. Last I checked the missile scripts are working fine for NPC's, haven't tested them on a player ship since XRM 1.12.

If the cause is XRM then it must be a very narrow set of conditions. Might emerge as I fix or remove stuff. If anyone has any leads, or conditions to check, I can setup a plain XRM install plus cheat menu (maybe propmonger) for testing, including notes, saved game, file check sums, and whatever else would help...
For what its worth Mega, I use tortuga as well and I never freeze or crash so you may be able to rule that out.
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Post by paulwheeler »

There is virtually no scripting whatsoever in the XRM, so it is highly unlikely that there is any compatibility issues there. It is far more likely to be a certain script combination that is causing the crashes.

Personally, I have only started getting the odd crash after upgrading to the latest mbrr release.
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Post by BlackFire »

paulwheeler wrote:There is virtually no scripting whatsoever in the XRM, so it is highly unlikely that there is any compatibility issues there. It is far more likely to be a certain script combination that is causing the crashes.

Personally, I have only started getting the odd crash after upgrading to the latest mbrr release.
Yet I don't have any problems with mbrr(so far anyways, knock on wood), very weird.
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Post by paulwheeler »

Sometimes it can be script combinations.

I remember there being issues with Pirate Guild and the NPC Bailing. Either one on its own there was no problem. Use them together and people had crashes. IIRC it was down to both of them using the same ship signal (or something like that - I'm not a scriptor).

It is rare for random crashes in the middle of a game to be caused by a mod. If there is an error with a mod, the crash is usually very repeatable, it always happens in the same place and most of the time the game doesn't even load. If I have messed up a tship entry for example, the game wont even load. If there is a scene file issue, the game will either crash when it loads the ship, or the model will clearly have an issue, or a turret wont fire, etc. Everyone with get the same problem in the same place, including the mod author.

Script issues are far harder to pin down. Scripting is essentially programming and, just like real world software, often bugs do not present themselves except under certain conditions.

Note - Here I'm classifying a mod as something that alters the game files themselves. A script is something that uses the script engine or the mission director. Many mods have scripts as a part of them. The few XRM scripts are extremely simple and are also very mature as they have been in the SRM as well for a long time. The XRM is primarily a mod, so when I mess something up, I usually know about it straight away.
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Litcube
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Post by Litcube »

You're right. I have never seen a script crash a game randomly. There are a few known scenarios in which you can, in a controlled fashion, crash X3 with a script, but the missile boat add-on contains none of them.


EDIT: By crash, I mean CRASH, not lock-up or loop.
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Litcube
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Post by Litcube »

alphalvr wrote:thanks for this, about time time AI missile boats had a purpose.

er, now for my question (will `chiken poop` work in this thread? :D )
Copy !job.missilesupply.xml to scripts directory. Make a job that runs this script (if you're using vkerinav's xtra jobs, it's done for you). Note that a job's script field does not include "!job", so yours will look like this: "missilesupply".
create job????? im lost :oops:
You're going to have to add a job through the jobs.txt file. A job is a set of parameters, including the running script, that defines all NPC ships in your Universe. Explaining this is beyond the scope of this thread or package, but the stickies have a few tutorials. Or, launch a new thread.
MegaBurn
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Post by MegaBurn »

On the freezes, it starts within minutes of enabling Tortuga and stops if I uninstall it, though not if I only disable the AL, doesn't start if I leave it disabled after uninstall-install either. Not too worried about it at this point, still too much stuff broken in that test build.

Alright, so for testing a plain XRM 1.13 install, is there anything to go on? Just wander around aimlessly? Spawn up M7M vs M7M skirmishes? Does the lowest common denominator of reported CTD's include missile defense scripts?
"Only the dead have seen the end of war." -Plato
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Litcube
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Post by Litcube »

MegaBurn wrote:On the freezes, it starts within minutes of enabling Tortuga and stops if I uninstall it, though not if I only disable the AL, doesn't start if I leave it disabled after uninstall-install either. Not too worried about it at this point, still too much stuff broken in that test build.

Alright, so for testing a plain XRM 1.13 install, is there anything to go on? Just wander around aimlessly? Spawn up M7M vs M7M skirmishes? Does the lowest common denominator of reported CTD's include missile defense scripts?
So far nothing except find a fight involving M7Ms. It's intermittent other than that.
MegaBurn
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Post by MegaBurn »

Well test game is ~24hrs in, stilling running in background now. All I can report is two CTD, both while unattended docked in Omicron Lyae, but no useful details. Was unable to create a CTD via using M7M directly, as escorts, large scale mixed fleet spawning in unknown sectors, smaller scale M7M spawning in populated sectors, semi-randomly "looking for trouble", exploring/traveling with a fleet of them, or idling in where the CTD's took place. I have a detailed report on everything, crash logs, etc, but its not much help.

Maybe its not M7M specific? M8's? NPC only behavior? Something in jobs? More random game hiccup? Some more details from the people whom encountered the CTD's during normal gameplay would be helpful...

I'll keep testing, it is in there somewhere, maybe if I go hostile with the major races?....
"Only the dead have seen the end of war." -Plato
paulwheeler
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Post by paulwheeler »

Keep an eye open for M3Bs being in sector when the crash happens as that is a class of ship you only get if running the XRM. Litcube won't have M3Bs in his game so if its specific to them then he won't be able to reproduce the crash.

Although personally I've seen M3Bs flying around and firing their missiles with no problems.

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