doubleshadow's X3 Editor (0.15 - patch 2.0 compatible)

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©ArtBlade
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Post by ©ArtBlade »

Until the editor works with xml (pck) as it used to, try using x3mm. extract the file decompressing it doing so, edit it somewhere else, re-import it (will be compressed on import) and done. I did that with mine.
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doubleshadow
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Post by doubleshadow »

bonesbro wrote:I also installed the 0.3. I discovered that it is very unhappy if your file is corrupt. If you load a file with a corrupt entry. When you close the TXT editor, then close the main X3 Editor window, the application will crash and generate a Data Execution Prevention message.
That's very well possible... No one likes corrupted files. Mainly X3 :)
Moxy wrote:When editing compressed Tships file in a mod, the editor corrupts it and the save-game crashes upon loading.
Are you sure with this? Wasn't the fault been in wrong data in TShips file instead?
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-XTM-
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Post by -XTM- »

Are you sure with this? Wasn't the fault been in wrong data in TShips file instead?
Pretty sure (not 100%).
I tracked the bug down to some .000000 added in a few fields of a Tships line that was working before the upgrade.
When I removed them it worked fine again.
First time this has happened and well, logic more or less dictates that if it used to work, you upgrade and then suddenly it's not....
I'll test some more, might just have been a very unlucky combination of some sort.
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apricotslice
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Post by apricotslice »

I've just tried downloading, and while installing, it failed to find the needed runtime libraries.
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Post by doubleshadow »

apricotslice wrote:I've just tried downloading, and while installing, it failed to find the needed runtime libraries.
So download the C runtime and zlib1 library installation and Visual Basic Runtime from here and install them. The X3 Editor installer should download them automatically but it seems that it doesn't always work. Select "System directory" when installing the C runtime (that's the easist way).
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euclid
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Post by euclid »

Can confirm what Moxy said. Can play anymore - ctd after a few seconds gameplay. All ships seem to have changed stats

http://i6.photobucket.com/albums/y232/e ... trange.jpg

Seems that saving the TShips did mess up a few things.

Cheers Euclid


Edit: Added screenshot. Only thing I did was to change some specs of the of the Iguana Vanguard. Uh, forget to say that undoing the changes of Igu makes no difference. E.
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Post by doubleshadow »

euclid wrote:Can confirm what Moxy said. Can play anymore - ctd after a few seconds gameplay. All ships seem to have changed stats

http://i6.photobucket.com/albums/y232/e ... trange.jpg

Seems that saving the TShips did mess up a few things.

Cheers Euclid


Edit: Added screenshot. Only thing I did was to change some specs of the of the Iguana Vanguard. Uh, forget to say that undoing the changes of Igu makes no difference. E.
Yes I know already.

Warning for version 0.0.3 users

Do not modify speed or acceleration. Doing so will corrupt the TShips file. Other changes *should* be safe.

If your file is already broken and you don't want to loose your changes

You can maually edit the file in notepad and fix the values at indexes 7 and 8 (counted from 0). They must be stored as integers (whole numbers) not as floats.

Example of SS_SH_A_TL (Argon Mammoth)

Bad data:

Code: Select all

0;0;0.005814;0.004654;0.045486;0;3161;29185.000000;1334.000000;102;1;11;373;3300;112;247;...
Good data:

Code: Select all

0;0;0.005814;0.004654;0.045486;0;3161;29185;1334;102;1;11;373;3300;112;247;...
Look ate the 29185 (speed) and 1334 (acceleration). In the "bad example" they are stored as floats, but they have to be stored as integers.

The other solution is to know which ship entry is wrong and edit those values in the "raw data" view in X3E. This should help as well.

New version will be released within few days. Until then, you may consider switching back to 0.0.2.

Sorry fo the problems :cry:
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©ArtBlade
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Post by ©ArtBlade »

I think we'll get over it :)

Are you going to allow xml editing again in your next version?
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Post by doubleshadow »

New version is out. Check the first post.

The TShips saving should be fixed. The text resource editor can edit/save once again.

@artblade: ^ here is your answer :)
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©ArtBlade
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Post by ©ArtBlade »

:)
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Post by Seven05 »

Quick request if it would be possible to impliment;

I've noticed a LOT of duplicate items while merging the x3 universe 1.3 patch file, would it be possible for your galaxy editor to highlight any items it finds with exact matches for their coordinates?
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apricotslice
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Post by apricotslice »

Silly question I suspect, but I've just started playing around with the editor.

After you change something, say a ship, how do you get those changes inside the game ?

It appears as if I'm editing the game itself, but when you run the game, no changes are evident.

What am I missing ?

Also, how are prices at shipyards stored for ships and stations ?

Edit 2: What is the glue between things ? Eg, how do you specify what shield comes with the standard lasertower ? Where is the links between stations and what products are on it ?
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Post by Dunks »

probably the safest and easyest way is to copy 05.dat and 05.cat into your mods dir, rename them, edit the files in the renamed file and select it as a mod when you start the game, ship prices i think are in tships twice
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apricotslice
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Post by apricotslice »

Dunks wrote:probably the safest and easyest way is to copy 05.dat and 05.cat into your mods dir, rename them, edit the files in the renamed file and select it as a mod when you start the game, ship prices i think are in tships twice
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Ah....now I've been using the 04 file. Whats the diference betwen them ?
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apricotslice
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Post by apricotslice »

Been doing some "playing around". :)

Can confirm that changing the speed or accelleration does crash the game.

I can understand acceleration, but why do changing the speed and rudder upgrades numbers crash things ?

After all, these can be changed by scripting, why would they not be changable in the editor ?

Edit :

New question. Can someone explain the 01 to 05 files and what each is for.
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apricotslice
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Post by apricotslice »

Dunks wrote:probably the safest and easyest way is to copy 05.dat and 05.cat into your mods dir, rename them, edit the files in the renamed file and select it as a mod when you start the game, ship prices i think are in tships twice
So I call it 06.

How exactly do I get the game to use it ? Is this custom game option ? If so, theres a X universe option and that is all, even when I put the 06 files in.

Theres obviously something simple I'm missing here.
rustybucket
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Post by rustybucket »

©artblade wrote:New version is out. Check the first post.

The TShips saving should be fixed. The text resource editor can edit/save once again.

@artblade: ^ here is your answer
:)
I have upgradede to version 4, but I am still getting an XML/PCK eror message. Has support for those files been enabled?
Dunks
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Post by Dunks »

apricotslice wrote:
Dunks wrote:probably the safest and easyest way is to copy 05.dat and 05.cat into your mods dir, rename them, edit the files in the renamed file and select it as a mod when you start the game, ship prices i think are in tships twice
So I call it 06.

How exactly do I get the game to use it ? Is this custom game option ? If so, theres a X universe option and that is all, even when I put the 06 files in.

Theres obviously something simple I'm missing here.
When you start the game just before you run x3 there is an option to select mod, if its in your mods dir it will appear in there, as whatever you named the files to. you need both files btw the .cat and the .dat file in there.

The game will use the last .cat. .dat file in the x3 dir so if you were editing the files in 04 thats why changes were not evident in the game.

I would also use mod manager to delete any files in the file you copied that you are not editing, to allow any further patches to change these files.
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©ArtBlade
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Post by ©ArtBlade »

rustybucket wrote:I have upgradede to version 4, but I am still getting an XML/PCK eror message. Has support for those files been enabled?
I found out that when you choose a file to edit and the popup window opens, a double click on the file itself on the list, rather than OK/Open button, solves the problem. Apparently the regular open/save dialog comes up with an error thinking i.e. "440001.pcx doesn't exist", which is an error of the error ;) it DOES exist. And load/save does work if you click on the file on the list.
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apricotslice
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Post by apricotslice »

Where do I find the definitions for the actual gun slots ?

And what will fit into what turrent.

Was just looking at the new spec for the centaur in the M6 upgrade mod, and the way the extra guns in the turrents is done seemed weird. 2 count for each entry, but the center one had a zero count ? No wonder I couldnt get turrent upgrades to work.

Is there something that says what gun will go in what sort of turrent name ? And what turrents will go in what ship type ?

The editor is good, but seems to allow you to anything at all, where it should really be telling you that you cant do certain things.

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