[PROGRAM] Ship Manager - Creator & Installer V1.91 : Update 28/02/2007

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What do you think about this program

5. Execellant
254
78%
4. Good
53
16%
3. Average
9
3%
2. Poor
2
1%
1. Terrible
4
1%
Not really my thing
4
1%
 
Total votes: 326

JBL
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Post by JBL »

For some reason X3 Editor seems to be stuck on 12.cat?

Dummy did not close cat file
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Vyruz
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Post by Vyruz »

AAAAH, my bad.

I mean the "Description number", u have to change these.
JBL
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Post by JBL »

Vyruz wrote:AAAAH, my bad.

I mean the "Description number", u have to change these.
OK found all the ships but not the BSG in the list file name TShips.pck

Description number using 12.cat and TXT Editor?

OR in TSheilds Description? right now BSG shows up as SS_SHEILD_K and desription is 20000

Update changed description to 60000 and sheild came backas 800 MJ.

Now I will see if the game finds BSG
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Vyruz
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Post by Vyruz »

OK, first we'll separate these 2 probs
JBL wrote:OK found all the ships but not the BSG in the list file name TShips.pck
This is a prob in you're shipcreator-
Did u installed it right? It happened to me once, I installed an empty xsp of the ship "Vorcha". Had to redownload it.

JBL wrote:Description number using 12.cat and TXT Editor?

OR in TSheilds Description? right now BSG shows up as SS_SHEILD_K and desription is 20000
Sound like a disaster already showed up. Me Batsu, didn't watch my step.

The description in the Tshield must be changed (the Id for shield got to stay SS_SHIELD_?)

Best reinstall your BSG to get the original file for it.
JBL
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Post by JBL »

Sorry all for the long thread I have created.

Am I correct in assuming I will have to change all Shields Descriptions to the new 6000x

BTW I was able to get my BSG in game :D but will reinstall anyway

Thanks for all your help and patience
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Vyruz
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Post by Vyruz »

JBL wrote:Am I correct in assuming I will have to change all Shields Descriptions to the new 6000x
The Description has to be the same as the shield name in the t file. In that case. yes, change it to 6000x

JBL wrote:Thanks for all your help and patience
No prob, it was actually my bad, shouldn't have told you to change the ID. :oops: :wink:
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Flybye
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Post by Flybye »

Is Cycrow going to update his script so that it uses a higher description number? I'm assuming this will probably make it more compatible with any mod out there.
Cycrow
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Post by Cycrow »

it already uses a pretty high id, 20000+

most mods dont go that high in thier id's

infaction the standard game barely reaches 10000
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Flybye
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Post by Flybye »

Oh. I guess we got lucky that you and Rougey decided to use the 20000 range then. :cry:
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halo112358
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Post by halo112358 »

Is it possible to replace TShips definitions with .spk ships?

I'd like to release a bunch of patches that fix minor flaws in ships and have these ships work with other mods (without manual merging, most people will not do that).

This would be *supremely* useful - it would allow fine grained control of ship rebalancing and modding without having to merge two mods by hand.
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halo112358
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Post by halo112358 »

One more feature request - the ability to update Animations.txt and Bodies.txt ;) This makes custom engines possible.
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Cycrow
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Post by Cycrow »

i actually plan to add a feature where you can install ships that can overright the original ships isntead of installing new ones into the game.

of course it will only allow you to replace one ship with each entry.

as for the bodies and animations, ill need to look into how the files work first as i've never used them.

but i am planning on combining the ship manager into thep lugin manager, and adding more files, like jobs and stations
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halo112358
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Post by halo112358 »

Great news :D - here's one thing I noticed that I didn't expect.

I've been playing with 3dsmax so I've removed all Components.txt from my .cat/.dat files - I use dbox to update my Components.txt fairly often so it's best for me to have one that's unpacked.

I installed the ship manager and added ships, the program didn't look for my unpacked Components.txt at all it just created a new file and added components entries from the ship packages. The end result was a 3 line Components.txt in the ShipCreator mod ;) You can imagine the result..

I expected the program to look for Components.txt in this order: base mod, standard cat/dat files, unpacked Components file.

cheers!
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Cycrow
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Post by Cycrow »

it should get the files from either the standard cat or base mod, depending on which it finds first, but i didn't make it look in the directory itself for the file, as i simply assumed most ppl wouldn't be playing the game like that :P
Thraxwhirl
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Post by Thraxwhirl »

Cycrow, good sir, I have a question.

I have v. 1.89, and I should go and DL v. 1.91 asap, shouldn't I?

However, that's not actually the question. The question is this:

Sometime back in February(I think it was) you and I talked about the Race settings in Ship Creator. At that time, it was not possible to set "Player" as a ship's Race, and I pointed out to you that I had found that all Races numerically after Player(10) got shunted by -1. For instance, set a ship to "Terran"(18) and it ended up as "Race 3"(17), set it to "Friendly"(13) and it ended up "Neutral"(12), when you install it into your mod and look at that mod in X3 Editor.

Now, you set that removal of Player(10) was deliberate - though I can't for the life of me remember if you explained why - but you said in view of this error, you would be putting Player back in as a selectable setting in the next version of the Ship Creator.

Well, and here's the question at long last:

Is Player(10) a selectable option now in v. 1.91?

Sorry, took a while to get there, didn't it, but like all good Maths GCSE papers, I was keen to explain the reasoning. ;)
Cycrow
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Post by Cycrow »

the short answer is, yes

in 1.91, the player is now select able, and the numbers have all be adjusts so they match corectly
Thraxwhirl
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Post by Thraxwhirl »

That's great news, Cycrow. :) Ever so glad to learn I can set all my Star Destroyers and TIE Fighters to "Player". :twisted:

Thanks for the reply, and apolgies for the long-winded post above... I do have a habit of that, but you see I always try to explain, as fully as I can, my reasoning, as sometimes the details can be critical.

And speaking of which...

...I took a look at your site and noticed there are two downloads for Ship Manager - v.1.91, and an update to v.1.91.

Which should I DL?

Now obviously the update file would be smaller, quicker, and not require a RE-install... BUT... is that update gonna to work with the version I have(v.1.89) or is it only for updating from v.1.90(assuming that one was publicly released)?

Would I be better off uninstalling the whole of v.1.89 and installing v.1.91. in its entirety?

Sorry for the confusion.

Many thanks once again.

Adam.
JBL
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Post by JBL »

Is/will ship installer be compatible with XFP?

Can it be installed as a false patch?
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Cycrow
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Post by Cycrow »

Thraxwhirl, the update will work for all versions, basiscally the only difference between the update and full isntall is that the update doesn't have the needed DLL files making it much smaller.

if you've already installed an old version, then u will already have these DLL files.

however, u can also install the full version straight over the top without problems, no need to unisntall first

JBL, it should be, theres no reason y it wouldn't be, but i will be doing a new version soon, and one of the things i will be testing is the compatability with XFP. Also, its not designed to run as a fake patch and should really always run as the main mod
Thraxwhirl
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Post by Thraxwhirl »

Cycrow wrote:however, u can also install the full version straight over the top without problems, no need to unisntall first
Grand. I'll do that then. Seems the most comprehensive solution. :)

Do I need the Data Update(language files) too, or are they included in the full DL?

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