
[PROGRAM] X Plugin Manager : V1.87 : 2024-01-06
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
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- Joined: Sat, 16. Aug 08, 19:45
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- Joined: Tue, 15. Sep 09, 01:45
I have updated the verion to 1.84 if I remember correctly
and I get the error. d3dx9_42.dll is missing.
I have uninstalled the Pluging Manager, removed all the modes, etc.
Then I have installed it again with no scrips and modes, then I click update, then it gives me the massage.
If I don't install the update, the program runs and starts the game.
If I would run the game using X3TC shortcut the game would freeze after a minute or so.
So I download my favorite scripts, mods, etc.
and now I don't get d3dx9 massage, but instead I get, X3TS has stopped
working.
Solved.. downloaded a dll file uploaded into plugin folder.
and I get the error. d3dx9_42.dll is missing.
I have uninstalled the Pluging Manager, removed all the modes, etc.
Then I have installed it again with no scrips and modes, then I click update, then it gives me the massage.
If I don't install the update, the program runs and starts the game.
If I would run the game using X3TC shortcut the game would freeze after a minute or so.
So I download my favorite scripts, mods, etc.
and now I don't get d3dx9 massage, but instead I get, X3TS has stopped
working.
Solved.. downloaded a dll file uploaded into plugin folder.
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- Posts: 98
- Joined: Sat, 21. May 11, 02:55
Ships
I'm currently running a fresh install of X3AP, im using this plugin to install some of the Star Trek ships from the xsp main list, the ships show up in the cheat list, and I can even spawn them. But they have no texture, you cant see the ship. The only thing you can see is the target box around them!
Did I do something wrong? Any help wold be greatly appreciated.
Did I do something wrong? Any help wold be greatly appreciated.
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- Posts: 251
- Joined: Tue, 13. Oct 09, 17:43
Re: Ships
CaptainShack wrote:I'm currently running a fresh install of X3AP, im using this plugin to install some of the Star Trek ships from the xsp main list, the ships show up in the cheat list, and I can even spawn them. But they have no texture, you cant see the ship. The only thing you can see is the target box around them!
Did I do something wrong? Any help wold be greatly appreciated.
Looking like I'm not the only one...
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- Posts: 245
- Joined: Sat, 31. May 08, 19:33
I wanted to give the PM a full test..
So I am loading it up with an XRM mod setup, with all the goodies...
Ran into one thing, so far, that the PM doesn't handle, when creating a package: Stealing Logi (eldyranx3) has it's director xml, a t-file(8461), and another t-file (conversations.xml).
The conversations.xml isn't used too often yet, from what I've seen. He has used the same version of it, for all of his missions.
But, my point here is..
PM doesn't handle it correctly. You can get Creator to put it in the right directory within the spk, but when loaded, it copies it to it's 0003 text file, and won't put the conversations.xml in the t directory.
This brings up another point. I like that PM can do that. Must have been an undocumented feature? Or, I sure could not find a reference to that. If you name your t-files by just the number (eg, 7150) it would take all those, and combine them under a unified t-file, and place it at the next open number? (eg, 0003)
But, this hits a snag. If a mod has 0003-L***.xml, or up, the PM doesn't see this, and places it's own in the t directory, and you end up with a mod not working. I ran into this when I blew up XRM, and went looking. I realized that Thisisharsh's Ship Killed Notify spk had it's t-file just by number, and PM put that into 0004-L***.xml, which XRM had in it's cat.
Any way to make the PM look at the directory like a VFS, before it makes it's t-file? Probably will ease some headaches down the road, when someone else hits it, and doesn't know what happened...

Ran into one thing, so far, that the PM doesn't handle, when creating a package: Stealing Logi (eldyranx3) has it's director xml, a t-file(8461), and another t-file (conversations.xml).
The conversations.xml isn't used too often yet, from what I've seen. He has used the same version of it, for all of his missions.
But, my point here is..

This brings up another point. I like that PM can do that. Must have been an undocumented feature? Or, I sure could not find a reference to that. If you name your t-files by just the number (eg, 7150) it would take all those, and combine them under a unified t-file, and place it at the next open number? (eg, 0003)
But, this hits a snag. If a mod has 0003-L***.xml, or up, the PM doesn't see this, and places it's own in the t directory, and you end up with a mod not working. I ran into this when I blew up XRM, and went looking. I realized that Thisisharsh's Ship Killed Notify spk had it's t-file just by number, and PM put that into 0004-L***.xml, which XRM had in it's cat.
Any way to make the PM look at the directory like a VFS, before it makes it's t-file? Probably will ease some headaches down the road, when someone else hits it, and doesn't know what happened...

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- Joined: Sat, 31. May 08, 19:33
Another thing I have found while converting things for this setup:
Lucike's scripts in particular; If I create from the archive, the creator appears to be taking a copy of his uninstall.plugins and marking them as Uninstall filetype.
The uninstall.plugins are still listed as scripts as well, and the creator sets them for the 'scripts' directory. Other than the delete.bats nothing else is given a directory (in that column). But, the directory structure is correct in the filename column.
When you save it like this, creator compresses and gives you the message "saved!", but it doesn't yet appear in the 'saved to' directory. When you close the tab in creator, you get this error:
Unhandled exception: Attempted to read or write protected memory: Continue or Quit
If I remove the uninstall.plugins entries from the Uninstall filetypes, and save, I get the same crash again.
If I also remove the original file entries for the uninstall.plugins from the scripts, and re-add them to the scripts (this gets rid of the directory assignment of 'scripts' ), it will save perfectly, and everything gets installed basically the same as if you just unzipped the archive. Except, of course, for PM's management of the scripts from the scripts.uninstall directory, which it handles perfectly.
Lucike's scripts in particular; If I create from the archive, the creator appears to be taking a copy of his uninstall.plugins and marking them as Uninstall filetype.
The uninstall.plugins are still listed as scripts as well, and the creator sets them for the 'scripts' directory. Other than the delete.bats nothing else is given a directory (in that column). But, the directory structure is correct in the filename column.
When you save it like this, creator compresses and gives you the message "saved!", but it doesn't yet appear in the 'saved to' directory. When you close the tab in creator, you get this error:
Unhandled exception: Attempted to read or write protected memory: Continue or Quit
Code: Select all
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
at Creator.PackageForm.~PackageForm()
at Creator.PackageForm.Dispose(Boolean )
at System.ComponentModel.Component.Dispose()
at Creator.Form1.CloseAll()
at Creator.Form1.button1_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5456 (Win7SP1GDR.050727-5400)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
Creator
Assembly Version: 1.0.4551.26078
Win32 Version:
CodeBase: file:///D:/Egosoft/X%20Plugin%20Manager/Tools/Creator.exe
----------------------------------------
msvcm90
Assembly Version: 9.0.30729.6161
Win32 Version: 9.00.30729.6161
CodeBase: file:///C:/Windows/WinSxS/x86_microsoft.vc90.crt_1fc8b3b9a1e18e3b_9.0.30729.6161_none_50934f2ebcb7eb57/msvcm90.dll
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5460 (Win7SP1GDR.050727-5400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5456 (Win7SP1GDR.050727-5400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5462 (Win7SP1GDR.050727-5400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.
For example:
<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>
When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
If I also remove the original file entries for the uninstall.plugins from the scripts, and re-add them to the scripts (this gets rid of the directory assignment of 'scripts' ), it will save perfectly, and everything gets installed basically the same as if you just unzipped the archive. Except, of course, for PM's management of the scripts from the scripts.uninstall directory, which it handles perfectly.
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ill have to have a look at that one.
the 2 copies of of the uinstall files are done on purpose.
some scripts need those files both when its installed and when you install them. Dont know about lucike's scripts specifically, but some of mine work that way. As they are not setup/init files, theres no real harm in them being there while the script is installed.
i think the problem is perhaps that the files are just linked and not copied. So 1 file linked to 2 slots instead of each having a copy of it
the 2 copies of of the uinstall files are done on purpose.
some scripts need those files both when its installed and when you install them. Dont know about lucike's scripts specifically, but some of mine work that way. As they are not setup/init files, theres no real harm in them being there while the script is installed.
i think the problem is perhaps that the files are just linked and not copied. So 1 file linked to 2 slots instead of each having a copy of it
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Cycrow wrote:just to confirm, i've managed to detect a few instances where ships are appearing blank.
one is where a ship is reinstalled and not all files are added correctly. The other is some problems with pbb files not getting loaded correctly.
Still trying to find out y this is happening however
Well, the effort is really appreciated. X3 is really an awesome "niche" game, but with the custom ships from childhood ( Star Wars in my case ), it is really a beautiful thing to experience.
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New Update 1.44
New Update Available: 1.44
- Fixed TCockpit creation for some ships with custom cockpits
- Fixed uninstalling of some ships so they no longer break the rest of the ships
- Fixed installing of some ship models so they no longer show invisible
- Fixed Importing Ship to correctly extract some pbb files
- Fixed a problem with reinstalling a ship and losing some of its files.
- Fixed auto filetype detection for t/conversations
- Fixed auto text file renaming for t/conversations
- Added use of VFS when renaming of Text Files.
- Fixed Importing of archives with uninstall files (also fixed crash on closing creator after)
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- Joined: Sat, 31. May 08, 19:33
Haven't had a chance to play with this new update yet, but I found another issue that is probably different from these fixes.
I created a multi-script package for Lucike's scripts to enable easier control. Turns out PM doesn't like Lucike's 0b bat files. This is okay, I figure he puts them in there for future updating, and I just remove them from my spk's. Installing them 1 by 1, PM will throw an 'unable to decompress' error.
BUT, if you do this with a multi-script package, PM will complete the install, but not place all the files, since it can't decompress that 0b file.
You start a new game, and get all the error messages from Lucike's scripts, that the language files are not installed.
Also, once you have done that, you have no way to go back and uninstall the mess, since PM doesn't show the incorrectly installed SPKs. I even tried fixing the SPKs (remove 0b file, reinstall individually) and remove them again. This doesn't help, since the PM.dat already has the multi-script info, and keeps the mis-installed SPKs active. (You'll just get the same messages again, on a new start) ) ( I am assuming that this results from the 'original' files backup feature of PM, which is awesome)
On a seperate note. While reading some of the old material from the Reunion PM, I see that it used to have the ability to read all the installed t-files and check for conflicts with command slots, and the like.
I use Exscriptor for this now. Any chance we could ever get those features put back into PM?
Would be very nice to have that ability back in one solution.
Thinking of conflicts: I did catch one other thing with PM. It will catch conflicts in fake mod patches, but it won't do it completely.
EG:
- XRM cat 2 has a tShips that conflicts with it's Hull pack cat. (Shown by PM)
- Another mod (my mod) adds more ships to tShips. PM doesn't include this conflict. (not shown)
If you could see the all the conflicts for a particular type, it would be even easier to visually see that you had your fake patch order correct, so that you could make order changes.
XRM 02 cat (tShips) --> XRMHULLPACK 03 cat (tShips) --> My Mod 14 cat (tShips)
I created a multi-script package for Lucike's scripts to enable easier control. Turns out PM doesn't like Lucike's 0b bat files. This is okay, I figure he puts them in there for future updating, and I just remove them from my spk's. Installing them 1 by 1, PM will throw an 'unable to decompress' error.
BUT, if you do this with a multi-script package, PM will complete the install, but not place all the files, since it can't decompress that 0b file.
You start a new game, and get all the error messages from Lucike's scripts, that the language files are not installed.
Also, once you have done that, you have no way to go back and uninstall the mess, since PM doesn't show the incorrectly installed SPKs. I even tried fixing the SPKs (remove 0b file, reinstall individually) and remove them again. This doesn't help, since the PM.dat already has the multi-script info, and keeps the mis-installed SPKs active. (You'll just get the same messages again, on a new start) ) ( I am assuming that this results from the 'original' files backup feature of PM, which is awesome)
On a seperate note. While reading some of the old material from the Reunion PM, I see that it used to have the ability to read all the installed t-files and check for conflicts with command slots, and the like.
I use Exscriptor for this now. Any chance we could ever get those features put back into PM?

Thinking of conflicts: I did catch one other thing with PM. It will catch conflicts in fake mod patches, but it won't do it completely.
EG:
- XRM cat 2 has a tShips that conflicts with it's Hull pack cat. (Shown by PM)
- Another mod (my mod) adds more ships to tShips. PM doesn't include this conflict. (not shown)
If you could see the all the conflicts for a particular type, it would be even easier to visually see that you had your fake patch order correct, so that you could make order changes.
XRM 02 cat (tShips) --> XRMHULLPACK 03 cat (tShips) --> My Mod 14 cat (tShips)
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- Joined: Sat, 17. Dec 11, 01:44
So let me get this straight... you jumbled a bunch of files into a tangled mess without paying any attention to whether it could work or not.
Then, when it doesn't work, you blame it on the PM?
Luckily, There may not be a mess to uninstall. PM doesn't like zero byte files; it just quits. In my experience, it doesn't do anything wrong... it just quits.
So remove the zero byte files from the .spk and reinstall. (If you really need to uninstall, then do it manually by following Lucike's instructions).
Then, when it doesn't work, you blame it on the PM?

Luckily, There may not be a mess to uninstall. PM doesn't like zero byte files; it just quits. In my experience, it doesn't do anything wrong... it just quits.
So remove the zero byte files from the .spk and reinstall. (If you really need to uninstall, then do it manually by following Lucike's instructions).
Last edited by DrBullwinkle on Sat, 23. Jun 12, 17:02, edited 1 time in total.
Peace through superior firepower
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
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- Joined: Sat, 31. May 08, 19:33
Follow along, Doc...
If you create a MULTI-script pack, it will partially install the spk, even though it chokes on the 0b files. (ie, the scripts install, the t-files don't) You have no way to uninstall said SPKs now, since the data is in the PM.dat, and the borked install doesn't show in your list.
I did make the mistake, not knowing that PM wouldn't like the 0b 'delete' bats. Would have never found the other potential problem, otherwise.
Cycrow: 0b 'delete' bats. He puts them in for future use. Conflicts: I am creating SPKs from the XRM mods, and changing them to fake patches using the Creator. Love this! You get the name of the fake patch, plus it gets numbered, so you can order, and move them around. Great feature, except for that it won't show you all the conflicting 'type' files. That comes in handy either way. Person A can tell if 2 mods won't play nice togther - Person B can make sure he has them in the correct order if he is tweaking mods.
I am doing all of this in PM. I see how you have this built to easily switch between various mods, and vanilla. Once I get it all worked out, I'd like to create a guide for 'Everyman'.
Would be great to go from vanilla --> to XRM -- > to Xtended --> to My Mod, all within a few clicks.

If you create a MULTI-script pack, it will partially install the spk, even though it chokes on the 0b files. (ie, the scripts install, the t-files don't) You have no way to uninstall said SPKs now, since the data is in the PM.dat, and the borked install doesn't show in your list.
I did make the mistake, not knowing that PM wouldn't like the 0b 'delete' bats. Would have never found the other potential problem, otherwise.
Cycrow: 0b 'delete' bats. He puts them in for future use. Conflicts: I am creating SPKs from the XRM mods, and changing them to fake patches using the Creator. Love this! You get the name of the fake patch, plus it gets numbered, so you can order, and move them around. Great feature, except for that it won't show you all the conflicting 'type' files. That comes in handy either way. Person A can tell if 2 mods won't play nice togther - Person B can make sure he has them in the correct order if he is tweaking mods.
I am doing all of this in PM. I see how you have this built to easily switch between various mods, and vanilla. Once I get it all worked out, I'd like to create a guide for 'Everyman'.
Would be great to go from vanilla --> to XRM -- > to Xtended --> to My Mod, all within a few clicks.
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As I said, follow Lucike's instructions.Aegyen wrote:You have no way to uninstall said SPKs

(Or don't uninstall at all.)
(EDIT: BTW, I understood you the first time.

Yes, a guide for the PM is a good idea.
Last edited by DrBullwinkle on Sat, 23. Jun 12, 19:37, edited 2 times in total.
Peace through superior firepower
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
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- Moderator (Script&Mod)
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the 0b file problem should be fixed in the next version.
the problem was it was returning an error code when the uncompressed size was 0, assuming that meant it couldn't uncompress, and in the case of 0byte files simply means there was nothing to uncompress.
it should now check if the target size is also 0.
do you have a copy of you mod so it can test it out with the conflict checking. then i can see whats going on
the problem was it was returning an error code when the uncompressed size was 0, assuming that meant it couldn't uncompress, and in the case of 0byte files simply means there was nothing to uncompress.
it should now check if the target size is also 0.
do you have a copy of you mod so it can test it out with the conflict checking. then i can see whats going on
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I think I may not be clear on this, so give this a shot (reproduce)DrBullwinkle wrote: The only "mess" is in your .spk. The installed files should be fine.
Take 2 of Lucike's files with 0b delete bats, and create SPKs. Then create a multi-package SPK. Install the multi-package. The install should complete, but you won't see the installed SPKs in the PM window. Start a new game. You should get the message that the scripts were unable to find the language files.
Now, you CAN uninstall using Lucike's directions, BUT the PM.dat has already listed these scripts within itself. (Originals backup) SO, now you think they are uninstalled, but the PM is going to replace them from it's Originals backup, the next time you open and close PM.
If you were to install the SPKs seperately, they won't install in the first place, since PM stops it due to the 0b file. It's the Multi option that can get you in the 'mess'. This is where the problem lies. You can delete the dat file from the PM directory in the addon directory, and empty the other folders (Originals, etc) and start all over, or you could edit the dat file itself, I suppose. But, I haven't spent the time yet to decipher how the dat has that info stored. (It's a text file) Just looking to make sure the Multi option will behave the same way as if you installed seperately, to prevent trouble.
@ Cycrow: I will start uploading my tweak mod, and post the link. You'll need XRM's Part 2 , one of the Hull packs, and my Mod. They all have tShips. Part 2 and my Mod have conflicting Components and Dummies, which I forgot to mention don't show in the 'conflicts' either.
Edit: link to My Mod
Got to thinking about those 'conflicts' Are they 'conflicts' based on the presence of the same 'type' files, or is PM parsing them, like it can t-files? You know what feature requests are coming if it can parse...

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- Posts: 251
- Joined: Tue, 13. Oct 09, 17:43
Again, I'd like to give thanks for the effort with the new release...
But I'm REALLY sad to report that for me at least, I have seen no change. From a fresh install of all programs involved, including reg entries. Pretty much the exact same behavior as before. same errors, and blank ship squares. I tried redownloading and using fresh, unaltered ship files, but no difference.
I was able to get a copy and paste of one of the error messages if it helps... but again, it seems to only be an issue when working with ship files, no matter the author or franchise / universe. Every other mod or package type works perfectly, never triggers an error, and all other system behavior is fine.
Here is a paste:
_________________________________________________________
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
at CPackages.OpenPackage(CPackages* , CyString* , Int32* , CProgressInfo* , Int32 , Int32 )
at PluginManager.MainGui.InstallPackage(String file, Boolean straightAway, Boolean builtin, Boolean background)
at PluginManager.MainGui.InstallEvent(Object Sender, EventArgs E)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.6111 (Win8RTM.050727-6100)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
PluginManager
Assembly Version: 1.0.4557.22151
Win32 Version:
CodeBase: file:///C:/Program%20Files%20(x86)/Steam/SteamApps/common/x3%20terran%20conflict/X%20Plugin%20Manager/XPluginManager.exe
----------------------------------------
msvcm90
Assembly Version: 9.0.30729.6595
Win32 Version: 9.00.30729.6595
CodeBase: file:///C:/Windows/WinSxS/x86_microsoft.vc90.crt_1fc8b3b9a1e18e3b_9.0.30729.6595_none_5095f45cbcb59f24/msvcm90.dll
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.6111 (Win8RTM.050727-6100)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.6111 (Win8RTM.050727-6100)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.6111 (Win8RTM.050727-6100)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Xml
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.6111 (Win8RTM.050727-6100)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
System.Configuration
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.6111 (Win8RTM.050727-6100)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Configuration/2.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.
For example:
<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>
When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
__________________________________________________________
But I'm REALLY sad to report that for me at least, I have seen no change. From a fresh install of all programs involved, including reg entries. Pretty much the exact same behavior as before. same errors, and blank ship squares. I tried redownloading and using fresh, unaltered ship files, but no difference.
I was able to get a copy and paste of one of the error messages if it helps... but again, it seems to only be an issue when working with ship files, no matter the author or franchise / universe. Every other mod or package type works perfectly, never triggers an error, and all other system behavior is fine.
Here is a paste:
_________________________________________________________
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
at CPackages.OpenPackage(CPackages* , CyString* , Int32* , CProgressInfo* , Int32 , Int32 )
at PluginManager.MainGui.InstallPackage(String file, Boolean straightAway, Boolean builtin, Boolean background)
at PluginManager.MainGui.InstallEvent(Object Sender, EventArgs E)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.6111 (Win8RTM.050727-6100)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
PluginManager
Assembly Version: 1.0.4557.22151
Win32 Version:
CodeBase: file:///C:/Program%20Files%20(x86)/Steam/SteamApps/common/x3%20terran%20conflict/X%20Plugin%20Manager/XPluginManager.exe
----------------------------------------
msvcm90
Assembly Version: 9.0.30729.6595
Win32 Version: 9.00.30729.6595
CodeBase: file:///C:/Windows/WinSxS/x86_microsoft.vc90.crt_1fc8b3b9a1e18e3b_9.0.30729.6595_none_5095f45cbcb59f24/msvcm90.dll
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.6111 (Win8RTM.050727-6100)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.6111 (Win8RTM.050727-6100)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.6111 (Win8RTM.050727-6100)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Xml
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.6111 (Win8RTM.050727-6100)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
System.Configuration
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.6111 (Win8RTM.050727-6100)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Configuration/2.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.
For example:
<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>
When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
__________________________________________________________
-
- Moderator (Script&Mod)
- Posts: 22432
- Joined: Sun, 14. Nov 04, 23:26
it can, but it doesn't, its just checking for the same name of the important files, ie the types filesAegyen wrote: Got to thinking about those 'conflicts' Are they 'conflicts' based on the presence of the same 'type' files, or is PM parsing them, like it can t-files? You know what feature requests are coming if it can parse...