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

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©ArtBlade
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Post by ©ArtBlade »

apricotslice wrote:Where do I find the definitions for the actual gun slots ?
And what will fit into what turrent.
check TCockpits for turrets and their guns :)
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rustybucket
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Post by rustybucket »

©artblade wrote:
apricotslice wrote:Where do I find the definitions for the actual gun slots ?
And what will fit into what turrent.
check TCockpits for turrets and their guns :)
I can't get the front guns, or the missile provisioning screens to work.
doubleshadow
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Post by doubleshadow »

Seven05 wrote: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?
As I said few times already: galaxy editor is not "oficially supported" i.e. I'm not going to update it unless some serious bug is found. GE code sucks and I'm too lazy.
apricotslice wrote:After you change something, say a ship, how do you get those changes inside the game ?
Check How to make a mod with X3MM
apricotslice wrote:Can confirm that changing the speed or accelleration does crash the game.
Are you reffering to the vesion 0.0.4?
apricotslice wrote: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.
That's the point. No one knows for sure what is correct and what is not. It's up to the users to find out.
apricotslice wrote:Is there something that says what gun will go in what sort of turrent name ? And what turrents will go in what ship type ?
Turrets are tightly connected with ship scene files. You must have some basic knowledge of scene files to fully understand how turrets work. You can try reading "Modding documentation" wihch is part of DBOX2, or look at X2 S&M for posts made by EarthPilot which explain scenes.
apricotslice wrote:I can't get the front guns, or the missile provisioning screens to work.
:? Can you explain that?
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apricotslice
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Post by apricotslice »

doubleshadow wrote:
apricotslice wrote:I can't get the front guns, or the missile provisioning screens to work.
:? Can you explain that?
Err, no. I havent got a clue what I meant. Sorry to bother.

I finally got hold of the M6 upgrade mod, and saw how that was done. Some really weird ways of doing things, but it explained why a lot of my stuff didnt work.
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LV
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Post by LV »

doubleshadow wrote:Maybe one day LV I'll remove the force block I have on my FTP thats blocks your imperial attempts at downloading the file.

Until then I will just laugh at you from my rebel HQ.
:x
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Post by DJ | Wolf »

Uh-oh Darkside smiley! RUN!
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Post by Khaakbuster »

The download site "doubleshadow.fxnetworks.org" is always down. Is there another source to get the editor from?
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Post by doubleshadow »

LV wrote:
doubleshadow wrote:Maybe one day LV I'll remove the force block I have on my FTP thats blocks your imperial attempts at downloading the file.

Until then I will just laugh at you from my rebel HQ.
:x
:? I never said that. In fact I've never spoken with LV before (or was I? :o )
Khaakbuster wrote:The download site "doubleshadow.fxnetworks.org" is always down. Is there another source to get the editor from?
VERY unlikely. fxnetworks.org (where the downloads are) is damnded fine host (cheers to S.K.). The only problematic site is the http://wz.cz where my site is running (the html). Sometimes it is reported that it is inaccesible due to heavy load. It is a free hosting. You cannot expect miracles. Just try your luck either in the morning or late at night. I personally never had problems with it (with some exceptions).
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Khaakbuster
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Post by Khaakbuster »

I'm sorry doubleshadow, it was really not your fault. :oops:

There seems to be a problem at my ISP. I couldn't even ping doubleshadow.fxnetworks.org.
So I changed the ISP and now everything is fine again.

By the way I never had problems accessing your site, only with the download. Maybe LV already has a force grip on my ISP too. :D
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Post by doubleshadow »

New version, check the first post.

Fixed bug with life time in TBullets. I wonder how many bugs reamain :?

EDIT:

2 of them... :| I realized that there are 2 "unknown values" in TBullets which should be floats but are marked as integers in X3E. Well as they are unknown I think not much people will want to change them. And those who want it may use the Raw data view. In this mode there are no restrictions and all values are treated as strings.
Last edited by doubleshadow on Mon, 13. Feb 06, 14:51, edited 1 time in total.
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©ArtBlade
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Post by ©ArtBlade »

thank you :) :thumb_up:
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Post by Dunks »

Nice one, Thanks. :)
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Post by Skillers »

Err, I just installed the new version and now it thinks none of the files exists!?!?! I'm jut going to check the actual game now (I haven't deleted any, but if I've lost some my game won't like it!).

EDIT: Game works, any ideas?
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Galaxy613
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Post by Galaxy613 »

Kool, just updated. :D

DS, when are you gonna get Jobs file editing completed? :? We can only look at it so far and it's not even formatted even tho we know what most of the variables are...
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doubleshadow
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Post by doubleshadow »

Skillers wrote:Err, I just installed the new version and now it thinks none of the files exists!?!?! I'm jut going to check the actual game now (I haven't deleted any, but if I've lost some my game won't like it!).

EDIT: Game works, any ideas?
*What* thinks that *which* files do not exist :?
Galaxy613 wrote:Kool, just updated.

DS, when are you gonna get Jobs file editing completed? We can only look at it so far and it's not even formatted even tho we know what most of the variables are...
But you can edit the jobs... Unformated? What do you mean? I think the info is outputed nicely... The only bug I've encoutered just now is that you cannot change the ship class (m1,m2, m3) - only the explicit ship id (ss_sh_a_ts). But as usually you can overcome this by using the misvalued Raw data view.

Another thing is that I need some backup on the jobs in order to make the editor really usable. At the moment I'm relying on AalaardDB's excel file which was never fully tested.
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Post by Galaxy613 »

doubleshadow wrote:
Galaxy613 wrote:Kool, just updated.

DS, when are you gonna get Jobs file editing completed? We can only look at it so far and it's not even formatted even tho we know what most of the variables are...
But you can edit the jobs... Unformated? What do you mean? I think the info is outputed nicely... The only bug I've encoutered just now is that you cannot change the ship class (m1,m2, m3) - only the explicit ship id (ss_sh_a_ts). But as usually you can overcome this by using the misvalued Raw data view.
Err, by formated I mean like how the tShips file is formated, with each of the values have a name and ones we don't know as unknown values. Using AalaardDB's excel file as a base.
doubleshadow wrote:Another thing is that I need some backup on the jobs in order to make the editor really usable. At the moment I'm relying on AalaardDB's excel file which was never fully tested.
His file may not be fully tested, but it helped me get both of my Argon and Boron Civilian ships flying around the X3 universe without any scripts. His file is so amazing.

If you can "format" the jobs file per Aalaard's file and work on saving the Jobs file correctly, then Jobs file editing will be open for everyone, not just people who can spend time working with a excel file.

*Edit* w00t! Page 10!
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Decimatarius
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Post by Decimatarius »

How do u change the equipable weapons on turrets because i tried and it only effects guns.

AshleyDodd
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©ArtBlade
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Post by ©ArtBlade »

Skillers wrote:Err, I just installed the new version and now it thinks none of the files exists!?!?!
I assume you are referring to the LOAD file option? Ie, TShips.pck doesn't exist despite of being displayed in the file list. I reported that already, but apparently nobody noticed :)

"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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©ArtBlade
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Post by ©ArtBlade »

AshleyDodd wrote:How do u change the equipable weapons on turrets
use TCockpits :)
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Post by Skillers »

doubleshadow wrote: *What* thinks that *which* files do not exist :?
According to your editor, all the ones in the 05.cat directory. They existed before I updated it, and they are there, just the editor seems to think otherwise.
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