doubleshadow's X3 Editor (0.15 - patch 2.0 compatible)
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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Have you read (and tried) this:Skillers wrote: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.doubleshadow wrote: *What* thinks that *which* files do not exist
@artblade: I did notice your post - just was too lazy to do anything about it@artblade wrote: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."

@Galaxy613:
And what is THISGalaxy613 wrote: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.

EDIT: images removed as they are no longer necessary
I can't help myself but I like it. Not to mention that it is quite similar to AalaardDB's excel file. Probably because IT IS based on his work. I must admit that AalaardDB told me that he more likes to do it in notepad but that just his nature

Last edited by doubleshadow on Fri, 17. Feb 06, 15:24, edited 1 time in total.
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Wow, I am blind (or just too lazy to read stuff). It's strange because I was double clicking to begin with, my habits changed, lol.doubleshadow wrote:Have you read (and tried) this:Skillers wrote: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.doubleshadow wrote: *What* thinks that *which* files do not exist
@artblade: I did notice your post - just was too lazy to do anything about it@artblade wrote: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."
"Warning, cargo bay now contains; Gate, Home of Light"
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hehe
if you are going to SAVE a file (ie TShips) the dialog appears to be empty. Just type the file name (and choose the proper extention!) and hit OK - it will then find and tell you there IS a file called TShips, asking to replace it - sure
if you are going to SAVE a file (ie TShips) the dialog appears to be empty. Just type the file name (and choose the proper extention!) and hit OK - it will then find and tell you there IS a file called TShips, asking to replace it - sure

wondering how to reverse a reversed sleep pattern
My Scripts (English + Deutsch)
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*Edit* DS have you tried making a new Jobs entry with this yet? Because you'll find that there some stuff missing/not working. For one the Ship Owner selectors does not save it's position, but if it's already there it shows it. Also you didn't add a way to change the respawn time(offsst 17). And I can't change the sector coords (in the tab "Placement"), the Laser&Shields (in the Tab "weapons"), or the Custom text ID in "Ship type"! Basicly all the text boxes are read-only.

Good job so far, but it will take a little more work to get this so it is fully working. I am high anticepating this for my civvies.
10,000 Lightyears of awesomeness
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HahaGalaxy613 wrote:I swear I checked it after I updated?
![]()
I stand corrected
*Edit* DS have you tried making a new Jobs entry with this yet? Because you'll find that there some stuff missing/not working. For one the Ship Owner selectors does not save it's position, but if it's already there it shows it. Also you didn't add a way to change the respawn time(offsst 17). And I can't change the sector coords (in the tab "Placement"), the Laser&Shields (in the Tab "weapons"), or the Custom text ID in "Ship type"! Basicly all the text boxes are read-only.
Good job so far, but it will take a little more work to get this so it is fully working. I am high anticepating this for my civvies.

Yes I knew that the ship type is not working and I see now that the owner race doesn't work as well.
The text boxes do work - you just have to doubleclick on them. That's because it makes the internal logic more easy (it is consistent with how you edit entries in "normal" TFiles and thus using the same functions). There is a tooltip saying "Double click to edit"...
Some values are really mising because I don't know what they really are. Still you can edit even the unsupported values in the Raw view

I already have corrected version (including the open dialog) but I would like to hear more feedback about the rest of the values. Are they correct? Does "ship owner" really specify who will own the ship? Does "type" (the races) really specify of which race the ship will be?
You all can test these things and let me know so the next version can really be worth downloading.
I will probably release the X3E within a week anyway, but it's up to you people to make it better.
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Ah-ha, so they do.
Well guess what...
[ external image ]
There are three values that are needed before your Jobs editor can make a fully functional, completely new, jobs line. Firstly, Idle Rate and Respawn Time (offsets 16-17), and ownership (offsets 77-86). With those and the rest of what you have there you'll be able to a new Jobs line, once you update X3E with these I'll try doing that.

[ external image ]
There are three values that are needed before your Jobs editor can make a fully functional, completely new, jobs line. Firstly, Idle Rate and Respawn Time (offsets 16-17), and ownership (offsets 77-86). With those and the rest of what you have there you'll be able to a new Jobs line, once you update X3E with these I'll try doing that.
Last edited by Galaxy613 on Tue, 14. Feb 06, 22:45, edited 5 times in total.
10,000 Lightyears of awesomeness
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@ doubleshadow
I can confirm an "unknown" value in TMissiles, originally discovered by
fud here.
The entry below speed is acceleration.
edit:
I've been playing around quite a bit with TMissiles and I am almost convinced two variables are wrong:
shield- and hull damage.
I found out more after I set both to like 10,000,000 and was surprised half the sector got erased... so I tried to find out what had influence on the blast radius. For some reason I set shield damage to 100,000,000 and changed hull damage to 10 (!) - result: 3 shots and I could take out a pirate station, but no splash damage (I picked one pirate in a pack of friendly ships - it got blown up and the friendlies remained unaffected). The contrary, when I changed both values, half the sector was set on fire but took almost no damage at all.
So I assume that
shield damage = damage (general)
and most certainly
hull damage = blast radius
edit again: I am positive about it now, thinking of how a rocket works: A small damage value causes an explosion that only takes away the shield, but once the shields are gone, it will take away the hull. So, if you have a high damage value, it will take away the shield and in one go also at least some of the hull. The blast radius only allows the damage to expand to other objects within range.
I can confirm an "unknown" value in TMissiles, originally discovered by
fud here.
The entry below speed is acceleration.
edit:
I've been playing around quite a bit with TMissiles and I am almost convinced two variables are wrong:
shield- and hull damage.
I found out more after I set both to like 10,000,000 and was surprised half the sector got erased... so I tried to find out what had influence on the blast radius. For some reason I set shield damage to 100,000,000 and changed hull damage to 10 (!) - result: 3 shots and I could take out a pirate station, but no splash damage (I picked one pirate in a pack of friendly ships - it got blown up and the friendlies remained unaffected). The contrary, when I changed both values, half the sector was set on fire but took almost no damage at all.
So I assume that
shield damage = damage (general)
and most certainly
hull damage = blast radius
edit again: I am positive about it now, thinking of how a rocket works: A small damage value causes an explosion that only takes away the shield, but once the shields are gone, it will take away the hull. So, if you have a high damage value, it will take away the shield and in one go also at least some of the hull. The blast radius only allows the damage to expand to other objects within range.
wondering how to reverse a reversed sleep pattern
My Scripts (English + Deutsch)
I am not impatient. I just live fast
My Scripts (English + Deutsch)
I am not impatient. I just live fast
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?!?!?!AalaarDB wrote:Idle is spelled wrong, it's Iddle
"iddle" - there is no such word in the English language, unless you just made it up

Hehe, couldn't resist.
wondering how to reverse a reversed sleep pattern
My Scripts (English + Deutsch)
I am not impatient. I just live fast
My Scripts (English + Deutsch)
I am not impatient. I just live fast
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EarthPilot once said he will do some GUI for the x2bc. Ask himxeon_1 wrote:small request to double shadow
would it be posible to intigrate your bod compiler into the modmanager or give it a interface beacause i can't work with dos i can just navigate in directories but can't even get out of a directory that i open so i think that say's enough

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Here a request to doubleshadow:
First, let me thank you for this marvellous tool(s)! You're helping X-fans like me a lot, making the game more fun.
Here's my question (probably a noob one since this is my first time modding an X game, but please help me):
I have succesfully created a new catalog in the [X3 Reunion\mods] directory, using your ModManager and TXT Editor. This catalog now contains a custom super ship with high speed. The problem is, how do I bring this new ship into my game. In other words, how do I activate the mod and let the ship appear somewhere?
Can you please explain to me how I do this?
Thanks!
NB. I would prefer NOT to start a NEW GAME all over again, but continue with a present save game, if possible.
First, let me thank you for this marvellous tool(s)! You're helping X-fans like me a lot, making the game more fun.
Here's my question (probably a noob one since this is my first time modding an X game, but please help me):
I have succesfully created a new catalog in the [X3 Reunion\mods] directory, using your ModManager and TXT Editor. This catalog now contains a custom super ship with high speed. The problem is, how do I bring this new ship into my game. In other words, how do I activate the mod and let the ship appear somewhere?
Can you please explain to me how I do this?
Thanks!
NB. I would prefer NOT to start a NEW GAME all over again, but continue with a present save game, if possible.
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help
I got Dbox into gmax then I decompiled one of the files utilizing the content manager. But I still have no idea how to load any of these things into Gmax. I tried a search of the forum but nothing came up. At this point I decompiled one of the index files and have Gmax up. But everytime I run one of the scripts from within gmax nothing happens. I know im screwing this up some please HELP
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Most is written in the How to create a mod using X3MM. If you've created "your" catalog in the "mods" directory and you have "your" TShips file inside (with the "super ship"), then all you need is to activate the mod. This can be done either in X3MM (right click on the catalog name and select "activate") or in the X3 startup screen (click Select Mod Package and select the mod name).Achatos wrote:Here a request to doubleshadow:
First, let me thank you for this marvellous tool(s)! You're helping X-fans like me a lot, making the game more fun.
Here's my question (probably a noob one since this is my first time modding an X game, but please help me):
I have succesfully created a new catalog in the [X3 Reunion\mods] directory, using your ModManager and TXT Editor. This catalog now contains a custom super ship with high speed. The problem is, how do I bring this new ship into my game. In other words, how do I activate the mod and let the ship appear somewhere?
Can you please explain to me how I do this?
Thanks!
NB. I would prefer NOT to start a NEW GAME all over again, but continue with a present save game, if possible.
How to create the "new ship" in game depends on how you made it. If you've overwritten some existing ship (like Argon Nova), then the changes will be immediate (although some will only work after the ship is re-created - such as when flying through the jump gate).
If you've created completely new ship (by copying some other ship info), then you will have to create a script and spawn the ship via the script.
If you are unfamiliar with script editor, then download the "cheat scripts" (somewhere in the stickies), there should be some script to create a ship. You will just need to find "your" ship in the list.
Note that if you've created the ship by copying some other ship, then (unless you've already changed it) they will have the same name (i.e. "Argon Nova"). You will have to try which "Nova" is which...

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Thanks a lot! I'll give it a try.doubleshadow wrote:Most is written in the How to create a mod using X3MM. If you've created "your" catalog in the "mods" directory and you have "your" TShips file inside (with the "super ship"), then all you need is to activate the mod. This can be done either in X3MM (right click on the catalog name and select "activate") or in the X3 startup screen (click Select Mod Package and select the mod name).Achatos wrote:Here a request to doubleshadow:
First, let me thank you for this marvellous tool(s)! You're helping X-fans like me a lot, making the game more fun.
Here's my question (probably a noob one since this is my first time modding an X game, but please help me):
I have succesfully created a new catalog in the [X3 Reunion\mods] directory, using your ModManager and TXT Editor. This catalog now contains a custom super ship with high speed. The problem is, how do I bring this new ship into my game. In other words, how do I activate the mod and let the ship appear somewhere?
Can you please explain to me how I do this?
Thanks!
NB. I would prefer NOT to start a NEW GAME all over again, but continue with a present save game, if possible.
How to create the "new ship" in game depends on how you made it. If you've overwritten some existing ship (like Argon Nova), then the changes will be immediate (although some will only work after the ship is re-created - such as when flying through the jump gate).
If you've created completely new ship (by copying some other ship info), then you will have to create a script and spawn the ship via the script.
If you are unfamiliar with script editor, then download the "cheat scripts" (somewhere in the stickies), there should be some script to create a ship. You will just need to find "your" ship in the list.
Note that if you've created the ship by copying some other ship, then (unless you've already changed it) they will have the same name (i.e. "Argon Nova"). You will have to try which "Nova" is which...