[SCRIPT] Advanced Jumpdrive V1.22 : Updated 22/07/2015

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Cycrow
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Post by Cycrow »

Nho wrote:
Cycrow wrote:Nho, which is the SRM mod, and do you know if it includes a wares file at all ?
Ship Rebalance Mod http://forum.egosoft.com/viewtopic.php?t=271003

There is a types/TWareT.pck if this is what you mean, but this one haven't changed with the last update, it was fake patch + scripts + director update only.
as draffutt pointed out, the problem is that the mod has its own Wares file, that is using the old EMP included, and this file is overriding the one that the plugin manager creates, so the game is basically using the old EMP so the references are all wrong now.

the mod will need to be updated to include the latest EMP entries, or the wares files could be removed from the mod to allow the plugin manager to use the newer version.

i will look at adding an option to allow the plguin manager to force its own file which would also fix it.
Nho
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Post by Nho »

Ok thanks. It seems the problem has been exposed in the right thread in the meantime.
Cycrow
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Post by Cycrow »

New Version: 1.10
  • Fixed using no energy with Energy Generator installed
  • Added Auto Jump in ship additional command slot to use jumpdrive for any commands
LarryBurstyn
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Auto Jump Problem

Post by LarryBurstyn »

I use Commodity Logistics to supply my main complex with silicon and ore and energy for my Mines. The ships use the gates to get back and forth between my silicon/ore mines and my complex. Even when I set the CL command to use the jumpdrive.

When I add Auto Jump they continue to use the gates to move back and forth...they do not JUMP at any time. (even when full of Energy Cells to take to my Mines. I tried using the buy anywhere at lowest price command and they still use the gates instead of jumping.

The only time they use AutoJump is when I give them a navigation command such as dock at a station in another sector..and that is no help since I could just as easily give them the Autojump command to dock at the station??[/code]
paulwheeler
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Post by paulwheeler »

Cycrow wrote:
Nho wrote:
Cycrow wrote:Nho, which is the SRM mod, and do you know if it includes a wares file at all ?
Ship Rebalance Mod http://forum.egosoft.com/viewtopic.php?t=271003

There is a types/TWareT.pck if this is what you mean, but this one haven't changed with the last update, it was fake patch + scripts + director update only.
as draffutt pointed out, the problem is that the mod has its own Wares file, that is using the old EMP included, and this file is overriding the one that the plugin manager creates, so the game is basically using the old EMP so the references are all wrong now.

the mod will need to be updated to include the latest EMP entries, or the wares files could be removed from the mod to allow the plugin manager to use the newer version.

i will look at adding an option to allow the plguin manager to force its own file which would also fix it.
Just wanted to say that the SRM addon pack, the Ship Systems Rebalance Pack, which was causing the issue will be updated to the latest version of EMP today.



Cycrow, the reason I had to put the modded TWareT into the types folder was to stop it being overridden by the Plugin Manager.

There are issues with mods and scripts when they are only available as SPKs. For example, with your advanced hyperdrive script you have only released it as an spk. Since it adds a TWareT in, it is impossible for any other mod that changes TWareT to work with it, even if the two TWareTs are merged because the plugin manager insists on being the highest cat/dat. The only way is to put the modded TWareT into the main types folder - a less than ideal situation. There is no mention in the main post of the advanced hyperdrive that it installs a TWareT file.

I use your excellent advanced hyperdrive myself (I think its the most balanced hyperdrive script here). I would rather have my SSRP addon pack as a cat/dat but this is impossible if you want to use the advanced hyperdrive as well.

Perhaps you could have a section in the plugin manager where you can turn system files that it installs off individually. That way if a user knows they already have a compatible verison of that file in another mod they won't have any issues. That, or release non-spk versions or a version without the EMP built in. I don't think letting the plugin manager force its own files is a good idea as it will make supporting and tracking technical issues for the rest of us that much harder.

Personally, I think anything that adds a system file like TWareT should be described as a mod not a script. I think it can be very confusing for people. When a user has technical issues, the first question is "what other mods do you have installed?". However, if they have something that is supposedly a script they often don't realise its installing modded system files so don't mention it.

With the SRM I am trying extremely hard to make it as compatible as possible with as many mods and scripts as possible. This is so much easier when modded system files are simply in cat/dats rather than installed by the plugin manager. It will be impossible if the plugin manager has the ability to force its files over everything else, including files in the local X3TC directories. Also with a mod as complex as mine, if the user forces the wrong file they can end up with corrupt save game errors.

Thanks

Paul


EDIT - The SRM's SSRP addon pack has now been updated with the latest EMP-X. It should now work with the Advanced Hyperdrive again.
Cycrow
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Post by Cycrow »

paul, i think your missunderstanding how the plugin manager works

this script doesn't use its own TWares file.

the TWaresT file is auto generated by the plugin manager, based on what files you already have installed.

the plugin manager doesn't actually override the file at all, thats y the SRM wasn't working.
Because the plugin manager was using the wares file from that mod which was outdated, instead of using its own.

also, it doesn't use any cat/dat file for TC, it creates its files in the types directory. So putting your own files there can cause problems for the plugin manager.

there are 2 types of wares added by the pluginmanager, the first is the EMP wares, the second are the Custom Wares.

for EMP, the pluginmanager will find the latest TWareT file, weather its in a fake patch, or the selected mod, and use that as a base then it'll add EMP onto that file.

if there are entries in that file that are in the same place as the EMP wares, then the ones from the mod are used instead.

The custom wares are then added at the end of the file, and the ids used in the scripts are adjusted to match.

The same is true for all generated files from the plugin manager, they are all added onto what ever your existing mods have.

thats y they should always be at the top, because they are fully merged.


as for the SRM mod, the reason for the recent the incompatabilty of EMP, is nothing to do with the plugin manager, or this script.

its because a few problems were found in the original EMP, and it was updated to fix this, the mod is now using the old version. So any new scripts that have been updated to work with the new EMP will now longer work.
The plugin manager has simply been updated to work with the new EMP.

This will also be a problem with any other scripts that have been updated, weather they use the plugin manager or not
paulwheeler
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Post by paulwheeler »

Cycrow wrote:paul, i think your missunderstanding how the plugin manager works

this script doesn't use its own TWares file.

the TWaresT file is auto generated by the plugin manager, based on what files you already have installed.

the plugin manager doesn't actually override the file at all, thats y the SRM wasn't working.
Because the plugin manager was using the wares file from that mod which was outdated, instead of using its own.

also, it doesn't use any cat/dat file for TC, it creates its files in the types directory. So putting your own files there can cause problems for the plugin manager.

there are 2 types of wares added by the pluginmanager, the first is the EMP wares, the second are the Custom Wares.

for EMP, the pluginmanager will find the latest TWareT file, weather its in a fake patch, or the selected mod, and use that as a base then it'll add EMP onto that file.

if there are entries in that file that are in the same place as the EMP wares, then the ones from the mod are used instead.

The custom wares are then added at the end of the file, and the ids used in the scripts are adjusted to match.

The same is true for all generated files from the plugin manager, they are all added onto what ever your existing mods have.

thats y they should always be at the top, because they are fully merged.


as for the SRM mod, the reason for the recent the incompatabilty of EMP, is nothing to do with the plugin manager, or this script.

its because a few problems were found in the original EMP, and it was updated to fix this, the mod is now using the old version. So any new scripts that have been updated to work with the new EMP will now longer work.
The plugin manager has simply been updated to work with the new EMP.

This will also be a problem with any other scripts that have been updated, weather they use the plugin manager or not
I didn't know that! That explains a few things.

So all I need to do is put my version of TWareT in without the EMP entries and the plugin manager will simply take this and add in the EMP entries?

That makes a lot of sense. When I was creating the SSRP I looked in the plugin managers cat/dat directly (I'm still using the old plugin manager) and saw the TWareT. I assumed it was put there as part of the advanced hyperdrive script.

OK so that means I can make the SSRP into a cat/dat. Great!

Thanks for explaining things. :wink:

One more question. I guess I need to migrate to the new plugin manager lite. Whats the easiest way of doing this? Do I have to uninstall every script and then reinstall them using the new one?
Cycrow
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Post by Cycrow »

yeah if you just include ur modified TWareT without EMP then the plugin manager will add it on for your.

the plugin manager lite will be able to convert an old installation.
just uninstall the old one, and install lite, and when u run it for the first time, it'll covert the game directory properly and include all your installed scripts
paulwheeler
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Post by paulwheeler »

Cycrow wrote:yeah if you just include ur modified TWareT without EMP then the plugin manager will add it on for your.

the plugin manager lite will be able to convert an old installation.
just uninstall the old one, and install lite, and when u run it for the first time, it'll covert the game directory properly and include all your installed scripts
Fantastic, cheers!


BTW - the SRM would be completely impossible to update without your cheat scripts and the handy clone ships function so thanks for that! :wink:
PitmanSPB
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Post by PitmanSPB »

Hi! After updating the XPM yersterday and starting new game I have the problems:



X3TC - 2.7.1 EN


http://lh4.ggpht.com/_-4vmM4n9SSM/TDLZJ ... apshot.jpg

http://lh3.ggpht.com/_-4vmM4n9SSM/TDLWC ... n00002.jpg

Re-install does not help. Before updating XPM all worked great! The same problem with mods Improved boarding, Advanced Nav. system etc. Please help
Cycrow
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Post by Cycrow »

that usually means EMP isn't installed.

are you running any mods ?

also, check in your games types directory, and see if there is a TWareT.pck file
PitmanSPB
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Post by PitmanSPB »

Cycrow wrote:that usually means EMP isn't installed.

are you running any mods ?

also, check in your games types directory, and see if there is a TWareT.pck file
There is no such directory (types in my x3tc). How can I install the emp? I think that the XMP has to install it while installation. But it perhaps does'nt. How can I check that?

P.S. I do not use any mods and scripts instead those on my links
Cycrow
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Post by Cycrow »

it should automatically create the file when u close the plugin manager

is the game installed in program files, is so, are you running the plugin manager with admin rights ?

it might be having trouble writing the file.


u could also create the directory manually, then open and close the plugin manager, and see if the file is created
PitmanSPB
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Post by PitmanSPB »

Cycrow wrote:it should automatically create the file when u close the plugin manager

is the game installed in program files, is so, are you running the plugin manager with admin rights ?

it might be having trouble writing the file.


u could also create the directory manually, then open and close the plugin manager, and see if the file is created
I created types directory manually. Then I start XPM. Nothing changes. Then I close the XPM. And "types" directory disappears!
Cycrow
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Post by Cycrow »

what version of the plugin manager are you running, and have you tryed running it with admin rights ?
PitmanSPB
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Post by PitmanSPB »

Cycrow wrote:what version of the plugin manager are you running, and have you tryed running it with admin rights ?
The latest

http://lh4.ggpht.com/_-4vmM4n9SSM/TDLZJ ... apshot.jpg

Yes, I run it with admin rights. And without. I even reinstalled OS. And X3TC. It dos not create file, it just deletes the "types" directory when I close plugin manager
vikingkid3
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Post by vikingkid3 »

It was posted earlier, but I have the problem where 2 of the wares show up correctly with actual names: advanced jumpdrive and advanced jumpdrive accelerator, and two others that have code names: ZA_EMP_CUSTOM_WARE_13_12, ZA_EMP_CUSTOM_WARE_14_15. I bought both unnamed wares and i think the 12 gives me the advanced jump menu and says jumps cost 10 energy cells, and the 15 gives free unlimited jumps, when I have both in my cargo hold I get unlimited free instant jumps.

Also I installed the advanced thruster control and it has the same code name problem, and it is also out of stock and red even though I have high enough notoriety. It says "BoronRed Text 24 11" where the usual required notoriety would be.

I am using plugin manager lite 1.20. I don't have a separate EMP installed. Any Ideas?
vikingkid3
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Post by vikingkid3 »

One more thing, I installed the ship jamming script and it doesn't even show up in stations.
Cycrow
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Post by Cycrow »

Advanced thrustre control ware is currently broken I will be updating that soon
As for the advanced jump drive. Make sure u have the latest version redownload and install to be suren
vikingkid3
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Post by vikingkid3 »

Tried that, now I have FTL drive, energy generator, adv jumpdrive, and accelerator but the two other coded things are still there. Any ideas?
Thanks for the help.

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