[MD-Script] RSM - Random Sectors Management 1.5

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TTD
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Post by TTD »

I hope that the next version of the script will be better and without errors.
Since this is not a script produced by Egosoft,but rather someone with close ties...
And since this is a work in progress and not intended as final release,...

I do not think the above comment was needed.

If you think you can do a better job,or know how to fix the bugs, then get on with it.

:evil: :evil: :evil:
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Yacek
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Post by Yacek »

And what are you so nervous?
I wonder what would you say if you need due to a bug a script to start a new game?
The script is very good, and it has some bugs. And what the script does not?
And this is that I write about this error, it's probably good, because the author can improve it.
Another thing that should test the script before seeing it in public.
X3:AP 3.1+XRM 1.30d+MSP 1.7+LoCo 2.01+IR 2.0
Zapraszamy wszystkich chętnych na forum XUDB, gdzie znajdziesz FAQ, opisy skryptów, modów i fabuł, oraz Mamut HQ.
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TTD
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Post by TTD »

It is clear within the thread that this is a work in progress.

Never ever test WOPs or Betas on a needed installation.

Always save you game position to somewhere safe and use a fresh installation in another folder.

That way you won't lose the game hours of a current game and have to restart.
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Yacek
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Post by Yacek »

TTD wrote:Always save you game position to somewhere safe and use a fresh installation in another folder.

That way you won't lose the game hours of a current game and have to restart.
Of course, yes I do.
But the error occurred nearly one month after the game (I use a script from the outset, though version 1.5 with small problems.)
Can you test a new script for so long?
X3:AP 3.1+XRM 1.30d+MSP 1.7+LoCo 2.01+IR 2.0
Zapraszamy wszystkich chętnych na forum XUDB, gdzie znajdziesz FAQ, opisy skryptów, modów i fabuł, oraz Mamut HQ.
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TTD
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Post by TTD »

On L3 forum we test scripts before they become part of official updates for Ego's games.
That takes time.
The devs have usually had the scripts for some time before we get them.
The next Ego-Game has been in development for about six years !

So yes,it can take a long time to test scripts.
Not everyone has the same set-up and not everyone plays the same way.
russbo
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Post by russbo »

TTD wrote: The next Ego-Game has been in development for about six years !

.
Hmm, know something the rest of us dont???
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TTD
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Post by TTD »

It has been code named TNBT.
The first mention of it was in a news letter a few months back. I do not know any more than what is freely available within the forums and news letters.
And some hints in the X-encyclopedia that came with the SuperBox.
PaLL3
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Post by PaLL3 »

"TNBT" which stands for "the next big thing", really dont say much ;)
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Yacek
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Post by Yacek »

TTD wrote:On L3 forum we test scripts before they become part of official updates for Ego's games.
That takes time.
The devs have usually had the scripts for some time before we get them.
The next Ego-Game has been in development for about six years !

So yes,it can take a long time to test scripts.
Not everyone has the same set-up and not everyone plays the same way.
You do not want to say that I, as a player I have tested a few months each script before I add it to your game.
Everything is based on trust between the player and the creator of the script. The player trusts the author, that he did everything to his work to work properly.
Configuration in this case does not matter, because the described error may occur in each.
And when it comes to the test, it does not it required so much time. It was enough to reduce the time between the creation of the next sector (up to several minutes) and observe the formation of new sectors and gateways connecting them with other sectors.
X3:AP 3.1+XRM 1.30d+MSP 1.7+LoCo 2.01+IR 2.0
Zapraszamy wszystkich chętnych na forum XUDB, gdzie znajdziesz FAQ, opisy skryptów, modów i fabuł, oraz Mamut HQ.
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wellmaddy
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Post by wellmaddy »

@Yacek
Look this is a NEW script and BLOODY well done, to be fair its the FIRST time, someone has got Random NEW sectors to add to the game, and this makes the game FAR more Enjoyable. Yes it does have one or Two odd bugs, but REMEBER the maker CANNOT test it over everyons Computers and Odd bugs BOUND TO COME UP. Please do not Dis the script makers or they Could stop, And then were will we be then?(not that I saying they will)
russbo
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Post by russbo »

PaLL3 wrote:"TNBT" which stands for "the next big thing", really dont say much ;)
LOL, thanks for identifying that for me. These acronyms sometimes...

But it does say a lot. I seem to remember that we were led to believe, many, many months ago, that x3tc was the end of this series.

Overjoyed that it's going to continue.

OH, and I will add this RSM into my very long running game now. Bugs and all. Appreciate the fact that people are creating these additions.
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TrixX
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Post by TrixX »

Chill guys, Yacek is not a native English speaker, hence it came out rather harsh in translation. His intentions were good though and there is a minor bug with sectors that have a space inbetween them allowing for dual gates in that direction.

Hopefully an easy fix, but probably not so simple in this case.
"If you’re not prepared to be wrong, you’ll never come up with anything original."
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Ketraar
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Post by Ketraar »

OK. First of all lets calm down a notch or two.

General rule: You use unsigned scripts at your own risk! Its wise to back up your save game if you don't want to loose them. Never think a script/mod is done, specially if stated that its not. Not even the official stuff is bug free never mind stuff done by hobby-modders.

Now to the issues at hand, yes it seams there is bug, I already said I'll be looking into it, but unless somebody is sending over a feasible amount of RL cash, I'll be doing it whenever the hell I feel like it.

As pointed out correctly this type of Script is rather new, so yes its all try&errror, its not like the MD was designed to do this stuff, so expect some trouble. As for the testing, that's where you come in play, I code you test, that's how things work and if you think you have better things to do than to test the script you want to use, well guess you wont have many scripts to use. ;-)

Having said that all, I appreciate all constructive feedback that has been posted as it helps me understand how things work, still I have yet to figure out why this bug occurs and then fix it. This should be done in near future, since I get a bit more free time.

MFG

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vukica
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Post by vukica »

Quick fix would be deleting sectors in question from the "find sector" list in RSM_SecMag.xml, wouldn't it?

Real fix would be much more complicated...

EDIT: No it wouldn't... removing the free space around the sectors with problems would do the trick :)
Split say NEED MORE FIREPOWER!!
h2o.Ava
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Post by h2o.Ava »

russbo wrote:They're clustered below Unholy Descent. As your script only creates six more sectors over time, there may be a possibility that they won't conflict. But, then again....

I'm tempted to try this to see what happens.

(if you know the coordinates of the sectors created in the other mod, couldn't one just remove those potential sectors from your xml file in the director folder?)


Map doesn't work properly combining both mods, as you guys probably expected. The extended horizons sectors don't show up. But one would think someone out there, far smarter than I, could come up with a way to combine these. Great idea, adding sectors at random over time; but I've already attached myself to those other new sectors.
@russbo
Find out the sector coords of the NH sectors and then remove the corresponding lines
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="XX" y="YY"/>
from RSM_SecMag.xlm. (XX and YY are the x and y coords of the NH sector)


@Ketraar
pm'd you
Last edited by h2o.Ava on Thu, 11. Nov 10, 01:09, edited 1 time in total.
MegaBurn
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Post by MegaBurn »

Few thoughts after reading all of this...
There seem to be recurring questions about how the sectors are created. What about exposing most of the variables in an options menu? That would allow people to fine turn sector creation as they see fit (kind of hesitant ask, probably more code than the rest of it combined, albeit easier work).

One thing no one has mentioned is the few scripts for building new gates or salvaging/rebuilding wrecked gates. Some of the gates could be spawned as wrecks to denote something is on the other side, then rebuilt to create the link. Another option is realigning existing gates via reusing parts of the hub script. Point is to allow the player to link gates as they see fit, especially with race sectors.

Finally, consider adding a canon context or back story. Building, rebuilding, or realigning gates to open up huge sections of previously unknown gate networks isn't new to the canon, its an easy fit, but its also a major event. For people interested in the storyline a treasure hunt for clues about new sectors feels like more of a gameplay accomplishment than having them pop up out of nowhere fully functional, likewise having Xenon bring a gate online as part of an invasion would also fit right in. Not saying it needs to be overly complicated though. Maybe just some tweaks to what spawns where, write up some custom messages to convey a story, and some extra MD scripting for a few events. Could limit that to gates in race sectors, leaving gates in the unknown truly unknown. I know that would be a fair amount of work, fortunately some people around here seem to have extra energy, just a matter of getting them to work on it...
Kadaas69
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Post by Kadaas69 »

Just a lil feedback here for ya Ketraar,

got a new sector south Getsu Fune,and west Bluish Snout (my spelling may be off ),it connects by way of a west gate to a nice new east gate in the Terran sector of Jupiter 3.

Since you said Terran sectors were exempt for connections (pg 3 I think) I just thought I would let you know.
I like the expanding universe btw :D
Ravenholme
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Post by Ravenholme »

Do the generated gates work with the Hub? (Can I leech the hub into the new gate network?)
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Ketraar
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Post by Ketraar »

Yes once added, gates are just like any other normal gates that can be connected too the Hub.

I'll use this opportunity to state that time has been limited for me and I've not been able to spend some on this, its not forgotten though. ;-)

MFG

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djrygar
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Post by djrygar »

i just added 'unknown race' as possible target for takeover actions in IR

if only new sectors can be found by standard script commands, they may be taken, and infrastructure will be built.
will by included in nearest IR release


regarding 'clear universe' function.. this is ADDITIONAL, redundant clearing in case 2 or more takeover scripts will break things. It is not really needed in normal situations.

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