[Script][V1.3|2.5|1.0] X2-X3//X3-X3-Converter//Copy Ships and Stations

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SymTec ltd.
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Post by SymTec ltd. »

As I already said, it is in this case really best to Email me the logfile, so that I can look up the problem in that file and send it back to you converted, if this is possible.

Please make sure to also include your nickname in the email, so that I can connect the mail to the posts here.

btw, hadsack, your Signature is too high - 9 lines are more than 8 lines.
Graaf
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Post by Graaf »

Send you an email with logfile. Probably needs converting into xml-format.
Ectar
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Post by Ectar »

Guys! Where is that SPECIAL menu!!???
I spent some time looking for it with no success :(
Graaf
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Post by Graaf »

Its in your ship commands, although i had the command under "pirate".

I do have XTM installed.
Ectar
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Post by Ectar »

I figured out! Thank you ;)
Now I can run script, but one thing confusing me, I select my ship, press Enter, then write, got message in mail, press continue...
after short noises about 5 sec I got couple messages more - last was Completed, 1 object created in log08758.txt.
I checked the file, Its size was 314 bytes, LOL :D , is this suppose to fit all my universe? :o
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SymTec ltd.
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Post by SymTec ltd. »

Ectar wrote:I figured out! Thank you ;)
Now I can run script, but one thing confusing me, I select my ship, press Enter, then write, got message in mail, press continue...
after short noises about 5 sec I got couple messages more - last was Completed, 1 object created in log08758.txt.
I checked the file, Its size was 314 bytes, LOL :D , is this suppose to fit all my universe? :o
Oh, not that error again - there has been no solution found to this yet. This is the problem where either a script command is not working properly, or an unknown code bug appeared, or something is wrong with your savegame, or there are internal hardcode errors.
I have not been able to reproduce this bug.
Ectar
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Post by Ectar »

o-ow! well, I will try with different savegames, maybe It will work. Can you give me any suggestion what to do in that case?

My X3 is 2.0.0.2 + 3105, 3106
Win XP SP2
AMD X2 3800
2Gb RAM
7900GS Video
russbo
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Post by russbo »

SymTec, are you going to eventually enable us to copy over our Terracorps combat pilots? Creating task forces with a few hundred experienced pilots takes weeks. Nurturing these kiddies is WORK!

Also, has anyone converted from one modded game, such as XFP, to another, such as XTM?? Or are there complications from the presence of extra sectors and gates?
Ectar
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Post by Ectar »

Same story with other savefiles :(
Is it possible to group all info for other cases, may be we can figure out what is going on?
draffutt
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Post by draffutt »

symtec thanks for sharing this great script. saved me from having to redo my small empire again.

only issue i had with this was the same some others peeps where having with the overtune. i had 4 specific over tuned ships with both rudder and engine. all 4 rudders transfered fine. but the 4 overtuned engines -9, -22, -11, and -13 ended up being +9, +22, +11, and +13 for the respective ships they applied to.
None of us is as smart as all of us. ~Ken Blanchard

TC player bug fixes
Reunion player bug fixes
jacare
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Post by jacare »

HI.
In this converter, if I had some problem in the sector it will be converted?
I have a problem in Omicron Lyrae where I have 1 FPS, but in other sectors this does not happen.
This happened later that the Kha'ak´s destroyed a station in this sector.
I jumped for Treasure Chest and when I came back the game was very slooooow!!!
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SymTec ltd.
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Post by SymTec ltd. »

Do you have many own stations in that sector? The number of stations is the only framerate-thing that can be caused by this converter.

If you copy the stations to another save, that will of course slow down that game as well. But if the problem is not caused by the amount of stations, but by other problems, they will most likely be resolved after converting.
spoidz
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Post by spoidz »

Symtec,

Just wanted to pass on, and if helps others, I finally resolved that the converter won't prevent existing custom ships from being overwritten by XTM . At least not Apricotslice versions. I haven't seen anyone else mention others.

The converter brings in all X3 vanilla fine but XTM overwrites any existing mod ships.

From Apricotslice
The problem is that XTM overwrites the positions in the ship file and the position within the file is what the program uses to render the ship from. By modding the ships back to the end of the file either by a new mod or the ship installer, the slot in the file itself is changed, but the ships already in the game are not. This accounts for why the existing ships change.
Don't know if your script would be able to prevent this with any code or not, but at least I have the rest of my 'verse in XTM now, just had to cull my fleet before I wrote the logfile.

Thanks again for your excellent work
Ectar
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Post by Ectar »

Tries on fresh WinXPSP2, same PC, in result - problem (314 bytes file log)
So maybe hardware, or may be X3 config.....
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SymTec ltd.
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Post by SymTec ltd. »

X3-X3-Converter Version 2.5 released
* More exact station positioning
* Rotation of stations taken over to new save
tgrzejka
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Post by tgrzejka »

I am still unable to get the converter to work. I am using XP SP2. No matter what I do, I cannot get the script to find the 448758.xml file in the "t" Folder. I have had no problems creating the log file, however I cannot get it to read it in the new saved game. I am trying to translate between x3 Vanilla and XTM 0.7.2. I have followed the Read me and even converted to UTM-8 Encoding, with no sucess, The same error is always there and it's the one which has been mentioned here before "Readtext 8758-1 Header could not be read correctly..."

Any help would be appreciated

Thanks
Omegas Light Spire
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Post by Omegas Light Spire »

I'm getting the same 1 Object logfile error stated near the top of the page or at the end of the previous page. I started a new game just to be sure and with 2 objects (ships) it only copies part of my pilot Information it maps no ships / stations. This is a list of Mods and updates I have installed on my machine. No idea which one is being difficult. If anyone sees there is a known conflict with the converter in the list please share this :). The X2-X3 Converter worked and I believe I could uncompress that File, (That I compressed in X2) and Bring my X2 game into my X3 Universe but the WRITE function of the X3-X3 Converter won't recognize ships or stations.

Active Mods:
XTM .7 w/ .7.2 Script Update
AL_Terracorp
BBS Extras
Capitol Ship Crews
Community Extended Mod Pack (Dummy Version)
Bounty Hunters Guild
ECM system
Heavy Assault Technology
Install Wares to Station
Medusa Rapid Fire Missile System
Overtune BBS
Player Response Fleets
Race Invasions
Race Military
Race Response Fleets
Salvage Mod
Ship Jamming Device
Smuggler's Guild
Tractor Beam Replacer
X2-X3 Converter X3 Part
X3-X3 Converter
Yaki Armada

I have tried running the script without X2-X3 Converter in their but with the same results. I thought maybe that it might require some of the X2-X3 Converter parts. Also I noticed in the ship menu when I clicked on Piracy menu it says:

X3-X3 Converter X2X3DCNVRT

I know I orginally installed only the X3-X3 Converter in my X3 script directory so why does it say X2X3DCNVRT. Also I don't remember if when I removed all the scripts and started a new game that I think the X3-X3 Converter Menu was still there! I noticed also that when I installed the X3-X3 converter it put a bunch of script files with the X2 lable in there.

These are script files that got installed form the X3-X3 Converter:
Examples:
plugin.stl.x2.50tochar
plugin.stl.x2.appendtoarray
plugin.stl.x2.getware
etc...

There were also a bunch with the " ****.stl.X3.**** " but as I mentioned before the ship menu command that the X3-X3 Converter gives me says:

X3-X3 Converter X2X3DCNVRT

If the file I'm trying to install is giving me the wrong product than a link change on this website might be in order. I downloaded the X3-X3 Converter Version 2.5 from this thread.

Thanks for any Help in advance! :D
cakes
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Post by cakes »

SymTec ltd.

I'm have no issues writing or renaming the logfile (tried this several times before I posted). When I start the read command in a new game, I just get a short, loud ingame beep and nothing else (no incoming message or any other error).

Strangely, if I go back to the source save and start the read command, it starts the proper process (ie the incoming message etc).

I've checked the encoding and language attributes. The .xml flename is correct. The logfile initially produced seems fine.

Just for info, I'm using Vista 64 Ultimate (X3 runs like a dream, so no flames please). I've turned User Account Control Off, just incase it was an OS protection issue when attempting to read the .xml file, but this made no difference. I'm converting the .sav's from X3 to XTM v0.72.

No other scripting errors noticed.

X3 v 2.0.02 with the latest Bonus Pack, XTM v0.72, all scripts installed using the latest X Plugin Manager.

Any thoughts?

Ta in advance :)
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SymTec ltd.
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Post by SymTec ltd. »

cakes wrote:SymTec ltd.

I'm have no issues writing or renaming the logfile (tried this several times before I posted). When I start the read command in a new game, I just get a short, loud ingame beep and nothing else (no incoming message or any other error).

Strangely, if I go back to the source save and start the read command, it starts the proper process (ie the incoming message etc).

I've checked the encoding and language attributes. The .xml flename is correct. The logfile initially produced seems fine.

Just for info, I'm using Vista 64 Ultimate (X3 runs like a dream, so no flames please). I've turned User Account Control Off, just incase it was an OS protection issue when attempting to read the .xml file, but this made no difference. I'm converting the .sav's from X3 to XTM v0.72.

No other scripting errors noticed.

X3 v 2.0.02 with the latest Bonus Pack, XTM v0.72, all scripts installed using the latest X Plugin Manager.

Any thoughts?

Ta in advance :)
Did you already convert a save into that save once? There is a protection against exploiting the script by putting in the factories several times - which is that it only gives you a loud beep after the first time.

You can surpass this protection by commenting out the second line in "plugin.stl.x3.start".
cakes
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Post by cakes »

Not as far as I'm aware. One thing I did do is copy the logfile and renamed the copy to .xml, so I didn't have to do through the write process again.

Thanks for the quick reply though, I'll start afresh with a different save if possible.

Much appreciated SymTec ltd. :)

PS Can you just give me a quick example on how to comment out the 2nd line within the .xml file? Just so I don't have to post back asking daft questions!

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