[PROGRAM] X Plugin Manager : V1.87 : 2024-01-06

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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Ameer Nuub
Posts: 251
Joined: Tue, 13. Oct 09, 17:43
x3tc

Post by Ameer Nuub »

TonyEvans wrote:Hm, most of the ships didn't show up.

ActionIV, Dreadnaught, Bothan Cruiser, and Gallofree. The ImpEscort did not, either.

I didn't put in the Firespray or Lambda shuttle because I've already got working versions of em in-game. I'll probably keep using the Snowspeeder, and the gold plating on it and the Reb Frigate are kinda odd, but I may have to get used to it, unless there's a work-around for em.
While the PIM/Package creator behaves differently on my many different machines, the .xsp's do not, and they all show fine and are properly skinned on all my different machines.

Try running the spkudater patch he made. If it doesn't work, try uninstalling them, running the patch, and reinstalling them. As was said, there are a couple that only show in AP, but beyond that, they are all fine on my end after running the patch.
ntweedie2007
Posts: 57
Joined: Tue, 2. Sep 08, 20:31
x4

Post by ntweedie2007 »

Ive tried downloading this and the other one, but my downloads get to 98% and then just stop and never complete, though I get no download failed error or anything like that.

I disabled my Norton but didn't help.
Synapt
Posts: 7
Joined: Mon, 19. Dec 11, 16:34
x3tc

Post by Synapt »

Synapt wrote:Running into an issue loading the game text in the "Package Creator", was attempting to modify a ship a bit to what I had it in the past (been like a year and a half since I played and just about everything has been updated it seems), but when I load either TC or AP in the Directories panel, and go to "Customize Ship" I get a debugger dump;

Code: Select all

See the end of this message for details on invoking 
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
   at SPK.CVirtualFileSystem.textExists(CVirtualFileSystem* , Int32 , Int32 , Int32 )
   at Creator.Form1.FindTextW(Int32 game, Int32 page, Int32 id)
   at Creator.CustomiseShip.FindTextW(Int32 game, Int32 page, Int32 id)
   at Creator.CustomiseInfo.FindTextW(Int32 game, Int32 page, Int32 id)
   at Creator.CustomiseInfo.UpdateInfo()
   at Creator.CustomiseShip.SwitchGame()
   at Creator.CustomiseShip.ComboGame_SelectedIndexChanged(Object sender, EventArgs e)
   at System.Windows.Forms.ComboBox.OnSelectedIndexChanged(EventArgs e)
   at System.Windows.Forms.ComboBox.set_SelectedIndex(Int32 value)
   at Creator.CustomiseShip.SetupControls()
   at Creator.CustomiseShip..ctor(CXspFile* shipFile, Form mainForm, CPackages* p, ImageList imagesSmall, ImageList imagesLarge, Int32 highestGame)
   at Creator.PackageForm.button5_Click(Object sender, EventArgs e)
   at System.Windows.Forms.Control.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ButtonBase.WndProc(Message& m)
   at System.Windows.Forms.Button.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.5466 (Win7SP1GDR.050727-5400)
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
Creator
    Assembly Version: 1.0.4589.33372
    Win32 Version: 
    CodeBase: file:///Z:/Games/Steam/SteamApps/common/x3%20terran%20conflict/mods/X%20Plugin%20Manager/Tools/Creator.exe
----------------------------------------
msvcm90
    Assembly Version: 9.0.30729.6161
    Win32 Version: 9.00.30729.6161
    CodeBase: file:///C:/Windows/WinSxS/x86_microsoft.vc90.crt_1fc8b3b9a1e18e3b_9.0.30729.6161_none_50934f2ebcb7eb57/msvcm90.dll
----------------------------------------
System.Windows.Forms
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.5468 (Win7SP1GDR.050727-5400)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.5467 (Win7SP1GDR.050727-5400)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.5467 (Win7SP1GDR.050727-5400)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Xml
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.5420 (Win7SP1.050727-5400)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
This occurs whether I have the directory set to load text or not, and happens for any directory loaded at all (if I remove all directories and have none set up then it loads the customization panel fine, just with the constant literals).

I suppose it could be some weird conflict for having the X Plugin Manager within the X3 game install, but this is how I had it all setup in the past without issue, so assuming something didn't change in X Plugin Manager I'm assuming that's not the case.

Does it with all ships I currently have that I wanted to mod in (just wanted to make sure it wasn't the one doing it), for what it's worth they're all your (Cycrow's) ship mods, not sure if there's something you did with your ship files that causes this, but I've modified them in the past (though admittedly a while back as noted above) without issue.

Edit:
Basic system info I figure is relevant, let me know if anything else would be;

Windows 7 64-bit
.NET 1.0 through 4.5 installed (though looks like the app uses only .NET 2.x)
Hate to bump myself but didn't see a reply to this and sadly is still an issue.
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Ghostrider[FVP]
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Joined: Wed, 6. Nov 02, 20:31
x3ap

Post by Ghostrider[FVP] »

hello,

i search (missed) this function in the last version of pm:


"Can view the Game Resources used, ie Which command slots and built in wares are used by which plugins, and if there aer any potential conflicts between them .."


who can help me ? its was very helpfully to check any problems with x3tc and other scripts.


THX :)
Föderation Vereinter Planeten -=)FVP(=-
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ApemanD
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Joined: Tue, 20. Aug 13, 02:26

Post by ApemanD »

Thank you for this wonderful tool. but I need a link to a "how to guide" so to speak. I've downloaded some Star Trek ships and was disappointed with the lack of shields and weapons placement. After a bit of tinkering and exploring using the ship editor, I was able to find out how to increase the amount of shield space, the type of shields used, hull HP, Cargo space, speed and acceleration, but the weapons, and turrets part befuddle me.

I cant stand the placement of the weapons on some of these ships. Don't get me wrong, I love that the mod authors put them up for me to use, much less complain about, but I just love having several weapons on one turret, or cockpit in several different positions, fifteen miles apart from each other. In other words, my Sovereign class cockpit lazers couldn't hit an M5,4,3 for nothing. I'm getting cross eyed from the crossfire.

A more practical weapon placement would be preferred on all cockpit and turrets, like say, dead center, all bunched up together. Can your editor help me do that? I have no modding experience whatsoever apart from just downloading, and of course your editor.

Thank you again. :)
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apricotslice
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Post by apricotslice »

ApemanD wrote:A more practical weapon placement would be preferred on all cockpit and turrets, like say, dead center, all bunched up together. Can your editor help me do that? I have no modding experience whatsoever apart from just downloading, and of course your editor.

Thank you again. :)
There are 2 aspects to guns. The position of the guns is determined by the model of the ship. The type of guns and what they shoot is determined by the specification files.

The PM only changes the spec files.

To reposition guns, you would need to change the models.

My observation about star trek ships is that they do not convert into X dynamics at all well. The kind of guns they have simply do not exist in this game, so anything done to bring the ships into the game is going to be a bad compromise. eg. the laser array on the galaxy class. There is nothing like that in the game, so it has to be replaced with fixed position guns instead. Likewise, the Defiant type guns dont exist either.
ApemanD
Posts: 2
Joined: Tue, 20. Aug 13, 02:26

Post by ApemanD »

[/quote]There are 2 aspects to guns. The position of the guns is determined by the model of the ship.[/quote]

That's what I feared. I know nothing of how these ships are modeled. At least I was able to upgrade the shields, hull etc...

Thank you for your speedy reply, and for the crushing of my dreams. :lol:
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apricotslice
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Post by apricotslice »

ApemanD wrote: That's what I feared. I know nothing of how these ships are modeled. At least I was able to upgrade the shields, hull etc...

Thank you for your speedy reply, and for the crushing of my dreams. :lol:
Sorry about that. :D

PM by the way, is just a fast easy way of modding using exiting ships. There are better tools around if you want to do a propper mod job. PM is basically for those who want it already done and just want to tweak something a bit as they install it.
master9
Posts: 3
Joined: Mon, 3. May 10, 02:35

Post by master9 »

I ran into a problem installing this and can't figure out how to get past it. I've gone through the basic install, everything seemed to go fine. When it installed the C++ Redistributable, it asked me if i wanted to repair or uninstall it. I tried repair the first time and when I ran the program, it popped open the browse menu to find an X3 exe. When I selected the EXE, I saw something that looked like a loading screen for about 2 seconds, and then nothing. The program is still running in the background but doesn't seem to be doing anything, and I have to go to the task manager to kill it and try again.

I tried getting the most up to date C++ Redistributable, but it still does the same thing. Can somebody tell me what I'm doing wrong?

Edit: I rebooted my computer to see if that fixed it. Tried running it again, same thing, but this time I noticed there was a windowed box asking about saved files. That might have just been buried. Leaving this here in case somebody else runs into the same issue.
galatei_tf
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Post by galatei_tf »

Hi Cycrow, I found big issue with the application.
The first time one loads an XSP file, it creates FakePath file and when the app is closed it moves it into the game directory as the highest numbered fake patch.
Now, when I start the manager again, it removes the fake patch (highest numbered), and never puts it back after close or running the game. The file PlugMan_Fake.{cat|dat} is left in the PluginManager directory, but is not being moved to game dir as fake patch. I can reproduce it every single time.
When I remove PlugMan_Fake files, and re-import all ships, it does everything correctly again, up until next start of the application.

Do you still have time and/or willingness to look at the issue, or should I consider it my bad luck ?

PM: This behavior would also explain why people can't see their ships in game.

EDIT: I monitored these two files for all operations, and it seems like my 04.cat/dat file which is the highest number is being moved to PlugMan_Fake.cat/dat whenever PlugMan_Fake is not found under PluginManager dir. Right after that, the app is trying to find 04 again, with no success. Same happens when closing the app, the file can't be found, and so the content of the PlugMan_Fake is not being copied to it.
When I copied PlugMan_Fake.* to 04.*, so that I had both files in place, the manager was looking for 05.* files instead.
Cheers
Ameer Nuub
Posts: 251
Joined: Tue, 13. Oct 09, 17:43
x3tc

Post by Ameer Nuub »

galatei_tf wrote:Hi Cycrow, I found big issue with the application.
The first time one loads an XSP file, it creates FakePath file and when the app is closed it moves it into the game directory as the highest numbered fake patch.
Now, when I start the manager again, it removes the fake patch (highest numbered), and never puts it back after close or running the game. The file PlugMan_Fake.{cat|dat} is left in the PluginManager directory, but is not being moved to game dir as fake patch. I can reproduce it every single time.
When I remove PlugMan_Fake files, and re-import all ships, it does everything correctly again, up until next start of the application.

Do you still have time and/or willingness to look at the issue, or should I consider it my bad luck ?

PM: This behavior would also explain why people can't see their ships in game.

EDIT: I monitored these two files for all operations, and it seems like my 04.cat/dat file which is the highest number is being moved to PlugMan_Fake.cat/dat whenever PlugMan_Fake is not found under PluginManager dir. Right after that, the app is trying to find 04 again, with no success. Same happens when closing the app, the file can't be found, and so the content of the PlugMan_Fake is not being copied to it.
When I copied PlugMan_Fake.* to 04.*, so that I had both files in place, the manager was looking for 05.* files instead.
Cheers
WOW. Yep. Sounds like this is definitely on the right track. This would explain a lot of the behavior I've been experiencing. I will do a complete / clean registry install and everything will be fine. Previously made .xsp's install and show in game. After a while of making .xsp's, they will start not showing up until none do at all.

Then I will do an uninstall / reinstall of all programs, and even .xsp's I created that never showed up during the "bad period", will now show up after the fresh install, until working with it for a while til it goes bad again.

This really sounds like a huge piece of the problem. EXTREMELY frustrating. I have been dumping HUGE amounts of time into this and am ready to actually be playing it... LOL...

.
galatei_tf
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Post by galatei_tf »

This tool is no longer useful, it DOESN'T WORK!!! It's not maintained, unsupported, and goes wrong all the way.
Author doesn't care or is not available anymore.

It messes up installation, removes wrong fake files, DESTROYS SAVES (as it did today by overwriting them with garbage, after 4 weeks of gameplay).

I strongly suggest that moderators MARK it clearly as unstable and proven to break your game, so that people don't waste time.
All the application does can be done manually, without single issue this application causes. :evil:
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apricotslice
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Post by apricotslice »

galatei_tf wrote:This tool is no longer useful, it DOESN'T WORK!!! It's not maintained, unsupported, and goes wrong all the way.
Author doesn't care or is not available anymore.

It messes up installation, removes wrong fake files, DESTROYS SAVES (as it did today by overwriting them with garbage, after 4 weeks of gameplay).

I strongly suggest that moderators MARK it clearly as unstable and proven to break your game, so that people don't waste time.
All the application does can be done manually, without single issue this application causes. :evil:
Perhaps also state the computer configuration your using and the Operating System name. Also state exactly what version of PM you are running.

This surely isnt the case with all people here, so you need to be more specific about what kind of system is having trouble running it.

Yes, Cycrow is a busy person. He does support the program when he can. But as he repeatedly says, if he cannot generate the problem, he cant fix it. And there have been a lot of reported problems he says he cannot generate himself.
galatei_tf
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Post by galatei_tf »

Win 7 SP1 x64, PM v1.47.
i7 2600k 3.4GHz, 16GB DDR3, GTX 760 2GB

I'm really just venting my frustration here, because I really lost 4,5 weeks of gameplay, when PM has overwritten them for no reason. All I did was to switch to Vanilla, and Modded again. BAM! everything has been re-written with some stuff from months ago.
You may say my fault that I didn't uncheck Save game manager, but who would expect this to crap up.

Me and others have reported many issues, but nothing has been done to find them out. If one can't reproduce it, then at least detailed logging should be added to be able to trace app activity. I already did a lot of file system and registry monitoring on this app to figure out why it was always loosing added mods. It has some core issues, and it's not a bad thing to admit it. I'm Software architect and engineer myself for more than 20 years now, and I know exactly what is it to try and find an issue that is hard to reproduce.

I would suggest to Cycrow that maybe he should put it up on sourceforge or github, and make it OS, so that people could contribute, especially that there are hordes of X3 players still playing these games, even though rebirth is coming.
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eldyranx3
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xr

Post by eldyranx3 »

galatei_tf wrote:Author doesn't care or is not available anymore.
You assume too much.
galatei_tf wrote:I'm [a] Software architect and engineer myself for more than 20 years now
Great! I eagerly await your version of the Plugin Manager for X3. And if you could, please make sure that the next generation of modding tools for XR are available within weeks of launch.

Thank you for stepping up with positive contribution to the X-modding community!
galatei_tf
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Post by galatei_tf »

galatei_tf wrote:I'm [a] Software architect and engineer myself for more than 20 years now
Great! I eagerly await your version of the Plugin Manager for X3. And if you could, please make sure that the next generation of modding tools for XR are available within weeks of launch.

Thank you for stepping up with positive contribution to the X-modding community![/quote]

This is childish man. All I was suggesting is that author OS his work, so that others can contribute. If author doesn't have time, then others will. Optionally to mark the tool clearly as having problems!!!
Now, go back to your sandpit, and play nice.
xrogaan
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Post by xrogaan »

eldyranx3 wrote:
galatei_tf wrote:I'm [a] Software architect and engineer myself for more than 20 years now
Great! I eagerly await your version of the Plugin Manager for X3. And if you could, please make sure that the next generation of modding tools for XR are available within weeks of launch.

Thank you for stepping up with positive contribution to the X-modding community!
Well, if the current project manager as little time to work on the software, why not release the code as opensource? It might help...
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apricotslice
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Post by apricotslice »

galatei_tf wrote:All I did was to switch to Vanilla, and Modded again.
In which case, if your modding wasnt exactly the same as before, your save games become un-usable anyway.

Nothing to do with the PM, just the way modding works.

The moment you change mods, save games become unusable. Thats just the way it is.

The only way you can save the saves is by redoing the mods exactly the same as you had before, in which case, why go to vanilla and re-mod in the first place ?
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eldyranx3
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Post by eldyranx3 »

galatei_tf wrote:This is childish man.

Now, go back to your sandpit, and play nice.
I'm guessing that I won't be seeing your version then? That is too bad, because I was hoping to get a polished modding tool from someone with such impressive technical expertise who feels they can do better than what is currently available. Instead of making a positive contribution, you dismiss me with name calling, insults, and an overly critical assessment for someone frankly, who has worked hard for our benefit for very little personal gain.

So instead of telling me how bad I, this, or that is, please show me how you can either improve this, or make something else better.
SirDeathwalker
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Post by SirDeathwalker »

Every mod out there (or at least every one I use) clearly states that a new start will be required and previous saves will be unusable. I do not consider m or that PM is this a PM problem or that PM is broken. Each time you "mod" the game, you are making a change to the program and the files it is using. The save games are absolutely dependent on the game being the same version as the save point in question.

(meaning that the save game is now trying to access elements, instructions or data that is no longer the same as the game after being modded differently than the save point remembers)

this is typical of databases.

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