X Plugin Manager V2.12 : Updated 23/01/2010 *LINUX VERSION AVAILABLE*

The place to discuss scripting and game modifications for X³: Reunion.

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Total votes: 2800

Draakon
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Post by Draakon »

Is there a option or warning implemented that warns/tells that the script/mod the user is going to install is going to overwrite or conflict with a existing script/mod? The reason i ask this is that other game plugin managers have something this implemented.
Cycrow
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Post by Cycrow »

there are a few warnings about vary things.

but there could be so many things that are seen to conflict and the warnings could end up getting annoying. If you had warnings about all conflicts, then pretty much every script you install of mine would throw up a warning as they share file, use the same text files, some share command slots, etc

many other scripts use a set of library files that are usually shared among alot of other scripts.

althou overrighting them isn't usually much of a problem as they are usually the same files anyways, and the program is smart enough to know which version is the latest.

conflicts in scripts arn't as definate as say conflicts in Freelancer mods
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Gazz
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Post by Gazz »

I used the Packager to add wares, giving them names for all the languages and such.
Then I was wondering why X3 crashed on loading all of a sudden.

Code: Select all

449004.xml :

<language id="44">
<page id="17" title="ship names and descriptions">
 <t id="100000">C-IRE-A</t>
 <t id="100001"></t>
 <t id="100010">C-IRE-B</t>
 <t id="100011"></t>
</page>
Loading a page with completely empty IDs like 100001 is a guaranteed way to crash X3.

Apparently this happens if you "Add Ware Text" without entering anything in the description field.
Still - the packager should not save an empty string. =)
A space or an "invisible" control character like \033X will avoid the readtext error (which is the intention I'm guessing) without crashing X3.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
Cycrow
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Post by Cycrow »

it *shouldn't* use blank entries.

althou im pretty sure i prevented it from happening.

althou itsp ossible i've missed the check in the wares, as it definatly doesn't happen for ships.

for now i would just suggest adding some kind of text there, and it will be fixed in the next version, which i will try to get finished in a month or so, when i have abit of free time
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Gazz
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Post by Gazz »

Cycrow wrote:for now i would just suggest adding some kind of text there, and it will be fixed in the next version, which i will try to get finished in a month or so, when i have abit of free time
Thanks. That's what I did, of course.
Just reporting. =)

PS: You have every right to boast about the program.
I don't always use it but it's all kinds of awesome. =)
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
Jasper Carrot
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Joined: Mon, 15. Dec 03, 01:04
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Post by Jasper Carrot »

Well .... I'm not going to insult anyone.

Mearly ask a polite question to a slight problem I have which no doubt is of my own creating.

@ Cycrow
I like to take custom ships from time to time and ... modify them to suit my own requirements while keeping them within the threashold for the class of ship.

I did a COMPLETE fresh install and then using "ship creator" modified a third party ship to suit my requirements. I then installed it using the "installer" and went in game to test it.

I checked an Argon shipyard and the Mammoth was "gone". Always the Mammoth and nothing else. Uninstalled the custom ship, went back in game, checked the shipyard and the mammoth is still "gone"

NOTE: I can still script the Mammoth in game though.

Am I doing something wrong when I modify any custom ships for Vanilla ships to be removed from shipyards??

In case you would like to know.
X3 patched to 2.5
3.1.07 bonus pack
LV's ... Um ... assistance package
And a mod which is usually found on the first scripting and mod page :wink:

Oh by the way I do NOT check the "replace existing ship" box.

Thanks in advance for your help
Cycrow
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Post by Cycrow »

the only reason i can think of that the mamoth owuld be gone, is that an invalid entry was in the ship removal list, so when the scripts tryed to remove it, it couldn't get a valid id.

in this case, the mamoth being at id 0, is the one that gets removed, as an invlaid id is basically 0 or null.

as for y that happened however, i really dont know.

its likly that the ship you installed would be fine and adding the mammoth back could work.

unfortually i dont have the current version of the plugin manager to properly test as its in the middle of a rewrite for installing ships. Althou when its finished, such problems should hopefully be gone anyways.

i hope at least :P

btw, deleted the double post for you, it can be annoying when that happens
Jasper Carrot
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Post by Jasper Carrot »

Thanks Cycrow

When the rebuild is finished and released I look forward to testing this :D
Nyyen
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Post by Nyyen »

I have some problems with the program crashing on my desktop. I didn't see this specific problem in the thread. While attempting to start the program it gives me an error message at the language screen and then as the main window opens it gives me another error and crashes immediately. I have installed it several times and it is aimed at my X3 game directory and the exe. Halp!
Cycrow
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Post by Cycrow »

what is the error message that you are getting ?
StormRazor52
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Post by StormRazor52 »

I just need to know if this is a problem on my system only or if a lot of other people have had this also. On the average of 3 out of 5 ships I try to edit in the ship creator program, it seems am ship will come back messed up when I load them back into the game. Messed up in the way the ship is no longer visible or 90% of the ship is missing. Now this has been going on for over a year now. I know I have read all the info on the forums to try and repair the problems and have had no luck with any of them working. In many case's once this happens I can never get the ship to load properly again in any Mod or even the original game I try to add it to. Is this an issue that will be addressed when your update comes out by chance? I am no good at programing because of learning disabilities so I avoid any in depth trouble shooting but I love your programs no matter what and would never stop using them for the ease it makes working with scripts and mods in X3. But if you have any more helpful input or info I am all ears. Thanks for your fabulous skills and work on the part of the X3 enhancement to make my life easier and more fun when playing X3. Always looking forward for any and all of your scripts and programs to be updated and released. Thanks again
ryu_hotshot21
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Help new here!!!

Post by ryu_hotshot21 »

What is IMGDLL.dll

It always shows up when i try to install a ship using the pluginmanager
Cycrow
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Post by Cycrow »

StormRazor52 wrote:I just need to know if this is a problem on my system only or if a lot of other people have had this also. On the average of 3 out of 5 ships I try to edit in the ship creator program, it seems am ship will come back messed up when I load them back into the game. Messed up in the way the ship is no longer visible or 90% of the ship is missing. Now this has been going on for over a year now. I know I have read all the info on the forums to try and repair the problems and have had no luck with any of them working. In many case's once this happens I can never get the ship to load properly again in any Mod or even the original game I try to add it to. Is this an issue that will be addressed when your update comes out by chance? I am no good at programing because of learning disabilities so I avoid any in depth trouble shooting but I love your programs no matter what and would never stop using them for the ease it makes working with scripts and mods in X3. But if you have any more helpful input or info I am all ears. Thanks for your fabulous skills and work on the part of the X3 enhancement to make my life easier and more fun when playing X3. Always looking forward for any and all of your scripts and programs to be updated and released. Thanks again
the problem with ships can be several things, but the update im working on is to specifically address the problem with installing ships. So hopefully the next version should fix the problems that your having. Im also trying to make the install more foolproof in an attempt to reduce user error
Cycrow
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Re: Help new here!!!

Post by Cycrow »

ryu_hotshot21 wrote:What is IMGDLL.dll

It always shows up when i try to install a ship using the pluginmanager
you should always have IMGDLL.dll, its part of X3 and nothing to do with the plugin manager

basically, its a win32 dll that allows using of image files like JPG, ie for the loading screens in X3
StormRazor52
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Post by StormRazor52 »

Thanks for the feed back and will be looking forward to the update.
barracuda231
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ship creator

Post by barracuda231 »

hi

i ahve a question about the ship creator that comes with x plugin manager.
i have downloaded a few startrek ships and im modifying them in the ship creator. inproving there speed and stuff
but how do i make them start the game with all lasers.

i have found the part in the ship creator about guns but cant figure out how to make them have them at shipyard

ta
eladan
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Post by eladan »

Cycrow wrote:
Maverick01 wrote:hi Cycrow

why is it that in the new version of the installer. whenever i press the view readme button it says no readmes were found. it does this for all of my scripts :(
there was a problem with readmes in the old version, try to install the scripts again to fix it.
Cycrow, is this still supposed to be an issue with v2.12? I've just discovered that the probable reason people have been complaining of no readme for TFP is because the plugin manager is reporting no readmes. I've now personally tested with various other packages, both older ones and new ones created with this version of the packager, and all are reporting no readmes...

I do have multiple X3 installations, not all of them with the same scripts (or even any) - not sure if that's part of the issue. Any ideas?
Cycrow
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Post by Cycrow »

the readmes should be working fine.

iirc, it was a problem with how they were added via the packager rather than the installing.

ill have to check the packager to be certain, but as long as the scripts are packaged correctly it *should* work fine

if it doesn't, then please let me know so i can look into a fix
eladan
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Post by eladan »

Four of the packages I checked were ones I created myself. I double checked them by opening them in the packager again, and selecting the 'Readmes' radio button on Package Files, and the readmes are listed there. The path is the default one chosen by the package manager, i.e. Readme\<script name>\<readme name>. Checking the installed version, the readme is where the packager says it should be. So it does seem that the bug is still there...

One thing - the packager version says 2.10, while the plugin manager is 2.12. That the current versions of both?

Any other info you'd like?
adach00
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Post by adach00 »

Hi ALL,

I have the same or similar experience that several people met, i.e., no name list with around 5,000 CR (maybe 1 MJ shield) at shipyard and dissapearance of Mammoth.
I uninstall all added ships from Plugin Manager and reinstall them but the problem could not be solved.
I read that comments on the bad Tships entreis and then I thought.
I may found the solution.
You may find the file named ships.dat in the directory of "drive:Steam\steamapps\common\x3 - reunion\ShipInstall", please note that I use the Steam version so you may find this file in another directory if you use the package version.
In that file, many "Delete: 1" entries exist. ( I am afraid the entry may be "1: Delete". I am sorry I forgot the exact entry.)
I delete all such entries and save the file.
Then I ran the X3 but a few no name entries in ship yard still exist.
So I quit X3 and recheck the file but I could not find the bad entries any more.
Then I ran the Plugin Manager and exit (I ran it twice but it may be enough to ran it once.)
Then I ran X3 again and I succeeded in getting back Mammoth and in kicking away the no name entries.
I guess Plugin Manager solve a sort of mismatching of the files.
I wish this post may help somebody facing the same problem as mime.
Lastly, this is my first post and I am afraid my English is not so good.
I am deeply grateful to Cycrow-san for describing the great script for us.
Thank you very much from Japan.

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