[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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Duckydude
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Post by Duckydude »

I did a fresh install and I am getting this code too.

Code: Select all

The procedure entry point ?clear@?$CLinkList@USStringList@Utils@@@@UAEX_N@Z could not be located in the dynamic link library spk.dll.
whenever I try to start the plugin manager, creator, explorer or xsp converter.

Attempted to do an uninstall/reinstall this time selecting to install the MSVC++ redist and doing a "repair", but sadly this doesn't seem to fix the error.

Downloaded the full version about 2 hours ago. Reinstalled as admin. Downloaded the spkUpdater, and no luck
Cycrow
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Post by Cycrow »

Try redownloading it again, i updated a new version that should fix it. Sounds like you downloaded it before i updated it
BlackArchon
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Post by BlackArchon »

I upgraded from 1.51 to 1.52 and there aren't any problems here. :)
Last edited by BlackArchon on Sun, 6. Sep 15, 18:53, edited 1 time in total.
Duckydude
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Post by Duckydude »

Works like a champ.

Thanks again
BlackArchon
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Post by BlackArchon »

I have to report a small problem with the Package Creator: when it has unsaved changes and I want to exit the program, it correctly asks me if I want to save the changes. But the "Cancel" button isn't working as expected: it instantly closes the program, it does the same as when I click "No" (my changes are gone and the programm closes itself).
In contrast, the Windows standard behaviour is that the "Cancel" button simply closes the dialog but the programm stays open.

Here is a wish I have for a future release: Being able to import more than one ship at once and exporting all of them entirely. But this is only a minor wish. ;)
paeron24
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Post by paeron24 »

Hey Cycrow. I've run into a bit of a problem, not sure if it's the plugin manager or not but it didn't start until the 1.53 update. I'm trying to run NPC Bailout, and Salvage commands and NPCS. Prior to 1.52 they installed just fine and I was able to use the ingame plugin configuration to activate/configure options. After 1.53 however, when I click on their entry in the config menu it simply beeps and does nothing. When I click on one of your options (ware manager, SEWN, Research and Development etc.) it works fine, just not with the other mods. Has anybody else reported this and is there a work around you can suggest?

On another topic, I'm having trouble creating a .spk for Paulwheelers XRM conversion. I prepped the folder structure and put everything in a .rar, then selected "create from archive" in the package creator. After putting in the version and author data, I attempt to save and it brings up the progress bar, everything looks good. However, after receiving the "package complete" message, there is no .spk anywhere. i've never tried using package creator before, and i'm not really worried about it as it's not keeping me from doing anything, just thought i'd let you know in case it's not been brought up before, or if there is a step i'm missing somewhere that will make it work.
SoulsSin
Posts: 4
Joined: Mon, 10. Aug 15, 13:31

Post by SoulsSin »

Same problem as paeron24. Since the new update its broken as ****. Cant use the Plugin Config menu, I keep getting the windows error message sound when starting x3 through the plugin manager but no acuall error messages... could you please link a DL to the old version (1.5.2 i think)
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CyberFoxx
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Post by CyberFoxx »

After doing some testing, it looks like the Plugin Manager is skipping some files when installing. And it's not just randomly skipping files, it's the same ones per-package with each install try.

eg:
Package 1:
FileA, FileB, FileC, FileD
Both FileA and FileD will be installed, but not FileB and FileC.

Package 2:
FileA, FileB, FileC, FileD
FileA and FileB will be installed, but not FileC and FileD.
Cycrow
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Post by Cycrow »

Im looking into why its not working correctly.

The error beeps you get when using the launcher is normal. The Game launcher includes the Custom GUI which hooks the DirectX dlls. The beeps you hear are the hooks going in place.

you could disable the custom gui from the game launcher if you prefer
SoulsSin
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Post by SoulsSin »

If they don't really mean anything they don't really bother. However hope you find a solution to the other problem soon. GL.
Cycrow
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Post by Cycrow »

CyberFoxx wrote:After doing some testing, it looks like the Plugin Manager is skipping some files when installing. And it's not just randomly skipping files, it's the same ones per-package with each install try.

eg:
Package 1:
FileA, FileB, FileC, FileD
Both FileA and FileD will be installed, but not FileB and FileC.

Package 2:
FileA, FileB, FileC, FileD
FileA and FileB will be installed, but not FileC and FileD.
is it always the same packages that have fils missing, if so, which ones ?
Cycrow
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Post by Cycrow »

Silly silly mistake, fix is incoming
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CyberFoxx
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Post by CyberFoxx »

A handful that I've tested with so far:

Satellite Early Warning Network skipped files:
  • scripts/plugin.sewn.cmd.protect.xml
    scripts/plugin.sewn.config.global.xml
    scripts/plugin.sewn.config.xml
    scripts/plugin.sewn.validship.xml
Drone Carrier Software 2 skipped files:
  • scripts/plugin.bw.dcs2.carrier.task.xml
    scripts/plugin.bw.emergency.jump.task.xml
ADAMS - ITT skipped files:
  • scripts/ADAMS.ITT.al.xml
    scripts/ADAMS.ITT.protect.xml
Prospector skipped files:
  • scripts/plugin.prospector.attacked.esc.pck
    scripts/plugin.prospector.attacking.pck
    scripts/plugin.prospector.equip.turbo.pck
    scripts/plugin.prospector.logfile.pck
EDIT: Ah, you must've found it as I was making the post. :lol:
Cycrow
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Post by Cycrow »

So there was an issue with detecting existing files, and it was matching the filenames wrong.

so a filename like, plugin.sewn.cmd.protect.xml, was being being matched as protect.xml, so if there was another script ending in protect.xml it would detect them as the same file, and skip it because it thought a newer version of the file was already installed.

Fix is now available: 1.531
steelwing_2
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Post by steelwing_2 »

I successfully installed PluginManager in a wine prefix on my Linux machine this morning, and it appears to be working. Won't know for sure until I test it tonight.
Questions:
1. Should PluginManager recognize plugins I've installed by other means? For example, apricotslice's Apricot Mapping Service?
2. If it's supposed to recognize such plugins, what would be the reasons why it wouldn't do so? And can PluginManager remove those plugins even though it didn't install them?
Cycrow
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Post by Cycrow »

No, the plugin manager only recognises packages that are installed via the plugin manager.

the way X3 modding/scripts work, its not really possible to detect such packages, as they are essentially just a collection of different files
steelwing_2
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Post by steelwing_2 »

Cycrow wrote:No, the plugin manager only recognises packages that are installed via the plugin manager.

the way X3 modding/scripts work, its not really possible to detect such packages, as they are essentially just a collection of different files
Understood. Thanks for the response. 8)
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CyberFoxx
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Post by CyberFoxx »

How long is the "Import ship from VFS" operation supposed to take?
I got a basic X3:TC XRM install (Just the base XRM cats installed as fake patches, along with the needed scripts, text, etc), the directory loaded up in the package creator and attempting to load the Pirate Katana in it.

It gets through:
  • Extracting Scene File ☑
    Reading Mod File ☑
    Extracting Dummy Entries ☑
    Extracting Components ☑
    Extracting Models ☑
And then it just sits there during the Extracting Textures part. The creator seems to be using ~17% of my CPU. And according to Process Hacker 2, it is constantly creating/deleting bod.tmp and bob.tmp files in my temp directory. I've left it running for a good 45mins to an hour, and it never seems to progress any further.

I've even attempted with a pure clean X3:TC install as well and just loading the Argon Mammoth, with the same results.
Cycrow
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Post by Cycrow »

It can take abit of time, depending on how many model files there. But it shouldn't be taking an hour.

it sounds like its got stuck somewhere, possibly repeating the same file.

does it do it for all ships you try to extract, or is it just some of them?

where is the bod.tmp being created (which directory)
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CyberFoxx
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Post by CyberFoxx »

Seems to get stuck on every ship I've tried to extract. (X3TC vanilla ships, XRM ships, XTC ships...)

And the bod.tmp and bob.tmp files are being created in my %TEMP% directory, which on my comp is "D:\Users\cyberfoxx\AppData\Local\Temp\". I do have full read/write to that directory (It is in my account's profile directory afterall) so I'm pretty sure it's not a permissions thing.

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