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
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.
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.
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)
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.
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
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 ?
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.
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?
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.
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.