X3 Hostile Universe V1 Released.

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giskard
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Post by giskard »

Users of HU may want to go to options and select Artificial life and disable it for the time being.

I noticed a few odd happenings with the pirate attack force against the Vip convoys. Basically, half the time the yaki attackers dont move from their start points and any pirate attack force that gets attacked en route seems to stop dead for some reason.

Also the pirate vip convoys seem to be occuring in higher numbers than the normal VIP convoys and thats not how its supposed to work. Given enough time, you could flood your game with pirate convoys.

The good news is BBS news is now working in HU.

I'll fix up the above problems for the next version.

Giskard
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Cycrow
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Post by Cycrow »

you might want to turn off race logic while your scripts are controlling them

i had a simlar problems with ships not doing as they were sposed to
its in the fly sections
$ship -> set race logic control enabled to [FALSE]
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giskard
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Post by giskard »

Cycrow: Thanks, I'll try that.

Everything was working fine and still is most of the time but occasionally a script will run and the convoy never seems to reach its destination. Something happens to prevent it from running correctly.

All Very odd.

I noticed that the following doesnt work very well.

Else If not mysector == aisector

Where as Else IF mysector != AIsector does work.

Leaving a blank entry in my language file seems to cause a CTD as well.

Eg an entry thats correct in every where and is not used but doesnt contain any actual text other than the xml code.

Giskard
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giskard
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Post by giskard »

Cycrow: I took your advice but i also rewrote the entire vip and pirate vip scripts to use some spawn scripts i already released.

Basically, if the vip doesnt exist the escorts jump out now and vanishes. They cannot exist without the vip anymore.

One weird problem keeps coming up though, normal friendly races allow formations, np, but enemy race doesnt even though they use almost the exact same script.

I am going to rethink the convoy attackers completely too. Im thinking of spawning them independantly of the convoys and have them attack the closest convoy. Not sure how to achieve this yet though.

Just testing the new scripts to make sure they work ok before releasing them.

Giskard
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nuclear_eclipse
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Post by nuclear_eclipse »

giskard wrote:I noticed that the following doesnt work very well.

Else If not mysector == aisector

Where as Else IF mysector != AIsector does work.
It doesn't work due to Boolean order of operations. From my experience, Else If Not (alpha == beta) is the exact same as Else If (! alpha == beta).
giskard wrote:Leaving a blank entry in my language file seems to cause a CTD as well.

Eg an entry thats correct in every where and is not used but doesnt contain any actual text other than the xml code.
I've come across this exact same issue when working with X3RPM. By dynamically rewriting my text files while the game is running, I had to add in a LOT of error-checking before writing those files, else X3 crashes. I'm planning to report it as a bug along with the erroneous script editor commands I've found.
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giskard
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Post by giskard »

nuclear_eclipse: Thanks mate.

Good to know im not going mental.

If you do post a bug report on those, pm me a link and i'll confirm the parts i can confirm. Ego like these things confirmed.

Giskard
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DIGSIN
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Post by DIGSIN »

giskard
After downloading your hostile universe script and playing, for approx 1 day (in game time) i noticed a couple of unusual things happening.

Menus kept appearing on the game and wouldn't go away.
BBS missions were ghosting over each other and becoming diifficult to read.

What i'm asking is, is this a problem with your script or does it conflict with other scripts? (a lot of cycrow and Lv scripts are loaded into my game)

I have uninstalled your script and gone back to a previous game, gone past the point of these problems and they have not reappeared.

It's a pity really as i was looking forward to a bit more hostility in the universe.
I will check back here if you could give a quick answer.
Thanks
Cycrow
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Post by Cycrow »

i've actaully seen something like this with BBS scripts
if you send an incoming message in the offer or display events in the BBS it causes a really weird thing with windows where they all stay on script and keep overlapping each other

not sure if this is the same problem i dont know if this script uses the BBS yet ?
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Post by DIGSIN »

cyrow
i've actaully seen something like this with BBS scripts
if you send an incoming message in the offer or display events in the BBS it causes a really weird thing with windows where they all stay on script and keep overlapping each other

not sure if this is the same problem i dont know if this script uses the BBS yet ?

I do get this with the BBS and it is when somebody wants me to take them somewhere (Lv's escort) and also if i'm docked and reading the BBS in stations.
But i also get the menus appearing, for example if you push the esc button the menu for save/load/quit etc .This appears on its own for no reason.
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giskard
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Post by giskard »

DIGSIN

Its highly unlikely HU is conflicting with anything. It only uses language file 7044 and Burenek added it to the list as used by Hostile Universe, so i doubt anybody would accidently use it whilst other numbers still remain unused. Also the bbs content is ONLY in the version i have here, it has not be released yet. So the version your using does not even contain any HU bbs news.

So the chances of HU conflicting with anything else right now is so low you have a better chance of winning the lottery bud :)

I recommend people turn HU off using the AL settings menu (hit enter and go to options) for now anyway. Im not at all happy with the way the scripts are running and keep hitting the same issue with different rewrites of the same script. Right now Egosofts own !move.jumptosector script wont quit out after its done its job and the ships attached to it dont vanish as they are supposed too once it returns because its not returning.

Thats the only thing stopping me from releasing a SAFE and WORKING updating this package.

The Script Editor has a very odd idea of whats logical i noticed. Anyway right now I have other fish to fry so to speak, so this has to wait until thats done.

Giskard
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Cycrow
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Post by Cycrow »

DIGSIN wrote:cyrow
i've actaully seen something like this with BBS scripts
if you send an incoming message in the offer or display events in the BBS it causes a really weird thing with windows where they all stay on script and keep overlapping each other

not sure if this is the same problem i dont know if this script uses the BBS yet ?

I do get this with the BBS and it is when somebody wants me to take them somewhere (Lv's escort) and also if i'm docked and reading the BBS in stations.
But i also get the menus appearing, for example if you push the esc button the menu for save/load/quit etc .This appears on its own for no reason.
yeah incoming messages while viewing the BBS can cause this problem
althou i thought LV's script only sent messages when you was in space ?
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Post by James_2k »

Well i recieved a message from the escort script whist docked
DIGSIN
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Post by DIGSIN »

cycrow
yeah incoming messages while viewing the BBS can cause this problem
althou i thought LV's script only sent messages when you was in space ?
sorry should have been a bit more clear, it happened in space from Lv's escort and also in dock from egosoft messages.

I'm going to leave hostile universe off untill the next update and see if the problem comes back then.

Giskard

thanks for your answer, as i said earlier i'll leave it off untill your next update.


thanks guys anyway
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giskard
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Post by giskard »

DIGSIN: best way, theres too many weird things happening in what was a working script for my liking.

Im a strick disaplinarian when it comes to my scripts, they behave or i beat them up :)

Good job i dont announce my messages in HU if that too causes problems. Its enough to drive you nutz, all these little annoying issues that keep coming up.

Giskard
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kab
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Post by kab »

giskard wrote:Right now i have this rather neat AL script that I "Optimized" today, it was fully functional but not anymore. The optimizing process broke it. IT worked great at first but then I made some tweaks and suddenly it doesnt work. Seems X3 doesnt like calling ship configuration files 8 at a time, with or without wait commands.
Premature optimization is the root of all evil. In the course of scripting for a poorly written engine it's a necessity. Ironic isn't it.
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Post by Kraki »

This still in the works?
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Post by Galaxy613 »

I doubt that it isn't still being worked on. (mawaha, double negitive!)
10,000 Lightyears of awesomeness
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Factor X
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Post by Factor X »

come on Giskard.....time to wake up my friend.....
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Post by Cougar81 »

:D
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Vyruz
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Post by Vyruz »

AaarR

The link is down/broken, why. :cry:

I just recognize I don't have this MOD yet....NOOOOO I came to late now

EDIT: OK. I just read it. he wasn't happy with the skript. too bad would like to test it. :(

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