doubleshadow's X3 Editor (0.15 - patch 2.0 compatible)

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

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

fud
Posts: 9837
Joined: Wed, 25. Jan 06, 14:26
x3

Post by fud »

ds, that's fine. I just thought I'd bring it up. ;)

It's the first time I've even messed with the GE, so it was all new to me.
User avatar
euclid
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 13487
Joined: Sun, 15. Feb 04, 20:12
x4

Post by euclid »

Fine job DS :thumb_up:

Just a minor thing:
TBullets shows unknown object for all names but the SS_BULLET_PUSH .


Cheers Euclid
User avatar
euclid
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 13487
Joined: Sun, 15. Feb 04, 20:12
x4

Post by euclid »

Just noticed another thing:

If you try to change rate of fire in TLaser you get ''entered value is incorrect. It must be a whole number''. If I untick 'Translated value' then it works but in the game the weapon name shows 'textnotfound' and also the bullets are red(ish) like ire fire.

Cheers Euclid
doubleshadow
Posts: 671
Joined: Fri, 12. Mar 04, 08:14
x3

Post by doubleshadow »

euclid wrote:Just a minor thing:
TBullets shows unknown object for all names but the SS_BULLET_PUSH .
That's correct - "unknown object" is the bullet's name. Switch the name to "ID" to see the ID instead.
If you try to change rate of fire in TLaser you get ''entered value is incorrect. It must be a whole number''. If I untick 'Translated value' then it works but in the game the weapon name shows 'textnotfound' and also the bullets are red(ish) like ire fire.
The "entered value is incorrect" thing is a bug. However I haven't experienced any errors in the game. I'm running the 2.0.1.
I_E_Maverick
Posts: 265
Joined: Fri, 7. Jul 06, 11:36
x3

Post by I_E_Maverick »

@doubleshadow: are you working on the bump map problem?

i only ask because i didnt hear anything from you regarding this problem. i hope you can fix that stuff.
User avatar
-XTM-
Posts: 1277
Joined: Sat, 12. Nov 05, 19:46
x3

Post by -XTM- »

Yes we're working on Bumpmaps...still no luck but once there's someting to report you'll find it here ;-)
The Xtended Mod

Need Help?

Ask Questions / View the FAQ's at TheXUniverse Forums
Read the News on Mod Developments at our Website
I_E_Maverick
Posts: 265
Joined: Fri, 7. Jul 06, 11:36
x3

Post by I_E_Maverick »

ok, thank you very much! i didnt want you to hurry. i just wait desperatly for a way to get better b5 shadow apperance in our mod ;)
TheCserko
Posts: 4
Joined: Sat, 2. Dec 06, 02:43

Post by TheCserko »

Hi.

I've X3 2.0 installed and i installed two Battlestar Galactica ships. I try to edit one of the with x3 editor. When i open the ship installers ShipCreator.cat/TShips.pck it says: Error showing object: Overflow. Do you know why?
Thanks
TheCserko
User avatar
Goose
Posts: 33
Joined: Sun, 14. Dec 03, 14:37
x4

some Problems

Post by Goose »

Hi All!

Doubleshadow....

I had some problems modding the lasers....
When i tried to change the bullettype in tlasers and the rate of fire i got an error message "Entered value is incorrect. It must be whole number."
By editing these values manually via the raw slider the editor writes i.e. a 30.00000 instead of a simple 30
These .0000 numbers don't seem to be recognized by the game.

I edited the files from vat files (.pck) and saved them directly back to the cat's
Is this an editor issue or is it just some wrong handling of mine?

Thanks alot

Goose :D
Sapce Hulks, Kilrathi, Skeltek, Shivans, Antarianer, I-War Aliens, Xenon, Händler, Piraten, Kopfgeldjäger ..... all gone!!
doubleshadow
Posts: 671
Joined: Fri, 12. Mar 04, 08:14
x3

Re: some Problems

Post by doubleshadow »

TheCserko & Goose and others:

Version 0.10 is out. Check the first page.
Jakesnake5
Posts: 2880
Joined: Fri, 17. Feb 06, 04:55
x4

Post by Jakesnake5 »

WOW!

What did you do, Double, kick your provider in the butt? Thats the fastest your pages have EVER loaded for me :D
Perfection is in the hands of God, we bags of dirt can only do the best we can©
[ external image ]
Modders are a source of ideas to help the Game Makers improve what they have made. Cherrish them, for they are the fruit of thy labors.©
User avatar
Klyith
Posts: 594
Joined: Fri, 6. Jan 06, 01:38
x3

Post by Klyith »

bug report
When editing TShips with the txt editor, the buttons to add or remove guns and missiles to ships don't work. Manually changing the "possible lasers/missiles" offsets on the weapons tab will change the display on the lasers/missiles tabs. So it seems it's just the buttons that are broken.
doubleshadow
Posts: 671
Joined: Fri, 12. Mar 04, 08:14
x3

Post by doubleshadow »

@Jakesnake5 - no I didn't :D (really :roll: )

@Klyith - what a nasty bug. Took me quite a lot of time until I realized what's going on.

To all:

Here is the bug fix.

If your antivirus will complain, then you are a weird fellow - the file X3Editor_patch_0.10_to_0.11.exe was scanned at http://www.virustotal.com/ and report was all clean.
User avatar
Klyith
Posts: 594
Joined: Fri, 6. Jan 06, 01:38
x3

Post by Klyith »

Doubleshadow, the previous fix worked great. But I've got a new bug! :D

Still in the tships mode of the txt editor... This time dealing with copy & paste of ships. Copy and paste from within a tships file (like to duplicate a ship) does nothing.

Copying from one tships to another produces: "Error showing object: subscript out of range", and pastes an entry that is blank except for the type ID. It shows that error message again every time you re-select the pasted ship. But saving the tships seems to save everything ok (including the pasted ship), and it works the next time I open the file.

But that error weirds me out, so I'm always saving to a third tships file & verifying changes... :gruebel:
doubleshadow
Posts: 671
Joined: Fri, 12. Mar 04, 08:14
x3

Post by doubleshadow »

Those Americans! Nothing can satisfy them... ;)


Here is the patch /* edit: url removed - follow the discussion */ - it's not "official" - I will do some other changes before releasing "official version 12". But the bug is fixed.
Until you find another one ;)
Last edited by doubleshadow on Fri, 12. Jan 07, 17:01, edited 1 time in total.
Jakesnake5
Posts: 2880
Joined: Fri, 17. Feb 06, 04:55
x4

Post by Jakesnake5 »

Klyith wrote:Still in the tships mode of the txt editor... This time dealing with copy & paste of ships. Copy and paste from within a tships file (like to duplicate a ship) does nothing.
I did noticed the ship count would increase on a paste, even though the ship list didn't update. Save/Reload does correct this with the new version.

The problem I'm having, is adding cockpits/turrets to a ship, and getting a bug.

For example:

I copy one of the Yaki Mobile Pirate Station ships. Paste it on the end, save/load and change it's id. This bit works fine.

But, add a new cockpit (Path index: 19, Body ID: ships\props\cameradummy, Turret Type: SS_COCKPIT_T_FRONT_TL, Position: Front), save, then reload, and it usually works.

"Error Loading from file: Type Mismatch"

Suddently, the ship window only shows the ID's (no other radio button affects this display), I can't save, the ship count has dropped by 1, and ths ship I was working on is no longer displayed at the bottom.

Whats worse, if you do this further up in the list, all ships from the one you were editing to the end vanish, and the count reflects this.

Mind you, there are no guns defined for that cockpit/turret.

Cockpit 0, can have guns defined or not. But if a person forgets to define a gun for any other turret, saves then trys to reload, is going to have issues like this.

I'd suggest, that if a person defines a cockpit/turret whos index/turret index is other that 1/0, that a dummy gun be created at the same time. Though I'm not sure how hard this would be to code. :/
Perfection is in the hands of God, we bags of dirt can only do the best we can©
[ external image ]
Modders are a source of ideas to help the Game Makers improve what they have made. Cherrish them, for they are the fruit of thy labors.©
doubleshadow
Posts: 671
Joined: Fri, 12. Mar 04, 08:14
x3

Post by doubleshadow »

Hmm....

Try my *lucky thriteen* (edit: link removed). It worked with x2bc, it must work with X3E as well.
doubleshadow
Posts: 671
Joined: Fri, 12. Mar 04, 08:14
x3

Post by doubleshadow »

Another version - 0.0.14

Fixes the above reported bugs. Also the object indexes in T files are now properly update when adding/deleting objects.

X3 Editor 0.0.14
Cylom KILLZONE
Posts: 4
Joined: Sun, 24. Dec 06, 04:02
x3

Post by Cylom KILLZONE »

i was just wondering if anyone could tell me how to make the sectors i am adding show up and have names instead of string id's
User avatar
apricotslice
Posts: 14163
Joined: Sun, 16. May 04, 13:01
x4

Post by apricotslice »

Have you got the enties into your version of the 440001 file ? And is this file in your mod archive and selected before running the game ?

Return to “X³: Reunion - Scripts and Modding”