[script/mod] ImprovedRaces R15.31 (24.04.2012)

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DiveBomberDave
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Post by DiveBomberDave »

Thanks again Jack, I'm worried that I'm not putting this XML file in the wrong folder, I put it in C/Program Files/EGOSOFT/X3 Terran Conflict/Scripts
Is this where the installer should have installed the files?

I can see all the files for the other mods I installed there, maybe I installed them in the wrong spot?

I just got an error message:

"infinite loop detected, script terminated!
plugin.ir.comm.empireov:313:2:0:502819730:-1: $LVar.responce.tax = $CNPC -> get local variable: name='plugin.ir.response.taxval'
RefObj: null"

Does that mean that there should be a file called plugin.ir.response.taxval.xml there?

gee that scripting language is tough to read, i can do a bit of java, C#, C++ but i just cant see the code for the xml tags...
and the syntax seems wrong, to me it should be:
Tax = sectorTax + responseTax not Tax = sectorTax responceTax +
Would it look better if I tried to open the file in an IDE?
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Jack08
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Post by Jack08 »

I updated the FTP with yet another upated file, download it from the previous link and try again


This is extremely strange because this script was fine last time i edited it, and it worked perfectly... something has screwed up half of the variables in the file :S

The messages you see are not correctly displaying the script, your seeing it in more of a low level form then it is in the script hence the odd syntax
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DiveBomberDave
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Post by DiveBomberDave »

hmmm...
I just dont get it...

The same error messages were the same but the 9 digit number changed, the rest of the statements were the same.
Let me know if that bit is important, I can get that.

The pathway I stated .../scripts not .../Scripts, I hope that is where I'm supposed to be pasting this file???

I cant see any other plugin.ir.* files there, it goes:

plugin.hotKeyManager.*
plugin.ir.* (the one I pasted in)
plugin.manager.*

The IR installer automatically instaled the initial files and Program Files/EGOSOFT/X3TC is where I installed the second download, if the files were in folders I pasted those files in the relavant folders and if they were not in a file I pasted them in the X3TC folder.
Did I do it right?
This is the first time I've tried installing a mod like this to one of my games b4.

Yes I think i remember assembly language had that syntax too. I think it was assembly, that exam was a few years ago now.
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Jack08
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Post by Jack08 »

IR doesn't have an installer....

It has an SPK if thats what you mean

if the only IR file you have in your entire game is the empire manger script, then IR isn't even installed in your game - im baffled how you even accessed IR:Comm in the first place :o

Find your X3TC.exe, and the directory thats in we will call <root>
your scripts go into <root>/scripts
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garrry34
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Post by garrry34 »

have you installed the ap libraries?
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DiveBomberDave
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Post by DiveBomberDave »

Yes, a .spk which I put in the X3 Terran Conflict folder then double clicked, then got a message that it was installed but there was still only 1 plugin.ir file in my scripts folder.

I then opened the plugin manager lite and highlighted Improved Races and clicked install and got another message that it was installed but alas, still no other plugin.ir files in the scripts directory???

I dont know if thats the right way to do it?
Or both ways should be just as effective?

How hard can it be for me just to instal a couple of files, you guys have done all the hard work already.

Yep, I installed the ap libraries, i'll try reinstalling them again.

Thanks heaps for all your help too mate, both of you.
Last edited by DiveBomberDave on Tue, 7. Jun 11, 17:14, edited 1 time in total.
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Jack08
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Post by Jack08 »

garrry34 wrote:have you installed the ap libraries?
Garry... That is obviously not the problem, even if he hasent theres more then just the ap library missing... :roll:
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Jack08
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Post by Jack08 »

DiveBomberDave wrote:Yes, a .spk which I put in the X3 Terran Conflict folder then double clicked, then got a message that it was installed but there was still only 1 plugin.ir file in my scripts folder.

I then opened the plugin manager lite and highlighted Improved Races and clicked install and got another message that it was installed but alas, still no other plugin.ir files in the scripts directory???

I dont know if thats the right way to do it?
Or both ways should be just as effective?

How hard can it be for me just to instal a couple of files, you guys have done all the hard work already.

Yep, I installed the ap libraries, i'll try reinstalling them again.

Thanks heaps for all your help too mate.
ENSURE the directly for your game within the plugin manager matches your game install
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garrry34
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Post by garrry34 »

possibly might be the issue of the plugin manager being set to vanilla, have you changed it to modified?
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DiveBomberDave
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Post by DiveBomberDave »

Yep, the plugin managers Current Directory is right.

It says the installed scripts are:

AP Libraries version 2.2 Enabled
Cycrows cheat package (hmm forgot about that one I've only ever used it for some machinima once for an assignment, does this clash?)
ImprovedRaces version 15.24 Enabled
DiveBomberDave
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Post by DiveBomberDave »

The plugin manager is only version 1.20, i dont realy want to update it unless i have too, you know how expensive data is in Australia and i'm only a poor student.

I didnt know i can set the plugin manager to vanilla, i've been modified ever since i first got TC & installed a cockpit mod cuz i hated not having one at first. I've used Cycrows Cheat Package like I said so it mustnt be set to vanilla.

It does say that all 3 scripts are unsigned but thats normal right?
garrry34
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Post by garrry34 »

you will need to update, alot of scripts need the new version...
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DiveBomberDave
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Post by DiveBomberDave »

ok, will do...

I must say that I realy like what this mod did to my game, I played around with everything set to full on. The new khaak tactics are insane I had no idea what was going on when all the Khaak M6's morphed into superfast M5's or something and took off to kill my patrolling Osaka. :evil:

:lol:
garrry34
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Post by garrry34 »

lol wait til you have 30 destroyers heading your direction, you have two options at that point, jump the hell out of there or put your head between your legs and kiss your ass goodbye...
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DiveBomberDave
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Post by DiveBomberDave »

haha...

the x-universe has felt pretty tame since x2 when the superclusters used to spawn 1km from your fighter so thats good.
I must admit I was a n00b then so that could be relative.

no luck though, I updated the plugin manager, reinstalled both .spk files, double checked the addons, pasted in a clean save game then loaded, changed name.... then I tried setting the tax for my HQ once I claimed Twisted Skies again and no good?
I was spewing :D cuz i have a stack of plugin.ir files in the scripts directory now.

The same error but the message was different, the error was in a different file, the message was:

plugin.ir.comm.calctax:7:3:0:502223348:-1: $Sector.Race = $Sector -> get owner race
RefObj= null

Something different happened this time too, I got an empty Message with just an OK Button before the error message this time.

I dont know if that is significant?
Different bugs are allways progress I say... :D
tianlongprc
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Post by tianlongprc »

I am installing IR but I wanted to add the add-ons but the instructions where not clear enough for me.

If I want to install the TDocksWrecks.txt and TFactoriesWrecks.pck, where do I put them? In the main game directory types folder or where?

Is that part going to be compatible with other mods?

Ty in advance.
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Jack08
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Post by Jack08 »

tianlongprc wrote:I am installing IR but I wanted to add the add-ons but the instructions where not clear enough for me.

If I want to install the TDocksWrecks.txt and TFactoriesWrecks.pck, where do I put them? In the main game directory types folder or where?

Is that part going to be compatible with other mods?

Ty in advance.
Opening Post wrote:'No wrecks mod'
(files TDocksWrecks and TFactoriesWrecks in types folder)
Destroyed factories and docks will not leave any trash that in extreme situations can fill whole sector when there are frequent battles
This could not have been any clearer... well, if there was a the between in an types, but thats just a small grammar error - nothing that should hinder the message
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tianlongprc
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Post by tianlongprc »

thanks for the quick reply. I just installed 20 mods and they all install in different ways, sorry.
Grid
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Post by Grid »

hey guys dose stop station respawning like what sto dose?
djrygar
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Post by djrygar »

Grid wrote:hey guys dose stop station respawning like what sto dose?
to some degree - yes

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