Exscriptor - new external script editor

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Whimsy
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Post by Whimsy »

Freggel.Doe wrote:I thought long and hard about this since your fix came around the time, when I last worked on all the involved scripts.
I finally found the problem or rather a solution to it: I recompiled all my scripts with the up-to-date version of Exscriptor and now the error is gone.
I'm still puzzled by the fact, that ONE change in ONE of the scripts broke the entire thing when compiled by Exscriptor but not when this one script got compiled by the ingame SE.
Thanks for your help and I'm sorry for any inconvenience I may have caused.
I'm puzzled too - I can't understand how it would have done that. There must have been some sort of incompatibility between versions and somehow it showed up in this case.

Anyway, I'm glad it's working now! :)
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ScRaT_GER
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Post by ScRaT_GER »

Just had a funny experience.

After reinstalling my whole computer and various programs (including X3:TC) I also wanted to reinstall the Exscriptor. I thought it might be a good idea to install the Exscriptor into a subfolder of the games installation directory, but I got the folder wrong during installation and the Exscriptor was not installed in a sub folder, but in the main installation folder.

To fix this problem I thought it should be enough to run the uninstall program, which unfortunately lead to removing my complete X3:TC installation. :D

It seems as uninstalling the Exscriptor doesn't just remove the Exscriptor files, but all files in the folder. I don't even want to imagine what would have happened if I accidentially installed it to the root directory of my harddrive.

I don't know if this behaviour is normal for programs, but I tought you should know that.

Greetings,
ScRaT
Whimsy
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Post by Whimsy »

ScRaT_GER wrote:It seems as uninstalling the Exscriptor doesn't just remove the Exscriptor files, but all files in the folder. I don't even want to imagine what would have happened if I accidentially installed it to the root directory of my harddrive.
Thanks for spotting this, ScRaT_GER - like you say, it could lead to some unfortunate incidents... I've updated the installer so that it will only remove the directory if it is empty (i.e. it contains nothing else except the Exscriptor files). Hopefully that will prevent any accidental deletions in the future! :)
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ScRaT_GER
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Post by ScRaT_GER »

Thanks, still it was a stupid idea of mine. =)
Luckily I just installed the game, so no scripts or other mod files were lost.

By the way: Why is the Exscriptor not listed in the Tutorials and Resources of the X3 TC forum? I guess for new scripters it's the first place to look.

Greetings,
ScRaT

EDIT:

Just tried the "Find calling scripts" function and it doesn't seem to work properly, as it only finds the script itself (twice). So when trying to find script calling "lib.get.resources" (a simply library script of mine) it says that it found two scripts, but fails to load them.
Looking at the text window at the bottom shows that it tried to open the script "lib.get.resources" itself, twice.
Whimsy
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Post by Whimsy »

ScRaT_GER wrote:By the way: Why is the Exscriptor not listed in the Tutorials and Resources of the X3 TC forum? I guess for new scripters it's the first place to look.
It's listed in the X3 Reunion one, but I forgot to ask for it to be added to the TC one. Anyway I've asked now. :)
ScRaT_GER wrote:Just tried the "Find calling scripts" function and it doesn't seem to work properly, as it only finds the script itself (twice). So when trying to find script calling "lib.get.resources" (a simply library script of mine) it says that it found two scripts, but fails to load them.
Looking at the text window at the bottom shows that it tried to open the script "lib.get.resources" itself, twice.
I must have broken this function a few versions back. It was just a simple copy/paste error which meant that every time it found a caller, it remembered its own name instead of the calling script. :roll: Anyway, it should be all sorted now in V1.2.27.
draffutt
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Post by draffutt »

[ external image ]

these two objects i have circled are listed under ships but have labels of a station. as far as i remember terrans do not have a IRE complex
None of us is as smart as all of us. ~Ken Blanchard

TC player bug fixes
Reunion player bug fixes
Whimsy
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Post by Whimsy »

draffutt wrote:these two objects i have circled are listed under ships but have labels of a station. as far as i remember terrans do not have a IRE complex
Can't believe I've not spotted that before... Apparently this was due to some strange cross-referencing issues in the main XML file and Exscriptor reading things in the wrong order. Those two ships are actually supposed to be Terran Freight Drones. :wink:

Anyway, it should be fixed in V1.2.28.
draffutt
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Post by draffutt »

do you think at some point you can include EMP support for TC?
[ external image ]




EMP was added using this:
http://forum.egosoft.com/viewtopic.php?t=256718

and the "software" in question that gave those "?" marks instead of the actually item name:
http://forum.egosoft.com/viewtopic.php?t=250425
None of us is as smart as all of us. ~Ken Blanchard

TC player bug fixes
Reunion player bug fixes
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Litcube
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Post by Litcube »

How about an application icon for 16x16 & 32x32? :)
Whimsy
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Post by Whimsy »

draffutt wrote:do you think at some point you can include EMP support for TC?
Exscriptor should already support EMP for TC. When I installed the scripts you linked to, they seemed to show up fine in the tool. Maybe try reinstalling the scripts + EMP in your setup? If that still doesn't work, try sending me the script file in question and I'll check it further, but as far as I can tell, it should be working. :?
Litcube wrote:How about an application icon for 16x16 & 32x32?
I thought it already had both, but apparently not... Anyway, I'll add them in for the next version. :)
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TECSG
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Post by TECSG »

Hi Whimsy,

Got a weird one for you...

Was using Exscriptor (as usual :) ) a few days ago when my PC crashed, after everything rebooted and I went back to Exscriptor, the program appeared 'invisible', however, the window might have been off-screen.

Pressing ALT+F would show the file menu in the top-left of the screen, and pressing the left cursor from there got me to the window's menu where I could select 'move', at this point the window (in a much reduced size) suddenly appeared at my mouse cursor.

Last night I had a brief power-cut, and once again, Exscriptor was open and did the same thing.

Could you add storing/restoring window position/size/state on startup like you do with auto-opening previously opened script?

Much appreciated!
Whimsy
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Post by Whimsy »

TECSG wrote:Could you add storing/restoring window position/size/state on startup like you do with auto-opening previously opened script?
It should already store/restore window state. You can test this by making sure it's not full screen, then moving the window around and closing it; it should restart at the same position and size.

Anyway, I'm not sure what caused the program to go invisible (or move off-screen, anyway). That sounds very strange, particularly as part of the window state restore checks to make sure it's visible on screen, and if not, it moves it to within the screen boundary. I checked the code but I couldn't see anything obviously wrong; I also tried killing the Exscriptor process, preventing it from saving its window position etc, but then it just restores to however it did before. So unless we can find a way to reproduce the error (without power cuts, ideally! :D), I'm not sure how to fix it. :?
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TECSG
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Post by TECSG »

Hi Whimsy,

It may have been Windows that screwed something up then, although I did adjust the Windows size/position (and the Split in the Code/Constants panel) and it reverted back when I closed/reopened it, so my one isn't storing the window size/pos.

Just double-checked, when I reopen the program, the window reverts to 1024x768 at the top-left of the screen.
Whimsy
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Post by Whimsy »

TECSG wrote:Hi Whimsy,

It may have been Windows that screwed something up then, although I did adjust the Windows size/position (and the Split in the Code/Constants panel) and it reverted back when I closed/reopened it, so my one isn't storing the window size/pos.

Just double-checked, when I reopen the program, the window reverts to 1024x768 at the top-left of the screen.
How very odd. If you check inside the config.dat file, it should say things like "window x pos = ##", "window y pos = ##", "window maximised = false" etc - if you move the window around and close, do those values change? If not then for some reason it's not saving them, but if they do change, then it's not loading them/setting from them correctly. If you let me know either way, it'll hopefully help me narrow down what the problem might be.
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TECSG
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Post by TECSG »

Hi Whimsy,

Okay, checked the config file, the window x pos and window y pos values do change (did not try the minimised value). I don't appear to have a line for Window Size (unless that's editor size).

It would appear the Position values are okay, the window will open up in the same position, but the size is always reset to 1024x768. I'm fairly sure it used to remember the size of the window, but it doesn't now...

In case you need to know, I'm running W7 @1920x1200, Exscriptor installed to: C:\Program Files (x86)\ExScriptor Terran Conflict installed to D:\X3 Terran Conflict. Exscriptor auto-loads 6 scripts totalling about 2Mb.
Whimsy
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Post by Whimsy »

Okay, I think I've fixed it so it remembers window size as well now. It wasn't writing it to the config file, so it's no wonder it didn't work. :roll: Although I still don't know why it went invisible - hopefully it was just a freak occurrence!

Anyway, try the latest V1.2.29 and let me know if you still have any problems.
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TECSG
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Post by TECSG »

Hi Whimsy,

Excellent, thanks.

Probably W7 had something to do with it, but I agree, it's strange the window should be hidden/invisible/off-screen like that...

Still, if it only happens after a hard-crash/power outage, hopefully it won't be a problem for anyone too often.
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Litcube
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Post by Litcube »

:) 16x16 still isn't showing up for 32 bit colour. I feel silly bringing it up, but I think you wanted to fix it.
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ThalonMook
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Post by ThalonMook »

Hi,

thx for this tool it makes creating or modifying script more easy.

I use it for TC.

I got a problem with it.

It will not work with EMP that's included cycrow's pluginmanager lite V1.20
The ware from the script is not shown in the wares menue.
I think it`s the modder version of EMP (EMP-X) that is used in the pluginmanager

Atm I use the ware that is shown in Exscriptor (ZZ_EMP_MOD_USE_ONLY1_1) and change it ingame. But that's not uesfull in all cases.

Cu Thalon
Whimsy
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Post by Whimsy »

ThalonMook wrote:It will not work with EMP that's included cycrow's pluginmanager lite V1.20
The ware from the script is not shown in the wares menue.
I think it`s the modder version of EMP (EMP-X) that is used in the pluginmanager

Atm I use the ware that is shown in Exscriptor (ZZ_EMP_MOD_USE_ONLY1_1) and change it ingame. But that's not uesfull in all cases.
I installed the latest plugin manager (V1.20) just to check and the various EMP wares (the ZZ_EMP ones) all show up, so EMP still seems to be working correctly. By the sounds of it, what's missing is the new name for the ware. Are you sure you have the XML language file for your script/mod in the right place? Failing that, the only thing I can suggest is to upload your files somewhere so I can test them.
Litcube wrote: 16x16 still isn't showing up for 32 bit colour. I feel silly bringing it up, but I think you wanted to fix it.
Sorry, missed this earlier - thanks for checking. I thought I'd fixed it, but evidently not... I've had another go so hopefully in the next version it should work. :)

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