Detector (Finds Abandoned Ships, Tunings, Hidden Objects) [TC][AP][ALP]

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Nacroma
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Post by Nacroma »

Interesting. I don't even need ej's script anymore with this I guess. Though I was wondering that the file was already present, but I guess it belongs to the core of the script. BUT! The outcome (with the file from your link, I overwrote it) is a bit double-edged. Take a look at the in-game message and the log file:

https://rapidshare.com/files/2826933467/log08552.txt

https://rapidshare.com/files/3179622092 ... n00002.jpg

The Log file (and as such, the script) detects the ships, but it's telling me in-game that they are none.

I will now proceed to re-verify the game.

EDIT: So, I re-verified AP. Strangely enough, MARS was still there, even without reinstalling it, and running fine. One file had to be replaced, Steam said. However, everything's still the same. 0 ships in the message, Logfile just added the same lines a second time.
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DrBullwinkle
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Post by DrBullwinkle »

Thank you for your patient testing, Nacroma! With your help I was able to find (and fix) the bug. It only occurred in non-English versions of the game, which is why I could not reproduce it. I also added a feature to enable/disable individual detections.

Nacroma wrote:Interesting. I don't even need ej's script anymore with this


Yes, exactly.
I was wondering that the file was already present


lib.bw.detector.count is also used by Abandoned Ship Spawner for AP. The new version adds some extra information. (New version is included in Detector 1.05, below).



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Update:

Detector
[ external image ]
Finds Abandoned Ships, Engine and Rudder Tunings, and Nividium Rock Clusters.

[ external image ] <-- v1.06: Bug fix for non-English language ship detection. Adds options to Enable/Disable detections. Includes fix to lib.bw.detector.count for ASS-AP.


History
  • v1.06 (2012-08-15)
    - Includes minor bug fix to lib.bw.detector.count for compatibility with ASS-AP. (Nacroma)

    v1.05 (2012-08-15)
    - Fixes bug with detection of abandoned ships in non-English games. (Thanks, Nacroma!)
    - Adds script to write out abandoned ships to log. (Manually run lib.bw.detector.count from Script Editor)
    - Adds options to enable detection only for selected objects. For example, you can detect ships and tunings but not Nividium, if you prefer. Configurable in t file.
Last edited by DrBullwinkle on Wed, 15. Aug 12, 23:13, edited 2 times in total.
Nacroma
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Post by Nacroma »

Oh, do not thank me. It is YOU who did all the work for my and other player's pleasure. I am really grateful. Even more because it's working properly now. I modified the 49 file to disable Nividium and this also worked without any trouble. Everything is now working as intended (unless the lib script popping up a message with the total amount of abandoned ships every now and then is not intended).

So, once again, thank you very much!
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DrBullwinkle
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Post by DrBullwinkle »

Nacroma wrote:Oh, do not thank me. It is YOU who did all the work for my and other player's pleasure. I am really grateful. Even more because it's working properly now. I modified the 49 file to disable Nividium and this also worked without any trouble. Everything is now working as intended
Thank you for the confirmation, Nacroma. I never know, for certain, that a version is successful until I receive confirmation from one or more players.

Also, do not underestimate the importance of test reports in software development. Without your help, I would never have known there was a bug, and certainly could never have fixed it. I could not do my part without you doing yours.
(unless the lib script popping up a message with the total amount of abandoned ships every now and then is not intended).
Oops! It seems that my update to lib.bw.detector.count had an unintended side-effect on Abandoned Ship Spawner for AP (now fixed). I will update ASS-AP later.

Thank you for your quick report!



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Update:

[ external image ] <-- v1.06: Bug fix for non-English language ship detection. Adds options to Enable/Disable detections. Includes fix to lib.bw.detector.count for ASS-AP.

.
Nacroma
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Post by Nacroma »

I uninstalled Detector v1.05 and installed v1.06 via Plugin Manager. The pop-up still shows up whenever A.S.S. (at least that's what I'm guessing, it's always one ship more than before) spawns a ship. Aside of that, 1.06 works properly (even pings recently abandoned ships from fights in an instant).
qwizzie
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Post by qwizzie »

just dropping in to say thanks for a great script.. so .. thanks :)

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DrBullwinkle
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Post by DrBullwinkle »

Nacroma wrote:The pop-up still shows up whenever A.S.S. ... spawns a ship.

Aside of that, 1.06 works properly (even pings recently abandoned ships from fights in an instant).
Before I post yet another update to Detector, would you (or someone) do me the favor of testing this updated version of lib.bw.detector.count?

(By "test", I mean just copy it into your scripts folder and play the game. With any luck, it will stop popping up the emails.)

Hopefully I got it right this time. :roll: (I am pretty sure that I did, because I was more careful about my own test this time.)
qwizzie wrote:just dropping in to say thanks for a great script.. so .. thanks :)
And thank you for saying so!
Nacroma
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Post by Nacroma »

Unfortunately, no change for me. Didn't play much now, since I need to pack my stuff to be away for the weekend, but I did get a new message.

I renamed the original lib file and put it on my desktop, then I copied the new one (so no mistakes in just putting the original one back by accident; the creation date is also from today while the old one is from the day before yesterday).
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DrBullwinkle
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Post by DrBullwinkle »

Nacroma wrote:I did get a new message.
OK, thanks. I may have to update both Detector and ASS-AP to completely solve this.
TheEarl
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Post by TheEarl »

Oh no, every script, I have questions about is from you :-)

Are ther options to only beep for the crates and not for nividium ?
At first i don't need them, maybe later in game.
But sometimes it starts beeping and i do a bearing to get direction and then i find a nividium rock (or cluster).
Or is it a diffenet beep, if there is a create ?
I did not find one, so i can't say how it works.

Thanks again !
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DrBullwinkle
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Post by DrBullwinkle »

TheEarl wrote:Oh no, every script, I have questions about is from you :-)


That's OK; I appreciate the feedback. Some of my scripts have hundreds of downloads with little or no feedback. I'm never quite sure whether that is good or bad. At least I know that you are enjoying my work! :)

Are there options to only beep for the crates and not for nividium?


Yes. The current version allows you to choose which objects you want to detect. The settings are in the t file.

is it a different beep, if there is a crate ?


The sounds are the same no matter what the object. If you hear the "tick" (or beep), it means that there is a desirable object in the sector. You will not know whether it is an abandoned ship, tuning crate, or Nividium until you find it. This is intentional; to make hunting a little more fun.

Detector should find objects in this order:
  • 1) Abandoned Ships.
    2) Tuning Crates.
    3) Nividium.
Therefore, if you follow the beeps to Nividium, it should mean that there are no tuning crates (or abandoned ships) in the sector.

.
TheEarl
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Post by TheEarl »

I will check settings in t-file. Is it compatible with Pandora Tunings ?
http://forum.egosoft.com/viewtopic.php?t=223681
Maybe I give Pandora a try.
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DrBullwinkle
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Post by DrBullwinkle »

TheEarl wrote:Is [Detector] compatible with Pandora Tunings ?
Yes, Detector will find vanilla tuning crates (in AP), Pandora Tunings, and Lucike's Apollo objects.

I use Pandora Tunings myself. Finding tuning crates is much more fun than cheating in a faster ship!
TheEarl
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Post by TheEarl »

In the t-file are only 2 entries.
How can I change it, to not beep for Nividium ?
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DrBullwinkle
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Post by DrBullwinkle »

TheEarl wrote:In the t-file are only 2 entries.
How can I change it, to not beep for Nividium ?
Get the current version of Detector. :)

There should be five entries in the t file. They are all documented so that they are easy to change.
T3Lunaris
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Post by T3Lunaris »

First off I want to say that this is a great plugin, makes hunting for ships much easier, that being said I have a slight problem, I'm looking for something in Aldrin (which would be impossible to find w/o your script in the first place. I'm attempting to use multiple ships to narrow the search area but sometimes the detector will indicate that the object is in conflicting directions i.e. I'll be facing one of my ships only 1km away which is pointing towards the signal and I'll also be pointing towards the signal like this

---> x <--- but not only is there nothing there but it's only beeping once every 10 seconds or so (not sure but at seta x10 it beeps about once or twice a second)

I also have my view range set at 100 degrees instead of the standard 90 degree (I don't think that matters but it might)

again any help you could provide in this would help and I'm sure this probably is one of those rare cases that this plugin wasn't designed for.

also it might be more helpful to alter the ping signal to work more like a hot/cold signal, so it goes slower the farther away you are and gets faster the closer you are (if that's possible)
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Klord
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Post by Klord »

I love the script ! Great job....

Have a little question,

What is the order of the objects being showed...I mean, lets say a sector contains an abandoned ship, nividium & a Pandora tuning.
Which one shows first ?

Can you add an in game configurable menu to change those options. Editing t files is a pain in butt.

Thank you...
X fanatic. More of an X3 fanatic.
What about X4? Nah, I prefer a space simulator rather than a walking simulator.
TomRobinson
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Post by TomRobinson »

How do you edit the t-files?
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DrBullwinkle
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Post by DrBullwinkle »

T3Lunaris wrote:First off I want to say that this is a great plugin, makes hunting for ships much easier ... I'm looking for something in Aldrin (which would be impossible to find w/o your script in the first place.
Klord wrote:I love the script ! Great job....


Thanks for the reports, T3Lunaris and Klord. I'm glad you like Detector!

Yes, Aldrin is a perfect place for Detector. It is such a huge sector that it would be nearly impossible to find an abandoned ship or tuning crate without Detector. Even mapping the entire sector while OOS might not be sufficient, if the object you seek is far off of the ecliptic.


T3Lunaris wrote:I'm attempting to use multiple ships to narrow the search area


I do not understand how you could do this. Do you change ships? Detector only works on the playership (the ship that you are currently piloting).

Also, Detector will sometimes point at the nearest object (if there is more than one). If you change ships, it is possible that two ships might detect two different objects, which would be very confusing!

Use one ship with Detector. (Preferably a fast scout.)


T3Lunaris wrote:I also have my view range set at 100 degrees instead of the standard 90 degree (I don't think that matters but it might)


View range does not matter to Detector.


T3Lunaris wrote:also it might be more helpful to alter the ping signal to work more like a hot/cold signal, so it goes slower the farther away you are and gets faster the closer you are
That is exactly the way that Detector works. :)

First, do not use SETA while "hunting" for a beep with Detector. SETA will destroy the beep timing that tells you when you are approaching the object. In a huge sector like Aldrin, you may want to use SETA while traveling, but turn SETA off when you change direction to "hunt" for the beep (or when you are near the object = rapid beeps/ticks).

Remember that Detector beeps when your ship is pointed in "approximately the correct direction". Imagine a cone extending from the front of your ship. If you are very far away from the object, then that cone covers a very large area of space.

As you approach the object, the beeps will become more frequent. Also, the size of the cone is smaller as the object becomes nearer. Often the beeps will change to ticks as you approach. This means that the object is no longer inside that cone. Detector is telling you that you must fine-tune your direction, until the ticks change to beeps again.



@Klord: If there are multiple objects in the sector, then Detector should find objects in this order:
  • 1) Abandoned Ships.
    2) Tuning Crates.
    3) Nividium.
Yes, I may add a menu to a future version of Detector.



@TomRobinson: Use Windows Explorer to navigate to your t folder (addon\t if AP). Then open the t file with notepad (or any other text editor). I hope that is enough information to help you.

If it is not, then perhaps you can tell me what you are trying to do, and maybe I can help more.

.
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Klord
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Post by Klord »

DrBullwinkle wrote:@Klord: If there are multiple objects in the sector, then Detector should find objects in this order:
  • 1) Abandoned Ships.
    2) Tuning Crates.
    3) Nividium.
Lets say I jumped in to an UFJD sector & got a beep, then found out that the beep was for a nividium rock cluster.
So this means, that there are no any abandoned ships of Tuning in that sector ?
In other words, we don't get beeping for Nividium or Tuning if there is an abandoned ship in the sector ?
Great...time yo hunt some random tunings.... :pirat:
DrBullwinkle wrote:Yes, I may add a menu to a future version of Detector.

Make that "may" = will ! 8) Cheers...
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What about X4? Nah, I prefer a space simulator rather than a walking simulator.

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