[GAMESTARTS] Transcend - Lost Colony (updated March 20, 2017)
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Confirmed, sorry. It's Transcend with Highways dated 15.January 2015. Fresh game start to test with all mods disabled, and the error message wasn't there. Did another start with just Transcend enabled, and it's there.
Just tested again, and double checked to make sure that nothing else is enabled. Just Transcend and the DLC. Pops up in the debuglog after the Main Menu comes up.
Just tested again, and double checked to make sure that nothing else is enabled. Just Transcend and the DLC. Pops up in the debuglog after the Main Menu comes up.
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FYI: I've been investigating various reports of errors showing up in the debug log. Some of these relate to mods in general and some are specific to Transcend. The ones that have been mentioned are variations of these:
Here are my explanations:
1. As mentioned by TheDeliveryMan several pages ago, these errors occur when the universe initiates and tries to place police faction representatives in a sector that has no stations for them. In the case of Transcend, we have sectors with no stations and this error will occur. It's not really a problem, but the error kicks in anyway. Next update I will patch that part of vanilla code so it doesn't cough when it finds an empty sector.
2. This was a code error on my part. It isn't affecting anything and will be fixed in next update.
3. It seems when using xml patch diff, the game engine thinks code 'comment' is an error. It isn't an error, and the game engine goes ahead and processes normally anyway. Nevertheless, next update removes the comment and no error is generated.
4. This is a common error that is generated when the game engine reads xlm patch diff code. It is not a problem and the game processes as it should.
Based on the above, I think it's fair to say Transcend mod is running fine and that it can wait until I get back for next update.
Thanks.
Code: Select all
1. Context:md.InitUniverse.CreateLawEnforcementNPCs<inst:10f8c>: Failed to create representative of 'Argon Government' in sector ''Reckoning' (for police faction in zone ''Milestone'')
2. AI script engineer.ai on entity 0x125ea: Evaluated value 'null' is not of type component
* Expression: this.object
3. The key name "comment" is not recognized in lookup 'GameStartXML'. Originated from: ""
4. Error loading MD file extensions\osr_transcend\md\InitUniverse.xml: Ignoring root node 'diff' in XML file 'extensions\osr_transcend\md\InitUniverse.xml'.
1. As mentioned by TheDeliveryMan several pages ago, these errors occur when the universe initiates and tries to place police faction representatives in a sector that has no stations for them. In the case of Transcend, we have sectors with no stations and this error will occur. It's not really a problem, but the error kicks in anyway. Next update I will patch that part of vanilla code so it doesn't cough when it finds an empty sector.
2. This was a code error on my part. It isn't affecting anything and will be fixed in next update.
3. It seems when using xml patch diff, the game engine thinks code 'comment' is an error. It isn't an error, and the game engine goes ahead and processes normally anyway. Nevertheless, next update removes the comment and no error is generated.
4. This is a common error that is generated when the game engine reads xlm patch diff code. It is not a problem and the game processes as it should.
Based on the above, I think it's fair to say Transcend mod is running fine and that it can wait until I get back for next update.

Thanks.
Last edited by Observe on Mon, 19. Jan 15, 15:55, edited 1 time in total.
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I managed to get an internet connection (not easy where I am) so I decided to go ahead and update.
Changes (both versions)
- Fixed non-critical debug log messages
- Added required specialists to player startup stations (Lostcluster gamestart)
- Added money to startup stations managers
Compatible with previous version.
Thanks.
Changes (both versions)
- Fixed non-critical debug log messages
- Added required specialists to player startup stations (Lostcluster gamestart)
- Added money to startup stations managers
Compatible with previous version.
Thanks.
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Update (No Highways version only)
Changes:
- Several adjustments to 'Exodus' gamestart Fleet ships for better management.
- Changed Fleet Buildership for increase in available stations to build
Note: I continue tweaking this beta gamestart (Exodus) for testing Fleet management and control. At some point, Exodus will likely spin-off into its own mod based on Battleship Galactica (using Arawn for now). In this future mod, I intend to have dozens of added sectors for 'Galactica' to run from the encroaching Cylon...I mean Xenon hoard in search of a distant planet called Earth.
In the meantime, the Exodus gamestart can be useful for people to experiment with large fleet operations. Clearly the game UI and AI is not yet up to the task of doing this sort of thing (Fleet control) very well. Probably Egosoft (and modders) will continue to make improvements in this area.
Changes:
- Several adjustments to 'Exodus' gamestart Fleet ships for better management.
- Changed Fleet Buildership for increase in available stations to build
Note: I continue tweaking this beta gamestart (Exodus) for testing Fleet management and control. At some point, Exodus will likely spin-off into its own mod based on Battleship Galactica (using Arawn for now). In this future mod, I intend to have dozens of added sectors for 'Galactica' to run from the encroaching Cylon...I mean Xenon hoard in search of a distant planet called Earth.

In the meantime, the Exodus gamestart can be useful for people to experiment with large fleet operations. Clearly the game UI and AI is not yet up to the task of doing this sort of thing (Fleet control) very well. Probably Egosoft (and modders) will continue to make improvements in this area.
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With regards to the comment error in diff files I've found it quite useful to use the comment="blah blah" parameter which most of the XML codes seem to support, rather than the <!-- --> delimiters.
EDIT: sorry the other way round - the delimiters work but the comment="" doesn't - I need coffee or something!
EDIT: sorry the other way round - the delimiters work but the comment="" doesn't - I need coffee or something!
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Agreed (not about the coffee part).wysiwyg wrote:With regards to the comment error in diff files I've found it quite useful to use the comment="blah blah" parameter which most of the XML codes seem to support, rather than the <!-- --> delimiters.
EDIT: sorry the other way round - the delimiters work but the comment="" doesn't - I need coffee or something!

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корабли класса s и м при отдаче им приказа лететь в другой сектор стоят на месте и судя по сообщению "произвожу расчет параметров" пытаются активировать прыжковый двигатель хотя его у них быть не может.Как исправить эту ошибку?
class ships s and m when giving them orders to fly to another sector are in place, and judging by the post "was producing calculation parameters" are trying to activate the jump drive although it they can not be. How do I fix this error?
This problem occurred on 3.2 version.
class ships s and m when giving them orders to fly to another sector are in place, and judging by the post "was producing calculation parameters" are trying to activate the jump drive although it they can not be. How do I fix this error?
This problem occurred on 3.2 version.
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Question: is the Transcend system available with a non-Transcend gamestart? I.E., can we travel there in a normal plot game?
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