[GAMESTARTS] Transcend - Lost Colony (updated March 20, 2017)

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Observe
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Post by Observe »

I checked and unless I'm mistaken, it appears those errors are not originating from Transcend. I'm guessing some other mod you have installed?

Thanks
w.evans
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Post by w.evans »

I'll check, thanks for checking. I don't think I have anything else that adds gamestarts, but could be mistaken.
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Observe
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Post by Observe »

w.evans wrote:I'll check, thanks for checking. I don't think I have anything else that adds gamestarts, but could be mistaken.
They may not actually add gamestarts, but it's possible you have mod/s that modify the gamestart values for one reason or another.
w.evans
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Post by w.evans »

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.
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Observe
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Post by Observe »

I stand corrected. Confirmed as you say. Looking into the source....
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Observe
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Post by Observe »

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:

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'.
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.
Last edited by Observe on Mon, 19. Jan 15, 15:55, edited 1 time in total.
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Observe
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Post by Observe »

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.
w.evans
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Post by w.evans »

Thanks, Observe. Sorry that my report seems to have derailed your plans to update over the weekend, and got you bug-hunting instead.
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Observe
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Post by Observe »

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.
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Observe
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Post by Observe »

w.evans wrote:Thanks, Observe. Sorry that my report seems to have derailed your plans to update over the weekend, and got you bug-hunting instead.
Not at all. I don't like mysterious error messages in the log any more than you. :)

Thanks for your help getting these things sorted out!
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wysiwyg
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Post by wysiwyg »

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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Observe
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Post by Observe »

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!
Agreed (not about the coffee part). :)
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alexalsp
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Post by alexalsp »

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.
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Observe
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Post by Observe »

Are you using No Highways version or With Highways?

Thanks.
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alexalsp
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Post by alexalsp »

Observe wrote:Are you using No Highways version or With Highways?

Thanks.
Transcend - No Highways v. 1.34 (upd. 3.012)
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Observe
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Post by Observe »

I think I may know what is happening and I'll take a look at it this weekend.

Thanks!
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alexalsp
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Post by alexalsp »

Observe wrote:I think I may know what is happening and I'll take a look at it this weekend.

Thanks!
Thank you. Let's wait for the problem solution. :)
Vandroy2
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Post by Vandroy2 »

Hello.Please fix no Highway mod version for game 3.2.Problem : small ships don't travel by sectors.They trying to activate jump drive.In move script s and m class ship exact as $bigship.May be this is problem cose.
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Post by Nanook »

Question: is the Transcend system available with a non-Transcend gamestart? I.E., can we travel there in a normal plot game?
Have a great idea for the current or a future game? You can post it in the [L3+] Ideas forum.

X4 is a journey, not a destination. Have fun on your travels.
w.evans
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Post by w.evans »

Nanook wrote:Question: is the Transcend system available with a non-Transcend gamestart? I.E., can we travel there in a normal plot game?
Yup. Installed Transcend With Highways into a roughly month-old plot gamestart, and everything seems to be working.

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