[SCRIPT][AP/TC] Improved Races 2.0 v1.08 (6'th-June-12)
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If I remember correctly you have to save and load at least once after installing IR.
It does this to prevent crash to desktop problem that the engine has that I don't entirely understand. But a lot of the larger more complex scripts follow this.
It does this to prevent crash to desktop problem that the engine has that I don't entirely understand. But a lot of the larger more complex scripts follow this.
In theory there is no difference between theory and practice... but in practice there is.
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IR does alot of processing on its first start-up, If that start-up happened to occur at the same time as the games job engine booting up for the first time, things go pear shaped: IR spawns every ship in the games data files to check there validity every time you load the game and this can confuse the job engine in to thinking that it needs to re-spawn all them ships. This helps run time performance because it then has a pre-cached list of ships to choose from, instead of having to validate every time i needs to choose a ship.UberWaffe wrote:If I remember correctly you have to save and load at least once after installing IR.
It does this to prevent crash to desktop problem that the engine has that I don't entirely understand. But a lot of the larger more complex scripts follow this.
So, instead of using unreliable methods of attempting to figure out if this is a game loaded, or new game - it simply waits until the game has loaded twice with IR installed.
The other things is that the games AL Engine dosent run on the first game load, so delaying the rest of the start up to next game solved a waiting-for-an-event-that-never-happens (livelock?) problem that i was encountering.
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"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
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I will try to update IR's Core logic to ChaosAI as soon as i am able. X-Timelines & IR have both been neglected over the last 2 months im afraid due to real life. Starting to get back into things now.Crash details:
Story call stack dump:
[000000]->[034b0d]#-770825(2023)[702].StartThisScriptID(500, {"xtl.carrier.fighter",50,"",3,0,{...},{...},{...},{...},0}, {65542,-839306,65542,-770802,0,0,0,0,0,0}, 0)
[034cc9]->[035934]#-770825(2023)[702].__runScript({78024534,0,1,3,{...},{...},0,500,{...},0,0,0,0}, {"!move.undock",41,"undock ship",4,4,{...},{...},0,{...},0}, 65542, -770825, {65542,-839306,65542,-770802,0,0,0,0,0,0}, 0)
[03bebe]->[0b44f1]#-770825(2023)[2004].__MoveToSector(-313)
[0b44fa]->[0b4455]#-770825(2023)[2004].__StartIntoSpace()
[0b44e3]->[0b464a]#-770825(2023)[2004].__StartInHangar(-770802)
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"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
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Knew i forgot to mention something. Yes i have saved/loaded, multiple times in fact. Also i do have the plugin manager pointed at the correct directory.UberWaffe wrote:If I remember correctly you have to save and load at least once after installing IR.
It does this to prevent crash to desktop problem that the engine has that I don't entirely understand. But a lot of the larger more complex scripts follow this.
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Does IR show up in the AL Menu?, if it does, can you attempt to change its On/Off state? (it should pop up the manu, and the IR AL should be locked to On)Sardaukar2488 wrote:Knew i forgot to mention something. Yes i have saved/loaded, multiple times in fact. Also i do have the plugin manager pointed at the correct directory.UberWaffe wrote:If I remember correctly you have to save and load at least once after installing IR.
It does this to prevent crash to desktop problem that the engine has that I don't entirely understand. But a lot of the larger more complex scripts follow this.
If it is not shown in the AL menu, then its not been correctly installed. I will verify the contents of the SPK to insure the AL script is in there. Could you please ensure that the plugin manager is set to "modified" mode and not "Vanilla" mode.
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"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
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Indeed it does not show up in AL settings, only remove selected wares and remove unused wares (ware manager) show up in there, oh and export game data (which i think is part of XRM)Jack08 wrote:Does IR show up in the AL Menu?, if it does, can you attempt to change its On/Off state? (it should pop up the manu, and the IR AL should be locked to On)Sardaukar2488 wrote:Knew i forgot to mention something. Yes i have saved/loaded, multiple times in fact. Also i do have the plugin manager pointed at the correct directory.UberWaffe wrote:If I remember correctly you have to save and load at least once after installing IR.
It does this to prevent crash to desktop problem that the engine has that I don't entirely understand. But a lot of the larger more complex scripts follow this.
If it is not shown in the AL menu, then its not been correctly installed. I will verify the contents of the SPK to insure the AL script is in there. Could you please ensure that the plugin manager is set to "modified" mode and not "Vanilla" mode.
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The plugin manager wont let me install the spk if it is in Vanilla mode because i tried doing so and it errored out, so yes its in modified mode. However i have reinstalled the plugin manager at somepoint so i will double check when home from work.
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I assume by this you mean at AP as opposed to TC. Which was my next gues... so, nevermind.Also i do have the plugin manager pointed at the correct directory
I originally had a problem with downloading the SPK, so I can't say if it works or not. Kept getting corrupt file messages. But the .rar version works just fine for me (TC + XRM + IR2.0), though for TC, not AP.
Have you tried the rar version?
[EDIT] A quick check for correct install should be possible by checking your scripts (.../addon/scripts) folder for the script: "al.plugin.xtl.xtlc"
That is (unless I'm mistaken) the script that starts the whole Improved Races plugin.
It has the line:
Code: Select all
al engine: register script='xtl.xtlc.main'
So if it is there, it should be in your AL.
Note: If it is there, and still not in your AL, then check that the script 'xtl.xtlc.main' is also in your script directory.
[/EDIT]
In theory there is no difference between theory and practice... but in practice there is.
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Thanks for the assistance. I found the two scripts both in the /addon/scripts folder but still no luck in seeing it in AL settings.UberWaffe wrote:I assume by this you mean at AP as opposed to TC. Which was my next gues... so, nevermind.Also i do have the plugin manager pointed at the correct directory
I originally had a problem with downloading the SPK, so I can't say if it works or not. Kept getting corrupt file messages. But the .rar version works just fine for me (TC + XRM + IR2.0), though for TC, not AP.
Have you tried the rar version?
[EDIT] A quick check for correct install should be possible by checking your scripts (.../addon/scripts) folder for the script: "al.plugin.xtl.xtlc"
That is (unless I'm mistaken) the script that starts the whole Improved Races plugin.
It has the line:which does the registering for the artificial life plugin.Code: Select all
al engine: register script='xtl.xtlc.main'
So if it is there, it should be in your AL.
Note: If it is there, and still not in your AL, then check that the script 'xtl.xtlc.main' is also in your script directory.
[/EDIT]
I ran the game, opened the script editor and found al.plugin.xtl.xtlc and manually executed it - it then showed xtl.xtlc.main under the ware settings in AL settings - set that to yes, saved, loaded, NOW the IR is in the AL configuration menu, configured that - now i need to test that it works.
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Wow, never saw that one before. But glad it seemed to have worked out.Sardaukar2488 wrote: - it then showed xtl.xtlc.main under the ware settings in AL settings -
The easiest way to test will be to check that you can now assign the hotkey to it under custom controls. When using the hotkey there should pop-up a menu with one option: "Claim sector" (or something similar, can't remember exact wording).now i need to test that it works.
Selecting that should attempt to take over the current sector, complaining about things like "You don't have 32,000,000 Cr." "Stations still present." "Capital ships still present." etc.
[EDIT]You aren't perhaps having issues with missing text for ImprovedRaces?[/EDIT]
In theory there is no difference between theory and practice... but in practice there is.
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After the save/load, xtl.xtlc.main corrected to the right IR title. The text issues i believe is from XRM, as it has only occured on some stations in terran space and i have not encountered it anywhere else. Also has not occured on any ships so far.UberWaffe wrote:Wow, never saw that one before. But glad it seemed to have worked out.Sardaukar2488 wrote: - it then showed xtl.xtlc.main under the ware settings in AL settings -
The easiest way to test will be to check that you can now assign the hotkey to it under custom controls. When using the hotkey there should pop-up a menu with one option: "Claim sector" (or something similar, can't remember exact wording).now i need to test that it works.
Selecting that should attempt to take over the current sector, complaining about things like "You don't have 32,000,000 Cr." "Stations still present." "Capital ships still present." etc.
[EDIT]You aren't perhaps having issues with missing text for ImprovedRaces?[/EDIT]
I can now configure the IR comm hotkey, it went through and loaded a lot of race somethings (shown in the subtitle section) and already the paranid have claimed a pirate sector. Silly me started as a Xenon so the argon dont like me, and teladi dont like me attacking argon in their space so ive turned my turrets off for now on my PX (i started in a PX lol).
Im going to load up cycrows cheat scripts and do some testing, discover all sectors and encyclopedia e.t.c, i want a stable game before i pour hundreds of hours into my empire lol (will probably also choose a different game start, i like to be friends with everyone first, steal all their sh**, then kill them in cold blood

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Very odd, it looks like for some reason the game refused to load the AL script automatically, well in any case im glad its working for you now. Ill see if i can find anything in the code that may have caused it to misbehave.
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"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
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I had to do the same on my new gamestart.Jack08 wrote:Very odd, it looks like for some reason the game refused to load the AL script automatically, well in any case im glad its working for you now. Ill see if i can find anything in the code that may have caused it to misbehave.
Start new game
Manually execute al.plugin.xtl.xtlc
Confirm xtl.xtlc.main is in AL settings under the controls option menu
Save/load
Confirm IR is now there
Enable it
Configure it
Configure IR comm hotkey.
Seems to work now though lol
I have now also put in the cheat scripts, npc bailing addon and CSecGv2
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[OT]
I always start as the Xenon and then try to suck up to the Terrans, eventually helping them Xeno-phobically wipe out everyone else.
[/OT]
Ahh, yes. My favorite. Rogue Xenon start.Silly me started as a Xenon so the argon dont like me, and teladi dont like me attacking argon in their space so ive turned my turrets off for now on my PX (i started in a PX lol).
I always start as the Xenon and then try to suck up to the Terrans, eventually helping them Xeno-phobically wipe out everyone else.
[/OT]
Okay, good to hear. Just asking since some of the ImprovedRaces menu layouts are done by the t-file (as far as I can tell at least).After the save/load, xtl.xtlc.main corrected to the right IR title.
In theory there is no difference between theory and practice... but in practice there is.
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It means there are some anomalous inconsistencies in the code that only seem to become problematic when running XRM. Simply put - if something odd is happening, please report it. Other then that it should be fine.Bejla wrote:Hello
I want to use IR2.0 with XRM.
In the description i see - OK in the most parts.
Could anybody tell me please what that exactly means?
Would be nice.
Regards Bejla.
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"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
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Hey.
I've got an unusual problem.
After starting a new game on a fresh install of TC using this and XRM 1.24 and several other minor scripts and activating everything including true relations i suddenly get 30000 rep with pirates from killing a single split TS in a pirate sector (using TC hot war preset). Of course this at once leeds to a negative rep with all races. While i cant test the other funtions like invasion yet, at least the response forces seem to work ok.
I'm surprised by this, as it worked perfectly with XRM 1.23 and i cant seem to find a change which would influence the relations system.
I've got an unusual problem.
After starting a new game on a fresh install of TC using this and XRM 1.24 and several other minor scripts and activating everything including true relations i suddenly get 30000 rep with pirates from killing a single split TS in a pirate sector (using TC hot war preset). Of course this at once leeds to a negative rep with all races. While i cant test the other funtions like invasion yet, at least the response forces seem to work ok.
I'm surprised by this, as it worked perfectly with XRM 1.23 and i cant seem to find a change which would influence the relations system.
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Was this a one time event, or does it happen continually each time you kill a ship in a pirate sector?AlphaSpecies wrote:Hey.
I've got an unusual problem.
After starting a new game on a fresh install of TC using this and XRM 1.24 and several other minor scripts and activating everything including true relations i suddenly get 30000 rep with pirates from killing a single split TS in a pirate sector (using TC hot war preset). Of course this at once leeds to a negative rep with all races. While i cant test the other funtions like invasion yet, at least the response forces seem to work ok.
I'm surprised by this, as it worked perfectly with XRM 1.23 and i cant seem to find a change which would influence the relations system.
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"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
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