[MOD] Capital Ship Bridge

The place to discuss scripting and game modifications for X Rebirth.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

User avatar
Litauen
Posts: 193
Joined: Fri, 22. Nov 13, 21:09
xr

Post by Litauen »

Thank you for help. I was trying to edit component, not a macro:

<entry name="units_size_l_te_kit_connect_a" value="assets\units\size_l\construction_set\units_size_l_te_kit_connect_a" />

Yesterday I forgot to restart the game after the last try. It was necessary to make it work. The main issue was that I did not know that subst_0x files place xml in local game folders. Anyway, all is working, will fix Teladi ships now.

THANK YOU!
User avatar
Litauen
Posts: 193
Joined: Fri, 22. Nov 13, 21:09
xr

Post by Litauen »

Update: v2.40 Vulture, Albatross, Crane, Phoenix, Condor bridge placement fix
oliverjanda
Posts: 309
Joined: Sun, 14. Feb 10, 17:47
xr

Post by oliverjanda »

Hi,
just found this in my logs:

Code: Select all

[=ERROR=] extensions\litauen_capital_ship_bridge\md\bridge_monitors.xml(44): Warning while parsing expression: Property lookup failed
* Input: player.cluster.macro == macro.cluster_osr_macro
* Pos:                                 ^^^^^^^^^^^^^^^^^
User avatar
Litauen
Posts: 193
Joined: Fri, 22. Nov 13, 21:09
xr

Post by Litauen »

This is cluster from Transcend mod which you do not have installed.
UniTrader
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 14571
Joined: Sun, 20. Nov 05, 22:45
x4

Post by UniTrader »

you should prefix this expression with @ then to suppress unnecesary error spam in the Log like this: ;)

player.cluster.macro == @macro.cluster_osr_macro

InGame-Behavior is not changed with this, it will just not print out an error to the Log, so just use where you expect the expression may fail for others ;)
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)
bm01
Posts: 421
Joined: Wed, 22. Jul 09, 22:31
x4

Post by bm01 »

Yes please :D
Also there are some errors upon entering a ship which block me in my movement every time since I have to close the window (I keep the debug window on for my own mod). Could you deal with them too if possible?
I'll copy paste them if you don't know what errors I'm talking about.
User avatar
Litauen
Posts: 193
Joined: Fri, 22. Nov 13, 21:09
xr

Post by Litauen »

Thank you for the tip! Will do.

What is the meaning of @ apart to suppress the log messages?
User avatar
Litauen
Posts: 193
Joined: Fri, 22. Nov 13, 21:09
xr

Post by Litauen »

@bm01 - please do.
Vim Razz
Posts: 1842
Joined: Tue, 2. Nov 10, 02:20
x4

Post by Vim Razz »

Litauen wrote:What is the meaning of @ apart to suppress the log messages?
The @ will cause null values the be interpreted as 0 / false rather than non-existent.
UniTrader
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 14571
Joined: Sun, 20. Nov 05, 22:45
x4

Post by UniTrader »

Vim Razz wrote:
Litauen wrote:What is the meaning of @ apart to suppress the log messages?
The @ will cause null values the be interpreted as 0 / false rather than non-existent.

according to EGOs documentation ( http://www.egosoft.com/download/x_rebir ... rGuide.pdf ) it does only suppress Error Messages if something in the property chain fails, but not change any behavior.. did you test this one out? if yes it might be worth a bugrep since thats not supposed to be.

but i suggest to use it only where you expect lookups to fail (as in this case for mod-interoparability) not as a general measure to clean up your log file of errors from bad expressions or missing checks
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)
Vim Razz
Posts: 1842
Joined: Tue, 2. Nov 10, 02:20
x4

Post by Vim Razz »

@Unitrader -- yes, it's often used in the script as a 1/0 or true/false value check, and even works in arithmetic -- resolving to 0 rather than null if any link in the chain is null.
bm01
Posts: 421
Joined: Wed, 22. Jul 09, 22:31
x4

Post by bm01 »

Litauen wrote:@bm01 - please do.
http://pastebin.com/xCU2THYZ
Some of them appears during loading though.
One error is spamming, this is my log after one minute aboard a ship.
Vim Razz wrote:@Unitrader -- yes, it's often used in the script as a 1/0 or true/false value check, and even works in arithmetic -- resolving to 0 rather than null if any link in the chain is null.
This isn't a boolean, the only difference between '@' and nothing is that '@' doesn't trigger an error if the variable is null (only useful if you consider null to be a valid result), if it's not null you get the value of the variable.
I think you're mixing up with '?', which checks if the variable exists and results in a boolean.
This is two completely different things. A variable can both exist and be null.
Vim Razz
Posts: 1842
Joined: Tue, 2. Nov 10, 02:20
x4

Post by Vim Razz »

@bm -- I do often get confused as to whether ? or @ are more appropriate for a given situation, but that's a separate issue... -.-;;

You're absolutely correct that @ will not provide a boolean result if the value is not null -- It will return the value. I apologize if I was unclear.

It does seem to cause null results to be interpreted as if they're zeros when used within expressions that otherwise break if they try to process "null", though.


EDIT: After experimenting a bit -- it does seem that suppressing the error report is currently the only functional difference. oops :shock:

I recall having had troubles at one point where menu options failed to activate correctly if null values were present the @ was not used (in addition to generating an error report), but that doesn't seem to be the case now.
Moneytide
Posts: 27
Joined: Sat, 14. Mar 15, 17:35

Bridge data screens

Post by Moneytide »

This mod is awesome. I enjoy playing the game just from the bridge of a capital ship, and the mod makes it more immersive.

It would be great if the holographic screens on deck would display information relative to the game. I know the middle screen is a map of the current sector, but it does not show the position of the player. The screen on the left cycles between an arbitrary DNA/RNA helix and signal data that does not change.

I understand the intention of these graphics - to provide an aesthetic of scientific graphics. I'd like to be able to idle the game while traveling and use my laptop to do other things while looking up to see the status of my activities:

1. The maps should be real time.

2. Allow the player to click to select ships on the exterior.

3. The DNA/signal screen should offer a glance at the status of all owned ships (SHIFT+P menu).

4. Real-time trade data? Then again this really only updates when the Skunk is flying from place to place, or trade agents.

This essentially would allow the player to keep all relevant data on screen in multiple windows while still seeing whats going on outside the current ship.
"Chop your own wood and it will warm you twice."
bradines
Posts: 31
Joined: Fri, 27. Mar 15, 20:58

Post by bradines »

i was running a debug log and found a few errors and thought i would share them with you... maybe you can fix them, but they don't seem to cause a major break in the game just stuff not doing what you want.



[General] ======================================
[=ERROR=] [Geometry::Geometry] Boundingbox is invalid/empty for geometry (\extensions\litauen_capital_ship_bridge\assets\interiors\monitors\captain_monitor1_data#part_main), pls fix!
[General] ======================================
[General] ======================================
[=ERROR=] [Geometry::Geometry] Boundingbox is invalid/empty for geometry (\extensions\litauen_capital_ship_bridge\assets\interiors\monitors\captain_monitor1_dev_data#part_main), pls fix!
[General] ======================================
[General] ======================================
[=ERROR=] [Geometry::Geometry] Boundingbox is invalid/empty for geometry (\extensions\litauen_capital_ship_bridge\assets\interiors\monitors\sector_map\cm2_sector_grid_data#part_main), pls fix!
[General] ======================================
[General] ======================================
[=ERROR=] [Geometry::Geometry] Boundingbox is invalid/empty for geometry (\extensions\litauen_capital_ship_bridge\assets\interiors\monitors\sector_map\cm2_sector_data_not_found_data#part_main), pls fix!
[General] ======================================
[General] ======================================
[=ERROR=] [Geometry::Geometry] Boundingbox is invalid/empty for geometry (\extensions\litauen_capital_ship_bridge\assets\interiors\monitors\captain_monitor3a_data#part_main), pls fix!
[General] ======================================

[General] ======================================
[=ERROR=] extensions\litauen_capital_ship_bridge\md\bridge_monitors.xml(41): Warning while parsing expression: Property lookup failed
* Input: player.cluster.macro == macro.cluster_t_macro
* Pos: ^^^^^^^^^^^^^^^
[General] ======================================

[General] ======================================
[=ERROR=] extensions\litauen_capital_ship_bridge\md\bridge_monitors.xml(44): Warning while parsing expression: Property lookup failed
* Input: player.cluster.macro == macro.cluster_osr_macro
* Pos: ^^^^^^^^^^^^^^^^^
[General] ======================================
[General] ======================================
[=ERROR=] extensions\litauen_capital_ship_bridge\md\bridge_monitors.xml(84): Warning while parsing expression: Property lookup failed
* Input: player.sector.macro == macro.cluster_t_sector01_macro
* Pos: ^^^^^^^^^^^^^^^^^^^^^^^^
[General] ======================================
[General] ======================================
[=ERROR=] extensions\litauen_capital_ship_bridge\md\bridge_monitors.xml(87): Warning while parsing expression: Property lookup failed
* Input: player.sector.macro == macro.cluster_t_sector02_macro
* Pos: ^^^^^^^^^^^^^^^^^^^^^^^^
[General] ======================================
[General] ======================================
[=ERROR=] [Geometry::Geometry] Boundingbox is invalid/empty for geometry (\extensions\litauen_capital_ship_bridge\assets\interiors\monitors\captain_monitor3c_data#part_main), pls fix!
[General] ======================================
[General] ======================================
[=ERROR=] Invalid SoundID "hash(958769488)" on macro: "interiors_rooms_ar_first_person_hud_glass_macro"! No definition found in SoundLibrary.
[General] ======================================
XenonSurf
Posts: 597
Joined: Fri, 18. Jan 08, 21:00
x2

Post by XenonSurf »

Hi,
first, thanks to make such a great mod available, that's really great stuff 8)

Alas for me, no go at the moment:

Excuse me if this has been posted before, I have looked for but didn't find a corrisponding post.
I'm playing XR 3.53 with these mods enabled:

- Mission Computer
- Station Announcements
- (Planed): Lordjack's Highway System

In my savegames I haven't yet captured any ship. I then capture a , a long sort of Bulk freighter, 3 crews, boardable. I'm aware that maybe this sort of ship will not add any special bridge as for your mod.

After succeeding the boarding, I save the game and enable your mod in the Extension menu of XR (I have prior installed it but set it to off).

When reloading the game and docking to the ship, all I get is a ship wall (or corridor wall?) in front of me, and I can do plain nothing, no movement possible, I see the mouse cursor and no keyboard command will work, except ESC. Reloading the game won't help.

Thanks anyone for help !!

XenonS
UniTrader
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 14571
Joined: Sun, 20. Nov 05, 22:45
x4

Post by UniTrader »

did you switch zones after boarding (and possibly docking) ? Docking Platforms you visited are cached while you are in sight of the ship and this state is allso in the savegame, so unloading them should help.
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)
XenonSurf
Posts: 597
Joined: Fri, 18. Jan 08, 21:00
x2

Post by XenonSurf »

Ah no, I didn't switch zones, sorry for that, I've come to read this several times, and I just forgot about.
I will do this: I fly into another zone/sector, save the game and go back to the captured ship, if it doesn't work I can still switch to another - more remote - savegame.

Sorry for the trouble,
XenonS
XenonSurf
Posts: 597
Joined: Fri, 18. Jan 08, 21:00
x2

Post by XenonSurf »

Nope, it doesn't work. The name of the ship is Rahanas Container (which I boarded).
What I did was: going other sector, docking, saving, undocking, esc to desktop, loading again and flying back to ship. Same result as above: a wall, no movement possible. Will try to bord a 2nd ship to see it fit.

XenonS
XenonSurf
Posts: 597
Joined: Fri, 18. Jan 08, 21:00
x2

Post by XenonSurf »

Seems that there is a problem with smaller boardable ships like the Rahanas.

My workaournd for the moment is:

- Uninstall mod (unsubscribe on Steam, take away files in Extension Folder)
- Re-subscribe on Steam
- Create a new game, save, hack the savegame with 100M credits
- Construct a XL ship, e.g. Taranis and dock. It works fine.

From that moment, all my prior savegames will work again: when docking to my Rahanas I can go to the bridge.
In the first step above I have also taken out the Station Announcements mod, but I don't think that this matters at all.
My suggestion is to fix Rahanas OR: just make it possible for smaller boadable ships (like the Rahanas) to dock them the normal way, that is with the hangar only. That's also more suitable for these kinds of ships.

Mod feedback:
Capital Ship Bridge is awesome, I can see and appreciate a lot of detail work put into it.
But all this comes at the cost of huge framerate drops. Because I'm already struggling with performance, I have setup a special NVidia profile with NVidia Inspector, but I will have to go down to a resolution of 1280x720 (I have a decent i7 desktop), the game will then look worse and the performance gain is only moderate.
I think that's the reason why Egosoft didn't make any complex bridge or other playable FP rooms :(

Bye,
XS

Return to “X Rebirth - Scripts and Modding”