[PROGRAM] Ship Manager - Creator & Installer V1.91 : Update 28/02/2007

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What do you think about this program

5. Execellant
254
78%
4. Good
53
16%
3. Average
9
3%
2. Poor
2
1%
1. Terrible
4
1%
Not really my thing
4
1%
 
Total votes: 326

Cycrow
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Post by Cycrow »

it'll be fixed in 1.75

the change to multi selection caused it to not recognise which item to edit
NinjaSokudo
Posts: 10
Joined: Thu, 21. Sep 06, 20:36
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Post by NinjaSokudo »

Ah, glad it wasn't just me then, thanks for the quick reply... I love your scripts and utilities :D
TrippDoc
Posts: 51
Joined: Wed, 6. Nov 02, 20:31
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Components Issue

Post by TrippDoc »

Okay Cycrow I have now tested many ours your Shipinstaller
1.74test you send to me (thanks!)

I use a new vanilla X3-1.4.3 German and installed some ships
without component-entry. All is good.
No components.pck was created in the shipcreator.mod.

Okay I installed ONE ship with components. A components.pck
was created and the game STARTED, all okay but the ship
is not named in the scripteditor. Okay I look in the xsp
Has no text-name. okay. I give it ones. I load another ship
the tie-fighter from somnoleda and the game crushed during
loading (X3 has a problem and must finished).
I delete this ship (I think it is corupt!). Started game again.
The games crushesd immediatly after loading start.

I delete all ships from shipinstaller. Game crushes again.

I started a original-game --> crush again???

I deleted all shipcreator install files in all directorys

Started a vanilla game --> all good, no problems


Then I install three ships without components --> but the game crushes

Could it be that the tiefighter.xsp has corrupted something from
your programs. I cannot think how.

Hope there is an explanation for this problem.


Another thing:

Have 5 mods and more then ten ships.xsp directly from the
modder which have the race 10 = player. So I cannot load
or update with new shipcreator versions with the original race
choice. I think this isn't good. Please overthink your decision.


And please excuse my bad english.
Cycrow
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Post by Cycrow »

one possible cause for a crash could be if you dont hae anything in the ships description, this will cause it to create an emty text field which crashes the game.

this problem as well as a few other things have been fixed in the next version that ill release soon.

i've been creating lots of ship files and testing each one. So all the ships on my site should be fully working using 1.75
Cycrow
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Post by Cycrow »

New Update, 1.75

* Improved Installer speed
* Fixed Edit Mode
* Fixed Wizard, imports components and models from turrets
* Adjusted M5 Profile
* Fixed Blank text entries
* Fixed Blank Components/dummies blank entries
* Other various performance and bug fixes

I'e also finished converting all of DeadlyDa's ships to XSP, and they've all be tested and should work with 1.75

Avaialble from the main xpluginmanager site
Cycrow
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New Update 1.80

Post by Cycrow »

1.80
  • Import Wizard auto selects texture files
  • Ability to change scene file names
  • Ability to change "Camera Dummy" model reference for cockpit
  • Ability to Edit turrets
  • Ability to Add/Remove Turrets
  • Ability to Add/Remove Guns to turrets
  • Ability to select model references for each Gun
  • Various other impovements
Configure Turret:
[ external image ]
[ external image ]
User avatar
Diablos
Posts: 127
Joined: Mon, 8. Dec 03, 19:26
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Post by Diablos »

Can i use this in conjunction with the Xtended mod? I rember a post saying i cant but seem to remember reading somewhere that it is now possible.

Sorry if this has already been answered.

Cheers
Cycrow
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Post by Cycrow »

yeah, it should work for the Xtended mod
grbaker
Posts: 356
Joined: Tue, 11. Mar 03, 02:19
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Post by grbaker »

Wow, that V1.80 look simpressive. Will give it burn later tonight.
madcaddie
Posts: 100
Joined: Thu, 16. Dec 04, 08:58
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Post by madcaddie »

Would it be possible to have the editor add the ships for sale at a shipyard as well so you don't have to cheat and script them in?
Cycrow
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Post by Cycrow »

it should already add them to shipyards for sale
madcaddie
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Post by madcaddie »

Prehaps I have an older version? 1.72? I'll update it and see if it works thanks.
Puruco
Posts: 527
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Question

Post by Puruco »

Hi Cycrow: I am playing with DDRS mod rigth now. I install all the ships from Balog that appear in your page and the ships work perfectly. For obvius resons I did't install the ones from Deadlyda. But I notice that the changes that Deadly made througth his mod does not appers in the new mod (ship installer) created by the ship installer. For example the movement of gates in President End and the Red Spot minimal hud. Is this is ok?
Cycrow
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Post by Cycrow »

well do the DDRS ships appear in the mod ?

as for stuff like the gate movements, they will open appear if you have started a new game as it edits the universe map
bob hope
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Post by bob hope »

with this script how easy is it to modify existing ships (m6`s) so they have more turning instead of being the wallowing barges they are now?
Cycrow
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Post by Cycrow »

its not a script, its a program.

and its also not designed to edit existing ships, its for adding new ships.

u could create a copy of an existing ship and edit it.

but if you want to edit the existing ships, u should use the X3 Editor
bob hope
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Post by bob hope »

thats why i asked the question :D

i am not thinking straight recently so ignore what seem like silly questions.

thanks for the quick reply, i just hope the ddrs stuff changes the m6`s just enough to make them turn, if i had any vehicle that handled like current m6`s i would get its steering checked lol
Puruco
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Post by Puruco »

Yes the Deadlyda ships appears and was a new game. Also when I try to jump to the sector (don't remember the name) where you get the missions of Deadly the game crash.
Cycrow
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Post by Cycrow »

New Update

V1.81
  • Fixed gun count in Customize ship
  • Allows creation of ship withou having to load data first
  • Option to put screenshots in loadscr directory
  • Fixed variant display for Load Ship Data
  • Added balance profiles for variants
    • Included Standard Profiles for Superfreighters
    • Added option to select which variants to import
  • Change Turret Weapon names when language changes
  • Added copy cockpit button
grbaker
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Post by grbaker »

Just ran through a few problem ship imports (using V1.81) from XFP 0.3.1 that use to come out with no textures in V1.72.

The USS Dauntless and JediStarfighter now have their proper textures and work a treat (all guns fire too). The automatic Texture Import tried but didn't add them, so I selected them from the list it presented.

I also tried the Sith Fighter but could not figure out which texture it should be using.

Nice one on V1.81

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