Scripting changes in 1.3

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BalaGi
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Scripting changes in 1.3

Post by BalaGi »

Hello,

there are now 2 (or better 3) game modes:

1) "unmodified" universe: only signed scripts are accepted, script editor is not available/activated, all important data like ship specs, story must be original/unmodified.

2) switching from an "unmodified" universe to a "modified" universe by activating the script editor or modify important game data. The X2 plot is still active! All scripts in the "scripts" subfolder are available/loaded with the next savegame load.

3) own "modified" universe: a new game was started with an own universe. The X2 plot is NOT active. All scripts in the "scripts" folder are available/usable.


So, if you want to use user scripts in your 1.2 game in 1.3, you have to activate the script editor! NOTE: since new internal ship commands like the jumpdrive autopilot use command console slots 0 to 15, this may overwrite some user defined command console extensions. If this happens, such user extensions must use slots 16 to 31 to be available again. (e.g. COMMAND_TYPE_NAV_16 .. COMMAND_TYPE_NAV_31).

Another important change: scripts in a savegame, that are no longer in the scripts subfolder, will be deleted from the internal script list when this savegame is loaded! But if such a script is active/runs, it is in the game since it ends or is killed, but is not available in the script editor's script list anymore.

-Bala Gi
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moggy2
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Post by moggy2 »

0-15 in all sections? That's just being greedy :P You wouldn't want to be more specific would you, about up and coming scripts?

While were at it, how about the other changes to the script editor, bugs fixes, new commands, and the fact that load text nolonger overwrites overwrites pages 2010/2011(that I've noticed) during the game.
Hiroshima
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Re: Scripting changes in 1.3

Post by Hiroshima »

BalaGi wrote:Another important change: scripts in a savegame, that are no longer in the scripts subfolder, will be deleted from the internal script list when this savegame is loaded! But if such a script is active/runs, it is in the game since it ends or is killed, but is not available in the script editor's script list anymore.
omfg i can't say i like this at all i lost all my scripts but i can still use them in the save game.........now does that mean if i load my older save it will delete all my scripts :o


:evil:


Please tell me it doesn't :wink:
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Jimmy Jazz
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Post by Jimmy Jazz »

I read in the faq that some scriipts will be 'signed' by egosoft for use in the 'unmodded' version of the game. Maybe we should have a sticky for those new scripts in this forum (including links) as soon as the first one is signed.
Apollo7771
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HQ Mod

Post by Apollo7771 »

I recently installed the Goner HQ Mod. I purchased a Goner Builders Contract and was saving my pennies to build an HQ. Now that I have updated to 1.3 I can't build it. If I request it to build the HQ 'here' the game kicks me back to the desktop.
I noticed the 2 files in the root of the X2 folder 04.cat and 04.dat that enable the mod have been over written during the update. I tried changing them to 05.cat and 05.dat but it didn't work. I have no idea what I'm doing, it was just a guess. :D
Any suggestions on getting the HQ mod to work?
Even better, if you have it is it worth the expence/effort?

Much thanks,
Apollo
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JustHere4Coffee
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Re: Scripting changes in 1.3

Post by JustHere4Coffee »

BalaGi wrote:Another important change: scripts in a savegame, that are no longer in the scripts subfolder, will be deleted from the internal script list when this savegame is loaded! But if such a script is active/runs, it is in the game since it ends or is killed, but is not available in the script editor's script list anymore.
Can we have this properly explained in words that don't resemble a legal contract?

if I'm running scripts, and they're still in the folder, I can't delete them without starting a new game, nor use them in the current game? is that what you're saying?
easternblocrobotcowboy
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Post by easternblocrobotcowboy »

I use a bunch of scripts and mods, and my game is just fine. activate the script editor in 1.2 and then save your game. backup any mods you placed into the types folder. Install 1.3. Unpack the cat file and re-add your mods just like in 1.2. Your game in 1.3 will be just fine and unchanged. Scripts dont have to be played with at all as long as your script editor is already activated.

TW
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JustHere4Coffee
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hm

Post by JustHere4Coffee »

I'm still somewhat confused, and for good measure 've just re-installed from scratch and shall slowly re-add scripts... I hadn't unpacked anything previously so I've no need to repack anything this time around - none of the scripts that require that much work ever appealed

why they have had to make it so hard to just continue as you were is beyond me
easternblocrobotcowboy
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Post by easternblocrobotcowboy »

the .cat files are just like big zip files, but they write over each other to an extent. if you have a modded cat file, it may be written over partialy in the official patch. 'unpacking' the game is just using a little program to 'unzip' the cat files, so you can copy them over one another in the order yuo want to. It also opens up the individual files to let you adjust specific aspects of the game, like laser speed. by unpacking the official patch and then copying your mods back in you assure that your mods are the last things copied and therefore remain intact.

before you go into a hissyfit, just look on some scripting or modding sites and learn how to unpack your game. it may *look* difficult but it is really very easy. I know nothing of computer programming and found it straightforwards and it worked the very first time.

you'll be glad you did, and that it a lot better that complaining and yet having nothing to show for your complaints at the end of the day.

TW
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JustHere4Coffee
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Post by JustHere4Coffee »

methinks you've misread me... the packing/unpacking bit's nothing to do with why I think it's "hard" to keep it going, merely the whole fuss and bother with the scripts and stuff.

I appreciate you explaining the procedure, but I already knew all that about the cats and dats. while the official updates are rather heavyhanded and force themselves over any unofficial updates you may have stuck in yourself, you can always put them back the easy way by simply renaming them one number higher, as has been previously explained in many readme files; alternatively, now you can just load them up as mods from the main startup menu. I'm not using any such packs as I have chosen to try playing the game through at least once without actually changing anything that requires more than scripting, hence my previously stating that I don't have any to worry about.

jus to make sure this message isn't construed as "throwing a hissyfit", please accept these emotional descriptors:
:arrow: :) :? :cry: :sceptic: :gruebel: :idea: :roll: :P

/end :rant:
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M.Kessel
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Post by M.Kessel »

moggy2 wrote:0-15 in all sections? That's just being greedy :P You wouldn't want to be more specific would you, about up and coming scripts?
It's not greedy.

We will put (very, very usefull :D ) signed scripts sometimes in the lower area. This will give you the freedom, to use the upper portion, and we will use the lower portions of the lists. :D
handzon
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hi there barlas gi',

Post by handzon »

i took the example in the scrpt folder and c & p ,next deleted ship out of the init.exampl...playership tittle now i can add all the wares i want and even chage the ships type etc/; i also found that in an normal text ed after going into view source i could then chop it up and play around at fisrt didnt pick up modified, now istill cant load any other scripts in ,all cept the one i copied, shouldnt it not keep it in folder and get rid of it as it does to other scripts , also is there any problems you forsee to gameplay qual, after what i did, any feed back welcomed, cheers.
Handzon c.e.o at SPARTRANS TRADING CO.
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Sandalpocalypse
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Post by Sandalpocalypse »

If you are having trouble with names, I might recommend this.

8)

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