1.3 new map / script saving conflict

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AalaarDB
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1.3 new map / script saving conflict

Post by AalaarDB »

If you try to make a script that specifically targets an object like a ship or station that is inside a new sector in a custom map, and save it, then the script reverts back to how it was before that. For example - $station=CahoonaBakery[New Sector] won't work. But find all stations Cahoona Bakeries startsector New Sector works.
The_Abyss
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Post by The_Abyss »

Moved to Scipting forum.
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AalaarDB
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Post by AalaarDB »

Sorry I thought bugs went in the Tech Support forum
The_Abyss
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Post by The_Abyss »

aalaardb wrote:Sorry I thought bugs went in the Tech Support forum
Not user created ones :P
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moggy2
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Post by moggy2 »

what about bugs in the scripting editor, or is that perfect now?

It wasn't before 1.3, but of course without acurate documentation I can't be 100% sure it wasn't designed to be wrong.
AalaarDB
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Post by AalaarDB »

This is a bug in the scripting editor when using a custom map. Regardless of whether the bug is player made or not I think it should be adressed, so that us modders can write better scripts, which means happier customers, which means more money if you wanna look at it that way. Or you could look at it as the workaround is more cpu intensive :)
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LV
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Post by LV »

Any true bugs with the SE should be reported.

As i'm in full flow with the SE now just pm me if you find any and I will make sure they find their way up to the gold ones ;)
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AalaarDB
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Post by AalaarDB »

So has this been reported or it's not a true bug? just curious
AalaarDB
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Post by AalaarDB »

While you're at it, could you please request adding a N feature to script editor command "create ship/station/etc"? N as in the same n="****" in the x2_universe.xml, this way we could name ships and stations that we make thru scripts If there's an easier way of naming ships than creating a new map please tell me!

To be clearer,
<o id="0" t="7" x="-6751920" y="-1098720" z="3421320" s="89" r="2" n="5561">
n="5561" is some text in file 440001.xml which just happens to be Ship Debris. But the only way I see to name such a ship is by creating a new map. Can we do this thru the script editor tho?
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giskard
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Post by giskard »

aalaardb: best give up trying to get techy help on bugs in the galaxy editor. My recent attempts to get help or even get chats going about some issues, ideas or possible bugs seems to be either falling on deaf ears or I end up being warned to take it else where by the moderators.

I like the moderators I speak too but in all honesty when it comes to mods they dont have a clue so they are dumping everything in here.

Sorry but ive been hit several times by moderator decisions over mod related material over the last week and ive not made a fuss but its starting to get me now.

Giskard
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brucebia
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Post by brucebia »

You guys misunderstand. You can ony get help and discussion from users.
The Devs, The Mods and the Beta Testers who may be able to help are not allowed to help until the official release of the scrip and galaxy editors.

We are legally bound not to discuss these matters. Even if we want to.
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Storm_Front
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Post by Storm_Front »

brucebia wrote:You guys misunderstand. You can ony get help and discussion from users.
The Devs, The Mods and the Beta Testers who may be able to help are not allowed to help until the official release of the scrip and galaxy editors.

We are legally bound not to discuss these matters. Even if we want to.
I thought scripting, modding and the galaxy editor were officially released with the 1.3 patch. At this rate I'm going to be retired before anything becomes official. Oh that's right, I'm already retired.

I'll bet that modified tag was official
Patch 1.3 on the way
3rd edition bug killer
Not much longer before the 1.3 patch will be let loose on the gaming community.
Once again, we have been able to correct several annoying problems and thanks to feedback from the community, several difficult-to-trace bugs have also been eliminated. Among these was a problem that could leave a save-game corrupted if you had given your property very long names. These save-games will also be repaired with this patch.
Another problem which had bothered many players was the "doubled" menus which occurred if you left your ship inside a station. And then there were those Xenon capital ships which were unintentional fitted with the excessively effective camouflage, in fact they were invisible and also couldn't be hit with any shots. 1.3 brings these craft back into normal space-time.
There are numerous other, smaller fixes and improvements, and there are also some new things!
Among other things is the facility to instruct your ships to make a jump, assuming they are fitted with a jumpdrive, using options that are fully integrated into the command console.



Modders take note!
In the past, the X-games were always criticised for being rather difficult to mod; it was anything but easy, and could often only be done with the aid of a hex-editor - but with X² everything is improved - including mod support!
the so-called Galaxy Editor allows you to generate your own universes
our 3DSMax Exporter allows you to generate your own ships and stations if you are a user of 3DSMax5
Ship values and much more can be manipulated

IMPORTANT NOTE:
All that is only possible in a universe that is marked as modified. We have made great effort to ensure that modifications and packages that fans distribute for download cannot be used in the official universe. That way, one can always tell who has earned their credits honestly ;-)
For this reason, scripts will also be dividied into official ("signed" by EGOSOFT) and unofficial (fan scripts).
There will be more about in the forum.
brucebia
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Post by brucebia »

Again the real problem is that we (devs, Mods, Beta Testers) havn't seen any documentation either.

We are learning just as you are.
We learn from each other.

Hopefully the documentation will arrive soon, But as of yet I have not seen anything to proof read, which should be the first step.

So help each other. There are some people here who are very good and not constrained by a NDA.
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giskard
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Post by giskard »

Its not that bad when it comes to using the Galaxy editor, fiddling about with it generally uncovers what is needed but the T files and certain other areas should be fully explained I think.

Giskard
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AalaarDB
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Post by AalaarDB »

brucebia wrote:Again the real problem is that we (devs, Mods, Beta Testers) havn't seen any documentation either.

We are learning just as you are.
We learn from each other.

Hopefully the documentation will arrive soon, But as of yet I have not seen anything to proof read, which should be the first step.

So help each other. There are some people here who are very good and not constrained by a NDA.
Exactly why I want This Thread stickied. Not to blow my own horn but I think it's every bit as good as the scripting tutorial that's stickied.

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