doubleshadow's X3 Editor (0.15 - patch 2.0 compatible)

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jlehtone
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Post by jlehtone » Wed, 15. Mar 06, 12:24

What is the most convenient way to get a diff of, say TShips v1.3 and TShips v1.4?

Extract both with ModManager and compare the text files?

doubleshadow
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Post by doubleshadow » Wed, 15. Mar 06, 13:15

jlehtone wrote:What is the most convenient way to get a diff of, say TShips v1.3 and TShips v1.4?

Extract both with ModManager and compare the text files?
Yes :)
But I'm thinking of another way to do that - however you will have to wait for that.

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Post by jlehtone » Wed, 15. Mar 06, 19:38

The patch was the incentive to finally configure my Windows Emacs to find 'diff'. :wink:

And update X3 Editor. And update ModManager. :wink:


Not much has changed in TShips. As they say, the M6 have -- well not more power -- but better recharge rate; from 16 to 25. The Nova Raider has probably now a new price tag too.
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©ArtBlade
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Post by ©ArtBlade » Thu, 16. Mar 06, 22:09

the editor seems to have difficulties displaying some of the new content, ie TLaser - there is only raw info rather than laser names.

may be slightly off topic: since 1.4 I have 05 and 06 .cat/dat which seem to have similar structures and files inside, only 06 is a little bigger. Some mods use a modified "old" 05 which would get overridden by the new 06 anyway, wouldn't it. I am thinking about deleting 05 as 06 apparently replaces it. Have you found anything that forbids this?
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Krim
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Post by Krim » Mon, 3. Apr 06, 10:40

The update file have a Trojan hitten in it


DO NOT DOWNLOAD IT


:evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil:

doubleshadow
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Post by doubleshadow » Mon, 3. Apr 06, 11:22

Krim wrote:The update file have a Trojan hitten in it

DO NOT DOWNLOAD IT
This issue has been already discussed. I claim that all my software is safe. However in the end it is user responsibility to check all executables obtained from unsafe sources such as internet, and decide whether to install them or not.

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Post by doubleshadow » Mon, 3. Apr 06, 11:23

New version 0.0.6 is out.

Check the first post.

Cycrow
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Post by Cycrow » Mon, 3. Apr 06, 13:44

theres always someone who claims software has a trojan in it

most of the time its usually a false posative.
so many other ppl have been using the software without a problem

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Krim
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Post by Krim » Mon, 3. Apr 06, 13:54

Just send a mail to doubleshadow with a sceenshot of the msg. from my av program


would gladly mail it to you aswell

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Post by doubleshadow » Mon, 3. Apr 06, 14:28

Krim wrote:Just send a mail to doubleshadow with a sceenshot of the msg. from my av program

would gladly mail it to you aswell
Can you also check the X3E version 0.4 and "X3 ModManager 0.3 and 0.4 to 0.5" ? Because you are telling that the 0.6 is alright, I think that your antivirus has some problems with my patch files. I bet you will get the same "virus warning" on the X3MM patch but not on standalone installation of either X3E 0.4 nor X3MM 0.3. But I can be wrong as well.

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Post by Cycrow » Mon, 3. Apr 06, 14:41

im not denying that its flagging up a virus, what im saying is that ur virus checking is flagging up a false positive for what ever reason.

i've seen the same thing happen lots of time, and sometimes you just have to trust he software. if you think that everyone who does anythink with mods will be using this, and no one else has had any problem with viruses

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Post by doubleshadow » Mon, 3. Apr 06, 15:17

doubleshadow wrote:New version 0.0.6 is out.

Check the first post.
I almost forget - check X3E download page for DevIL plugin - a library which will allow you to see icons of Lasers and Missiles.


To (hopefully) settle down the YAVA (yet another virus alert) - I think that the warning is caused by the VPatch library ( http://www.tibed.net/vpatch/ ) which I'm using to create the patches. The X3Editor patch 0.3 to 0.5 was downloaded about 1600 times and this is the only warning I have received. It's on everybody to make his conclusion.

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apricotslice
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Post by apricotslice » Wed, 5. Apr 06, 04:04

I came accross something wierd while trying to figure out why my ship mod doesnt work.

In the text resource editor, when you start it up, a default file is displayed, which turns out to be the 04.cat from \X3 directory.

BUT.....this 44001 file contains my mod, and the M7 Mod.

However, the M7 mod has never been installed into the game, let alone selected and run, and only exists in a sub directory under \X3 Editor directory. Yet the ship designs and info is all there in 440001 in 04.cat.

The only link is that I've been looking at the M7 mod using the editor. modmanager and text resource editor.

Can the editor have merged the mods without my knowing it ?

I am wondering if the problem with my mod exists within 04 and not my actual mod files.

or am I just going mad and wont admit it ?

doubleshadow
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Post by doubleshadow » Wed, 5. Apr 06, 10:14

The pages (which you are reffereing to as "file") which are displayed in Resource Editor at startup, are "pages in memory". They have nothing to do with any physical file. They are result of merging xml text files from disk, catalogs and any active mod. These data are used for lookup of all the strings by X3E (such as ship and weapon names). There is no "file merging" going on. All the data are in memory.

You are saying that you don't have the M7 mod installed but since you see it's texts it means that the text file(s) are either in "t" directory or in any of the main catalogs or in any active mod catalog.

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apricotslice
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Post by apricotslice » Wed, 5. Apr 06, 10:17

doubleshadow wrote: There is no "file merging" going on. All the data are in memory.

You are saying that you don't have the M7 mod installed but since you see it's texts it means that the text file(s) are either in "t" directory or in any of the main catalogs or in any active mod catalog.
Ok, thats a relief.

I will double check on M7. It should not be installed, but I guess its possibnle something got shifted accidently.

Thanks for the response.

BTW, the modmanager needs a proper merge function :)

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Post by Deleted User » Sat, 22. Apr 06, 16:08

Fantastic utility,

I have a question (I don't know if this is a bit 'modding-nooby')

How does the TXT editor derive the Name/ID list when viewing TShips.txt,
I can't see the names like 'Paranid Pericles Raider' in TShips.txt,
I assume it's not hard coded (or is it?).

I was correlating the 'real' ship names with the .BOB ship model files used in-game
eg 'Argon Nova Vanguard' = argon_M3_var3.bob

It was all going OK until I got to

'Paranid Demeter SuperFreighter' (smaller) = paranid_ts_liquidstorage_M [from Cardinals Domain shipyard]

and supposedly (from reading the 'ship scene - value = 'ships\paranid\paranid_TS_liquidstorage_L_scene')
'Paranid Demeter SuperFreighter' (larger) = paranid_ts_liquidstorage_L [from Trinity Sanctum shipyard]

but in-game both these ships use the paranid_ts_liquidstorage_M model, I checked this manually (X3 v1.4).

Is this correlation between ship-name / scene-name / bob-file-name re-mapped somewhere, or
is this a one-off non-correlation?

Thanks for any advice / help anyone can give.

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apricotslice
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Post by apricotslice » Sun, 23. Apr 06, 09:03

Dave Toome wrote: How does the TXT editor derive the Name/ID list when viewing TShips.txt,
I can't see the names like 'Paranid Pericles Raider' in TShips.txt,
I assume it's not hard coded (or is it?).
These are stored in t\440001.

You use the text resources editor to access these.

The code numbers that refer to them are in tships, used as a cross-reference. So in the editor, when looking at tships, the cross-ref number is used to acess the name and then printed on the left side ship list. The number after this in 440001 contains the description.

For the rest, I'm still trying to work those files out. Northstar and Observe are currently documenting that part of the process.

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Post by Deleted User » Sun, 23. Apr 06, 12:11

Thanks for that apricotslice,

I can now see the way TShips.txt uses 44001.xml,
but still can't correlate how this defines the 'bob'
ship model file used in-game.


I understand Paranid 'Pericles Raider'

-------------------------------------
X3Editor TXT Editor has

Info tab:-
ID: SS_SH_P_M4_1 = varient 1 M4 fighter
Description: 4441
Race: Paranid(4)
Variation index: 3

Model tab:-
Ship scene: paranid_M4_var1_scene

44001.xml has
id 4441 = Pericles
id 10003 = Raider
-------------------------------------
bob file used in-game is paranid_M4_var1.bob



But I don't understand:

-------------------------------------
Paranid Demeter Super Freighter [larger]

X3Editor TXT Editor has

Info tab:-
ID: SS_SH_P_TS_5 = variety 5 transporter
Description: 4471
Race: Paranid(4)
Variation index: 15 (remaps to 6)

Model tab:-
Ship scene: paranid_TS_liquidstorage_L_scene

44001.xml has
id 4471 = Demeter
id 10006 = Super Freighter
-------------------------------------
bob file used in-game paranid_TS_liquidstorage_M.bob,
(as also used for Demeter Super Freighter [smaller] = SS_SH_P_TS_4)
NOT paranid_TS_liquidstorage_L.bob,
-- Doesn't match, I don't understand.


So, unfortunately, TShips.txt doesn't appear to
indicate which bob file model is used in-game.
The scene-file name doesn't (always) match the model used,
so I'm still wondering where the bob-file name maps from,
there must be a further mapping mechanism elsewhere?

For the rest, I'm still trying to work those files out.
Northstar and Observe are currently documenting that part of the process.
Do you mean the mechanism is known, or is still being investigated?

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apricotslice
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Post by apricotslice » Sun, 23. Apr 06, 15:31

Dave Toome wrote: So, unfortunately, TShips.txt doesn't appear to
indicate which bob file model is used in-game.
The scene-file name doesn't (always) match the model used,
so I'm still wondering where the bob-file name maps from,
there must be a further mapping mechanism elsewhere?
My thoughts too. And no, I cant find it.

Do you mean the mechanism is known, or is still being investigated?
Bit of both I suspect. :)

Certainly the join between the graphics and the spec files has never been decently documented. Those who do the graphical side seem to ahve no real troubles completing the job, but those of us working backwards from the spec file, get lost.

So Northstar and Observe are looking at it from both angles (I hope) in order to document the entire process so that people who have never done it before will understand the whole process before they start. We hope.

Armegeddon
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Post by Armegeddon » Sun, 23. Apr 06, 19:34

Dave Toome wrote: But I don't understand:

-------------------------------------
Paranid Demeter Super Freighter [larger]

X3Editor TXT Editor has

Info tab:-
ID: SS_SH_P_TS_5 = variety 5 transporter
Description: 4471
Race: Paranid(4)
Variation index: 15 (remaps to 6)

Model tab:-
Ship scene: paranid_TS_liquidstorage_L_scene

44001.xml has
id 4471 = Demeter
id 10006 = Super Freighter
-------------------------------------
bob file used in-game paranid_TS_liquidstorage_M.bob,
(as also used for Demeter Super Freighter [smaller] = SS_SH_P_TS_4)
NOT paranid_TS_liquidstorage_L.bob,
-- Doesn't match, I don't understand.


So, unfortunately, TShips.txt doesn't appear to
indicate which bob file model is used in-game.
The scene-file name doesn't (always) match the model used,
so I'm still wondering where the bob-file name maps from,
there must be a further mapping mechanism elsewhere?
The Tships file tells the game which files to use, but in this case the scene file for paranid_TS_liquidstorage_L_scene is simply an exact copy of paranid_TS_liquidstorage_M_scene, so they both use the same model. You can see this by viewing the two files in notepad or wordpad. This appears to have just been an error on Egosofts part.

Scene files (usually) do not contain any actual model data, just pointers to the position and rotation of other models. This is how guns, docking points, and connection nodes are determined. There are a coulpe scene files that do contain model data, but those are only on a couple of stations IIRC.
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