[Official Mod Development Bug Reports] A Thread for Mod Creators

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j.harshaw
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Re: [Official Mod Development Bug Reports] A Thread for Mod Creators

Post by j.harshaw » Fri, 27. Nov 15, 12:10

UniTrader wrote:clarification:
j.harshaw wrote:2) <add_trade_order/> and <remove_trade_order/> moves money to and from the player's account to the captain's/manager's/architect's even if the entity works doesn't belong to the player faction. - UniTrader
Ship is in the Player Faction but not working for the Player himself, but for one of his Stations/Assets - still Money is transferred from/to the Players Personal Account (didnt test for Non-Player Assets, but i am pretty sure its the same there)
2) <add_trade_order/> and <remove_trade_order/> moves money between the player's account and the captain's/manager's/architect's even if the entity is not directly subordinate to the player. - UniTrader

?

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Post by UniTrader » Fri, 27. Nov 15, 12:14

jep, better :)
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 ;)

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Post by Marvin Martian » Fri, 27. Nov 15, 12:16

i had in the past the situation that the manager on a station trade (better try) by transport drones with another station at the same zone (i think), because he had no other ship
as far i know the masstraffic is also designed as tradetool, so its not so absurd that this is vanilla behavor

anyway, after save and reload the masstraffic get newly generated, and the transportcaravan was lost
so it might be good to save wares at masstraffic and restore used drones in that case

i see, you won't belive
http://abload.de/img/screen_2015-08-04_18-8njh8.jpg
http://abload.de/img/screen_2015-08-04_18-38j2i.jpg
http://abload.de/img/screen_2015-08-04_23-aojdw.jpg
http://abload.de/img/screen_2015-08-04_23-91ju4.jpg
http://abload.de/img/screen_2015-08-04_23-gqjx8.jpg

j.harshaw
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Post by j.harshaw » Fri, 27. Nov 15, 12:21

Hey Marvin, were wares lost as well?

Thanks Uni. Changed #2 in the OP.

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Post by Marvin Martian » Fri, 27. Nov 15, 12:31

i think so, the drones carried cargo and disappear forever

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Re: [Official Mod Development Bug Reports] A Thread for Mod Creators

Post by j.harshaw » Sun, 29. Nov 15, 07:24

j.harshaw wrote:7) Loading game via "Continue" does not appear to trigger <event_game_loaded/> - oliverjanda

- working properly as of 4.00 Beta 3
added Marvin's report re: mass traffic reset.

=== NOTED UP TO THIS POINT ===

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Post by Sparky Sparkycorp » Sun, 29. Nov 15, 11:48

I'm sorry I can't find the thread now but I think there was a discussion recently about side effects of setting standings to +30. Something like it being a player standing rather than an achievable standing. Sorry if I'm miss-remembering.

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Post by j.harshaw » Tue, 1. Dec 15, 15:22

Updates:
modders' bugrep thread wrote:2) <add_trade_order/> and <remove_trade_order/> moves money between the player's account and the captain's/manager's/architect's even if the entity is not directly subordinate to the player. - UniTrader

- asked UT for clarification

.......
3) When using <create_ship/> to create a ship with a defined basket, scripts acting on that ship do not recognize the basket. - Clownmug

- working as intended - While the "basket" property can be used with create_ship to spawn wares upon ship creation, the basket as an actual ware basket for later script reference is only used for job ships.

.......
5) Reservation handling like get_ware_reservation does not distinguish between incoming and outgoing trades. - Marvin Martian

- working as intended

.......
8 ) Using unrecognized characters causes corrupted save. - UniTrader

- noted

.......
9) Reset of mass traffic between save-load cycles causes loss of wares. - Marvin Martian

- working as intended - Mass traffic elements are generated upon game load, but wares within a mass traffic network are written into the save file, and are transferred normally upon game load.
If a reported issue appears unaddressed, and has been marked as addressed, I probably screwed up and didn't understand what the problem was in the first place. In such a case, please do not hesitate to let me know -- either on this thread or via PM.

_____
@Sparky, save editing won't be supported here, sorry. Maybe ask Simoom?

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Post by j.harshaw » Wed, 2. Dec 15, 15:02

Updates:
modders' bugrep thread wrote:4) "{1001,101} Cr" in move.refuel is read in twice before printing to logbook, thus printing "$amount Cr Cr" - jth

- FIXED in an upcoming build

.......
8 ) Using unrecognized characters causes corrupted save. - UniTrader

- being investigated

.......
Thanks for the reports so far.

Regarding issues marked "working as intended," I've taken the issues that are not addressed (things you expected those commands to do that can't be done with present commands) and filed them under "Suggestions." As I mentioned earlier, however, we are not taking suggestions at this time; but these might be considered in the future. Can't promise anything, though.

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Post by j.harshaw » Thu, 3. Dec 15, 15:25

Update:
modders' bugrep thread wrote:2) <add_buy_order/> and <add_sell_order/> moves money between the player's account and the captain's/manager's/architect's even if the entity is not directly subordinate to the player. - UniTrader

- functionality will change in an upcoming build
BurnIt! wrote:the code will be changed to always use the account of the commanderentity - for player ships in the player squad or without any commander that will be the player, so everything works as before.
For ships assigned to a Manager that will be the Manager. For ships assigned to the Defence Officer it will be the DO etc.

WARNING: if the commander entity does not have it's own account (typically the case for a Defence Officer or Captain/Pilot of a ship not currently trading) it would still default to the faction account which means player owned ships assigned to any such entity would still use the player account for money transfers! (see script property $entity.hasownaccount)

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Post by Sparky Sparkycorp » Thu, 3. Dec 15, 15:36

Sparky Sparkycorp wrote:I'm sorry I can't find the thread now but I think there was a discussion recently about side effects of setting standings to +30. Something like it being a player standing rather than an achievable standing. Sorry if I'm miss-remembering.
j.harshaw wrote: @Sparky, save editing won't be supported here, sorry. Maybe ask Simoom?
No problem, I didn't mention it specifically for save edits, although that might have been the original context.

I thought it might be something that an extension or gamestart might modify but I don't know.

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Post by UniTrader » Thu, 3. Dec 15, 15:41

Perfect - thank you :)


Intended to use the superior account anyway and planning to give said entities an account of their own in the long run
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 ;)

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Post by j.harshaw » Wed, 9. Dec 15, 07:35

Report by Marvin Martian regarding <move_to boost="true"/>

http://forum.egosoft.com/viewtopic.php?t=384502

Problem:
Marvin Martian wrote:i try to add a small boost at move.escort in case the ship is far away from the $target, but that ends bad - and this under good conditons (no barrier, only free space)
because the ships start boost immediately and not rotate into a good position to start before, so the smallships don't get the bend (because of limited steerings under active boost) to the target point and been circling around the position for a while

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Post by YorrickVander » Wed, 9. Dec 15, 10:30

v4.0b3 no other mods but one being tested

I'm not sure if this is a bug or intended behaviour or a failure in my mod :

For the revamp of my Devries Freelancer gamestart I've added in the npc built stations from the plot. However these do not actually start building until the player arrives in the appropriate zone. I cannot see any xml that would cause this behaviour in LIB_Generic.xml.

If it's intended or an artifact of my mod, it will be trivial to add a mission for the player to tour the build sites on game start for a honeypot reward.

Cheers for any insight you can provide :)

Notes:
CVs are spawned correctly.
Since in 4.0b3 the cheat resources code in LIB_Generic.Build_Npc_Station is commented out, Ive added the materials to each CV after spawning for the base stage to start building instantly.
Regardless of time taken to tour the build sites none of the CVs appears to activate the build module until the player arrives in zone.

EDIT : as a side note, in vanilla the stations have no upgrade plan (ie no weapons or shields added to the built stages), and are totally undefended. While fixed for my mod, is this oversight or intended?
X Rebirth - A Sirius Cybernetics Corporation Product

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Re: [Official Mod Development Bug Reports] A Thread for Mod Creators

Post by UniTrader » Wed, 9. Dec 15, 17:37

j.harshaw wrote:8 ) Using unrecognized characters causes corrupted save. - UniTrader

- being investigated
this has been Adressed in the current 4.0 Beta 4 (just did a quick test of it ) so using Colored Object Names or storing Strings with Color Codes permanently should now be possible :)

sadly this Fix also caused broken Text in some localisations (namely Russian, but others are probably also affected) - so lets see what the Hotfix brings :)


EDIT: quickly re-tested with Beta4 HF 1 (colored one Ship Name) - and it still works :) Issue resolved, i wonder when the first Mods using Colored Text pop up :)
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 ;)

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Post by j.harshaw » Thu, 10. Dec 15, 21:10

Updates:
modders' bugrep thread wrote:8 ) Using unrecognized characters causes corrupted save. - UniTrader

- FIXED as of 4.00 Beta 4 HF 1

.......
10) When using <move_to boost="true"/>, ships start boosting immediately rather than rotating into a good orientation before boosting. - Marvin Martian

- awaiting confirmation if problem was overriding of flightcontrolmodel.spline

.......
11) Plot-triggered station construction in DeVries does not begin until player is in-zone. - YorrickVander

-

.......
12) Stations constructed in DeVries via plot-trigger do not upgrade, so do not have shields nor turrets. - YorrickVander

-
I think that's everything up to this point? And Yorrick, thanks for the suggestion via PM. Will forward it to people concerned when there's a bit more breathing room, if that ever comes again.

Thanks for the reports.

=== NOTED UP TO THIS POINT ===

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Post by jth » Fri, 11. Dec 15, 11:56

YorrickVander wrote:v4.0b3 no other mods but one being tested

I'm not sure if this is a bug or intended behaviour or a failure in my mod :

For the revamp of my Devries Freelancer gamestart I've added in the npc built stations from the plot. However these do not actually start building until the player arrives in the appropriate zone. I cannot see any xml that would cause this behaviour in LIB_Generic.xml.

If it's intended or an artifact of my mod, it will be trivial to add a mission for the player to tour the build sites on game start for a honeypot reward.

Cheers for any insight you can provide :)

Notes:
CVs are spawned correctly.
Since in 4.0b3 the cheat resources code in LIB_Generic.Build_Npc_Station is commented out, Ive added the materials to each CV after spawning for the base stage to start building instantly.
Regardless of time taken to tour the build sites none of the CVs appears to activate the build module until the player arrives in zone.
I think that I got something similar with my currently unpublished station structural rebuild mod.

If you use create_station then the station miraculously appears without you being present but if you use construct_station then it won't start without you watching. Interestingly watching means being in the same zone OR using the menu map to look at the builder CV in that zone remotely. Its something that came up while addressing the issue in this discussion

http://forum.egosoft.com/viewtopic.php?t=383593

My reading is that its a side effect of OOZ building and the CV parts not all being there when you are not watching. I have a nasty feeling that you need to be watching as each stage starts.

jth

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Post by j.harshaw » Fri, 11. Dec 15, 12:53

Thanks for the added detail, jth. Very important. Forwarded.

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Post by UniTrader » Fri, 11. Dec 15, 15:02

ok, here something i just came across - it is something minor just for convinience and intuitivity related to the aiscripts.xsd:
a Patch Note a while ago stated that Init Actions are executed as early as possible, meaning before setting up Signals
So as i understand it the Order in which Aiscript Actions are Performed is:
1. Load passed <params/>
2. Execute <init/> Actions
3. Set up <interrupts/>
4. perform <actions/>

but the xsd enforces this Order (which was the order of performing these before said patch i think):
1. <params/>
3. <interrupts/>
2. <init/>
4. <actions/>
(init and Interrupts are swapped in regard to the Order they are preformed)

from my understanding the Order of these Nodes is not relevant for XR (so you can swap interrupts and init without any change in behavior) and existing Scripts can either be changed on the next update to them or automatically be updated via xsl or something to stay valid with the current xsd.


This has no Priority at all since it does not affect the Game itself in any way, but since its something trivial i think so i am just asking ^^
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 ;)

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GetText(pageid=40000, textid=5) TextID not found in German

Post by jth » Fri, 11. Dec 15, 18:24

I am getting this and a pile of others up to textid=46 in the debug.log when running X Rebirth 3.61 and 4.00 beta 4 in German for testing.

[General] ======================================
[=ERROR=] GetText(pageid=40000, textid=5) TextID not found!
[General] ======================================
[General] ======================================
[=ERROR=] GetText(pageid=40000, textid=6) TextID not found!
[General] ======================================
[General] ======================================
[=ERROR=] GetText(pageid=40000, textid=5) TextID not found!
[General] ======================================
[General] ======================================
[=ERROR=] GetText(pageid=40000, textid=7) TextID not found!
[General] ======================================
[General] ======================================
[=ERROR=] GetText(pageid=40000, textid=8) TextID not found!
[General] ======================================
[General] ======================================
[=ERROR=] GetText(pageid=40000, textid=7) TextID not found!
[General] ======================================


My underlying PC language is 044 English

command parameters are

"C:\Program Files (x86)\Steam\steamapps\common\X Rebirth\XRebirth.exe" -debug all -logfile debug.log -prefersinglefiles -language 49 -skipintro -showfps

English, French, Spanish and Italian are fine

Looking in 0001-L049.xml there is no <page id="40000" and neither is there in any other language

It also seems to affect some of the messages that I am creating

Code: Select all

            <substitute_text text="$logtext" source="{1016,72}" comment="Assigned $ENTITYTYPE$ $ENTITYNAME$ to (ship)$OBJECT$.">
              <replace string="'$ENTITYTYPE$'" with="$NewNPC.type.name"/>
              <replace string="'$ENTITYNAME$'" with="$NewNPC.name"/>
              <replace string="'$OBJECT$'" with="$ActorDock.component.name"/>
            </substitute_text>
In English its saying in the log and on the screen

Assigned commander Pok Keppel to Entertainment District

In German its saying in the log and on the screen

commander Pok Keppel zu Vergnügungsviertel in $ZONE$ zugewiesen.

I think that the translation system is unhappy with me :(

Regards

jth

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