[SCRIPT]Advanced HyperDrive(AHD) v2.0 [Apr.09.2009] with video demo TC2.0a compatible

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garrry34
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Post by garrry34 » Tue, 27. Dec 11, 03:55

I managed to get it working after changing a couple of numbers, this thing totally rocks, I've always used the other option, its a shame there isn't more hotkeys...
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aerick911
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Post by aerick911 » Tue, 27. Dec 11, 16:50

Post a fixed up version pretty pleasE? :)

garrry34
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Post by garrry34 » Wed, 28. Dec 11, 02:09

I would but my monitor has died on my pc, it'll be a week or 2 before I can access my files, I tell you what you need to do if you want?
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aerick911
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Post by aerick911 » Thu, 29. Dec 11, 07:54

Sure thing. :)

Point me in the right direction, and I'm sure I can edit the right file.

garrry34
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Post by garrry34 » Thu, 29. Dec 11, 10:04

this should do the job, drop it in the t folder, let me know it works ok, plus open and close the manager after deleting the twaret in the types, the manager will generate a new one when you close it.

https://skydrive.live.com/redir.aspx?ci ... 8MEM1yHGGM

copy and paste to you title bar
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Spongeman131
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Post by Spongeman131 » Thu, 29. Dec 11, 19:37

garrry34 wrote:this should do the job, drop it in the t folder, let me know it works ok, plus open and close the manager after deleting the twaret in the types, the manager will generate a new one when you close it.

https://skydrive.live.com/redir.aspx?ci ... 8MEM1yHGGM

copy and paste to you title bar
Okay so I downloaded your xml fix, installed AHD using Cycrow's latest plugin manager. Dragged your file into the "t" folder and replaced. Deleted TWareT.txt in the "types" folder which was replaced when the Plugin Manager was closed. But upon loading a new game, I get the incoming message tone which keeps repeating like a sonar and my game freezes.

On the first post of thisopic, it mentions that the Community Plugins Configuration spk must also be installed, but upon searching that topic, it doesn't look like it has been updated for AP yet. Could that be what's causing the problem? I tried the same method of installation for both the EMP and Non-EMP friendly versions of AHD.

Thanks for the help, I'm sure your fix is fine, it's just me.

garrry34
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Post by garrry34 » Thu, 29. Dec 11, 20:15

ive installed the community plugin, haven't noticed anything...
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Spongeman131
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Post by Spongeman131 » Thu, 29. Dec 11, 23:14

garrry34 wrote:ive installed the community plugin, haven't noticed anything...
Alright, I've installed the Community Plugin again with the EMP friendly ADH. I don't get any freezes or crashes anymore, but I get two messages telling me to check two different xml files in the "t" folder. I also don't get any of the advanced hyperdrive components available to purchase. You said it worked for you so what am I doing wrong?

garrry34
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Post by garrry34 » Thu, 19. Jan 12, 00:22

the new ap update fixes the ware problem but what ever changes they made to jumping is affecting the performance of the script...
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Cobra-knight
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Post by Cobra-knight » Wed, 1. Feb 12, 18:06

How much are the wares meant to cost in game?

In mine they cost:
Quantum Hyperbolic Drive: 54,228,224
Singularity projector: 188,877,700
Slope Tension Converter: 62,022,316

Is this right? I can remember them being a lot cheaper in X2

russbo
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Post by russbo » Fri, 2. Mar 12, 08:36

Does anyone have a version of this that works in AP?

Cycrow's Advanced Hyperdrive does not seem to be happy in AP, and I've always used this script in it's place. Thanks!

EDIT: Hmmm. Somehow the EMP version of this is working for me in latest AP, with XRM mod. Go figure.

Calgor Grim
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Post by Calgor Grim » Sun, 10. Jun 12, 12:44

Anyone have the original? I cant seem to download from those two sources, keeps saying file not found on either source :(

stealthhammer
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Post by stealthhammer » Wed, 13. Jun 12, 03:00

Just unzip this and install the SPK. The zip contains both the EMP friendly and emp reliant one.

http://www.gamefront.com/files/21838722 ... AHD%29.rar

Russbo - I got this to work, the non emp I think... cant remember but this and MARS are my main script/mods I use. I couldn't understand why a star ship would need E-Cells to make a jump when they have an advanced reactor on-bored. I want to try DAD but dunno if it would trash my current AP game.
"The more we, as a human race, becomes more advanced, the more we, as a human race, lose our humanity and common sense." - Sean Patrick Feeney

"Technological progress is like an axe in the hands of a pathological criminal." - Albert Einstine

Calgor Grim
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Post by Calgor Grim » Sun, 17. Jun 12, 17:53

You my friend, have just earned yourself a space fuel next time you're around Terran space.

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MageKingS70
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Post by MageKingS70 » Thu, 13. Dec 12, 19:03

Cobra-knight wrote:How much are the wares meant to cost in game?

In mine they cost:
Quantum Hyperbolic Drive: 54,228,224
Singularity projector: 188,877,700
Slope Tension Converter: 62,022,316

Is this right? I can remember them being a lot cheaper in X2
They are supposed to cost less; I recently tried to revive this script on my latest Albion Prelude game, and discovered that the package manager is ignoring the modified costs in AHD's TWareT file. Even more annoyingly, using X3 Editor 2 to edit the TWareT.pck the package manager generates only works until the next time the package manager closes, as it overwrites the modified values again.

The problems don't stop there, though, as hyperjumping will occasionally fail with no explanation (some investigation discovered the "use jump drive" script command is failing, but I have no idea how to tell what value it's returning, since it's sure not [TRUE] or [FALSE]), and the sound effects aren't working. On the plus side, ignoring sounds and the still-outdated requirement for an Ecliptic Projector, the Quantum Drive works fine. Has anybody else worked on updating this script, or am I going to have to re-learn MSCI (which I haven't really messed with since X2)?

EDIT: After some further testing (and a quick MSCI refresher), I've determined that the "use jump drive" command is returning FLRET_ERROR for certain targets (like Trans-Orbital Accelerators, if you turn on the "Hyperjump through warpgates" option) and sectors (Unknown Sectors, it seems, except the Hub is perfectly fine despite also being labeled an "Unknown Sector"). Not quite sure what the deal is there, nor how to fix it. Besides leaving "Hyperjump through warpgates" off, of course, but that doesn't fix certain sectors just not being jumpable for whatever reason.

Also, it seems the addons/s/ folder is completely ignored, but putting the sounds in the base TC /s/ folder made them work fine, so that's good. This is actually mostly-working, now. Shock, amazement.

EDIT2: I seemed to recall some non-Unknown Sectors not working, but I couldn't think of an example before. Well, I just tried jumping to Saturn, but it was a no-go. Seems really random to just refuse to jump to certain sectors...

jinkstjb
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Post by jinkstjb » Sun, 26. May 13, 14:24

Hey folks,

no idea if anyone is still watching this, but I mucked about a bit with the script and got a kind-of-working version.

I completely changed the wares to use PluginManager-Provided EMP wares and in the process changed quite a bit of the initialization, too.

Pros:
  • correct prices
    works as intended on AP 3.0
    more reasonable setup and uninstall
Cons:
  • EMP wares are not Ship extension but normal tech wares, so they show up under Goods and require cargo space
    (though you can have more than one per ship now)
    I didn't check very hard for ware conflicts
    I ignored notoriety requirements
Other:
  • to make my life easier this script now depends on Hotkey Manager and Ware Manager by Cycrow (should come with the Plugin Manager out of the box)
The modded version (I called it 3.0 :D)is available here.
Enjoy and give feedback ;)

EDIT: Make sure to uninstall the old version properly. This one obviously can't clean up the wares from the old one any more.
Last edited by jinkstjb on Mon, 27. May 13, 05:56, edited 1 time in total.

Larxyz
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Post by Larxyz » Sun, 26. May 13, 20:55

downloaded.
Will test as soon as i can :)

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joelR
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Post by joelR » Sun, 26. May 13, 21:34

Thanks man. Ive been wanting to use this again for a long time. I will report any issues.

adrianx
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Post by adrianx » Mon, 10. Jun 13, 18:01

Thanks to Loky77 for the original script and jinkstjb for the update.

One strange problem is, seemingly each time I load my current game, an extra hotkey is added : "Adv.Hyper Drive", currently there are 4 copies. In addition there is a "Advanced HyperDrive". I assume the latter is the new updated key and the others are left over from the old version of the script ?

Druzzl
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issue with 3.0

Post by Druzzl » Sat, 26. Oct 13, 10:08

i've noticed on my game that i don't have a name for any of the three extra drives. i'm running a lot of mods and can give the list if need be.

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