Litcube's Universe

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

User avatar
OneOfMany
Posts: 448
Joined: Thu, 15. May 14, 14:25
x4

[BUG] Hired Civ TL's can't pass through gates

Post by OneOfMany » Mon, 30. Jun 14, 16:34

Tried this on the last 3 patches just to make sure I was not at fault.

If you hire a civ TL like a casino and ask the captain to move to a shipyard it blows up as soon as it tries to go through a gate.

xalien
Posts: 2252
Joined: Fri, 12. Mar 04, 01:03
x4

Post by xalien » Mon, 30. Jun 14, 17:14

Has mobile mining been banned in this mod? No MDS or ships that could mount it, we still have an ore collector - not sure what it's purpose now.

funkytrousers
Posts: 68
Joined: Tue, 7. Feb 12, 20:58
x3tc

Post by funkytrousers » Mon, 30. Jun 14, 19:07

The MDS was never required, especially since it's primary function (breaking BIG asteroids) always needed manual intervention, unless you were playing modded. Tornados are compatible with more ships, though I usually did the job with PPCs.

I would assume mobile mining still works, but with the new merged asteroid yields and the whole integrated SCH thing, why would you want to?

(Also, freighters cost MUCH more than they used to, which further makes MMing less desirable.)

swatti
Posts: 1278
Joined: Sun, 7. Dec 03, 12:03
x4

Post by swatti » Mon, 30. Jun 14, 19:28

BIG PROBLEEMOOS!

Trying to export, takes ~10min or so and says "done" but no "log08382.txt" in users/documents/ego/ap

Tried searching my entire computer for "log08382.txt" and "08382" but nothing found exept two shortcuts from most likely "recent docs"

Just updated to 1.18 hoping it would fix the infinite loop-error.

User avatar
Litcube
Posts: 4254
Joined: Fri, 20. Oct 06, 19:02
xr

Post by Litcube » Mon, 30. Jun 14, 19:32

With version 1.1.8 you no longer have to move the file.

8382-L044.xml is already waiting for you in your /t directory. You don't even have to quit.

swatti
Posts: 1278
Joined: Sun, 7. Dec 03, 12:03
x4

Post by swatti » Mon, 30. Jun 14, 19:56

Phew! I was getting worried :D

Also, it seems the infinite-loop error has dissapeared by re-installing LU and patching it, will monitor situation.

EDIT: you didnt mention the import/export empire file being in the T-folder in change-log. May wanna update that...

User avatar
Litcube
Posts: 4254
Joined: Fri, 20. Oct 06, 19:02
xr

Post by Litcube » Mon, 30. Jun 14, 20:13

swatti wrote:EDIT: you didnt mention the import/export empire file being in the T-folder in change-log. May wanna update that...
It's been there since 1.1.7.

swatti
Posts: 1278
Joined: Sun, 7. Dec 03, 12:03
x4

Post by swatti » Mon, 30. Jun 14, 20:40

Litcube wrote:
swatti wrote:EDIT: you didnt mention the import/export empire file being in the T-folder in change-log. May wanna update that...
It's been there since 1.1.7.
Oh... Must have missed it in the massive wall-of-text. May still wanna update the import/export part tho. No errors so far, seems to work fine...

ODDITY: Is the Valhalla supposed to be in Avarice, Goner Sector?

EDIT: wait a minute! Goners with Dreadnaught!? * Gulp *

EDIT 2: Valhalla in Avarice is shooting at OTAS and Argon transports... Intended? Also if im not mistaken, that is a vanilla model, AKA: cant use gates cause too big.

User avatar
OneOfMany
Posts: 448
Joined: Thu, 15. May 14, 14:25
x4

Post by OneOfMany » Tue, 1. Jul 14, 18:11

Hi Litcube,

The wiki mention of the TL bug does not state civilian TL's. It's only those that pop. Normal TL's are fine.

Alan Phipps
Moderator (English)
Moderator (English)
Posts: 30563
Joined: Fri, 16. Apr 04, 19:21
x4

Post by Alan Phipps » Tue, 1. Jul 14, 18:33

Hi Litcube, I'm enjoying this mod a lot. V 1.1.8 with no other mods/scripts. Maybe other players could double-check this issue report but there seems to be a weapon issue with the Pirate Buster. I had one bail with 6 PRG aboard (my first M4 bail from the Ultralight start!). You can dismount/mount and group these weapons when in the Advanced/Weapons screen but no main weapons ever show on the bottom left of the HUD and you cannot fire your weapons manually even when mounted and the correct group selected. Same issue when I mounted PACs, no main weapons shown in the HUD and you cannot fire them - unlike with the few other ships I have tried.

Sorry if this has been noted before.

BTW, *some* defend station and sector patrol missions still give a corrupt reward message ("number, number") in the log even though the topic was addressed in a recent patch I think. Let me know if you want exact details logged or if this is also well-known.
A dog has a master; a cat has domestic staff.

Sparky Sparkycorp
Moderator (English)
Moderator (English)
Posts: 8074
Joined: Tue, 30. Mar 04, 12:28
x4

Post by Sparky Sparkycorp » Tue, 1. Jul 14, 18:54

Potential lag issue with M3 Starburst:

After undocking in one for the first time, the screen stuttered as I moved my cockpit field of view around. Flying around with x10 SETA exacerbated the problem with FPS taking a big hit (from fluid to <5 on a high-end rig and an early, low-infrastructure game). Switching back to a different ship stopped the issue. Notable that with SETA travel, the engine trails flash back and forth in front from the cockpit - no idea if related though.

Further scripts used in the game, from the list of scripts reported as compatible. No issues seen with about 4 ships flown previously in the LU mod game.

funkytrousers
Posts: 68
Joined: Tue, 7. Feb 12, 20:58
x3tc

Post by funkytrousers » Tue, 1. Jul 14, 19:06

I've noticed similar lag, but not tied to a particular ship. Kingdom End is a reliable lag-basket for me. Look around (either with numpad or steering the ship) and I always get massive lag. Small amounts of turning are usually okay, 180 degrees and I have to sit and wait. I assumed it was related to high-res skybox textures that my poor computer couldn't quite handle.

May be related, might not.

User avatar
Litcube
Posts: 4254
Joined: Fri, 20. Oct 06, 19:02
xr

Post by Litcube » Tue, 1. Jul 14, 19:24

https://code.google.com/p/litcubesunive ... _report_it?

Edit: Alan, will look into that. Need more info on the startburst lag. Funk: Will try to replicate.

jokke93
Posts: 3
Joined: Fri, 24. Jul 09, 14:04
x3tc

Post by jokke93 » Tue, 1. Jul 14, 19:32

I have som strange missile behaviour in my game. Quite a few times now the missiles suddenly lose their hitbox (no shots hit, missile cannot detonate on target) I have only observed this happen with missiles targeted at the player ship. And it seems that this happens only if the ship is destroyed simultaneously as the missile is fired.

User avatar
Litcube
Posts: 4254
Joined: Fri, 20. Oct 06, 19:02
xr

Post by Litcube » Tue, 1. Jul 14, 19:34

jokke93 wrote:I have som strange missile behaviour in my game. Quite a few times now the missiles suddenly lose their hitbox (no shots hit, missile cannot detonate on target) I have only observed this happen with missiles targeted at the player ship. And it seems that this happens only if the ship is destroyed simultaneously as the missile is fired.
Interesting!

jokke93
Posts: 3
Joined: Fri, 24. Jul 09, 14:04
x3tc

Post by jokke93 » Tue, 1. Jul 14, 19:38

Taking an extremely wild guess here, might it have anything to do with the missile safety procedure? (if it calculates based on distance, when it does not have any distance to calculate?)

User avatar
Litcube
Posts: 4254
Joined: Fri, 20. Oct 06, 19:02
xr

Post by Litcube » Tue, 1. Jul 14, 19:39

Exactly.

User avatar
Joubarbe
Posts: 4796
Joined: Tue, 31. Oct 06, 12:11
xr

Post by Joubarbe » Tue, 1. Jul 14, 19:40

Is it me being drunk or the Trade Product Search is stupid and does not return the nearest factory ? :)

Or doesn't return anything at all, even if there is indeed a factory selling what you want to buy.

(the answer is NOT me being drunk, not this time, sorry)

Idleking
Posts: 425
Joined: Tue, 15. Aug 06, 15:47
x3ap

Post by Idleking » Tue, 1. Jul 14, 21:41

Litcube wrote:
jokke93 wrote:I have som strange missile behaviour in my game. Quite a few times now the missiles suddenly lose their hitbox (no shots hit, missile cannot detonate on target) I have only observed this happen with missiles targeted at the player ship. And it seems that this happens only if the ship is destroyed simultaneously as the missile is fired.
Interesting!
Seems like this is related to the Missile Safety Script which Litcube integrated into LUV.
If the firing Ship is destroyed before the Missile reaches its activation distance to it, it's not activated and thus flying around with a "noclip" feature.

No hard information on this though. It's just a thought that came to my mind, maybe I can give you a headstart on fixing this Lit ;)
As the size of an explosion increases, the number of social situations it is incapable of solving approaches zero.

[ external image ]
Litcube wrote:Don't succumb to the "I figured it'd be ok".

osirragkingXD
Posts: 57
Joined: Sun, 11. Dec 11, 07:25
x3tc

Post by osirragkingXD » Tue, 1. Jul 14, 22:01

Idleking wrote: Seems like this is related to the Missile Safety Script which Litcube integrated into LUV.
If the firing Ship is destroyed before the Missile reaches its activation distance to it, it's not activated and thus flying around with a "noclip" feature.

No hard information on this though. It's just a thought that came to my mind, maybe I can give you a headstart on fixing this Lit ;)
this may be one of the reasons the original Missile Safety Script had a time activation on it as well as the distance one
"I feel a great disturbance in the forum, Like millions of voices cried out in Joy, as a new modder was born."

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”