[MOD] Satellite Network v0.33

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pflip
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Re: [MOD] Satellite Network v0.31

Post by pflip » Tue, 18. Dec 18, 16:55

morbideth wrote:
Tue, 18. Dec 18, 15:39
Invasion wrote:
Tue, 18. Dec 18, 14:37
"To use, set the default behavior to "Deploy Satellites" and set the starting sector"

I couldn't "set the starting sector"
It asks to select a location and left/right click on empty space or a station, does not work
English 1.32 client with no other mod
You have to click on a station/space then click ok. It is working fine for me.
Yeah,a bit confusing, but it is the X4 interface that is confusing.

When you select the location, lokk up on the top of the menu (left side), there shoud be an "OK" button highlighted
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morbideth
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Re: [MOD] Satellite Network v0.31

Post by morbideth » Tue, 18. Dec 18, 17:06

pflip wrote:
Tue, 18. Dec 18, 16:52
Exactly the same on my rig.

If put on game folder, X4 will not start.
I tried a new game, same issue
I tried a new game with only this mod, same issue
I am running 1.50 beta 2
I tried to remove most of the "t" directory, leaving only the english(44) file. same issue
I left in the "t" dir both english (44) and Italian (39), same issue
I punt in the "t" dir only a single file named simply 001.xml (no language). Same issue
I haven't tried to remove, in the content .xml, all language and leave only english, I'll try next

I am at loss as you. This thing should work I cannot understand why it doesn't

If someone withd ifferent language in OS and game has it working, please let us know.

Here's the debug output.
Spoiler
Show
Logfile started, time Tue Dec 18 16:36:33 2018
[General] 70792.33 ======================================
[=ERROR=] 70792.33 GetTextPage() TextPageTable for page 1042 not found!
[General] 70792.33 ======================================
[General] 70792.33 ======================================
[=ERROR=] 70792.33 GetTextPage() TextPageTable for page 1042 not found!
[General] 70792.33 ======================================
[General] 70792.33 ======================================
[=ERROR=] 70792.33 GetTextPage() TextPageTable for page 1042 not found!
[General] 70792.33 ======================================
[General] 70792.33 ======================================
[=ERROR=] 70792.33 GetTextPage() TextPageTable for page 1042 not found!
[General] 70792.33 ======================================
[General] 70793.53 ======================================
[=ERROR=] 70793.53 GetTextPage() TextPageTable for page 1042 not found!
[General] 70793.53 ======================================
[General] 70793.53 ======================================
[=ERROR=] 70793.53 GetTextPage() TextPageTable for page 1042 not found!
[General] 70793.53 ======================================
[General] 70793.53 ======================================
[=ERROR=] 70793.53 GetTextPage() TextPageTable for page 1042 not found!
[General] 70793.53 ======================================
[General] 70793.53 ======================================
[=ERROR=] 70793.53 GetTextPage() TextPageTable for page 1042 not found!
[General] 70793.53 ======================================
[General] 70796.52 ======================================
[=ERROR=] 70796.52 GetTextPage() TextPageTable for page 1042 not found!
[General] 70796.52 ======================================
[/spolier]
I'll try putting the files in a cat file, according to others that worked for other assets.

pflip
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Re: [MOD] Satellite Network v0.31

Post by pflip » Tue, 18. Dec 18, 17:17

morbideth wrote:
Tue, 18. Dec 18, 17:06
pflip wrote:
Tue, 18. Dec 18, 16:52
Exactly the same on my rig.

I am at loss as you. This thing should work I cannot understand why it doesn't

If someone withd ifferent language in OS and game has it working, please let us know.
I'll try putting the files in a cat file, according to others that worked for other assets.

Ok than , we will try that. I also tried with no language reference, same issue.

I also tried the 0.31.

As an added bonus, I translated the 39 file with the italian language. I put it below. You are , of course, free to use it as you see fit. Just my minimal contribution to your work
Spoiler
Show
<?xml version="1.0" encoding="UTF-8" ?>
<language>
<page id="1042">
<t id="303">Dispiega Satelliti</t>
<t id="304">Dispiega satelliti vicino alle stazioni conosciute in un settore.</t>
<t id="305">includi i Cancelli</t>
<t id="306">Usa Satelliti Avanzati</t>
<t id="307">Rifornirsi</t>
<t id="308">Ammontare del rifornimento</t>
<t id="309">Raggio di Ricerca</t>
</page>
</language>
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nonnex
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Re: [MOD] Satellite Network v0.20

Post by nonnex » Tue, 18. Dec 18, 18:09

morbideth wrote:
Tue, 18. Dec 18, 14:06
The algorithm for a 2-D circle is https://www.quora.com/What-is-an-algori ... ius-circle

It looks rather complex to try to extend to 3-D. Alternatively, I could easily extend to existing code to find the best solution simply by iterating through every possible combination of starting points. Both are possibly, but both are, also, rather more cpu intensive. I don't think people would be willing to wait while their ships sits around calculating for 15 more mins just to save 5k on a sat.
Sat Net Maintainence

Very true, the approach should keep an eye on CPU and complexity. Therefore a simple solution would be the best shot.

Thanks for the link to the article. This algo is very useful.

Gave this topic a thougt or two today @work and came to the following simple solution:

Since you have mentioned that you plan to integrate a Sat collecting functionality this (existing Sat Net maintainance) could be simply be done by having two new orders
[Collect a particular Sat] AND|OR [Collect all Sats in Sector XY]

To rearrange Sats and to throw out a clean new net a simple 2 step job queue will do the task.
[1. "Collecting all Sats in Sector" ]
[2. "Deploy Sats"] (as it exists already)

Also usefull if You may integrate a new placing algo in the future, or if you want to replace simple Sats with advanced sats in a Sector...


Observations and Bugs on current Version 1.3

1: I have seen that the algo places sats on inactive Jumpgates atm (if the gates option is enabled). Don't know if this is intended.
2: Some Stations that are far from the +0- Y-Axis will not be covered. Sat placing on the Y Axis dont work well



Best regards...
Last edited by nonnex on Tue, 18. Dec 18, 18:38, edited 1 time in total.

morbideth
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Re: [MOD] Satellite Network v0.31

Post by morbideth » Tue, 18. Dec 18, 18:34

pflip wrote:
Tue, 18. Dec 18, 17:17
Ok than , we will try that. I also tried with no language reference, same issue.

I also tried the 0.31.

As an added bonus, I translated the 39 file with the italian language. I put it below. You are , of course, free to use it as you see fit. Just my minimal contribution to your work
Uploaded 0.32 as a cat version with your translation included, give it a shot.
nonnex wrote:
Tue, 18. Dec 18, 18:09
Observations and Bugs on current Version 1.3

1: I have seen that the algo places sats on inactive Jumpgates atm (if the gates option is enabled). Don't know if this is intended.
2: Some Stations that are far from the +0- Y-Axis will not be covered. Sat placing on the Y Axis dont work well

Best regards...
Inactive jumpgate coverage is a known issue. They count as a gates as far as the game is concerned, so I don't plan on doing anything about it. I figure they will be used for DLC or something at some point.

There shouldn't be any reason for it not to cover things in any y-direction. The ships is moving to the correct spot in all 3 coords before dropping the sat. Are you sure the station isn't covered? Are the trades decaying? It might just be a visual problem with the map.

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nonnex
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Re: [MOD] Satellite Network v0.31

Post by nonnex » Tue, 18. Dec 18, 18:39

morbideth wrote:
Tue, 18. Dec 18, 18:34
Inactive jumpgate coverage is a known issue. They count as a gates as far as the game is concerned, so I don't plan on doing anything about it. I figure they will be used for DLC or something at some point.

There shouldn't be any reason for it not to cover things in any y-direction. The ships is moving to the correct spot in all 3 coords before dropping the sat. Are you sure the station isn't covered? Are the trades decaying? It might just be a visual problem with the map.
Thanks for the answer.

Y-Axis: Yeah could be decaying. Will inspect it further.

pflip
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Re: [MOD] Satellite Network v0.31

Post by pflip » Tue, 18. Dec 18, 18:44

morbideth wrote:
Tue, 18. Dec 18, 18:34
[
Uploaded 0.32 as a cat version with your translation included, give it a shot.
No change, same issue. Tried also a new game, same story.

I am quite convinced that has something to do with the OS and game language setting that are different.. If this is the case, I am assuming other mods will face the same issue, and the problem will ne solved eventually.

Anyway, thanks for the effort and the quick response. I will continue to use the mod as it is easy to remember the menu items anyway.
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balu0
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Re: [MOD] Satellite Network v0.32

Post by balu0 » Tue, 18. Dec 18, 19:10

Ok 0.32 if put into game folder now starts and works. If put into documents the text still missing. At least I cant use this mod now.

But I think I know what is the difference between the 2 folders.

Mods put into the documents are under less debug and error checking, problems with mods in this folder are ignored and discarded.

BUT

With mods in the game folder, errors are not ignored, and the game will try to run it and crash or stall.

So if a mod do not work in the game folder it means it has errors.

0.32 is error free if placed in game folder so it runs.

I might be wrong but this is what I think at the moment.

morbideth
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Re: [MOD] Satellite Network v0.31

Post by morbideth » Tue, 18. Dec 18, 19:29

pflip wrote:
Tue, 18. Dec 18, 18:44
No change, same issue. Tried also a new game, same story.
As balu0 said below your post, cats go in your game folder/extensions not in your documents folder.

TheEarl
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Re: [MOD] Satellite Network v0.32

Post by TheEarl » Tue, 18. Dec 18, 21:02

I had this mod in the extensions and then moved the cats into the game golder but I don't get the behavior 'deploy satelites'.
What is wrong ? I really want this mod to run. It's exactly what I want :)

morbideth
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Re: [MOD] Satellite Network v0.32

Post by morbideth » Tue, 18. Dec 18, 23:43

TheEarl wrote:
Tue, 18. Dec 18, 21:02
I had this mod in the extensions and then moved the cats into the game golder but I don't get the behavior 'deploy satelites'.
What is wrong ? I really want this mod to run. It's exactly what I want :)
It goes in the extensions folder of your install directory.

Leadsides
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Re: [MOD] Satellite Network v0.31

Post by Leadsides » Wed, 19. Dec 18, 05:09

morbideth wrote:
Tue, 18. Dec 18, 18:34
Uploaded 0.32 as a cat version with your translation included, give it a shot.
This worked for me to fix the "readtext" problem. The game now displays the correct text in the various menus. I placed the mod in the game folder\extensions directory. Prior to this I could only run it from my user's extension folder. For what it's worth, I use the English language (US install), running Windows 7, and have the Steam install.

Thank you!

Jcewazhere
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Re: [MOD] Satellite Network v0.32

Post by Jcewazhere » Wed, 19. Dec 18, 06:52

Sounds neat thanks.

One suggestion: You could probably easily modify this script to create a new command that drops several laser turrets near jumpgates automatically. Assuming Ego fixes it so turrets stay put when placed :?

pflip
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Re: [MOD] Satellite Network v0.31

Post by pflip » Wed, 19. Dec 18, 09:05

morbideth wrote:
Tue, 18. Dec 18, 19:29
pflip wrote:
Tue, 18. Dec 18, 18:44
No change, same issue. Tried also a new game, same story.
As balu0 said below your post, cats go in your game folder/extensions not in your documents folder.
Got it and it works!!! Great work.

I still don't understand why it doesn't work in the other directory, but I am happy now

Thank you
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Reaper507
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Re: [MOD] Satellite Network v0.32

Post by Reaper507 » Wed, 19. Dec 18, 11:56

Holy cow, finally =ReadText= solved (0.32 in game/extensions)! Tnx.

morbideth
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Re: [MOD] Satellite Network v0.32

Post by morbideth » Wed, 19. Dec 18, 14:14

Jcewazhere wrote:
Wed, 19. Dec 18, 06:52
Sounds neat thanks.

One suggestion: You could probably easily modify this script to create a new command that drops several laser turrets near jumpgates automatically. Assuming Ego fixes it so turrets stay put when placed :?
Recreating Gazz's ring of fire script would be a separate mod.

Requiemfang
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Re: [MOD] Satellite Network v0.32

Post by Requiemfang » Wed, 19. Dec 18, 16:15

morbideth wrote:
Wed, 19. Dec 18, 14:14
Jcewazhere wrote:
Wed, 19. Dec 18, 06:52
Sounds neat thanks.

One suggestion: You could probably easily modify this script to create a new command that drops several laser turrets near jumpgates automatically. Assuming Ego fixes it so turrets stay put when placed :?
Recreating Gazz's ring of fire script would be a separate mod.
Heh, Gazz I wouldn't expect him to return to X-series to mod for a loooooong while since he's employed by The Fun Pimps for 7 Days to DIe.

TheEarl
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Re: [MOD] Satellite Network v0.32

Post by TheEarl » Thu, 20. Dec 18, 10:48

Sorry I could not get it to run.
I put this mod like every other mod into gamsfolder/extensions .
There it has its own folder sectorsatellites and inside are content.xml, ext_01.cat and ext_01.dat.
After your answer I moved ext_01.cat and ext_01.dat directly into gamsfolder/extensions and left content.xml in gamsfolder/extensions/sectorsatellites .
Is this correct ?
In the game I don't get the behavior.
Do you check conditions on the ship that are not met ? Of course I bought some sats before :)
And the ship was of type S.
And I use the German verision, there was no readtext error.
Thanks for help !

morbideth
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Re: [MOD] Satellite Network v0.32

Post by morbideth » Thu, 20. Dec 18, 13:35

v0.33 Another minor update
  • Fixed error spam in the search for new sector/collaboration code.
TheEarl wrote:
Thu, 20. Dec 18, 10:48
I put this mod like every other mod into gamsfolder/extensions .
That is all you need to do. But the folder is SatNetwork NOT sectorsatellites, that's a different mod.
There are no requirements for the order.

TheEarl
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Re: [MOD] Satellite Network v0.33

Post by TheEarl » Thu, 20. Dec 18, 15:21

Oh I'm really sorry. I downloaded both and mistook the foldername in my extractet folder.
Shame on me ...
Thank you for the answer!

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