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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Yeah,a bit confusing, but it is the X4 interface that is confusing.
I'll try putting the files in a cat file, according to others that worked for other assets.pflip wrote: ↑Tue, 18. Dec 18, 16:52Exactly 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.
SpoilerShowLogfile 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]
Sat Net Maintainencemorbideth wrote: ↑Tue, 18. Dec 18, 14:06The 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.
Uploaded 0.32 as a cat version with your translation included, give it a shot.pflip wrote: ↑Tue, 18. Dec 18, 17:17Ok 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
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.nonnex wrote: ↑Tue, 18. Dec 18, 18:09Observations 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...
Thanks for the answer.morbideth wrote: ↑Tue, 18. Dec 18, 18:34Inactive 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.
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.
It goes in the extensions folder of your install directory.
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.
Got it and it works!!! Great work.
Recreating Gazz's ring of fire script would be a separate mod.Jcewazhere wrote: ↑Wed, 19. Dec 18, 06:52Sounds 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
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.morbideth wrote: ↑Wed, 19. Dec 18, 14:14Recreating Gazz's ring of fire script would be a separate mod.Jcewazhere wrote: ↑Wed, 19. Dec 18, 06:52Sounds 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
That is all you need to do. But the folder is SatNetwork NOT sectorsatellites, that's a different mod.