[Mayhem] Star Wars for Mayhem (Experimental)

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alexalsp
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Re: [Mayhem] Star Wars for Mayhem (Experimental)

Post by alexalsp » Sat, 17. Aug 19, 01:50

XenonArchitect7 wrote:
Sat, 17. Aug 19, 01:19

I don't know what the 65748.xml file is or where it is located. Where did you see this?
This is for example.
XenonArchitect7 wrote:
Sat, 17. Aug 19, 01:19

The only file I changed was 9700-L044.xml, which is an English language file that I added myself. It contains all the ship descriptions and ship names. Yes, it is currently contained within the last cat/dat, but you can have it here: https://drive.google.com/open?id=1tpK3I ... J5xdfa23JN

You can also create the "t" folder in your game's addon folder and throw it in there, since files in the game directory load after those in cat/dat files. This will override anything contained in the cat/dat.

I didn't realize you were doing a translation for the mod, that's pretty cool! I can move the file outside of the cat/dat in future releases if that makes things easier.
This is not a problem, thanks. It would be easier to track changes if this is written in the version history. In this case, it is not necessary to unpack and compare files each time.

After that, I'll do SWLU :D

Thanks for your work. :x3:

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alexalsp
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Re: [Mayhem] Star Wars for Mayhem (Experimental)

Post by alexalsp » Sun, 18. Aug 19, 02:43

SWLU
- Attempting to replace the "Your ship got destroyed" sound effect (1129.wav) results
in a game crash every time one of your ships dies, even if out of sector.
try these parameters If possible: 44100, 16 bit, mono (or standart for this file 11025, 16 bit).

:oops: I'm sorry, I didn't find the WSLU topic on the forum.

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alexalsp
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Re: [Mayhem] Star Wars for Mayhem (Experimental)

Post by alexalsp » Sun, 18. Aug 19, 18:38

SWLU

I compared text files, I have the impression that in SWLU mod the text file is very old. Many rows are missing. Can you tell me, is this the case or you have deleted strings? :gruebel:

This difference is also of interest. So it should be or is it obsolete data from previous versions of the game?

SWLU

Code: Select all

 <t id="218">SSTYPE_WARPHyperspace Lane</t>

 <t id="403">ACTION_ENTER_Hyperspace Lane</t>
 <t id="404">ACTION_LEAVE_Hyperspace Lane</t>
Original text

Code: Select all

 <t id="218">SSTYPE_WARPGATE</t>

 <t id="403">ACTION_ENTER_GATE</t>
 <t id="404">ACTION_LEAVE_GATE</t>


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Joubarbe
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Re: [Mayhem] Star Wars for Mayhem (Experimental)

Post by Joubarbe » Sun, 18. Aug 19, 20:33

That feels like a messed up "replace all" :)
(that's not good)

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alexalsp
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Re: [Mayhem] Star Wars for Mayhem (Experimental)

Post by alexalsp » Sun, 18. Aug 19, 21:57

It is sad. )) I do not know what should be here. :gruebel:

Code: Select all

<t id="218">SSTYPE_WARPGATE</t>

 <t id="403">ACTION_ENTER_GATE</t>
 <t id="404">ACTION_LEAVE_GATE</t>
or

Code: Select all

<t id="403">ACTION_ENTER_Hyperspace Lane</t>
 <t id="404">ACTION_LEAVE_Hyperspace Lane</t>
or only fix tnis

Code: Select all

 <t id="218">SSTYPE_WARPHyperspace Lane</t>
 
 to
 
  <t id="218">SSTYPE_WARP_Hyperspace Lane</t>


And is a space sign allowed in this place?

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Joubarbe
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Re: [Mayhem] Star Wars for Mayhem (Experimental)

Post by Joubarbe » Sun, 18. Aug 19, 23:32

The first one of course, the original text...

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alexalsp
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Re: [Mayhem] Star Wars for Mayhem (Experimental)

Post by alexalsp » Sun, 18. Aug 19, 23:43

Perhaps in this place there should be an original, since I saw these lines:

Code: Select all

  <t id="3731">Hyperspace Lane</t>

 <t id="353">Entering warpHyperspace Lane</t>
 <t id="354">Leaving warpHyperspace Lane</t>

 <t id="46">the South Hyperspace Lane.</t>
 <t id="47">the West Hyperspace Lane.</t>
 <t id="48">the East Hyperspace Lane.</t>

 <t id="19521">NO(Hyperspace Lane ID directions)</t>
 <t id="19521">NO(gate ID directions)</t>


 <t id="134">Find.JumpableHyperspace Lane</t>
 <t id="134">Find.JumpableGate</t>

 <t id="47">Fly through a warpHyperspace Lane.\n{2022,99992}</t>

Because of this, many problems with the game are possible.

It is necessary to ask the author in which places the replacement was planned. Otherwise, it will not be possible to fix everything.

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Joubarbe
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Re: [Mayhem] Star Wars for Mayhem (Experimental)

Post by Joubarbe » Mon, 19. Aug 19, 08:20

You should be patient :)
XenonArchitect7 has probably noticed this.

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XenonArchitect7
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Re: [Mayhem] Star Wars for Mayhem (Experimental)

Post by XenonArchitect7 » Mon, 19. Aug 19, 20:20

Yes, it it a botched "replace all" in 0001. I highly discourage any attempts to make sense of the SWLU text files because I did a bunch of ware renaming. The easiest (and worst) way to do this was replacing the text in many of the vanilla game files and Litcube files. I am also going to keep making changes in the future for SWLU. It is a cesspool of ever-evolving text garbage :) . I might not ever get around to cleaning it up because it would be a lot of work that won't really result in anything changing in-game. But for all future endeavors, I will be creating and loading my own xml files. I say SWLU is a lost cause for translation...

But if you put setup.SWLU.gametext and the new text file I included for the Mayhem thing into SWLU, it might override the ship names at least.

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XenonArchitect7
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Re: [Mayhem] Star Wars for Mayhem (Experimental)

Post by XenonArchitect7 » Mon, 19. Aug 19, 20:28

alexalsp wrote:
Sun, 18. Aug 19, 21:57
It is sad. )) I do not know what should be here. :gruebel:
Yikes, I had no idea actual command IDs were in the text files! Which file did you find that in?

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Joubarbe
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Re: [Mayhem] Star Wars for Mayhem (Experimental)

Post by Joubarbe » Mon, 19. Aug 19, 20:47

(And that is the problem. X-Studio will not be happy with modified command names.)

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alexalsp
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Re: [Mayhem] Star Wars for Mayhem (Experimental)

Post by alexalsp » Mon, 19. Aug 19, 23:33

XenonArchitect7 wrote:
Mon, 19. Aug 19, 20:28
alexalsp wrote:
Sun, 18. Aug 19, 21:57
It is sad. )) I do not know what should be here. :gruebel:
Yikes, I had no idea actual command IDs were in the text files! Which file did you find that in?
0001-L044.xml

A lot of changed text and a new one added. I don’t understand why it was necessary to do so ....

Now I need to compare the entire text, select the changed and then put it back after the translation. But not sure if I have the patience. Thanks who did this ... :mrgreen: :lol:

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XenonArchitect7
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Re: [Mayhem] Star Wars for Mayhem (Experimental)

Post by XenonArchitect7 » Tue, 20. Aug 19, 00:15

I say don't bother with SWLU. It is quite sloppy because the project dates all the way back to when I had zero modding experience. It is also going to keep undergoing more development. I appreciate the effort though.

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alexalsp
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Re: [Mayhem] Star Wars for Mayhem (Experimental)

Post by alexalsp » Fri, 23. Aug 19, 08:30

SWLU 1.2.4

I did it for the Russian version, and at the same time did it for the English version of the game. All files are adapted to version LU 1.7.2 and AP 3.3. You can test.

Compared all the text files of the mod. The main changes were made with the file 0001-L044.xml. Fixed replacements in unnecessary places.

Uplate swlu x3 ap text-script - X3AP v.3.3

https://drive.google.com/uc?id=1F_lGTDy ... t=download

Some errors will probably disappear. You know better about bugs in the game, perhaps notice any changes for the better. I hope.

:wink:

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XenonArchitect7
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Re: [Mayhem] Star Wars for Mayhem (Experimental)

Post by XenonArchitect7 » Fri, 23. Aug 19, 09:06

Wow, thanks man.
I imagine this was a ton of work, especially with my shenanigans in the text files. Eventually I am going to clean up my files into separate .xml documents so all overrides are contained in one location and restore all modified files back to their LU origins. That is how it always should have been from the start. I can easily import your translations into a similar file with the same text IDs once I create my master file in a future release of SWLU.

I'll test this over the weekend when I have some free time. I'm going to need some help to write a ModDB description for it though since I'm a stereotypical American who only speaks English :D . I might be able to set it up so that you can simply upload your own ModDB file on the SWLU page, but I'm not positive if the site lets multiple users upload content to a single project. I'll also throw up a link on this Forum page if you translated the ship names in 9700-L044.xml for this Mayhem patch.

Actually, would we even need a separate download link? Does the game simply let you put both languages in the files and pick the ones that relate to the selected language? If so, I could just add the translation to the mod's regular files. I'll have to test that this weekend.

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alexalsp
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Re: [Mayhem] Star Wars for Mayhem (Experimental)

Post by alexalsp » Fri, 23. Aug 19, 09:57

Thank you.

I think it makes sense after processing text files. I will need to carefully review which files are required for the Russian version of LU, additionally.

Perhaps it will be enough to indicate a link to the Russian version of the mod in the description. I think this decision will be made later.

This requires free time.

:wink: :)
I'll test this over the weekend when I have some free time. I'm going to need some help to write a ModDB description for it though since I'm a stereotypical American who only speaks English :D . I might be able to set it up so that you can simply upload your own ModDB file on the SWLU page, but I'm not positive if the site lets multiple users upload content to a single project. I'll also throw up a link on this Forum page if you translated the ship names in 9700-L044.xml for this Mayhem patch.
Yes, but the mod must be installed on the Russian version of Mayhem. it is necessary to indicate this in the description.

addon_SWLU Mayhem russian

Crackajacka87
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Re: [Mayhem] Star Wars for Mayhem (Experimental)

Post by Crackajacka87 » Fri, 23. Aug 19, 21:09

So I've found a slight issue in my games but I think it's because I'm running on Mayhem 2.9.10 and not 2.9.7 and as there's no previous versions of Mayhem which makes it hard for me to test further on this issue but all SW ships arent upgraded and cannot be upgraded. I've reinstalled both mods but to no benefit. I cant see why this has happened as the changelogs in Mayhem show no changes to this feature but as no one else has reported it, I'm guessing it's just happening to me because I'm running on a newer version of Mayhem.

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XenonArchitect7
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Re: [Mayhem] Star Wars for Mayhem (Experimental)

Post by XenonArchitect7 » Fri, 23. Aug 19, 22:21

Does this apply to NPC ships too? Is their cureent max speed equal to their max upgradable speed? Are you talking about software upgrades, template outfitting, cargo/engine upgrades, or installing weapons? Does the problem also apply to the vanilla ships that are still enabled?

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Re: [Mayhem] Star Wars for Mayhem (Experimental)

Post by Crackajacka87 » Fri, 23. Aug 19, 22:54

It was in the Engine/rudder/storage upgrade, all SW ships came in stock and not fully upgraded (players and it seemed like computer ships thinking on how slow their TS ships were). Vanilla ships were fine though and all other modifications to ships were fine.. Just those 3 actualy ship physical upgrades that were bugged.

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XenonArchitect7
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Re: [Mayhem] Star Wars for Mayhem (Experimental)

Post by XenonArchitect7 » Fri, 23. Aug 19, 23:42

...right. Joubarbe mentioned this, but I totally forgot. All ships have maxed out cargo, engine, and rudder in Mayhem and I forgot to do that. I will fix this soon.

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