[MD-Script] RSM - Random Sectors Management 1.5
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- Posts: 8
- Joined: Mon, 17. Mar 08, 22:25
I hope Ketraar does not mind (previous comments appear to indicate it should be ok), but the following link: http://www.mediafire.com/download/tdfg2 ... +fixes.xml contains an updated version of the RSM_SecMag.xml file which I think fixes several (most?) of the previously reported problems with it.
As far as I am aware it fixes the: 1) Multiple gate Issue, 2) Gates into Terran space issue, 3) no longer overwrites existing sectors, 4) no longer creates multiple new sectors simultaneously (was happening occasionally), 5) the message announcing the new sector should now always be in the specified sector range.
I've tested this locally by generating a new sector per minute and it seems to be working ok. I should note that I am running this on X3TC 3.2, and the file above has also been adjusted (by removing possible sector locations) to ensure it does not affect the ANH sector links, and it should also be compatible with the TSOG missions (i.e. TSOG created sector locations removed).
The linked file also adjusts the max number of random sectors to 120, sets the time between new sector creations at 4-6 hours and will give messages which are 2-6 sectors away from the new sectors.
If you are interested in what the problem with the old version - it was mainly to do with re-setting of cues, and conditions on sub-cues. Basically even if a cue gets reset, it still executes the remainder of any actions in the current cue, and will start sub cues if their only starting condition is that the old one has finished. The previous code was checking for problems and resetting, but was still executing remaining actions and cues, leading to the creation of sectors and gates we didn't want. The sector message announcement was fixed by moving the incrementing of the counter down a few lines so it was after the message generation, rather than before.
I should add a caveat that the first time I ever looked at any MD code was 2 days ago, so I may have made some mistakes...
Anyway hope this might be useful to someone.
As far as I am aware it fixes the: 1) Multiple gate Issue, 2) Gates into Terran space issue, 3) no longer overwrites existing sectors, 4) no longer creates multiple new sectors simultaneously (was happening occasionally), 5) the message announcing the new sector should now always be in the specified sector range.
I've tested this locally by generating a new sector per minute and it seems to be working ok. I should note that I am running this on X3TC 3.2, and the file above has also been adjusted (by removing possible sector locations) to ensure it does not affect the ANH sector links, and it should also be compatible with the TSOG missions (i.e. TSOG created sector locations removed).
The linked file also adjusts the max number of random sectors to 120, sets the time between new sector creations at 4-6 hours and will give messages which are 2-6 sectors away from the new sectors.
If you are interested in what the problem with the old version - it was mainly to do with re-setting of cues, and conditions on sub-cues. Basically even if a cue gets reset, it still executes the remainder of any actions in the current cue, and will start sub cues if their only starting condition is that the old one has finished. The previous code was checking for problems and resetting, but was still executing remaining actions and cues, leading to the creation of sectors and gates we didn't want. The sector message announcement was fixed by moving the incrementing of the counter down a few lines so it was after the message generation, rather than before.
I should add a caveat that the first time I ever looked at any MD code was 2 days ago, so I may have made some mistakes...
Anyway hope this might be useful to someone.
@ stephen12345
Wow, thank you for this.
I remember I had to cancel a game of mine. I was playing XRM & TC 3.2.
After a few days I got some reproducable, strange CTD. The log revealed last executed scripts was a patrolling police force trying to jump at some gate.
I guess it was because of an error you mentioned. Anyway, I had to start over, as I could not track down what the reason was. I removed RSM and I had not longer a CTD.
Do you know if your version is compatible with XRM?
Wow, thank you for this.
I remember I had to cancel a game of mine. I was playing XRM & TC 3.2.
After a few days I got some reproducable, strange CTD. The log revealed last executed scripts was a patrolling police force trying to jump at some gate.
I guess it was because of an error you mentioned. Anyway, I had to start over, as I could not track down what the reason was. I removed RSM and I had not longer a CTD.
Do you know if your version is compatible with XRM?
- DrBullwinkle
- Posts: 5715
- Joined: Sat, 17. Dec 11, 01:44
Yeah, I reported that on the previous page. I do not think it is on stephen's fix list. Jack08 suggested that the game does not react well to changes in autopilot paths.Nicoman35 wrote:After a few days I got some reproducable, strange CTD. The log revealed last executed scripts was a patrolling police force trying to jump at some gate.
Testing it takes a long time, and it may not be easy (or possible) to fix if Jack is right about the cause. Which is a shame, because RSM is cool.
Peace through superior firepower
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I've never used XRM, so difficult for me to comment on it. That said even if XRM has a different map, this version really shouldn't overwrite any of the sectors. If XRM adds sectors as a game evolves that might cause problems.
I don't think any of the changes I made will have fixed the CTD issue unless it was indirectly caused by creation of multiple gates or overwritten sectors (which end up as a mix of what was there before and the new stuff). I've not had any CTD issues myself...
I don't think any of the changes I made will have fixed the CTD issue unless it was indirectly caused by creation of multiple gates or overwritten sectors (which end up as a mix of what was there before and the new stuff). I've not had any CTD issues myself...
- DrBullwinkle
- Posts: 5715
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The CTD is not related to XRM. I have seen it, twice, in vanilla-based games. Both times after several days of using RSM.
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Updated file in previous link, to make sure that RSM gives up trying to create a new sector if there a no valid locations left. Previously it would keep trying for ever... This might happen for example if you have another mod which adds a number of sectors in places which RSM might otherwise use.
DrBullwinkle - If RSM behaves as it is intended it shouldn't make any difference to autopilot paths should it? In theory it should just add one new sector, which will only be connected to one other sector, so shouldn't cause any autopilot changes. Prior to my changes the code could link two separate areas of the galaxy via a new route, by overwriting an existing RSM sector and adding a second gate to somewhere else in the overwritten sector - I could see that causing changes in autopilot paths.
Edit: having thought about it a bit more I think if you run the older version of RSM for long enough you could get cases where it is spawning multiple overwritten sectors in a single pass - resulting in addition of many gates to existing sectors all at once, changes in sector names, etc. I could imaging that causing all kinds interesting issues.
DrBullwinkle - If RSM behaves as it is intended it shouldn't make any difference to autopilot paths should it? In theory it should just add one new sector, which will only be connected to one other sector, so shouldn't cause any autopilot changes. Prior to my changes the code could link two separate areas of the galaxy via a new route, by overwriting an existing RSM sector and adding a second gate to somewhere else in the overwritten sector - I could see that causing changes in autopilot paths.
Edit: having thought about it a bit more I think if you run the older version of RSM for long enough you could get cases where it is spawning multiple overwritten sectors in a single pass - resulting in addition of many gates to existing sectors all at once, changes in sector names, etc. I could imaging that causing all kinds interesting issues.
Last edited by stephen12345 on Sun, 12. Jan 14, 22:00, edited 1 time in total.
- DrBullwinkle
- Posts: 5715
- Joined: Sat, 17. Dec 11, 01:44
I do not know how jump routes are calculated. It is done in KC, I believe, rather than scripts.
Beyond that, I don't think anyone has ever tested/investigated the problem rigorously. If you fixed it, then that would be terrific.
Beyond that, I don't think anyone has ever tested/investigated the problem rigorously. If you fixed it, then that would be terrific.
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@stephen12345
No I dont mind.
Regarding the pathfinding issues. There is no issue with ADDING gates, only removing is problematic. Gates get added in patches all the time for plots and new sectors. Also not aware of any CTD caused by RSM tbh, the only issues I know of are the DUP gates and the creating of Gates connecting to Terren sectors, but all this is ages ago so might be just bad memory.
In any case, not likely I get back to it as I'm not involved in TC/AP at all atm and dont see coming back any time soon.
MFG
Ketraar
No I dont mind.
Regarding the pathfinding issues. There is no issue with ADDING gates, only removing is problematic. Gates get added in patches all the time for plots and new sectors. Also not aware of any CTD caused by RSM tbh, the only issues I know of are the DUP gates and the creating of Gates connecting to Terren sectors, but all this is ages ago so might be just bad memory.
In any case, not likely I get back to it as I'm not involved in TC/AP at all atm and dont see coming back any time soon.
MFG
Ketraar
I had a stab making a version that works with the new sector layout of XRM 1.30d and AP.Aion45 wrote:Can we get a X3 albion prelude version? please
Its totally untested, I'm going to include in my current game shortly and will report back. I'd recommend backing up any save games before using this.
Edit: Having a hard time debugging this. I guess I've missed another important change elsewhere.
Edit 2: Nevermind, learning MD code fast. Wasn't aware that you had to change sectors as a player to trigger the message. I've updated the code now so it runs on a 3-12h window, there are ~74 new sectors that could be added to XRM/AP and in my short test it seemed to be working fine.
I'll likely incorporate it in my current XRM game over the next two days so will report back when I've had more time to playtest.
Edit 3: Been playing in my XRM game for a few days now and had several gates spawn. No issues so far and I'm confident this would be safe to use in any XRM game.
DL link: https://app.box.com/s/2fcuc3ky2tz0vi9mcps3
Code: Select all
<do_any>
<!-- XRM 1.30d -->
<!-- <find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="12" y="0"/> -->
<!-- <find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="18" y="0"/> -->
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="20" y="0"/>
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="21" y="0"/>
<!-- <find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="20" y="1"/> -->
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="21" y="1"/>
<!-- <find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="17" y="2"/> -->
<!-- <find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="19" y="2"/> -->
<!-- <find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="10" y="3"/> -->
<!-- <find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="19" y="3"/> -->
<!-- <find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="20" y="3"/> -->
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="21" y="3"/>
<!-- <find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="11" y="4"/> -->
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="12" y="4"/>
<!-- <find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="15" y="4"/> -->
<!-- <find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="19" y="4"/> -->
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="20" y="4"/> <!-- +Korpus -->
<!-- <find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="21" y="4"/> -->
<!-- <find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="9" y="5"/> -->
<!-- <find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="17" y="5"/> -->
<!-- <find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="9" y="6"/>
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="10" y="6"/>
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="16" y="6"/>
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="17" y="6"/>
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="18" y="6"/> -->
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="6" y="7"/>
<!-- <find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="9" y="7"/> -->
<!-- <find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="12" y="7"/> -->
<!-- <find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="13" y="7"/> -->
<!-- <find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="2" y="8"/> -->
<!-- <find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="4" y="8"/> -->
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="6" y="8"/>
<!-- <find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="12" y="8"/> -->
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="15" y="8"/>
<!-- <find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="17" y="8"/>
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="18" y="8"/>
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="20" y="8"/> -->
<!-- <find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="10" y="9"/> -->
<!-- <find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="12" y="9"/> -->
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="13" y="9"/>
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="14" y="9"/>
<!-- <find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="16" y="9"/> -->
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="20" y="9"/>
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="21" y="9"/>
<!-- <find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="1" y="10"/> -->
<!-- <find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="2" y="10"/>
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="4" y="10"/>
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="5" y="10"/> -->
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="6" y="10"/>
<!-- <find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="8" y="10"/> -->
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="10" y="10"/>
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="12" y="10"/>
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="19" y="10"/>
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="20" y="10"/>
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="21" y="10"/>
<!-- <find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="0" y="11"/> -->
<!-- <find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="5" y="11"/> -->
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="10" y="11"/>
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="11" y="11"/>
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="12" y="11"/>
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="13" y="11"/>
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="14" y="11"/>
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="15" y="11"/>
<!-- <find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="17" y="11"/> -->
<!-- <find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="18" y="11"/> -->
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="19" y="11"/>
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="20" y="11"/>
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="21" y="11"/>
<!-- <find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="0" y="12"/>
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="1" y="12"/> -->
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="5" y="12"/>
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="6" y="12"/>
<!-- <find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="7" y="12"/> -->
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="10" y="12"/>
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="11" y="12"/>
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="13" y="12"/>
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="15" y="12"/>
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="16" y="12"/>
<!-- <find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="17" y="12"/> -->
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="19" y="12"/>
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="20" y="12"/>
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="21" y="12"/>
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="4" y="13"/>
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="5" y="13"/>
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="6" y="13"/>
<!-- <find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="7" y="13"/> -->
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="11" y="13"/>
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="12" y="13"/>
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="13" y="13"/>
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="14" y="13"/>
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="16" y="13"/>
<!-- <find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="19" y="13"/> -->
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="20" y="13"/>
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="21" y="13"/>
<!-- <find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="0" y="14"/>
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="3" y="14"/>
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="4" y="14"/> -->
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="5" y="14"/>
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="6" y="14"/>
<!-- <find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="7" y="14"/> -->
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="12" y="14"/>
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="13" y="14"/>
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="14" y="14"/>
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="15" y="14"/>
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="16" y="14"/>
<!-- <find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="19" y="14"/>
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="20" y="14"/> -->
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="21" y="14"/>
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="0" y="15"/>
<!-- <find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="1" y="15"/>
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="4" y="15"/>
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="5" y="15"/>
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="6" y="15"/>
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="11" y="15"/>
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="12" y="15"/>
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="13" y="15"/> -->
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="19" y="15"/>
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="20" y="15"/>
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="21" y="15"/>
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="0" y="16"/>
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="1" y="16"/>
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="3" y="16"/>
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="4" y="16"/>
<!-- <find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="5" y="16"/> -->
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="6" y="16"/>
<!-- <find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="8" y="16"/> -->
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="9" y="16"/>
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="11" y="16"/>
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="12" y="16"/>
<!-- <find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="13" y="16"/> -->
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="14" y="16"/>
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="17" y="16"/>
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="19" y="16"/>
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="20" y="16"/>
<find_sector name="ND_SecMag_top.RSector{value@ND_SecMag_Setup.RSectorNR}" x="21" y="16"/>
</do_any>
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- Posts: 69
- Joined: Wed, 25. May 16, 02:34
Sectors not showing up
Hi, I'm playing in AP and it will tell me there is a new sector. I search every possibility and out to a great distance in each possible sector. I thought I read something on one of the pages about someone else having this issue. Can anyone help me with this please? It's driving me nuts!!
Finally found them, used a SCS cheat to "reveal all"
Finally found them, used a SCS cheat to "reveal all"
Last edited by firefightervf06 on Mon, 19. Dec 16, 04:02, edited 1 time in total.
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- Posts: 69
- Joined: Wed, 25. May 16, 02:34
Sectors not showing on map
Hi, I was able to manually install this and have found five sectors so far but am having the issue with them showing up in the map even after exploring them. Makes it a pain to send a ship to "map sector" when I can't select it. I did as posted and put the objects folder into the original TC folder and no change. Does it go in a certain location there? Thanks for all the help!
Download this: http://forum.egosoft.com/viewtopic.php? ... 81#4323081
and then change the sectors block according to pasted code in:
http://forum.egosoft.com/viewtopic.php? ... 86#4415686
and then change the sectors block according to pasted code in:
http://forum.egosoft.com/viewtopic.php? ... 86#4415686
Split say NEED MORE FIREPOWER!!
Re: Sectors not showing on map
Sorry for the late reply, if sectors are not showing then you are having an issue with the 00749.bod. It may be that you are running a mod that is overirding it, make sure it is set so its the highest priority.firefightervf06 wrote:Hi, I was able to manually install this and have found five sectors so far but am having the issue with them showing up in the map even after exploring them. Makes it a pain to send a ship to "map sector" when I can't select it. I did as posted and put the objects folder into the original TC folder and no change. Does it go in a certain location there? Thanks for all the help!
Priorities are iirc mod, loose files, cat/dat
MFG
Ketraar
Many thanksvukica wrote:Download this: http://forum.egosoft.com/viewtopic.php? ... 81#4323081
and then change the sectors block according to pasted code in:
http://forum.egosoft.com/viewtopic.php? ... 86#4415686
- Reimu Hakurei
- Posts: 1030
- Joined: Fri, 28. Aug 09, 05:29
Re: Sectors not showing on map
I don't understand this priority list. What order is it in? What does 'mod' mean here?Ketraar wrote:Sorry for the late reply, if sectors are not showing then you are having an issue with the 00749.bod. It may be that you are running a mod that is overirding it, make sure it is set so its the highest priority.
Priorities are iirc mod, loose files, cat/dat
MFG
Ketraar