[Tool] X Rebirth Builder 2.1 (Factory Complex Calculator & Planner)

The place to discuss scripting and game modifications for X Rebirth.

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Phipsz
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Post by Phipsz » Wed, 30. Mar 16, 13:24

kitsune9tails wrote:Wow, it looks great, and I'd really like to try it, but I have to admit at being a little cautious of running a binary executable from Russia on my system... :P

Anyone have any assurances there aren't any "extra treats" as it were, hidden inside? (Or if anyone has any freeware VMs/containers/jails for windows I can use, that would also work, I guess.)
First, as far as I'm concerned, the tool is made in russian language, which doesn't mean it is from russia (there are more countries around having russian as official language and even more having a great portion of population speaking russian).
Second, only because the russian government is doing things western countries describe as bad does not mean the common folk has to be the same as their government.
Thirdly, X is a relatively small game, I don't think it would be worth the effort to implement something nasty in a tool for this game ;)
As for the free VM, try Virtual Box and don't give the vm network access. I just don't think it would be worth the effort for this tool it's ok to use as is ;)

Wasca
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Post by Wasca » Wed, 30. Mar 16, 22:41

kitsune9tails wrote:Wow, it looks great, and I'd really like to try it, but I have to admit at being a little cautious of running a binary executable from Russia on my system... :P

Anyone have any assurances there aren't any "extra treats" as it were, hidden inside? (Or if anyone has any freeware VMs/containers/jails for windows I can use, that would also work, I guess.)
Huuumm, that's why this tool is so great, that's because it was developped by Russian gouvernement black ops! :)

Seriously, I understand your concern, but I had no problem running it, and if it was only designed to infect PCs, they sure put a lot of efforts in it for a rather small audience!

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Simoom
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Post by Simoom » Thu, 31. Mar 16, 01:40

kitsune9tails wrote:Wow, it looks great, and I'd really like to try it, but I have to admit at being a little cautious of running a binary executable from Russia on my system... :P

Anyone have any assurances there aren't any "extra treats" as it were, hidden inside? (Or if anyone has any freeware VMs/containers/jails for windows I can use, that would also work, I guess.)
Since I am in direct contact with the main programmer (and you can too, if you want to - the OP has direct link to his profile here on the Egosoft forums), I doubt this tool has any sort of malware hidden inside it. I don't think people who write malware would want his identity known (in this case, I have his e-mail).

As far as I can tell, a bunch of Russian XR players like the game and they got together and wrote this thing as a group project - same way the modding community works over here. Unfortunately Egosoft is a German studio so the primary forum resources are dedicated to English and German languages only (look at how tiny the Russian section of the forum is). I can understand why the Russian XR community exists outside of Egosoft's forums - namely www.elite-games.ru in this case.

kitsune9tails
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Post by kitsune9tails » Thu, 31. Mar 16, 03:37

That's good enough for me. If you actually know the devs and have worked with them in the community is fine. I'm just worried about running an executable on my machine when no one really knows or no one quite knows where it came from.

Originating from China, Russia, eastern Europe might make me want to be a tad more diligent based on their reputations for having a lot of young, skilled and talented hackers without as many legal barriers to putting out malicious software, but I'd still be very suspicious wherever it was from, if no one actually knew the creator.

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Simoom
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Post by Simoom » Fri, 1. Apr 16, 15:02

Updated OP to include Phipsz's web-based XR Station Calculator. It is a viable alternative/companion to the more extensive Builder 2.0, since it's pretty light-weight and responsive, so can provide quick production overviews without needing to fuss with the details.

It is also platform-independent so if you are on Linux or Mac OS, then it is your only option for the time being. :)

Phipsz is looking into making the project open-source at some point. Any interested party please contact him via PM.

Phipsz
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Post by Phipsz » Fri, 1. Apr 16, 15:09

Simoom wrote:Updated OP to include Phipsz's web-based XR Station Calculator. It is a viable alternative/companion to the more extensive Builder 2.0, since it's pretty light-weight and responsive, so can provide quick production overviews without needing to fuss with the details.

It is also platform-independent so if you are on Linux or Mac OS, then it is your only option for the time being. :)

Phipsz is looking into making the project open-source at some point. Any interested party please contact him via PM.
Great, thanks! but you got the last point wrong: it IS Open Source already ;) although until now, I've been the only one contributing though. Aaand you don't necessarily need to give me a PM, if you are registered at github, you can post there :)

HunEndorfin
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Post by HunEndorfin » Sun, 3. Apr 16, 08:50

Hello, the calculator is cool, but it should be compatible fully with the Conquer and War mod, since more, and more ppl using it. Currently the calculator disliking player owned shipyards(managed to capture a very rare pirate cv, and built a pirate cap ship factory, now cannot load the save file).
Apart from this, this is a quite handy tool.
Lol now i know that foodstuff suply>stapples factory(+its resource factories).
Keep up the goodwork.

Phipsz
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Post by Phipsz » Mon, 4. Apr 16, 00:09

HunEndorfin wrote:Hello, the calculator is cool, but it should be compatible fully with the Conquer and War mod, since more, and more ppl using it. Currently the calculator disliking player owned shipyards(managed to capture a very rare pirate cv, and built a pirate cap ship factory, now cannot load the save file).
Apart from this, this is a quite handy tool.
Lol now i know that foodstuff suply>stapples factory(+its resource factories).
Keep up the goodwork.
If you want, I could add those stations to my web-based tool. Just give me a list with stations and their respective modules (including efficiency, if needed) and I would add them :) if you want to add "virtual" consumption (xl-shipyards), that would also be possible.

exogenesis
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Post by exogenesis » Mon, 11. Apr 16, 19:52

Thanks very much for bring this to the forum Simoom,
it's an excellent tool, especially for well developed games - where it's hard to keep track.

Saved me from making a huge mistake :

Recently I built several TechnoCore Hi-E stations in Home of Light for the huge Fusion reactor shortage there,
but then I realised they were massively short on Chemical Compounds.

So I was about to build several R&D Labs, but after running it through this tool,
I saw that HoL has a potential excess of Chem.Compounds - just they weren't producing due
to the lack of Ion Cells & Plasma Cells.

So now I'm building several Mega Cell Fabs instead :)


Really like the quality of this tool, very well thought out & highly capable, & easy on the eyes too.

Kudos to the authors :thumb_up:

May have some suggestions/requests when I've exercised it a bit more....

hisazul
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Post by hisazul » Tue, 12. Apr 16, 17:28

Awesome tool.

Shame there is no light version of this. I don't want to import anything or deal with nuisances I don't really care about, what calculations think when it comes to practical application don't always hold especially in X games. All I'd personally want is a total material list for a station... sort of like what build plan in game has but with a total tally not having to sit there and add crap in my head. It's there but... ehh ah well.

Heh looked at OL and yeah... I knew when it comes to practice it won't be accurate with it's calculations... energy plentiful? Bofu has surplus? Ehehe it would be nice if that was true... sadly it is not.

But for general audience I'd imagine this is pretty damn useful.

edit:

Actually I played with it... and I have no mods and this thing is going crazy. Claims staples farmery doesn't produce food... it also can't seem to handle renamed stations sometimes and simply bugs out with index error when you use drop down on stations. Seems like it completely drops anything that belongs to those stations so I end up entirely self sufficient DV that apparently doesn't consume any kind of cells... or makes any food... but those buggy stations still get counted for consumption? Huh..

And why are mined resources included into this anyway? They aren't produced in the first place, how exactly it would calculate their availability if they tried to base it on mining ships... then they did something realllyyyy wrong. By construction shop can't in the million years be short on ore when it has 5 ore miners half of them tend to go about peddling stuff most of the time because they got nothing else to do.

Exception output for the error I get:

Code: Select all

************** Exception Text **************
System.ArgumentException: Argument 'Index' is not a valid value.
   at Microsoft.VisualBasic.Collection.get_Item(String Key)
   at XRB.user_specialist.get_Name()
   at XRB.StationGroup.FillSpecialists()
   at XRB.StationGroup.FillStages()
   at XRB.StationGroup.FillStationGroup()
   at XRB.StationGroup.GroupScroll()
   at XRB.StationGroup.PictureState_Click(Object sender, EventArgs e)
   at System.Windows.Forms.Control.OnClick(EventArgs e)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
Currently found this error for renamed Argnu Stockyard... renamed to "DV Argu Stockyard I", warehouse renamed to "AL Warehouse I" works for other warehouses tho(DV Warehouse I and so on).

Hmm oddly enough it seems to calculate resources from broken stations if you use "turn on all production modules" but it still just gives erriors if you try to check those stations.

Universe doesn't consider imported stations or complex or anything it's just 0 in entire complex column.
Last edited by hisazul on Wed, 13. Apr 16, 00:18, edited 6 times in total.
“Logic will get you from A to B. Imagination will take you everywhere.” - Albert Einstein

CulunTse
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Post by CulunTse » Tue, 12. Apr 16, 21:37

Awesome tool, from the sound of it!

From what I've discovered so far, it should also run under Linux with some (minor) tweaking! :-D
(This message brought to you by the author of the "[PSA] Steps to make your mod work on Linux+Mac" thread ;-P )

Background:
This tool, even though it ends with .exe, is "secretly" a .Net WinForms application inside.
.Net / C# is no longer "windows only", and hasn't been for a couple of years.
There is an open source re-implementation of the .Net runtime (the "CLR"), called "Mono"
Since a few years, Microsoft has actually worked closely with the Mono-project to improve compatibility, so they can expand their .Net-market onto the Linux server market.

porting XR builder 2.0
You can run XR builder 2.0 on linux by doing:

Code: Select all

sudo apt-get install mono-complete
mono "X Rebirth build 2.exe"
Unfortunately, this currently crashes because some methods don't exist.
Since I don't have the source code, I can't do much directly, but I can hopefully help guide the way!
Simoom, could you please use your connections to make Alexusvm aware of the possibility? I feel your existing connection would work better, and I speak zero Russian. (I'd be willing to have a look at the source code too, if that's OK with them, to see if I can help improve compatibility)

First of, there is an excellent tool called "MoMA", the Mono Migration Analyser
MoMA can scan .net programs for things that might break on Mono-on-linux/mac, but work on Windows.

I took the liberty of running MoMA on XR Builder 2.0, and am happy to report only 2 issues were raised, on 5 methods:

Scan Date: 4/12/2016 8:50:30 PM
Assembly X Rebirth build 2.exe 2.0.42.0
MoMA Definitions: Mono 2.8 (2.0 Profile)
(the 4.0 profile raises 7080 issues, so I believe this is a .Net 2.0 application)

Problem 1: Method used that Throws NotImplementedException on Mono
Object Interaction.GetObject (string, string)
called by:
  • void Combo_Printers_SelectedIndexChanged (Object, EventArgs)
Problem 2: Methods marked [MonoTodo], Reason "Works on Win32 and on X11 (but not on Cocoa and Quartz)" (i.e. works under most Linux versions, but not Mac)
void Graphics.CopyFromScreen (int, int, int, int, Size)
Called by:
  • void Form_Balance_KeyDown (Object, KeyEventArgs)
  • void Form_Station_KeyDown (Object, KeyEventArgs)
  • void Form_BuildTable_KeyDown (Object, KeyEventArgs)
  • void Form_BuildTable_KeyDown (Object, KeyEventArgs)
  • void Form_Main_KeyDown (Object, KeyEventArgs)
useful links for Alexusvm
In case it interests anyone, this is the stacktrace I get when doing "mono 'X rebirth builder 2.exe'":

Code: Select all

System.InvalidOperationException: WinForms_SeeInnerException ---> System.ArgumentException: A null reference or invalid value was found [GDI+ status: InvalidParameter]
  at System.Drawing.GDIPlus.CheckStatus (Status status) [0x00000] in <filename unknown>:0 
  at System.Drawing.Graphics.GdipMeasureString (IntPtr graphics, System.String text, System.Drawing.Font font, System.Drawing.RectangleF& layoutRect, IntPtr stringFormat) [0x00000] in <filename unknown>:0 
  at System.Drawing.Graphics.MeasureString (System.String text, System.Drawing.Font font, SizeF layoutArea, System.Drawing.StringFormat stringFormat) [0x00000] in <filename unknown>:0 
  at (wrapper remoting-invoke-with-check) System.Drawing.Graphics:MeasureString (string,System.Drawing.Font,System.Drawing.SizeF,System.Drawing.StringFormat)
  at System.Windows.Forms.TextRenderer.MeasureString (System.String text, System.Drawing.Font font, SizeF layoutArea, System.Drawing.StringFormat stringFormat) [0x00000] in <filename unknown>:0 
  at System.Windows.Forms.Label.InternalGetPreferredSize (Size proposed) [0x00000] in <filename unknown>:0 
  at System.Windows.Forms.Label.GetPreferredSize (Size proposedSize) [0x00000] in <filename unknown>:0 
  at System.Windows.Forms.Control.get_PreferredSize () [0x00000] in <filename unknown>:0 
  at (wrapper remoting-invoke-with-check) System.Windows.Forms.Control:get_PreferredSize ()
  at System.Windows.Forms.Layout.DefaultLayout.GetPreferredControlSize (System.Windows.Forms.Control child) [0x00000] in <filename unknown>:0 
  at System.Windows.Forms.Layout.DefaultLayout.LayoutDockedChildren (System.Windows.Forms.Control parent, System.Windows.Forms.Control[] controls) [0x00000] in <filename unknown>:0 
  at System.Windows.Forms.Layout.DefaultLayout.Layout (System.Object container, System.Windows.Forms.LayoutEventArgs args) [0x00000] in <filename unknown>:0 
  at System.Windows.Forms.Control.OnLayout (System.Windows.Forms.LayoutEventArgs levent) [0x00000] in <filename unknown>:0 
  at System.Windows.Forms.ScrollableControl.OnLayout (System.Windows.Forms.LayoutEventArgs levent) [0x00000] in <filename unknown>:0 
  at System.Windows.Forms.Control.PerformLayout (System.Windows.Forms.Control affectedControl, System.String affectedProperty) [0x00000] in <filename unknown>:0 
  at System.Windows.Forms.Control.OnResizeInternal (System.EventArgs e) [0x00000] in <filename unknown>:0 
  at System.Windows.Forms.Control.OnResize (System.EventArgs e) [0x00000] in <filename unknown>:0 
  at System.Windows.Forms.Panel.OnResize (System.EventArgs eventargs) [0x00000] in <filename unknown>:0 
  at System.Windows.Forms.Control.OnSizeChanged (System.EventArgs e) [0x00000] in <filename unknown>:0 
  at System.Windows.Forms.Control.UpdateBounds (Int32 x, Int32 y, Int32 width, Int32 height, Int32 clientWidth, Int32 clientHeight) [0x00000] in <filename unknown>:0 
  at System.Windows.Forms.Control.UpdateBounds (Int32 x, Int32 y, Int32 width, Int32 height) [0x00000] in <filename unknown>:0 
  at System.Windows.Forms.Control.SetBoundsCoreInternal (Int32 x, Int32 y, Int32 width, Int32 height, BoundsSpecified specified) [0x00000] in <filename unknown>:0 
  at System.Windows.Forms.Control.SetBoundsCore (Int32 x, Int32 y, Int32 width, Int32 height, BoundsSpecified specified) [0x00000] in <filename unknown>:0 
  at System.Windows.Forms.Control.SetBoundsInternal (Int32 x, Int32 y, Int32 width, Int32 height, BoundsSpecified specified) [0x00000] in <filename unknown>:0 
  at (wrapper remoting-invoke-with-check) System.Windows.Forms.Control:SetBoundsInternal (int,int,int,int,System.Windows.Forms.BoundsSpecified)
  at System.Windows.Forms.Layout.DefaultLayout.LayoutDockedChildren (System.Windows.Forms.Control parent, System.Windows.Forms.Control[] controls) [0x00000] in <filename unknown>:0 
  at System.Windows.Forms.Layout.DefaultLayout.Layout (System.Object container, System.Windows.Forms.LayoutEventArgs args) [0x00000] in <filename unknown>:0 
  at System.Windows.Forms.Control.OnLayout (System.Windows.Forms.LayoutEventArgs levent) [0x00000] in <filename unknown>:0 
  at System.Windows.Forms.ScrollableControl.OnLayout (System.Windows.Forms.LayoutEventArgs levent) [0x00000] in <filename unknown>:0 
  at System.Windows.Forms.ContainerControl.OnLayout (System.Windows.Forms.LayoutEventArgs e) [0x00000] in <filename unknown>:0 
  at System.Windows.Forms.Control.PerformLayout (System.Windows.Forms.Control affectedControl, System.String affectedProperty) [0x00000] in <filename unknown>:0 
  at System.Windows.Forms.Control.OnResizeInternal (System.EventArgs e) [0x00000] in <filename unknown>:0 
  at System.Windows.Forms.Control.OnResize (System.EventArgs e) [0x00000] in <filename unknown>:0 
  at System.Windows.Forms.UserControl.OnResize (System.EventArgs e) [0x00000] in <filename unknown>:0 
  at System.Windows.Forms.Control.OnSizeChanged (System.EventArgs e) [0x00000] in <filename unknown>:0 
  at System.Windows.Forms.Control.UpdateBounds (Int32 x, Int32 y, Int32 width, Int32 height, Int32 clientWidth, Int32 clientHeight) [0x00000] in <filename unknown>:0 
  at System.Windows.Forms.Control.UpdateBounds (Int32 x, Int32 y, Int32 width, Int32 height) [0x00000] in <filename unknown>:0 
  at System.Windows.Forms.Control.SetBoundsCoreInternal (Int32 x, Int32 y, Int32 width, Int32 height, BoundsSpecified specified) [0x00000] in <filename unknown>:0 
  at System.Windows.Forms.Control.SetBoundsCore (Int32 x, Int32 y, Int32 width, Int32 height, BoundsSpecified specified) [0x00000] in <filename unknown>:0 
  at System.Windows.Forms.Control.SetBoundsInternal (Int32 x, Int32 y, Int32 width, Int32 height, BoundsSpecified specified) [0x00000] in <filename unknown>:0 
  at System.Windows.Forms.Control.SetBounds (Int32 x, Int32 y, Int32 width, Int32 height, BoundsSpecified specified) [0x00000] in <filename unknown>:0 
  at System.Windows.Forms.Control.set_Size (Size value) [0x00000] in <filename unknown>:0 
  at (wrapper remoting-invoke-with-check) System.Windows.Forms.Control:set_Size (System.Drawing.Size)
  at XRB.ComplexTree.InitializeComponent () [0x00000] in <filename unknown>:0 
  at XRB.ComplexTree..ctor () [0x00000] in <filename unknown>:0 
  at (wrapper remoting-invoke-with-check) XRB.ComplexTree:.ctor ()
  at XRB.Form_Main.InitializeComponent () [0x00000] in <filename unknown>:0 
  at XRB.Form_Main..ctor () [0x00000] in <filename unknown>:0 
  at (wrapper managed-to-native) System.Reflection.MonoCMethod:InternalInvoke (System.Reflection.MonoCMethod,object,object[],System.Exception&)
  at System.Reflection.MonoCMethod.InternalInvoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0 
  --- End of inner exception stack trace ---
  at XRB.My.MyProject+MyForms.Create__Instance__[Form_Main] (XRB.Form_Main Instance) [0x00000] in <filename unknown>:0 
  at XRB.My.MyProject+MyForms.get_Form_Main () [0x00000] in <filename unknown>:0 
  at XRB.My.MyApplication.OnCreateMainForm () [0x00000] in <filename unknown>:0 
  at Microsoft.VisualBasic.ApplicationServices.WindowsFormsApplicationBase.OnRun () [0x00000] in <filename unknown>:0 
  at Microsoft.VisualBasic.ApplicationServices.WindowsFormsApplicationBase.Run (System.String[] commandLine) [0x00000] in <filename unknown>:0 
  at XRB.My.MyApplication.Main (System.String[] Args) [0x00000] in <filename unknown>:0 


hisazul
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Post by hisazul » Tue, 12. Apr 16, 23:52

There is a link to source code on github, in the first post at the end.
“Logic will get you from A to B. Imagination will take you everywhere.” - Albert Einstein

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Simoom
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Post by Simoom » Wed, 13. Apr 16, 00:28

hisazul wrote:Actually I played with it... and I have no mods and this thing is going crazy. Claims staples farmery doesn't produce food... it also can't seem to handle renamed stations sometimes and simply bugs out with index error when you use drop down on stations. Seems like it completely drops anything that belongs to those stations so I end up entirely self sufficient DV that apparently doesn't consume any kind of cells... or makes any food... but those buggy stations still get counted for consumption? Huh..
There are some known limitations in the "import save" function, the author is aware of it and is working on improving it, as stated in the OP. :)

As for stations showing as not producing, it's possible that they are actually not producing in your save game (storage full, damaged by enemy, etc.). The "All Production" feature is meant exactly to counter that, by assuming that all stations are fully producing.
hisazul wrote:And why are mined resources included into this anyway? They aren't produced in the first place, how exactly it would calculate their availability if they tried to base it on mining ships... then they did something realllyyyy wrong. By construction shop can't in the million years be short on ore when it has 5 ore miners half of them tend to go about peddling stuff most of the time because they got nothing else to do.
I am not the author so I can't say; but I would guess probably just to show the player how much raw resources are needed (and decide how many mining ships to assign).

I personally am not bothered by this since you can just choose to overlook raw resources if you want; but having it doesn't really hurt.
CulunTse wrote:From what I've discovered so far, it should also run under Linux with some (minor) tweaking! :-D
I'll pass your message along in a bit. :) The author just sent me a new RC build, so I'll be testing that shortly.
hisazul wrote:There is a link to source code on github, in the first post at the end.
Actually the github is for Phipsz's web-based factory calculator, which is an unrelated project (but we spoke and he said it's okay to include it in this thread, since it's relevant to the subject)

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Simoom
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Post by Simoom » Wed, 13. Apr 16, 00:53

Hey guys, got great news - the new version (v2.0.43 RC5) seems to have fixed the save game import issue. All my new 4.0 saves that were failing to import before are now importing properly.

There are some new strings I need to help translate, but I'll post the new version up once that's done. :)

hisazul
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Post by hisazul » Wed, 13. Apr 16, 03:30

Heh now that you actually said it, having consumption for raw mined resources does make sense. Guess I needed to hear someone say it ~_~ those things this time around are more of a back thought rather then "holy boron stripper tenticle" thats 100 yeild roid... now it's more of "just add more miners". Tho its more appealing this way and self mining is miles better then it was...

Also pass on the messege to mayhaps change localization icon atm it looks... ermm whats the word... obscure? misleading? I'm not even sure it just doesn't look like localization button... more like spell-check button. :P

May want to just link to all the raw versions as well, there are plenty hidden russians about that could use it in as is format. Shame the only two actively used languages around are english and german... we got forums for all that and barely anyone uses them.
“Logic will get you from A to B. Imagination will take you everywhere.” - Albert Einstein

CulunTse
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Post by CulunTse » Wed, 13. Apr 16, 21:42

Simoom wrote:I'll pass your message along in a bit. :) The author just sent me a new RC build, so I'll be testing that shortly.
Thanks! Obviously I'll gladly help testing and debugging!
I have some prior experience programming in .Net-on-windows for my last job, I hope that will help in the porting.
Would the .pdb (debugging symbols) be available by any chance? Having that would improve all the "<filename unknown>:0" in my stacktrace

Good luck on the RC-testing!

And just in case the windows-people want to test with Mono on their own machines: Mono also has windows builds:
installing Mono on windows

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Simoom
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Post by Simoom » Wed, 13. Apr 16, 23:03

Hey folks, X Rebirth Builder v2.0.43 just went live! :) Please go and test it out!
Those of you who had issue importing save games before should have an easier time now.

Change log provided below:

X Rebirth Builder v2.0.43:
Bug Fixes:
- Fixed bug that allowed the "Station" window to make changes to the base universe or station parameters without confirmation.
- Fixed incorrect display of secondary resources in ware balance window (anDron).
- Fixed bug that caused error when importing X Rebirth saves containing warehouses (AlexYar).
- Fixed bug that caused error when importing some modded save games (Simoom).
- Fixed incorrect definition of specialist skill levels when importing saves.
- Fixed incorrect definition of trade offers and prices when importing saves.
- Fixed incorrect calculation of building resources for warehouses;
- Fixed updating the station name in the structure of the complex (hisazul).
- Several other miscellaneous bug fixes.


New Features:
- Added scalable UI font (anDron): Press Cntr + Alt + S to access the new settings window (restart program for changes to take effect).
- Added customizable default specialist skill level (AlexYar): Press Cntr + Alt + S to access the new settings window (restart program for changes to take effect).
- Added display of stations with halted production modules on the minimap (Ritchie): For imported saves. Information is available at the production module under station details.
- Added detection of missing resources for production (Ritchie): For imported saves. Information is available at the production module under station details.
- Added loading/unloading of construction resources by sequences in "Freighter Cargo Calculator" (AlexYar).
- Disallowed the scattering of construction resources across different ships in "Freighter Cargo Calculator" (AlexYar, anDron).
- Added swithing of view mode for the "total", "volume" and "price" cells in the "Construction Resources" table (anDron).
- Added button "Turn off all production modules" (anDron).


Program Changes:
- Changed program name to "X Rebirth builder"(Simoom): The program will prompt again for the X Rebirth installation path on first run (registry settings from the previous version will be cleaned automatically).
- Optimized program loading.
- Changed the formatting of save files for complex and universe (older saves can still be opened, but the format will be updated when re-saved).
- Changed the output of trade offers shown on the "Wares tab" map (anDron).


To-do:
- Add more options for loading/unloading of construction resources in "Freighter Cargo Calculator" (AlexYar, anDron).

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Simoom
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Post by Simoom » Wed, 13. Apr 16, 23:07

Also got some messages from the author for people who had questions or suggestions:

-------------------------------

@hisazul:
Q. And why are mined resources included into this anyway?
A. These resources are used in the production of some wares. The program checks for these (and other) resources, depending on the location and availability of radar stations (using the logic of station's trade and miner ships): searches for stations producing (or selling) the necessary resources, as well as the possibility of their acquisition by the miners (checking the availability of those mining resources in the system (for stations with built-in radar) or sector). As a way you'll get them to their stations (trader ships, miners or use the NPC-traders) - the program does not take into account.

Q. Universe doesn't consider imported stations or complex or anything it's just 0 in entire complex column.
A. Please, read the Simoom's User Manual carefully ("Show location summary” on page 6).

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@CulunTse - I am willing to give you the source code, if you will undertake to make the necessary changes for porting programs on other operating systems. The program is written in VisualBasic (using VisualStudio Express 2015 for Windows Desktop)

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@All (English-speaking) pilots: I have a request to all, please use plain English (keep grammar and vocabulary as simple as possible) when you describe the problem with the program. I (and Google translate :) ) can not always understand what you write.

hisazul
Posts: 1211
Joined: Sat, 15. Oct 11, 04:12
xr

Post by hisazul » Thu, 14. Apr 16, 00:01

Mhm guess if I find more hickups I could try leaving a russian version as well, god thats going to end badly... lol

Oh man they optimized that loading time by a lot...

Also I finally found where they all hang out on that russian site... geez that place is confusing.

Edit:

v. 2.43

Added construction shop(albion CV) set all stages and personnel then tried to assign location to molten archon, lava flow.

Code: Select all

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
   at XRB.Form_Main.Universe_Map_Panel_MouseMove(Object sender, MouseEventArgs e)
   at System.Windows.Forms.Control.OnMouseMove(MouseEventArgs e)
   at System.Windows.Forms.Control.WmMouseMove(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
Also a request. Ability to select multiple stations in complex tab and toggle their production on/off as a group, instead of toggling them one by one. Copy/paste and delete function for selected groups would also be appreciated.
Ahem russion version of request... I swear I tried...
Spoiler
Show
Возможность выбирать группу станции и включать производство группой. Еще копировать и вставлять группу станции тоже было бы неплохо.
“Logic will get you from A to B. Imagination will take you everywhere.” - Albert Einstein

CulunTse
Posts: 118
Joined: Mon, 15. Jun 15, 08:10
x4

Post by CulunTse » Sat, 16. Apr 16, 19:29

So, small progress update on the Linux porting:

I've received the source code from Alexusvm.
I've installed the latest Mono packages (Mono 4.2.3.4 and Mono-Develop 5.10, freshly installed according to http://www.mono-project.com/download/
(The packages included with my distro were outdated.)
MonoDevelop is the community version of Xamarin Studio

As for code changes:
  • so far I've removed two dependencies: System.Deploy and System.Printing, which are Windows-specific. As far as I can tell, they are unused (Printing goes via System.Drawing.Print).
  • I had to switch all the *.resx files to "Build Action -> Compile", to fix "resource not found" errors
  • The Mono Visual Basic compiler, unfortuntately only supports Visual Basic up to Visual Studio 2005. This means the Object Initialisers "New Class with {.property1 = value1, .property2 = value2 }" aren't supported as they were introduced in Visual Studio 2008.
    I have to fix this 700+ times, or switch to Windows and cross-compile.
    I'm currently debating which to chose.

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