[PROGRAM] X Plugin Manager : 1.88 : 2024-02-24

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Cycrow
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Re: [PROGRAM] X Plugin Manager : 1.70 : 2023-07-16

Post by Cycrow » Mon, 17. Jul 23, 13:28

alexalsp wrote:
Mon, 17. Jul 23, 00:14
Cyrillic paths fixed or not?
Not yet, it'll be in the change log when its fully fixed.
this version does contains internal changes to help, but it'll take several versions before its fully done

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Re: [PROGRAM] X Plugin Manager : 1.70 : 2023-07-16

Post by Cycrow » Mon, 17. Jul 23, 13:38

Betelgeuse97 wrote:
Mon, 17. Jul 23, 00:07
Malwarebytes is reporting that the 1.70 executable contains malware. I've also scanned it on virustotal (after incidentally opening up the plugin manager), and it's also detected malware inside the plugin manager. Is it just me or are others getting this?
https://www.malwarebytes.com/blog/detec ... malous-100

seems malwarebytes is flagging it up as it doesn't recognise it

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Re: [PROGRAM] X Plugin Manager : 1.70 : 2023-07-16

Post by Betelgeuse97 » Tue, 18. Jul 23, 10:03

Cycrow wrote:
Mon, 17. Jul 23, 13:38
Betelgeuse97 wrote:
Mon, 17. Jul 23, 00:07
Malwarebytes is reporting that the 1.70 executable contains malware. I've also scanned it on virustotal (after incidentally opening up the plugin manager), and it's also detected malware inside the plugin manager. Is it just me or are others getting this?
https://www.malwarebytes.com/blog/detec ... malous-100

seems malwarebytes is flagging it up as it doesn't recognise it
Looks like malwarebytes has stopped flagging it on its own. Thanks.

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Re: [PROGRAM] X Plugin Manager : 1.71 : 2023-07-19

Post by Cycrow » Wed, 19. Jul 23, 21:13

New Update: 1.71:
  • Fixed FakePatch compatibility check for X3FL
  • Fixed generation of text files

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Re: [PROGRAM] X Plugin Manager : 1.71 : 2023-07-19

Post by Brinnie » Fri, 21. Jul 23, 18:10

Hi Cycrow.
I have just migrated to win 10 from win 7, I have installed the OS on the C drive and my steam directory (including X3) is left untouched from the win 7 install on another drive.

The Steam install has been repristinated so, for instance, X4 runs as it did before as if nothing had changed, now to the question:

If I were to run X3, presuming that it would do without any problems, it should find all the scripts in place. Now that I have to reinstall X plugin manager, how do I make it read what scripts are installed so that it can manage them?

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Re: [PROGRAM] X Plugin Manager : 1.71 : 2023-07-19

Post by Cycrow » Fri, 21. Jul 23, 19:49

If the game directory hasn't changed, you can just re-add it in the plugin manager. It should read all the previous data from the game save.

just goto Directory control to add the new directory and make sure its selected as the active one

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Re: [PROGRAM] X Plugin Manager : 1.71 : 2023-07-19

Post by Brinnie » Sat, 22. Jul 23, 12:57

Cycrow wrote:
Fri, 21. Jul 23, 19:49
If the game directory hasn't changed, you can just re-add it in the plugin manager. It should read all the previous data from the game save.

just goto Directory control to add the new directory and make sure its selected as the active one
Thanks

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Re: [PROGRAM] X Plugin Manager : 1.80 : 2023-07-29

Post by Cycrow » Sat, 29. Jul 23, 18:43

New Update: 1.80
  • Added UTF8 support
  • Added support for Cyrillic filenames and text
  • Added Global settings to indiviual packages (allowing multiple packages to edit globals)
  • Fixed Readme files not installing correctly
  • Fixed ScriptType reading in packager scripts
  • Fixed "Allow Selection" for Multi-Packages in creator

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Re: [PROGRAM] X Plugin Manager : 1.80 : 2023-07-29

Post by alexalsp » Sat, 29. Jul 23, 22:53

Just fine, Cyrillic works now.... Thank you.
:thumb_up: :thumb_up: :thumb_up: :thumb_up: :x3:

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Re: [PROGRAM] X Plugin Manager : 1.81 : 2023-07-30

Post by Cycrow » Sun, 30. Jul 23, 13:21

New Update: 1.81
  • Fixed installing packages from archive

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Re: [PROGRAM] X Plugin Manager : 1.82 : 2023-07-30

Post by stevecs » Sun, 13. Aug 23, 20:17

years ago there was a post here somewhere on how to convert non packaged scripts/mods and put them into spk format but I can't seem to find it. Does anyone have a link to a write-up on how to do that? I have some older mods that I would like to modify/put into spk format so they're a little easier to add/remove with the plugin manager than doing it as individual files.

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Re: [PROGRAM] X Plugin Manager : 1.82 : 2023-07-30

Post by Hairless-Ape » Mon, 21. Aug 23, 15:53

The install attempts to install \windows\\system32\spk.dll which is a concern for me.

Do you have an install or method of install that I can use that doesn't write to the system32 folder?


Thank you.
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Re: [PROGRAM] X Plugin Manager : 1.82 : 2023-07-30

Post by Cycrow » Tue, 22. Aug 23, 12:09

what is the issue with system32?

it was mainly installed there as it was shared between multiple software (originally for Windows XP)

the main issue of moving it would be the auto updater which updates the dll separately from the rest of the software

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Re: [PROGRAM] X Plugin Manager : 1.82 : 2023-07-30

Post by Cycrow » Tue, 22. Aug 23, 12:11

stevecs wrote:
Sun, 13. Aug 23, 20:17
years ago there was a post here somewhere on how to convert non packaged scripts/mods and put them into spk format but I can't seem to find it. Does anyone have a link to a write-up on how to do that? I have some older mods that I would like to modify/put into spk format so they're a little easier to add/remove with the plugin manager than doing it as individual files.
Depending on the format of the old mods, you can use the Creator, and create a new package from archive. It should import everything then just fill out some additional information before saving it.

you can also install them directly in the Plugin Manager, by using the option to Install Archive

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Re: [PROGRAM] X Plugin Manager : 1.82 : 2023-07-30

Post by Hairless-Ape » Thu, 24. Aug 23, 14:13

Cycrow wrote:
Tue, 22. Aug 23, 12:09
what is the issue with system32?
it was mainly installed there as it was shared between multiple software (originally for Windows XP)
the main issue of moving it would be the auto updater which updates the dll separately from the rest of the software
I guess, as a general rule, I never install software that puts things in the system32 folder for what i hope are obvious reasons. Also, most virus checkers will reject such an install outright, such as Norton, which does.
I can see the need to put something there so it's "in the path", but I would strongly prefer to alter my own path if that's needed rather than put unknown DLL's into my system folders.
I am curious which "multiple software' packages you may be referring to.
Anyway, I realize I'm probably on the paranoid side given no one else has brought this up. It just seems like bad practice to install stuff there because you're effectively asking people to trust the DLL's without having any source code or reference material on their contents. I understand however, that you trust the software and may simply disagree on that basis. I figured I'd try though.
Cheers.
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Re: [PROGRAM] X Plugin Manager : 1.82 : 2023-07-30

Post by Cycrow » Thu, 24. Aug 23, 14:23

When it was originally created it was based on a windows xp install and there were several separate pieces of software. Like the spk installer, ship installer and command line tools which were completely sepeate but used the same core dll.

These have all been merged into the same software now however.

If I get time I may look into updating the installer/auto updater. But I have a large list of things I plan on doing.


Also technically the source is available. However recently I updated the server and it messed up the access right which I havnt yet fixed.

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Re: [PROGRAM] X Plugin Manager : 1.82 : 2023-07-30

Post by Hairless-Ape » Fri, 25. Aug 23, 16:38

Well, thank you for considering what I've said. I appreciate it. It's probably low priority on everyone's list :) No worries.

I am 'somewhat' interested in getting into FL. It seems like the way to go. I've done some minor stuff with Mayhem 3 including some additions for Hector in his 2.0 release coming up, and as you may know, I created it's new ZMap generator.
I got X-Studio setup for FL, but when I started looking through the scripts in /Addon2 there, I was quite befuddled :) It's vastly different. I was wondering if there was any sort of information on the code structure that might make getting into it a bit less daunting?


Cheers
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Re: [PROGRAM] X Plugin Manager : 1.82 : 2023-07-30

Post by Cycrow » Fri, 25. Aug 23, 17:04

The script engine is largely the same as AP, just with a large number of additional commands added.

The biggest difference is in the menu/input system, that most of the new FL UI uses.
As all the new menus are created via scripts instead of hardcode like the menus from AP

This information is detailed on the wiki

https://wiki.egosoft.com:1337/X3%20Wiki ... 20Modding/

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Re: [PROGRAM] X Plugin Manager : 1.84 : 2023-09-04

Post by Cycrow » Mon, 4. Sep 23, 12:24

New Update: 1.84
  • Fixed TextDB crash (Displaying Custom Wares Dialog)
  • Fixed signed package check for globals

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Re: [PROGRAM] X Plugin Manager : 1.85 : 2023-09-16

Post by Cycrow » Sat, 16. Sep 23, 11:11

New Update:
  • Fixed installing of X3 Reunion scripts
  • Fixed globals when package is disabled

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