[PROGRAM] X-Studio Script Editor [v1.08 : 14th Feb 14]

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dizzy
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Post by dizzy » Fri, 6. May 16, 06:31

I love X-Studio but one thing I hate having to do every time it starts is to put in the admin password when I know that it doesn't need any admin rights, all my game files are owned by my (non-admin) user. I've tried using things like "PE Editors" to remove the manifest from the binary that says it should prompt for admin but that didn't do anything.

Did anyone manage to make X-Studio run without administrator rights?
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andreihaiducul
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Post by andreihaiducul » Mon, 25. Jul 16, 18:01

Does anyone have a working download link for the source code package?

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X2-Illuminatus
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Post by X2-Illuminatus » Mon, 25. Jul 16, 19:10

Here you go: Link (mediafire.com)
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Deniskos
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Post by Deniskos » Thu, 11. Jan 18, 06:05

X-Studio.v1.08.14.Feb.2014
Data type [DATATYPE_PASSENGER] does not work!
In order to work it is necessary to reassign the type [DATATYPE_PASSENGER] in the game editor.

Deniskos
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Post by Deniskos » Thu, 11. Jan 18, 06:17

If I create a new script in x-studio with Custom Syntax, then after changing and saving the script in the game editor, x-studio does not recognize new commands. :evil:

FritzHugo3
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Post by FritzHugo3 » Mon, 19. Feb 18, 02:53

Dont like my Steamversion, dont accept the path.
Any idears?

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Deniskos
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Post by Deniskos » Mon, 26. Feb 18, 03:15

Deniskos wrote:If I create a new script in x-studio with Custom Syntax, then after changing and saving the script in the game editor, x-studio does not recognize new commands. :evil:
Understood, it's all about the script engine version.

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Perahoky
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Re: [PROGRAM] X-Studio Script Editor [v1.08 : 14th Feb 14]

Post by Perahoky » Wed, 28. Nov 18, 12:42

Could we make a github project for this tool? :)
Thanks :)

PS sorry if that was asked before, couldnt found.

We could expand this tool alltogether...
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SirNukes
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Re: [PROGRAM] X-Studio Script Editor [v1.08 : 14th Feb 14]

Post by SirNukes » Wed, 1. May 19, 01:39

As a workaround for the DATATYPE_PASSENGER bug, I put together a short python script that scans the x3 scripts for the bug when using "is datatype" commands and patches them. The intention is to run it after editing a script in X-Studio that might suffer from this bug. This requires Python 3.6+ and the lxml package, and the buggy script should be in xml format. Feel free to edit the scanning/saving behavior as desired for convenience.
Spoiler
Show

Code: Select all

'''
All xml scripts will be opened and scanned for an x-studio bug with
datatype codes.

Usage:
    - Run from the directory with the scripts to be checked.
    - When a bug is found and patched, press 'y' or 'n' and <enter>
      to confirm the file overwrite.
'''
'''
This will look for script command 125 ("%0 is datatype[%1] == %2"),
aiming to repair DATATYPE_PASSENGER, which xstudio saves as 0x0001A
when it should be 0x1001A.

Example:
    <sval type="array" size="6">
    	<sval type="int" val="125" />
    	<sval type="int" val="1" />
    	<sval type="int" val="131074" />
    	<sval type="int" val="0" />
    	<sval type="int" val="20" />
    	<sval type="int" val="26" />
    </sval>
The last "26" will become "65562".
'''

from lxml import etree as ET
from pathlib import Path

for file_path in Path('.').glob('*.xml'):

    # First, do a raw text search to determine if this is x-studio generated.
    with open(file_path, 'r') as file:
        if '<!-- Generated using X-Studio -->' not in file.read():
            continue

    print('Scanning {}...'.format(file_path))

    tree = ET.parse(str(file_path))
    root = tree.getroot()

    # Pull out the codearray, holding the script details
    #  (args, commands, etc.).
    # Note: this has one child, <sval type="array" size="10">, which in
    #  turn has a fixed set of 10 children that give different aspects
    #  of the script, where [6] is the script commands.
    codearray = root.find('.//codearray')
    assert codearray != None
    command_array_node = codearray[0][6]

    # Flag when a change occurs.
    change_occurred = False

    # Loop over all script commands.
    for code_node in command_array_node:

        # The first child holds the command code.
        # Skip if not 'is datatype'.
        if code_node[0].get('val') != '125':
            continue

        # Search for the buggy code, the last item of the node.
        data_type_node = code_node[-1]
        if data_type_node.get('val') == '26':
            # Update it.
            data_type_node.set('val', '65562')
            change_occurred = True

    if change_occurred:
        user_response = input(' Patch applied; okay to save?  y or n \n')
        if user_response == 'y':
            # Lxml loses the standalone attribute, so put it back here.
            # Also, ensure the declaration line is included.
            tree.write(str(file_path), standalone = True, xml_declaration = True)
            print(' Saved')
        if user_response == 'n':
            print(' Skipped')

terodil
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Re: [PROGRAM] X-Studio Script Editor [v1.08 : 14th Feb 14]

Post by terodil » Wed, 1. May 19, 09:36

SirNukes, you're an angel.

Will try this at home and post back if I run into any issues, but for now: thank you very much indeed!
My X3 mods: Ship Autoclaimer - Ship Services - Friendlier War Sectors - in development: Logistics Centre

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N8M4R3
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Re: [PROGRAM] X-Studio Script Editor [v1.08 : 14th Feb 14]

Post by N8M4R3 » Sun, 21. Jul 19, 22:32

I have added missing commands that were now available at AP3.3 over a Custom Syntax File. For interest have a look here: viewtopic.php?f=94&t=417934
Neue Erweiterung für X3 verfügbar: Farnham's Legacy | +Optional: weitere Verbesserungen im inoffiziellen Patch v1.3.14 *** Modified*** :khaak: :thumb_up:
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MegaBurn
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Re: [PROGRAM] X-Studio Script Editor [v1.08 : 14th Feb 14]

Post by MegaBurn » Sat, 1. May 21, 00:09

Found Mr Bear on Github, XS1 source: https://github.com/nick-crowley/X-Studio
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mr.bear
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Re: [PROGRAM] X-Studio Script Editor [v1.08 : 14th Feb 14]

Post by mr.bear » Mon, 2. Jan 23, 01:53

Hello everyone,

I hope everybody is well.

I haven't been on this forum for a long long time.

I've been wondering lately if anybody still uses this software that I wrote, X-Studio or X-Studio II?

I realize I haven't released any updates for nearly 10 years.. *awkward cough*
and Egosoft have even released several games over that period :oops:

I don't actually game much anymore but I realized I should be putting some effort into keeping this software up-to-date for all of you folks who are using it for developing your mods.

I'd like to get a sense of
  • a) how many people still use this software?
  • b) what are the known bugs?
  • c) what are you feature requests?
Thanks & Happy New Year!
Rapunzel, Rapunzel, let down your bear...

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alexalsp
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Re: [PROGRAM] X-Studio Script Editor [v1.08 : 14th Feb 14]

Post by alexalsp » Mon, 2. Jan 23, 12:52

I think at least officially add support :)

viewtopic.php?f=201&t=444078

I don't develop mods, but I use a program to view scripts, txt files and some minor edits.

And I think it would be great to update the program.

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Hector0x
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Re: [PROGRAM] X-Studio Script Editor [v1.08 : 14th Feb 14]

Post by Hector0x » Mon, 2. Jan 23, 15:44

i've been using your X-Studio for 2 years now. As a complete beginner it helped me greatly to dive deep into extensive modding projects. So huge thanks for this!

The only issue which comes to mind is that the external script dependency search somehow never yielded any results for me. I couldn't examine which scripts call for a specific script. It doesn't seem like a file access problem since the program got Admin rights. In the end i just substituted this missing feature with Notepad+ and this works for me.

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Zaitsev
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Re: [PROGRAM] X-Studio Script Editor [v1.08 : 14th Feb 14]

Post by Zaitsev » Thu, 12. Jan 23, 23:19

mr.bear wrote:
Mon, 2. Jan 23, 01:53
Hello everyone,

I hope everybody is well.

I haven't been on this forum for a long long time.

I've been wondering lately if anybody still uses this software that I wrote, X-Studio or X-Studio II?

I realize I haven't released any updates for nearly 10 years.. *awkward cough*
and Egosoft have even released several games over that period :oops:

I don't actually game much anymore but I realized I should be putting some effort into keeping this software up-to-date for all of you folks who are using it for developing your mods.

I'd like to get a sense of
  • a) how many people still use this software?
  • b) what are the known bugs?
  • c) what are you feature requests?
Thanks & Happy New Year!
Still use your software, mainly to make some personal LU mods.
The only issue I've noticed is that the program hangs once in a blue moon when I try to close it, but I don't know if that's caused by the program itself or some issue with my computer.

As for feature requests, changing font size would be nice. My middle aged eyes have started to struggle a bit with the font, so if it's at all possible to make it bigger that would be nice.
Also, since I'm a greenhorn when it comes to modding, and read the command descriptions constantly to find out what the command actually does, having a way to read the command descriptions without having to hover the cursor over the command and then move it every 10 seconds because it disappears would be really helpful.
I'm sorry, I can't hear you over the sound of how awesome I am :D

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Endgame - Completed

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alexalsp
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Re: [PROGRAM] X-Studio Script Editor [v1.08 : 14th Feb 14]

Post by alexalsp » Fri, 13. Jan 23, 13:26

As for feature requests, changing font size would be nice.
https://i.imgur.com/7zHomyy.jpg

Joelnh
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Re: [PROGRAM] X-Studio Script Editor [v1.08 : 14th Feb 14]

Post by Joelnh » Mon, 16. Jan 23, 19:11

I also use this software anytime I play X3AP and want to tweak things. only current issue is trying to locate the info needed to correctly identify Litcube / Mayhem Zerohour commands.
Since there are unrecognized commands showing.

I also use X3 Editor 2, until I can find a better program.
I haven't looked at XStudio2 yet.

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Re: [PROGRAM] X-Studio Script Editor [v1.08 : 14th Feb 14]

Post by Cycrow » Fri, 20. Jan 23, 15:32

Updating for the X3FL could be useful to get more people to starting modding in FL

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