[SCR][MD][TC][AP] LIFE-V0.95b (update: 06-May-2014)
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To those who were getting framerate issues, even on high end rigs, I suggest the following fixes, as proposed here:
https://www.reddit.com/r/X3TC/comments/ ... provement/
Either going through the Control Panel or through setting up a .bat file, set your X3AP Task Process to High and its Core Affinity to only one of your "real" cores--this varies depending on whether you have an Intel or an AMD processor, so check your manufacturers' specs before proceeding.
In addition, and this is something that's not discussed in that thread, but something I discovered, that if you disable the GOD-related news in LIFE, your performance improves *significantly*.
Also, I would like to ask a question to any fellow LIFE-users. Did the latest update disable or alter the dynamic combat related missions? As per a trailer I discovered on Youtube, if you comm a ship while it's under attack, you can offer aid. But even if you destroy the attackers around the ship, I'm getting no reward or any kind of subsequent communications. Did I do something wrong, or maybe mess up my LIFE install? I'm running XRM, IEX, and LIFE, and as far as I knew, all of those mods played well together...
https://www.reddit.com/r/X3TC/comments/ ... provement/
Either going through the Control Panel or through setting up a .bat file, set your X3AP Task Process to High and its Core Affinity to only one of your "real" cores--this varies depending on whether you have an Intel or an AMD processor, so check your manufacturers' specs before proceeding.
In addition, and this is something that's not discussed in that thread, but something I discovered, that if you disable the GOD-related news in LIFE, your performance improves *significantly*.
Also, I would like to ask a question to any fellow LIFE-users. Did the latest update disable or alter the dynamic combat related missions? As per a trailer I discovered on Youtube, if you comm a ship while it's under attack, you can offer aid. But even if you destroy the attackers around the ship, I'm getting no reward or any kind of subsequent communications. Did I do something wrong, or maybe mess up my LIFE install? I'm running XRM, IEX, and LIFE, and as far as I knew, all of those mods played well together...
Argon Explorer
Sadly, the workaround given by Aldebaran_Prime seems to be insufficient. I tried commenting out all instances of "Fight or flight" (the "set_command" actions inside LIFE.Attacked and elsewhere), added the new queue "LIFE.attacked.destroy".
While LIFE.attacked.destroy is active, the issue seems to be fixed. But when I allow LIFE.Attacked to be recreated by commenting out the new LIFE.Attacked.destroy, the problem reemerges. So either there is something else in LIFE.Attacked that causes it to plow over commands of ships, or somehow the engine is reinstating the old version of the cue, and I am not sure which.
While LIFE.attacked.destroy is active, the issue seems to be fixed. But when I allow LIFE.Attacked to be recreated by commenting out the new LIFE.Attacked.destroy, the problem reemerges. So either there is something else in LIFE.Attacked that causes it to plow over commands of ships, or somehow the engine is reinstating the old version of the cue, and I am not sure which.
Some further investigation yields the problem that in the script, plugin.LIFE.ship.signal.attacked, LIFE temporarily adds the ship to a special, hidden wing that it uses as a queue. That wing is used as a primary mechanism for communication between the scripting side and the mission director side (storing the list of ships that have been attacked and thus need to be processed).
After some finagling in the director script LIFE.Attacked.xml, it calls plugin.LIFE.mdcomms.queue on the ship, which removes the ship from the special queue wing and restores the previous wing membership. Unfortunately, removing a ship from a wing cancels its current order on task 0, the main task (engine bug maybe?).
Sadly, since that queue is pretty central to how the attacking signalling works in LIFE, I don't see a way to get around not having the wing.
So a workaround may be to not add non-race controlled ships to the queue in the first place. So, you can replace the line (around line 61) in plugin.LIFE.ship.signal.attacked.xml:
with
This will make it so that ships that have been reserved for other purposes cannot get "co-opted". Race logic controlled ships are unchanged, as they have their main task restored by GOD periodically, so that is why it hasn't been an issue for those ships.
Sadly, this is a little overreaching and also turns off special LIFE handling for script spawned ships too that disable race logic, even if the script can handle it by having fallback "restart" logic. But I can't really see a way around that.
However, the above will also silence such mission ships from saying "I'm under attack". I'll provide a version that preserves as a follow up post, since it makes the code much longer.
After some finagling in the director script LIFE.Attacked.xml, it calls plugin.LIFE.mdcomms.queue on the ship, which removes the ship from the special queue wing and restores the previous wing membership. Unfortunately, removing a ship from a wing cancels its current order on task 0, the main task (engine bug maybe?).
Sadly, since that queue is pretty central to how the attacking signalling works in LIFE, I don't see a way to get around not having the wing.
So a workaround may be to not add non-race controlled ships to the queue in the first place. So, you can replace the line (around line 61) in plugin.LIFE.ship.signal.attacked.xml:
Code: Select all
$gAttacked-> temporarily remove from wing
add ship to flight wing: wing=$mdcommsQueue ship=$gAttacked
Code: Select all
* TechSY730 fix: Don't do special handling for special mission ships, since removing the wing later on interferes with current commands
if $gAttacked-> can be controlled by race logic
$gAttacked-> temporarily remove from wing
add ship to flight wing: wing=$mdcommsQueue ship=$gAttacked
end
Sadly, this is a little overreaching and also turns off special LIFE handling for script spawned ships too that disable race logic, even if the script can handle it by having fallback "restart" logic. But I can't really see a way around that.
However, the above will also silence such mission ships from saying "I'm under attack". I'll provide a version that preserves as a follow up post, since it makes the code much longer.
Last edited by TechSY730 on Wed, 8. Aug 18, 06:02, edited 2 times in total.
As promised, here is the version of the replacement that preserves mission ships saying "I'm under attack".
First a download link, since it is so long. Copy this into
TC: X3 Terran Conflict\scripts\
AP: X3 Terran Conflict\addon\scripts\
(ONLY unpack this into the game you have LIFE installed into, not both, unless you installed life into both TC and AP) (Forward slashes instead if on Linux or Mac)
plugin.LIFE.ship.signal.attacked.xml:
https://drive.google.com/open?id=1Ze-O1 ... zhrA7gG_pJ
And I noticed that LIFE's MD's script skipped over the cases of TM and M8 in their script, so they will never have the "I'm under attack" chatter. Here is a version of that script that fixes it. It also has Aldebaran_Prime's fix described above. As with his above script, you will still need to go through the LIFE.Attacked.destroy cue for a save and then comment it back out (the download has the destroy cue, but commented out)
Copy into:
TC: X3 Terran Conflict\director\
AP: X3 Terran Conflict\addon\director\
(ONLY unpack this into the game you have LIFE installed into, not both, unless you installed life into both TC and AP) (Forward slashes instead if on Linux or Mac)
LIFE.Attacked.xml:
https://drive.google.com/open?id=10Sf_i ... Xu7SxNcWKD
If someone wants me to post just the changed bits as text, let me know. They are pretty long, so I didn't want to clutter up the thread with them if no one cares.
First a download link, since it is so long. Copy this into
TC: X3 Terran Conflict\scripts\
AP: X3 Terran Conflict\addon\scripts\
(ONLY unpack this into the game you have LIFE installed into, not both, unless you installed life into both TC and AP) (Forward slashes instead if on Linux or Mac)
plugin.LIFE.ship.signal.attacked.xml:
https://drive.google.com/open?id=1Ze-O1 ... zhrA7gG_pJ
And I noticed that LIFE's MD's script skipped over the cases of TM and M8 in their script, so they will never have the "I'm under attack" chatter. Here is a version of that script that fixes it. It also has Aldebaran_Prime's fix described above. As with his above script, you will still need to go through the LIFE.Attacked.destroy cue for a save and then comment it back out (the download has the destroy cue, but commented out)
Copy into:
TC: X3 Terran Conflict\director\
AP: X3 Terran Conflict\addon\director\
(ONLY unpack this into the game you have LIFE installed into, not both, unless you installed life into both TC and AP) (Forward slashes instead if on Linux or Mac)
LIFE.Attacked.xml:
https://drive.google.com/open?id=10Sf_i ... Xu7SxNcWKD
If someone wants me to post just the changed bits as text, let me know. They are pretty long, so I didn't want to clutter up the thread with them if no one cares.
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- Posts: 295
- Joined: Fri, 20. Mar 09, 16:38
Re: [SCR][MD][TC][AP] LIFE-V0.95b (update: 06-May-2014)
Thank you for that solution !
Re: [SCR][MD][TC][AP] LIFE-V0.95b (update: 06-May-2014)
Your welcome.
But actually I have a newer version of this script that fixes even more cases, so please download again.
plugin.LIFE.ship.signal.attacked.xml:
https://drive.google.com/open?id=1Ze-O1 ... zhrA7gG_pJ
I also took the time and updated the "figure out what race the pilot script" to be compatible with Lucike's scripts (Commodity Logistics, CODEA, and many others). It will now properly detect the race of pilots it manages (assuming player ships are set to "actor name" race voice in settings). Also included is a bugfix where the script wouldn't check again if the pilot changes.
plugin.LIFE.get.race.page.xml:
https://drive.google.com/open?id=1t006K ... OaEor8SP6s
But actually I have a newer version of this script that fixes even more cases, so please download again.
plugin.LIFE.ship.signal.attacked.xml:
https://drive.google.com/open?id=1Ze-O1 ... zhrA7gG_pJ
I also took the time and updated the "figure out what race the pilot script" to be compatible with Lucike's scripts (Commodity Logistics, CODEA, and many others). It will now properly detect the race of pilots it manages (assuming player ships are set to "actor name" race voice in settings). Also included is a bugfix where the script wouldn't check again if the pilot changes.
plugin.LIFE.get.race.page.xml:
https://drive.google.com/open?id=1t006K ... OaEor8SP6s
Re: [SCR][MD][TC][AP] LIFE-V0.95b (update: 06-May-2014)
I didn't realise people were still using LIFE.
I was never happy leaving it in the state I left it, but my health really did knock me about for a good 18 months.
Over the next few weeks I'll start incorporating a bunch of unfinished work, (station missions, advanced shaders, etc), and bug fixes from TechSY730 and others, (with their blessings).
I'm having a ball in X4 and it has rekindled my love for the series.
I was never happy leaving it in the state I left it, but my health really did knock me about for a good 18 months.
Over the next few weeks I'll start incorporating a bunch of unfinished work, (station missions, advanced shaders, etc), and bug fixes from TechSY730 and others, (with their blessings).
I'm having a ball in X4 and it has rekindled my love for the series.
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Re: [SCR][MD][TC][AP] LIFE-V0.95b (update: 06-May-2014)
@TechSY730: Thanks again!
@Shush : Happy that you feel better !!!
Your Mod is outstanding , superior for immersion!!!
And much better than the speech of x4 pilots...
@Shush : Happy that you feel better !!!
Your Mod is outstanding , superior for immersion!!!
And much better than the speech of x4 pilots...
Re: [SCR][MD][TC][AP] LIFE-V0.95b (update: 06-May-2014)
Sure, feel free to upstream any of my changes. Credit would be nice, if nowhere else but in the release notes, but not required.
Re: [SCR][MD][TC][AP] LIFE-V0.95b (update: 06-May-2014)
Hi Shush,
It is good to see that you are feeling somewhat better.
I will do a 'fly-by' over your house in celebration (in FSX anyway!)
I think there are still several of us enjoying LIFE!
It is good to see that you are feeling somewhat better.
I will do a 'fly-by' over your house in celebration (in FSX anyway!)
I think there are still several of us enjoying LIFE!
Re: [SCR][MD][TC][AP] LIFE-V0.95b (update: 06-May-2014)
CheersTaylor2008 wrote: ↑Fri, 7. Dec 18, 02:12@Shush : Happy that you feel better !!!
Your Mod is outstanding , superior for immersion!!!
And much better than the speech of x4 pilots...
Awww don't be too harsh on X4, I think Egosoft have found their way again! I'm really looking forward to spending thousands of hours in enjoyment over the next few years in X4, (once the initial teething period is over).
The area that you played in was always a concern for me, as different versions of X3 always reacted unexpectedly to that area of the code. Every time I thought I had come up with a reasonable solution, the next X3 update would break it. Which is not suprising really, I was using the MD and SE in ways that were never planned for or even considered by the devs.
Any external contribution to LIFE will always receive due credit, in fact I usually add hidden flavour news articles for contributors
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Re: [SCR][MD][TC][AP] LIFE-V0.95b (update: 06-May-2014)
Hello,
i am in desire of compatible between Life and The Galactic News System (BBS 2.0) (V.105) viewtopic.php?f=94&t=260555 and
with MBRR https://drive.google.com/open?id=1xnIRX ... uJFbztk3dm.
In addition please fix the bug , wich sometimes let Mission-Ships stopp their Engines.
I hope i am not impudent to speak out my wishes.
If I can help in any way with this , just say a word...
i am in desire of compatible between Life and The Galactic News System (BBS 2.0) (V.105) viewtopic.php?f=94&t=260555 and
with MBRR https://drive.google.com/open?id=1xnIRX ... uJFbztk3dm.
In addition please fix the bug , wich sometimes let Mission-Ships stopp their Engines.
I hope i am not impudent to speak out my wishes.
If I can help in any way with this , just say a word...
Re: [SCR][MD][TC][AP] LIFE-V0.95b (update: 06-May-2014)
Hello !
A small question for those of you who are using life (and in this case leveling of their pilots)
Let's say i have a pilot on a m4, who have for instance 20 kills and is level 2. As i think he is an experienced pilot, i would like to move him on a m3.
I understood that for leveling life is used on ships and not on pilots. But if i rename the m3 with the kills and level from the previous ship, is it working
(for instance : m4 kills 20 level 2 will become m3 kills 20 level2). Or there is another way to do it ?
Thanks !
A small question for those of you who are using life (and in this case leveling of their pilots)
Let's say i have a pilot on a m4, who have for instance 20 kills and is level 2. As i think he is an experienced pilot, i would like to move him on a m3.
I understood that for leveling life is used on ships and not on pilots. But if i rename the m3 with the kills and level from the previous ship, is it working
(for instance : m4 kills 20 level 2 will become m3 kills 20 level2). Or there is another way to do it ?
Thanks !
- Aldebaran_Prime
- Posts: 1386
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Re: [SCR][MD][TC][AP] LIFE-V0.95b (update: 06-May-2014)
I just saw, that you seems to be a little active again.Shush wrote: ↑Fri, 7. Dec 18, 00:05I didn't realise people were still using LIFE.
I was never happy leaving it in the state I left it, but my health really did knock me about for a good 18 months.
Over the next few weeks I'll start incorporating a bunch of unfinished work, (station missions, advanced shaders, etc), and bug fixes from TechSY730 and others, (with their blessings).
I'm having a ball in X4 and it has rekindled my love for the series.
Yes, LIFE is a core part of my X3 AP Mod collection (see banner) and gives a lof of it's emmersion to the game - Thanks for it!
- Aldebaran_Prime
- Posts: 1386
- Joined: Sat, 20. Feb 10, 17:47
Re: [SCR][MD][TC][AP] LIFE-V0.95b (update: 06-May-2014)
Thx for this bugfix! I'll test and include it into my MOD collection now.TechSY730 wrote: ↑Thu, 6. Dec 18, 18:26Your welcome.
But actually I have a newer version of this script that fixes even more cases, so please download again.
plugin.LIFE.ship.signal.attacked.xml:
https://drive.google.com/open?id=1Ze-O1 ... zhrA7gG_pJ
I also took the time and updated the "figure out what race the pilot script" to be compatible with Lucike's scripts (Commodity Logistics, CODEA, and many others). It will now properly detect the race of pilots it manages (assuming player ships are set to "actor name" race voice in settings). Also included is a bugfix where the script wouldn't check again if the pilot changes.
plugin.LIFE.get.race.page.xml:
https://drive.google.com/open?id=1t006K ... OaEor8SP6s
So far I understood, we need install the 2 scripts above and the LIFE.Attacked.xml from the post a little higher.
- hourheroyes
- Posts: 346
- Joined: Mon, 9. Apr 12, 05:14
Re: [SCR][MD][TC][AP] LIFE-V0.95b (update: 06-May-2014)
Anyone left using LIFE know if it is compatible, or can be made compatible, with LU? I feel like LU is the de facto sandbox of choice for me, but the immersion additions LIFE added to my old XRM playthroughs was invaluable.
Rode my bicycle across the USA in 2014. Here's the travel blog with lots of words & pictures.
- Aldebaran_Prime
- Posts: 1386
- Joined: Sat, 20. Feb 10, 17:47
Re:
A pilot of the EMC4AP Mod found out, that the X3 Khaak / Final Fury plot still has a problem in the scene, where the TL should place some mines. So I needed to add some other exceptions to the improvements of TechSY730:TechSY730 wrote: ↑Sun, 5. Aug 18, 21:15Some further investigation yields the problem that in the script, plugin.LIFE.ship.signal.attacked, LIFE temporarily adds the ship to a special, hidden wing that it uses as a queue. That wing is used as a primary mechanism for communication between the scripting side and the mission director side (storing the list of ships that have been attacked and thus need to be processed).
After some finagling in the director script LIFE.Attacked.xml, it calls plugin.LIFE.mdcomms.queue on the ship, which removes the ship from the special queue wing and restores the previous wing membership. Unfortunately, removing a ship from a wing cancels its current order on task 0, the main task (engine bug maybe?).
Sadly, since that queue is pretty central to how the attacking signalling works in LIFE, I don't see a way to get around not having the wing.
So a workaround may be to not add non-race controlled ships to the queue in the first place. So, you can replace the line (around line 61) in plugin.LIFE.ship.signal.attacked.xml:
withCode: Select all
$gAttacked-> temporarily remove from wing add ship to flight wing: wing=$mdcommsQueue ship=$gAttacked
This will make it so that ships that have been reserved for other purposes cannot get "co-opted". Race logic controlled ships are unchanged, as they have their main task restored by GOD periodically, so that is why it hasn't been an issue for those ships.Code: Select all
* TechSY730 fix: Don't do special handling for special mission ships, since removing the wing later on interferes with current commands if $gAttacked-> can be controlled by race logic $gAttacked-> temporarily remove from wing add ship to flight wing: wing=$mdcommsQueue ship=$gAttacked end
Sadly, this is a little overreaching and also turns off special LIFE handling for script spawned ships too that disable race logic, even if the script can handle it by having fallback "restart" logic. But I can't really see a way around that.
However, the above will also silence such mission ships from saying "I'm under attack". I'll provide a version that preserves as a follow up post, since it makes the code much longer.
Code: Select all
...
$gAttackedMoves2Position = $gAttacked-> is script '!ship.cmd.moveto.std' on stack of task=0
$gAttackedMovePosition = $gAttacked-> is script '!ship.cmd.moveposition.std' on stack of task=0
$gAttackedRetreat = $gAttacked-> is script '!ship.cmd.retreat.std' on stack of task=0
$gAttackedProtect = $gAttacked-> is script '!ship.cmd.protect.std' on stack of task=0
$gAttackedStay = $gAttacked-> is script '!ship.cmd.stay.std' on stack of task=0
$gAttackedMayBeMissionShip = !$gAttackedRaceLogicEnabled OR $gAttackedIsFollowingShip OR $gAttackedIsDeliveringFactory OR $gAttackedMoves2Position OR $gAttackedMovePosition OR $gAttackedRetreat OR $gAttackedProtect OR $gAttackedStay OR ($gAttackedNoJob AND ($gAttackedIsDocking OR $gAttackedIsAttacking))
if !$gAttackedMayBeMissionShip
$gAttacked-> temporarily remove from wing
add ship to flight wing: wing=$mdcommsQueue ship=$gAttacked
else
...
Bugfixed version can be found here: https://1drv.ms/u/s!AleWkrAhnZL_g5hnKcf ... g?e=3YBQgi
Re: [SCR][MD][TC][AP] LIFE-V0.95b (update: 06-May-2014)
Someone are playing in 2021?
- X2-Illuminatus
- Moderator (Deutsch)
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Re: [SCR][MD][TC][AP] LIFE-V0.95b (update: 06-May-2014)
Better ask your question right away, instead of waiting for someone to reply whether they still use this extension or not.
Nun verfügbar! X3: Farnham's Legacy - Ein neues Kapitel für einen alten Favoriten
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Neuauflage der fünf X-Romane als Taschenbuch
The official X-novels Farnham's Legend, Nopileos, X3: Yoshiko as Kindle e-books!
Die komplette X-Roman-Reihe jetzt als Kindle E-Books! (Farnhams Legende, Nopileos, X3: Yoshiko, X3: Hüter der Tore, X3: Wächter der Erde)
Neuauflage der fünf X-Romane als Taschenbuch
The official X-novels Farnham's Legend, Nopileos, X3: Yoshiko as Kindle e-books!