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    Thread: [Equipment] Found bug in script "plugin.XTM.Cmd.EQDock.Equip" v1.75

    1. #1
      TXU New Member Vanarion's Avatar
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      Default [Equipment] Found bug in script "plugin.XTM.Cmd.EQDock.Equip" v1.75

      Script Settings:
      Usage rights for equipment have already been bought and 1 or more pieces of equipment have been selected "On".
      Buying usage rights automatically has been set to "Off".
      Continuous upgrade is activated.

      Symptom:
      Landed ships won't be equiped.

      Cause:
      The script uses a two dimensional array called "Status".
      Index 0 contains an array of wares the dock has usage rights for.
      Index 1 contains for each ware a bool that is "True" if the ware is to be installed.
      Local variable "Status.0" should be initialized with "Status[0]" and local variable "Status.1" with "Status[1]".
      The problem is, that these variables are not always initilized.

      Solution:
      I added the following lines before line 131 (before "add wares to ship"):

      ...
      131 * BEGIN Bugfix
      132 $Status = [THIS] -> get local variable: name=$Local.Status
      133 $Status.0 = $Status[0]
      134 $Status.1 = $Status[1]
      135 * END Bugfix
      136 * Add wares to ships
      137 $Array = [THIS] -> get ship array from sector/ship/station
      ...


      This solved the problem for me.


    2. #2
      TXU New Member ULiX's Avatar
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      Default

      Lines 131 - 132 ???
      Version 175?
      Strange...
      Lines 35-43

      $Status = [THIS] -> get local variable: name= $Local.Status
      if not $Status
      $Status.0 = array alloc: size= 0


      $Status.1 = array alloc: size= 0
      $Status = array alloc: size= 2
      $Status [ 0 ] = $Status.0
      $Status [ 1 ] = $Status.1
      [THIS] -> set local variable: name= $Local.Status value= $Status
      end

      In than problem?

      Download new version.



    3. #3
      TXU New Member Vanarion's Avatar
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      Default

      Those lines are for first time initialization, right?

      But where does the script get the already filled arrays, when not activating the purchase of licenses and local variable "Status" already exists?
      If I see it right, in that case "Status.0" and "Status.1" do not point to their respective arrays. The point where "Status.0" is set to "Status[0]" and "Status.1" is set to "Status[1]" seems to be missing in that path. So you'll see the the licenceses you've bought in the interface, but no ship will be equiped. At least after reloading a game where the script already ran on an equipment dock and licences were already bought.

      Btw. do I have an old version of the script? Isn't 1.75 the script version that comes with the actual script package 0.73 ?

      Last edited by Vanarion; 09-10-2007 at 07:18 PM.

    4. #4
      TXU Full Member SurferX's Avatar
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      Default

      Can someone tell me exactly where to change the script so that my Eq Dock will upgrade my ships. I have that problem, usage rights bought and equipment pieces set to on.

      "I've seen things you people wouldn't believe. spoiler: Attack ships on fire off the shoulder of Orion. I watched c-beams ... glitter in the dark near Tanhauser Gate." Roy
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    5. #5
      TXU New Member jumbled's Avatar
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      Default

      Quote Originally Posted by ULiX View Post
      Lines 131 - 132 ???
      Version 175?
      Strange...
      Lines 35-43

      $Status = [THIS] -> get local variable: name= $Local.Status
      if not $Status
      $Status.0 = array alloc: size= 0


      $Status.1 = array alloc: size= 0
      $Status = array alloc: size= 2
      $Status [ 0 ] = $Status.0
      $Status [ 1 ] = $Status.1
      [THIS] -> set local variable: name= $Local.Status value= $Status
      end

      In than problem?

      Download new version.
      I had this same problem, and fixed it...yet again, since in XTM 0.75 it's STILL not fixed, no matter how many people complained and how many individual posts were left in these forums, replied to briefly and then LOCKED so no one else could get help from it.

      I have a little vice to confess to... I love XTM, but I have little patience for people who can't do their own work, which means I often have to do their work FOR THEM. I understand XTM is a big project, and very nicely done, but most of these old posts date from 2007, which, on my calendar, was THREE YEARS AGO! Sheesh!

      First, the lines above are only for first time init of the locals. If they already exist, in WHATEVER form (filled or not), it doesn't run.

      Second, the main routine calls the variables Status.0 and Status.1 out of variable Array.Status, NOT variable Status (minor difference, irrelevant in the long run, but I didn't program the thing). Array.Status is the one freshly loaded up with CURRENT information on your "known" list of wares. And Array.Status is only loaded up inside the structure testing the "auto-buy upgrades" as turned ON. If you have it turned off, it bypasses completely and tries using Status.0 and Status.1 within the "add wares to ship" section from out of thin air, since nothing else filled them up with anything.

      The OP above with the fix actually is right, but my method, IMHO, is slightly better (read "cleaner"). Rather than making a NEW set of assignments a SECOND time in the script, simply move the existing ones to a position just under that main While at the top of the loop, a common place for the whole rest of the script to use, since it's all the same everywhere else after that.

      I believe the lines were originally around line #95...

      095 * Purchase new wares to be added
      096 $Array.Status = [THIS] -> get local variable: name=$Local.Status
      097 $Status.0 = $Array.Status[0]
      098 $Status.1 = $Array.Status[1]

      099 $e = size of array $extra

      Moved to...

      057 while [TRUE]
      058 @ = wait randomly from 5100 to 5800 ms
      059
      060 * Load up the array of wares we know about.
      061 $Array.Status = [THIS] -> get local variable: name=$Local.Status
      062 $Status.0 = $Array.Status[0]
      063 $Status.1 = $Array.Status[1]

      064
      065 * Check whether allowed to buy new upgrades

      This way, whether you have "auto-buy new upgrades" turned on or off, it still finds the data, in THAT section, as well as AFTER that section where it installs them to a docked ship. Simple, easy, done! Why it's not in XTM .75...I don't know. I, personally, wouldn't let such a great package like this go out the door with such a slap-in-the-forehead bug like this in it. And I certainly would've fixed it in a patch before 3 years went by.


    6. #6
      Junior Super Moderator Sartorie's Avatar
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      Default

      Well we tried to fix every bug known to us for 0.75 - if thats still broken it was simply unkown to us at that time - I am sorry

      However XTM has been out of development for 2+ years now as we concentrated on XTC so it is unlikely to get fixed at all


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    7. #7
      Moderator Support Kalah's Avatar
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      Default

      A shame, really, seeing as 0.7.5 was released with "0.7.4" on the cover.

      There are some more bugs too, and several optimization issues, and I hope that some of them may be addressed in a future version once XTC is well and truly finished and the devs feel like taking a break from it.


    8. #8
      Junior Super Moderator Sartorie's Avatar
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      Default

      if I feel like taking a break from scripting / modding XTC I am sure as hell not going to touch XTM


      Rejoice - For very bad things are about to happen !

    9. #9
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      Default

      Guys, what sartorie is trying to express is that XTM is pretty dead. Whoever is complaining about unfinished features and bugs should see that there is no XTM team anymore.

      In 2007, the complete team, except AS and Mishra, left XTM as it was, as they were hired by Egosoft. There was no explanation left, the mod had the 0.73 version. 0.73 is the absolute last stage of the original XTM, and nobody even cared about it. There was even no post like "Sorry guys, we have better things to do now...", probably because everybody thought that TC would be the sequel to XTM. Now, before the work on XTC started, there was a decision made that TC should get a Mod like XTM for Reunion. This team was slowly building up, and it had absolutely nothing to do with the XTM team anymore. There was no one left, only AS and Mishra, who were only XTM team members for HUD work and modelling. The whole team lead was gone, and XTM was a zombie rotting somewhere. As AS built up the team, with the help of Mishra and Moko, they asked for permission to use the XTM mod. As this was granted, they started with the decision to eliminate most of the XTM bugs, before moving over to the planned TC mod. So, XTM got polished and a work over. In this process, most of the bugs which were reported were hunted down. You can now play the whole XTM story, including the follow up to the Goner/Sohnen plot. This was a major task, and the translation alone was taking months.

      Then, TC came out, and we all know the bugs. Almost half a year it was an up and down, nerf here and there, anyone remembering a game without moving ships, because the upper limit of ships per sector was reached in a Xenon patrol? Anyone remembering a 500 million payment for a sector patrol mission? Or eventually the days when boarding a ship via spacewalk and 5 marines was possible? All while XTM would still have been 0.73?

      The version 0.75 is nothing else as a fan made bug fix, by some people in their spare time, and the XTC team has nothing to do with XTM anymore. Fixing that mod would require to ter it apart like we did with TC in the last years. If i look at the TShips alone, i get a splitting headache about the amount of fixes it would take to establish an issue free environment, and i don't like the thought of finishing the work of some people who left without a word. We are now working on XTC, which is even more time consuming than most of us could ever imagine. We don't have the time or ressources to fix bugs in XTM, as it is NOT our mod. If you hover your mouse over the "X" badge below the portraits, there's stated that this is a member of the XTC team, not XTM. Working on XTM again will require someone doing that voluntarily...

      So i'd suggest, if you find any bug, and you know a workaround or a fix, write the according script or fix it, upload it and place a link, so that other users can use it too. If you really want to complain about bugs and left overs, you should blame the right people. And if you still feel like you have a right to play a bug free mod, and we should be responsible and sued for that, ask yourself the next time you start XTM.... how much money have you paid for it? Did you buy this on Steam or Amazon?

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    10. #10
      TXU New Member cogvos's Avatar
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      Default

      Many thanks for the explanation. It's a shame that work on the XTM mod has ended, it's an impressive achievement never the less and I wonder where it would have gone had things worked out differently. I guess that modding is like any other hobby and people move on all the time. Given that there do appear to be some issues with XTM, and it looks like people are willing to look into these and provide fixes, would the site moderators consider opening an area for folks to post hot fixes? I know that there is an area ( XTM Development Public - where we are now) for ideas, bugs etc but given that there is no XTM team any more this appears rather redundant. Perhaps if there is sufficient interest, these fixes could be periodically bundled as a new release.

      Good luck with the TC mod.

      Last edited by cogvos; 08-10-2010 at 01:05 PM. Reason: Tryping error
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