X Rebirth

X Rebirth

Shields for L/XL Larger Ship Hulls Mod Addon
nidaren  [developer] 19 Apr, 2014 @ 1:17pm
Bugs
Please, report any noticed bugs in this forum.

Be so kind to also upload your uidata.xml

Known bugs and status:

- In some cases shields won't show up: Status: fixed in 1.01
Last edited by nidaren; 21 Apr, 2014 @ 2:59am
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Showing 1-14 of 14 comments
PeterS 19 Apr, 2014 @ 1:37pm 
uidata:

<?xml version="1.0" encoding="UTF-8"?>
<uidata version="1">
<data environment="detailmonitor"/>
<data environment="fullscreen"/>
<data environment="fullscreen2">
__CORE_DEBUGLOG_LOG = {
[&quot;version&quot;]=2.000000,
[&quot;data&quot;]={
[1.000000]={
[&quot;timestamp&quot;]=1397939474.000000,
[&quot;message&quot;]=&quot;Error: [Movie.LoadFormat] File videos/logo_publisher.mkv: avformat_open_input = -2&quot;,},
[2.000000]={
[&quot;timestamp&quot;]=1397939474.000000,
[&quot;message&quot;]=&quot;Error: [Video.Start] Failed to start movie -2&quot;,},},}
</data>
</uidata>


(Very fresh, I had deleted the whole Documents\Egosoft folder before)

Not very interesting, but this might be of more use (captured with "-debug all -logfile rebirth.log" start parameter)

[General] ======================================
[] File I/O: Could not find file '.\\extensions\nidaren_shield_generators\assets\props\surfaceelements\macros\l_small_military_shieldgen_macro'
[General] ======================================
[General] ======================================
[] XLib::XMLInputOpenCallback(): Failed to open the file: /extensions/nidaren_shield_generators/assets/props/surfaceelements/macros/l_small_military_shieldgen_macro
[General] ======================================
[General] ======================================
[] MacroDB::FindMacro(): Error loading from XML file '\extensions\nidaren_shield_generators\assets\props\surfaceelements\macros\l_small_military_shieldgen_macro'. Check the log for further information.
[General] ======================================

... lots more ...

So lets see. The Workshop version of the mod does indeed not include these files, I have some wired archive in the folder (which 7z failed to open, no idea out of my head which tool I need to open them).
Anyways, went off to get the Nexus version of both mods and installed those. No archive but here there are all the proper files. And guess, new shields are there.
As the workshop version of the Hull mod (and other workshop mods) work fine, it may be an issue with the archive in the shield mod?
PeterS 19 Apr, 2014 @ 1:39pm 
Ah, figured out the archive thing. I say hi to Rebirth Cat tool..
nidaren  [developer] 19 Apr, 2014 @ 1:45pm 
Hey! Unpacking should not be needed at all when you use Steam version. When the mod is uploaded Steam creates cat and dat files by itself so I have no influence on that. Might be some error in download though.
PeterS 19 Apr, 2014 @ 1:55pm 
Rebirth Cat tool is outdated. I installed the X Rebirth Tools and now have XRCatToolGUI.exe, which can read those .cat files.
The cat archive in both mods look valid, at least the tool can open and extract the. I did not unpack them to play my game, I unpacked them (to a temp folder) to verify the archive being valid.

What I noticed is, the log misses files in the "surfaceelements" folder. But the folder is "SurfaceElements", notice the caps. In the nexus mod version it doesnt matter, as Windows ignores caps in paths. Perhaps (and this is just a guess) the xrebirth archive is case sensitive?

Otherwise, apart from the Steam archive, I lack a good idea now. The nexus version works fine, as noted above. So this is definately no issue with the mod itself.
nidaren  [developer] 19 Apr, 2014 @ 2:00pm 
Indeed, I will test it out in just a moment and update if needed. Or it may have an inssue with \\ seperator.
Last edited by nidaren; 19 Apr, 2014 @ 2:04pm
nidaren  [developer] 19 Apr, 2014 @ 2:14pm 
Very strange, I checked the capitalisation in the original files that are used to make cat and dat files and they seem correct.
nidaren  [developer] 21 Apr, 2014 @ 2:59am 
Bug has been fixed. Extensions in .cat format do not accept additional "/" in index/macros.xml file, when there are new macros added by a moder.
PeterS 21 Apr, 2014 @ 5:20am 
Thanks for the info, should be useful in the future. :)
Xero 24 May, 2014 @ 3:49pm 
After boosting, the shields don't seem to regenerate from the trip until they actually perform a jump. or atleast my titurel is having this problem. Found that Save and reloading can fix it temporarily.
Last edited by Xero; 24 May, 2014 @ 3:50pm
nidaren  [developer] 25 May, 2014 @ 1:20am 
it is not really a bug, shields on capital ships take very long to reload again.
Xero 25 May, 2014 @ 11:05am 
Originally posted by nidaren:
it is not really a bug, shields on capital ships take very long to reload again.
how long exactly? cause i had the titurel sit in a sector for an hour or so as i did tasks around there, after an hour it still had the 66% shielding i had left it with
nidaren  [developer] 25 May, 2014 @ 12:36pm 
Should not take that long.The exact timings are in the main thread of the mod. Sadly, the modders have no influence on how the shields behave per-se. It seems to me like there might be some problem in the game itself that causes that error to trigger.
Xero 25 May, 2014 @ 2:14pm 
Originally posted by nidaren:
Should not take that long.The exact timings are in the main thread of the mod. Sadly, the modders have no influence on how the shields behave per-se. It seems to me like there might be some problem in the game itself that causes that error to trigger.
i decided to look into the weapon systems since it had been in a fight but i had it repaired at a ship yard, it had 7/8 force field projectors and when i tried to install a new one, it wouldn't allow me, i'm assuming the one that stayed damaged was what was used for the shielding as i notice all ships have an extra one now. i was able to fix it by disabling and re-enabling the mod.
mazzo 17 Jan, 2015 @ 2:48pm 
With 3.10 this mod does not work, can you update this mod? Thank you in advance!
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