[MOD] Enhanced Money Transfer - v1.14 - 31/12/2016
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
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With these works without problems
These need to check
Its for tride
How I understand enough only
Before installation of any mods, you need to carefully read about its function to check conflicts with already used modes.
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add_vsls
AutoLooter
BuildShipyards
cf.mission_computer
galaxystationrange
hunterships
IgnoreFuel
litauen_capital_ship_bridge
MarineRebalance
ObservationDeck
PlayerJumpAddon
russian_zekton_font
SmallSunDV
SuperTransport
taf
Welding Laser
yorrickautotrade
yorricksyisha
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osr_universe
MoreReducedMasstraffic_V0.3
ufo
trade_alpha
cratz_fov
eightball_privateer
Build Styrvok Ships and iturel-382-1-02
HighwayClearVFX
HighwaySystem
Hull Engineer
libmj
Map Reveal
mumech_debugmode
noResourceForPlayerST
Premium Ship Trader
Project Fedhelm
RemoveBoardingCutscene
ShipRecycle
stationrecycle
Stronger Ship Hulls-Fixes-381-1-02
TempZoneStationBuilder
tradeship_fix_wip_0.22
UTBridgeCommands
w.e_EpicLShields
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trade_alpha
tradeship_fix_wip_0.22
yorrickautotrade
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yorrickautotrade
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i didnt check personally, but looking through the files i doubt it clashes with my mod. i am only stealing the Sector Map in a certain situation, thats all. (had to replace the whole actions-node though because i dont know if its possible to move Nodes via xmldiff)
if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
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There is no AI/MD code in this mod at all. If a mod is likely to clash it will be a UI menu mod and I know YAT certainly is OK as I've pretty much been using it the whole time I've been modding without any issues along with several other UI mods such as UFO, Human Resources, Mission Computer and Multi-Assignment - all with no side effects either way.
Had there been numerous reports of this issue I would have been happy to investigate personally but, with the greatest respect to the person who reported the issue, I really don't have time to hunt down every one of the mods on that list, install them and test for clashes.
Had there been numerous reports of this issue I would have been happy to investigate personally but, with the greatest respect to the person who reported the issue, I really don't have time to hunt down every one of the mods on that list, install them and test for clashes.
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Give screenshots of the Extensions menu, and the dialog of transfer of money to the ManagerTankowicz wrote:i removed all the mods from extension folder except this.
nothing happened.
Must be so ....
http://i57.fastpic.ru/big/2015/0409/a1/ ... 9c1aa1.png
http://i57.fastpic.ru/big/2015/0409/8b/ ... 1d9e8b.png
http://i57.fastpic.ru/big/2015/0409/c5/ ... d8d4c5.png
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It does not work in 4.10 beta 3
Please check. Do not enter money. Maybe it's only bug for me.
http://imgur.com/a/9tuTJ
http://i.imgur.com/IHOuzeY.jpg
http://i.imgur.com/mCousKx.jpg
Please check. Do not enter money. Maybe it's only bug for me.
http://imgur.com/a/9tuTJ
http://i.imgur.com/IHOuzeY.jpg
http://i.imgur.com/mCousKx.jpg
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http://steamcommunity.com/sharedfiles/f ... earchtext=JESS 246 wrote:Hi wysiwyg
This mod is working fine now with Beta 4 Thanks for update fix.
Any chance of getting this mod on steam workshop for auto updates.
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https://drive.google.com/file/d/19de8dP ... sp=sharingmycroftcanadans wrote:I own the GOG version of X-Rebirth, so is there any way other way to get this mod?
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Hi, wysiwyg!
Good job, thank you!
However, I had to immediately correct your mod. It's not your fault, just the peculiarities of the Russian language.
The fact is that it is more convenient for a Russian user to use Cyrillic characters as multipliers. And they have their own specifics. In particular, they can not be handled correctly by the 'string.lower' command. In addition, in lua, the length of the strings is not counted by the number of characters, but by the number of bytes. And Cyrillic symbols are represented not by one byte, but by two.
I made the necessary changes and everything works fine. But it would be great if you added it to your mod. I think that other Russian players using your mod would be happy.
For this, you need to slightly improve the 'textToNumber()' function in your lua file.
Here's what's changed:
____________________________________________________________
added:
(this is for processing Cyrillic multipliers)
____________________________________________________________
removed:
(if you carefully analyze the code, you will understand that this piece is not needed at all)
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changed:
to:
(this is for correct operation with both types of multipliers, both Cyrillic and Latin.)
____________________________________________________________
In addition, I corrected the Russian text. Not all is translated correctly in it now, and some inscriptions do not fit into the window. And I made a Russian text for the context.xml file.
You can find it from the link below:
https://drive.google.com/open?id=1ERTY6 ... AnaN-noK5g
0001-L007.xml file is fully ready for use
The file content.xml contains only one node 'text' witn language="7" attribute, that you need to copy to your file.
If you make these changes - the mod does not stop working with Latin, but can work with both types of multipliers.
Thank you in advance! And again thanks for the good mod!
Good job, thank you!
However, I had to immediately correct your mod. It's not your fault, just the peculiarities of the Russian language.
The fact is that it is more convenient for a Russian user to use Cyrillic characters as multipliers. And they have their own specifics. In particular, they can not be handled correctly by the 'string.lower' command. In addition, in lua, the length of the strings is not counted by the number of characters, but by the number of bytes. And Cyrillic symbols are represented not by one byte, but by two.
I made the necessary changes and everything works fine. But it would be great if you added it to your mod. I think that other Russian players using your mod would be happy.
For this, you need to slightly improve the 'textToNumber()' function in your lua file.
Code: Select all
local function textToNumber( inputtext )
-- returns a numeric value based on the inputtext string or nil if the string is not a valid number
local string_length = nil
local mult = nil
local numVal = nil
local numString = inputtext
-- convert string to lower case to reduce suffix tests
numString = string.lower( numString )
-- get the length of the entered string
string_length = string.len( numString )
-- let's first check if the input was a valid number
if (tonumber(numString) ~= nil) then
-- yes so let's convert it to an integer
numVal = tonumber( numString )
numVal = numVal - numVal%1
elseif string_length == 1 then
-- number invalid and only 1 char so exit
numVal = nil
elseif string_length > 1 then
-- entered string not valid but longer than 1 so let's check if the last digit is a modifier m,M,k, or K
-- check the last character of the entered string to get modifier
local last_char = string.sub( numString, -1)
if last_char == "m" then
mult = 1000000 -- modifier is one million
elseif last_char == "k" then
mult = 1000 -- modifier is one thousand
elseif string_length > 2 and string.byte( numString, string_length - 1, string_length - 1 ) == 208 then
if string.byte( last_char ) == 186 or string.byte( last_char ) == 154 then
mult = 1000 -- modifier is one thousand
last_char = string.sub( numString, -2)
elseif string.byte( last_char ) == 188 or string.byte( last_char ) == 156 then
mult = 1000000 -- modifier is one million
last_char = string.sub( numString, -2)
end
else
mult = nil
numVal = nil
end
-- get the rest of the number and check if valid
numVal = tonumber( string.sub( numString, 1, string_length - string.len( last_char ) ) )
if numVal ~= nil then
numVal = numVal * mult
numVal = numVal- numVal%1
else
numVal = nil
end
else -- unhandled - shouldn't get here
mult = nil -- modifier is invalid - entry invalid
numVal = nil
end
return numVal
end
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added:
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elseif string_length > 2 and string.byte( numString, string_length - 1, string_length - 1 ) == 208 then
if string.byte( last_char ) == 186 or string.byte( last_char ) == 154 then
mult = 1000 -- modifier is one thousand
last_char = string.sub( numString, -2)
elseif string.byte( last_char ) == 188 or string.byte( last_char ) == 156 then
mult = 1000000 -- modifier is one million
last_char = string.sub( numString, -2)
end
____________________________________________________________
removed:
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elseif (tonumber(last_char) ~= nil) then
mult = 1
____________________________________________________________
changed:
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numVal = tonumber( string.sub( numString, 1, string_length - 1 ) )
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numVal = tonumber( string.sub( numString, 1, string_length - string.len( last_char ) ) )
____________________________________________________________
In addition, I corrected the Russian text. Not all is translated correctly in it now, and some inscriptions do not fit into the window. And I made a Russian text for the context.xml file.
You can find it from the link below:
https://drive.google.com/open?id=1ERTY6 ... AnaN-noK5g
0001-L007.xml file is fully ready for use
The file content.xml contains only one node 'text' witn language="7" attribute, that you need to copy to your file.
If you make these changes - the mod does not stop working with Latin, but can work with both types of multipliers.
Thank you in advance! And again thanks for the good mod!