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-   -   SE4 Modder Ver 1.76 (updated for ver 1.91) (http://forum.shrapnelgames.com/showthread.php?t=6740)

DavidG February 28th, 2003 04:49 AM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
Hmm that "unable to create directory" is a tough one since the code that causes it is quite simple. It's basically one line that calls a windows routine. The only thing I can suggest if anyone finds this annoying is to create a directory in the mod directory that you have the program defaulting to called "Data_backup".

Yea grey buttons on a black background suck. But not so easy to fix as VB won't allow you to set a color to buttons.

I suspect the memory pigishness of the program is more a funtion of Visual Basic. I actaully did try to reduce it with Version 6. You may have notice with this Version tha when viewing say a component and thn swithing to another type like facility it takes a bit longer to load. This is because it unloads the Components window and then loads the Facility one. So the program is not really 'loading' the entire mod other than to fill up the treeview.

Gryphin: You mean the Mineral and Organics costs for things that are Blue and Green?

DavidG March 2nd, 2003 05:11 PM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
Quote:

Originally posted by Captain Kwok:
I don't usually use the modder for components, but when I use it for systemtypes - I usually end up getting an error that causes the 'physical type' box not to display and therefore I can't add any more entries. It sticks at whatever object # it occurs at and is still present after closing the program and restarting.

<font size="2" face="Verdana, Helvetica, sans-serif">Hmm just got this myself. Is definately a memory thing which means it's gonna be a pain to fix. http://forum.shrapnelgames.com/images/icons/icon9.gif

Edit: Just did a litle more testing and it would seen the memory pigishness of the program is just in the System Types screen. In the test I ran running the prorgram dropped my free resources from 57% - 46%. Viewing most things changed this slightly but viewing System Types droped it to 6% then 2% http://forum.shrapnelgames.com/images/icons/shock.gif

[ March 02, 2003, 15:21: Message edited by: DavidG ]

Gryphin March 3rd, 2003 06:21 AM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
"Gryphin: You mean the Mineral and Organics costs for things that are Blue and Green?"
Yes those. I have the same problem in the game itself. I don't expect a change. I love the programe.

You proably know about this issue:
When Loading Quadrants I get.
Run-time Error '340'
Control Array Ellement '62' doesn't exist.
At the top to the right of "System type" there is Num=62
When you click "Ok" it closes the program. If you load the program again and try to load another quadrant it gets up to Num=65.

Not a big deal to me since I know how to create the type of Quads I like by editting the text files.
Thanks again for the program

DavidG March 11th, 2003 03:48 AM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
Version 1.70 now posted.

Changes/additions include

- Ability to view and edit all files in the data directory (yup all of them http://forum.shrapnelgames.com/images/icons/icon10.gif )
- Memory pigishness in System Types and Quadrant types largely reduced.
- bug in tech cost fixed

Hmm now what am I going to do. http://forum.shrapnelgames.com/images/icons/icon7.gif

[ March 11, 2003, 02:13: Message edited by: DavidG ]

Ed Kolis March 11th, 2003 05:15 AM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
Add the ability to set the shield percent for mounts! You forgot that! http://forum.shrapnelgames.com/images/icons/icon12.gif (And possibly a few other new entries... I'm sure there were more than two or three!)

Captain Kwok March 11th, 2003 07:14 AM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
It looks like you've done an excellent job with the new additions and even got rid of that system types null entry problem that drove me crazy!

I did get an 'unable to create backup file directory during create backup file directory routine' on start up or something like that.

Phoenix-D March 11th, 2003 08:17 AM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
"Hmm now what am I going to do."

Well, we still need a program that can create tech-grid components.. http://forum.shrapnelgames.com/images/icons/icon7.gif

Krsk's program did that, but there's a fatal bug in the Last Version that he can't fix.

Phoenix-D

raynor March 11th, 2003 10:08 AM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
Awesome program!

geoschmo March 12th, 2003 03:24 AM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
David, I must be missing something. Am I not suposed to be able to edit the quadrant types file any longer from within the modder? I keep getting a "Field is read only" or some such error.

Geoschmo

DavidG March 12th, 2003 05:03 AM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
Quote:

Originally posted by geoschmo:
David, I must be missing something. Am I not suposed to be able to edit the quadrant types file any longer from within the modder? I keep getting a "Field is read only" or some such error.

Geoschmo

<font size="2" face="Verdana, Helvetica, sans-serif">http://forum.shrapnelgames.com/image...s/confused.gif http://forum.shrapnelgames.com/image...s/confused.gif Seems to work OK here. When does that error pop up?

Ahh I think I just figured this out. I think you must have a System Type in the Quadrant Types file that is not listed in the SystemTypes files. Seems the program craps out when you do this. Oops

[ March 12, 2003, 03:11: Message edited by: DavidG ]


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