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-   Space Empires: IV & V (http://forum.shrapnelgames.com/forumdisplay.php?f=20)
-   -   SE 5 Editor (http://forum.shrapnelgames.com/showthread.php?t=31330)

Kana October 31st, 2006 04:07 PM

Re: SE 5 Editor
 
Quote:

skigrinder said:
Any way to make the editor work without .NET?

I'm running XP SP2 and have Visual Studio 6.0 installed and don't want to install .NET for fear of messing up a development environment that is critical for an app that I support.

Any ideas?
Am I being paranoid about not installing .NET?

You running support for apps, and you dont have virtural enviroments to run them in. Not sure what the webpage is, but MS has a virtual pc program, that allow you to run programs and OS in a virtual space on your machine, without affecting other parts of the machine and current OS.

Fyron October 31st, 2006 04:10 PM

Re: SE 5 Editor
 
Quote:

skigrinder said:
Am I being paranoid about not installing .NET?

The .NET runtime won't interfere with the normal c++ runtime libraries.

Combat Wombat October 31st, 2006 04:23 PM

Re: SE 5 Editor
 
Quote:

Devnullicus said:
Quote:

Combat Wombat said:
Devnull for the editors you need to have it show the iamge that is selected for the component or ship or whatever is being edited.

Umm..it does, I thought?

rofl I missed the box in the upper right corner of the first picture http://forum.shrapnelgames.com/images/smilies/laugh.gif just ignore me

Devnullicus October 31st, 2006 04:24 PM

Re: SE 5 Editor
 
Quote:

Elsemeravin said:
When using the facility editor, it does list as variable only [%Amount1%] [%Amount2%] and [%level%].
Would it be possible to add more (there must be more, like the tonnage or structure of the facility isn't it ?)

The known variables are not fully fleshed out yet, honestly. For the initial release, I only allowed the variables that were actually used in facilties.txt already. However, if you just type in the variable names you want, it should recognize them as variables.

Also, if you want to get really ambitious, you can add them to the formula wizard's list of possible variables by editing the SE5Editor/Data/consts.txt file and adding any new variable names you want by adding more "ReplacementStringFacility" entries. Do this at your own risk, however, as it will likely get overwritten when I come out with the next version of the editor.

If you have specific variables that make sense for me to add permanently, let me know and I can add them to the list for my next release.

Devnullicus November 1st, 2006 09:02 PM

Re: SE 5 Editor
 
OK, I'm doing the final steps for the next release of the editor, but I'm thinking that the main page looks awfully..blank.

I'd like to use some snazzy artwork for the main page, but I don't want to use any of the SE V artwork (worried about permission issues) and I have no skill at creating artwork.

Does anyone feel like creating an image I could use for the editor? I'd prefer an image around 800x600, if possible, though any size of 640x480 or greater will do. I would, of course, give full kudos in the credits, readme, etc.

Combat Wombat November 1st, 2006 09:25 PM

Re: SE 5 Editor
 
Would something made from a SEV screenshot be fine? or Do you want something completely original?

Devnullicus November 1st, 2006 09:57 PM

Re: SE 5 Editor
 
Personally, I'd love to use the awesome artwork from SE V, but .. I worry about copyright issues. I've gotten permission from Aaron to use the images from the game data in the modding tool, but I don't know if I'd feel comfortable using the artwork as..well, artwork. A screenshot seems iffy in the copyright dept, too.

So, yeah, I'm thinking something based on SE V, but not from SE V, if that makes sense.

Suicide Junkie November 2nd, 2006 01:42 AM

Re: SE 5 Editor
 
What about simply not including them?

Instead, load up the images from the pictures folder when you start.

Devnullicus November 2nd, 2006 01:46 AM

Re: SE 5 Editor
 
I do already - that's not what I'm talking about. I can certainly load one of the game's images into the main page of the editor (pictures/UI/Dlg_Credits.bmp looks marvelous, in fact!) I don't WANT to do that, however.

Using the component images, etc in order to mod them is one thing. Using the game's artwork to make my program look nicer is another. It's a subtle difference, but one that I'd like to pay attention to.

That said, if no one feels like making some artwork, I can live with that. The main page will just be ... blank. http://forum.shrapnelgames.com/images/smilies/happy.gif

Kana November 2nd, 2006 04:58 AM

Re: SE 5 Editor
 
Well if it picks an image from random from the SEV directory of whoevers computer its on, I'm not sure how that can be considered copywrite infringment.

Fyron November 2nd, 2006 03:01 PM

Re: SE 5 Editor
 
Why would they want to sue you over using images from a game you are explicitly making an editor for? I don't understand the concern.

Shadowstar November 2nd, 2006 06:42 PM

Re: SE 5 Editor
 
I don't think he's talking about copyrights. He'd just like to have some original artwork for his program. It's more of a aesthetic preference than anything, as I understand.

Maybe I could whip something up. Let me know and I'll see what I can do if I can find some time this weekend.

Devnullicus November 2nd, 2006 06:45 PM

Re: SE 5 Editor
 
That would be great, actually. I've used an SE5 image and put some strategically placed text boxes over it in places to get the effect I want for now, but I'd still rather use some original artwork there.

Though, I must say that I am somewhat pleased with the current image. *shrug*

Devnullicus November 3rd, 2006 06:25 PM

Re: SE 5 Editor
 
A jpg, png, gif, bmp, or whatever is fine. C# will handle them all. As for where, just email it as an attachment to devnull at devnullsoftware.com

Shadowstar November 4th, 2006 03:59 AM

Re: SE 5 Editor
 
Where should I send the new image?

Suicide Junkie November 4th, 2006 04:05 AM

Re: SE 5 Editor
 
You could always upload it here...

Shadowstar November 4th, 2006 04:11 AM

Re: SE 5 Editor
 
1 Attachment(s)
Ok, but it's a bitmap, since the original image he's using is a bitmap and I designed my image so that he could just swap the files and it would fit perfectly. I even put the Space Empires 5 logo on it so that it would line up with his text-boxes. I can provide a version without the logo if needed.

Suicide Junkie November 4th, 2006 04:55 AM

Re: SE 5 Editor
 
Well, a zipped bitmap, at least.

Since you're not trying to display it online, there's no reason not to compress it down to a nice size.

Shadowstar November 4th, 2006 05:08 AM

Re: SE 5 Editor
 
Good point. I've modified the original attachement so that it is a zip now.

Santiago November 4th, 2006 10:47 AM

Re: SE 5 Editor
 
Nice opening picture.

On the components editor-
I was looking at Kwok's mod (great mod btw) just to see how the editor worked. On the General tab, General group, the drop down box to select the group is listing the groups twice, ie cargo cargo, engines engines, weapons weapons, etc etc. Also the same with the Weapon Delivery type under the Weapons tab.

The component listing is sorted by group. It would be nice to be able to sort by name by clicking on "Name" Same for the Facilities editor.

Great work ! What's next?

Devnullicus November 4th, 2006 04:04 PM

Re: SE 5 Editor
 
Quote:

Santiago said:
Nice opening picture.

On the components editor-
I was looking at Kwok's mod (great mod btw) just to see how the editor worked. On the General tab, General group, the drop down box to select the group is listing the groups twice, ie cargo cargo, engines engines, weapons weapons, etc etc. Also the same with the Weapon Delivery type under the Weapons tab.


Hmm, I'm guessing that this only happened after opening the components editor window more than once. I think I might know what's going on there. I'll look into it.

Quote:

The component listing is sorted by group. It would be nice to be able to sort by name by clicking on "Name" Same for the Facilities editor.

I actually had the listview sortable by any column at one point (and all the code is still there to do it), but it made the move-up and move-down buttons work very strangely, so I disabled the sorting. I'm sure it's a solvable problem - I just had better things to work on. Meh, if I have free time and not much else to do, I'll probably look at that one again http://forum.shrapnelgames.com/images/smilies/happy.gif

Quote:

Great work ! What's next?

Working on showing graphs in the formula editor, currently. I want to be able to see a graphical representation of the equation. I've got that mostly working at this point. Then I'll be working on an editor for techareas.txt.

Shadowstar November 4th, 2006 04:40 PM

Re: SE 5 Editor
 
Did you get the email I sent you? Gmail was acting funny so I wasn't sure it went through.

Devnullicus November 4th, 2006 08:42 PM

Re: SE 5 Editor
 
Yes, I did. Sorry, forgot to reply http://forum.shrapnelgames.com/images/smilies/happy.gif I've got the image replaced for the next version. Thanks for doing this? Who (i.e what name) should I give credit to?

Shadowstar November 4th, 2006 09:16 PM

Re: SE 5 Editor
 
Credit should go to: Rob Allen Beckwith

If you want, you could also mention my business, Shadowstar Design at www.shadowstardesign.com. This is where I sell most of my artwork, though I've had to cut back on that quite a bit in order to save money.

Elsemeravin November 5th, 2006 07:13 PM

Re: SE 5 Editor
 
I am starting to use your editor for real purpose (not testing) as it makes the file editing so much more natural.
But I met a new problem. The "AI Tag xx" abilities are not accepted in the component editor. As I am cirrently implementing that part I need to go back to notepad http://forum.shrapnelgames.com/images/smilies/happy.gif

Devnullicus November 5th, 2006 07:35 PM

Re: SE 5 Editor
 
Hmmm, I thought I put those in there. Well, if you want a quick fix, find the file <SE5Editor home dir>/data/consts.txt. Add the appropriate type to the AbilityType section.

skigrinder November 6th, 2006 12:51 PM

Re: SE 5 Editor
 
Any chance you'll extend the SEV Editor to include the systemtypes.txt files?

Elsemeravin November 6th, 2006 04:47 PM

Re: SE 5 Editor
 
Quote:

Devnullicus said:
Hmmm, I thought I put those in there. Well, if you want a quick fix, find the file <SE5Editor home dir>/data/consts.txt. Add the appropriate type to the AbilityType section.

It solves the problem, thanks.

Elsemeravin November 6th, 2006 07:11 PM

Re: SE 5 Editor
 
Hey, would it be possible to add a "copy component" button in addition to current "add" and "remove" buttons? Indeed very often I'm using an existing component not to have to write every caracteristic from scratch. http://forum.shrapnelgames.com/image...es/redface.gif

Devnullicus November 13th, 2006 12:53 AM

Re: SE 5 Editor
 
Quote:

Elsemeravin said:
Hey, would it be possible to add a "copy component" button in addition to current "add" and "remove" buttons? Indeed very often I'm using an existing component not to have to write every caracteristic from scratch. http://forum.shrapnelgames.com/image...es/redface.gif

Yeah, that's a really good idea. Too bad I completely missed this until just now. I'll see about adding it soon though - it should be easy to implement.

Devnullicus November 15th, 2006 07:53 AM

Re: SE 5 Editor
 
OK, I'm sick of starting a new thread for every release of the editor, so I'll just announce it here from now on

Version 1.3 is released
  • Added Component Enhancements Editor
  • Added Planet Sizes editor
  • Added more script functions
  • Better behavior when cancelling setting of mod directory
  • Added Validate All button to editors
  • Enabled Help Menu item
  • Enabled Tech Tree to be resized better

Enjoy! I'm off to GenCon for the weekend http://forum.shrapnelgames.com/images/smilies/happy.gif

Elsemeravin November 18th, 2006 08:56 PM

Re: SE 5 Editor
 
Hi,

First of all, you should know I stopped editing the files manually and I'm currently using only your editor http://forum.shrapnelgames.com/images/smilies/happy.gif

Then, I met another problem. I added many pictures into Bmp_TechIcons.bmp as I have many new techs. To do so I increased the height of the bitmap and added 5 lines of pics. However, while the image reference of 169 is ok in the game, the editor complains about it:

CG_Claws:
* Invalid Picture # 169: e:\jeux\space empires v\Pictures\UI\Bmp_TechIcons.bmp only contains images [1 - 168]


EDIT: one more consequence is the impossibility to see the tech tree while the problem remains:


See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.ArgumentNullException: Value cannot be null.
Parameter name: image
at System.Drawing.Graphics.DrawImage(Image image, Int32 x, Int32 y)
at System.Drawing.Graphics.DrawImageUnscaled(Image image, Rectangle rect)
at Se5Editor.TechAreasForm.panelTechTree_Paint(Object sender, PaintEventArgs e)
at System.Windows.Forms.Control.OnPaint(PaintEventArg s e)
at System.Windows.Forms.Control.PaintWithErrorHandlin g(PaintEventArgs e, Int16 layer, Boolean disposeEventArgs)
at System.Windows.Forms.Control.WmPaint(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Mes sage& m)
at System.Windows.Forms.ControlNativeWindow.OnMessage (Message& m)
at System.Windows.Forms.ControlNativeWindow.WndProc(M essage& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 1.0.5000.0
Win32 Version: 1.1.4322.573
CodeBase: <a href="file:///d:/windows/microsoft.net/framework/v1.1.4322/mscorlib.dll" target="_blank">file:///d:/windows/microsoft.net/framework/v1.1.4322/mscorlib.dll</a>
----------------------------------------
Se5Editor
Assembly Version: 1.3.0.0
Win32 Version: 1.3.0.0
CodeBase: <a href="file:///D:/Documents%20and%20Settings/thuylvain.MAIN/Mes%20documents/SEV/Space%20Empires%20V%20Editor/Se5Editor.exe" target="_blank">file:///D:/Documents%20and%20Settings/thuylvain.MAIN/Mes%20documents/SEV/Space%20Empires%20V%20Editor/Se5Editor.exe</a>
----------------------------------------
System.Windows.Forms
Assembly Version: 1.0.5000.0
Win32 Version: 1.1.4322.573
CodeBase: <a href="file:///d:/windows/assembly/gac/system.windows.forms/1.0.5000.0__b77a5c561934e089/system.windows.forms.dll" target="_blank">file:///d:/windows/assembly/gac/system.windows.forms/1.0.5000.0__b77a5c561934e089/system.windows.forms.dll</a>
----------------------------------------
System
Assembly Version: 1.0.5000.0
Win32 Version: 1.1.4322.573
CodeBase: <a href="file:///d:/windows/assembly/gac/system/1.0.5000.0__b77a5c561934e089/system.dll" target="_blank">file:///d:/windows/assembly/gac/system/1.0.5000.0__b77a5c561934e089/system.dll</a>
----------------------------------------
System.Drawing
Assembly Version: 1.0.5000.0
Win32 Version: 1.1.4322.573
CodeBase: <a href="file:///d:/windows/assembly/gac/system.drawing/1.0.5000.0__b03f5f7f11d50a3a/system.drawing.dll" target="_blank">file:///d:/windows/assembly/gac/system.drawing/1.0.5000.0__b03f5f7f11d50a3a/system.drawing.dll</a>
----------------------------------------

************** JIT Debugging **************
To enable just in time (JIT) debugging, the config file for this
application or machine (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the machine
rather than being handled by this dialog.



(I hope I am clearer than last time...)

Devnullicus November 19th, 2006 09:50 PM

Re: SE 5 Editor
 
Interesting. I didn't realize the game could expand on the pictures in that file. Well, that's easily fixable at least. I'll make sure that's in the new version, due in the next day or so.

Elsemeravin November 20th, 2006 03:11 PM

Re: SE 5 Editor
 
Thanks, I'm heavily working on that file and while it is still usable, it's not as nice (are we becoming demanding? http://forum.shrapnelgames.com/image...ies/tongue.gif)

Fyron November 20th, 2006 03:41 PM

Re: SE 5 Editor
 
All such mini icon files are expandable, to my knowledge.

Elsemeravin November 20th, 2006 04:00 PM

Re: SE 5 Editor
 
Solved ! Thanks ! http://forum.shrapnelgames.com/images/smilies/cool.gif


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