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

DavidG August 1st, 2003 09:07 PM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
So I uploaded a fix for that vehicle sizes bug. Geuss maybe I should have told someone. hehe

tesco samoa August 3rd, 2003 05:24 AM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
david g check yoru pm

Z.e.r.o August 3rd, 2003 06:34 AM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
Great work, looking forward to the implementation of the other AI editors, though. http://forum.shrapnelgames.com/images/icons/icon10.gif

Oh, and I have a req: is possible to have draggable records in the tables for research and constructionfacilities (and maybe for the other tables once they're done)? http://forum.shrapnelgames.com/image...s/confused.gif
Even a CTRL or ALT + cursors should be nice to move rows along instead of clicking 100 time the move up/move down buttons.

[ August 03, 2003, 05:35: Message edited by: Z.e.r.o ]

tesco samoa August 3rd, 2003 03:28 PM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
dg you will have to increase the picture number field by one as it is only able to show 3 numbers

DavidG August 4th, 2003 02:28 PM

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

Originally posted by Z.e.r.o:
Great work, looking forward to the implementation of the other AI editors, though. http://forum.shrapnelgames.com/images/icons/icon10.gif

<font size="2" face="Verdana, Helvetica, sans-serif">Thanks. Don't hold your breath waiting for the other AI editors. http://forum.shrapnelgames.com/images/icons/icon12.gif Since Version 1.70 I haven't really worked on the program much. Lake of motivation I guess. I didn't realize anyone actualy used the AI editing bits. I know they are a bit crude right now.

tesco samoa August 4th, 2003 03:00 PM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
David... I think that the AI bits would be fantastic.

Your modding tool is so close to being finished... I would love to see the it completed.

Also I think that you should contact Aaron about creating a modding tool for his next se release and the one after that.

Good work deservers rewards david. And the modding tool is IMHO the second most important thing to have ... ( sorry the game itself is more important )

So back to work http://forum.shrapnelgames.com/images/icons/tongue.gif

tesco samoa August 7th, 2003 04:45 PM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
Hey David check your PM

DavidG August 7th, 2003 08:51 PM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
Per request: thousands of lines of undocumented spaghetti code written in VB6. http://forum.shrapnelgames.com/images/icons/icon12.gif

http://www3.sympatico.ca/dgunsten/SE...rSource170.zip

I'll upload Version 1.73 source when I get home.

Fyron September 15th, 2003 11:12 PM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
Here is a horrible bug for ya...

When editing SystemTypes.txt, if I delete an object in the middle of the list, the program creates a new entry at the end that is identical to the Last entry, rather than just lowering the number of objects by 1.

Ex:
Pre-altered:
star
asteroid
asteroid
asteroid
planet

After deleting an asteroid:
star
asteroid
asteroid
planet
planet

It should not be creating a new planet there... :'S

Fyron September 15th, 2003 11:14 PM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
In addition to that, it seems to enjoy deleting multiple entries at a time. :'S


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