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

Timstone July 8th, 2003 11:46 AM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
Hi DavidG,

Since 1.84 is out you haven't released a new Version of the SE4 Modder. And there have been some minor changes, like the added two targeting types (Ships/Planets/Sat and Ships/Planets/Sat/Drones). Could you release a new Version of your great Modding Tool?

BTW, I've been busy on the 2.0 Version of the B5Mod and all I used was your SE4 Modder, it's really great! Keep up the good work.

Edit: Ehh... I don't know how to tell you this, but I've been looking with my nose. I didn't see your signature before I posted. OOPS!! Sorry mate, my humble apologies. Must have had too much sleep.

[ July 08, 2003, 10:48: Message edited by: Timstone ]

dumbluck July 8th, 2003 12:40 PM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
The Damage At Range grid has a slight but confusing discrepency. The 3 range (and possibly the one beneath it, I didn't think to check) is the only square that isn't wide enough to display a 4 digit damage value. So, for example, the P&N Massive shield generator shows up as:
2000, 2000, 200, 2000, 2000, etc. etc. etc.

It's not until you try to change the damage value in range 3 that you realize that it's already set at 2000, it just can't display all 4 digits. Then you send in a bug report to the mod author, and they reply that everything is as it should be, and you get all embarrassed and humiliated at your stupid mistake, etc. etc. etc. http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/image...s/rolleyes.gif http://forum.shrapnelgames.com/images/icons/tongue.gif

Just a little FYI for ya. http://forum.shrapnelgames.com/images/icons/icon12.gif

edit: my keyboard can't spell.

[ July 08, 2003, 11:41: Message edited by: dumbluck ]

DavidG July 12th, 2003 12:59 AM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
Thanks for the feed back. I actually though the program was totally 1.84 compatible. I guess I'd better review the 1.84 history and see if there is anything else I missed. http://forum.shrapnelgames.com/images/icons/icon7.gif

Spoo July 12th, 2003 07:04 AM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
Does the modder crash for anyone else when they minimize it? (I have WinXP)

[ July 12, 2003, 06:04: Message edited by: Spoo ]

Captain Kwok July 12th, 2003 06:28 PM

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

Originally posted by Spoo:
Does the modder crash for anyone else when they minimize it? (I have WinXP)
<font size="2" face="Verdana, Helvetica, sans-serif">It doesn't for me and I use WinXP pro. Perhaps there is some sort of conflict or the mod data is bad etc...

DavidG: I'm much impressed by 1.72 - you've sure added lots of stuff. Excellent work! http://forum.shrapnelgames.com/images/icons/tongue.gif

DavidG July 12th, 2003 06:37 PM

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

Originally posted by Captain Kwok:

DavidG: I'm much impressed by 1.72 - you've sure added lots of stuff. Excellent work! http://forum.shrapnelgames.com/images/icons/tongue.gif

<font size="2" face="Verdana, Helvetica, sans-serif">hehe thanks. Just so no one gets too exciting Ver 1.7 was the major upgrade. Ver 1.71 and 1.72 were really just minor bug fixes.

I tested the minimuize thing on ME and no problems. I'll have to try it on my other compter with XP too.

Atrocities July 14th, 2003 07:21 AM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
Yes indeed this is a great program.

Urendi Maleldil July 26th, 2003 10:27 PM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
I'm using the SE4 Modder 1.72, and there is a problem viewing vehicle sizes in some mods.

It will show a list of all the entries, but when I click on one of them I get a "Run-time error '380': Invalid property value". I click Okay and it closes the program.

I've compared the vehiclesizes.txt file for all the mods this effects and compared them with other mods that work properly. I can't make out any difference.

The mods this error affects are the:
AST Mod
Adamant Mod
B5 Mod
Star Trek Mod
Rock-Paper-Scissors Mod

There's no error for the:
Stock Data Files
Eclipse Mod
Devnull Mod Gold
Proportions Mod
BOD Mod
Pirates&Nomads Mod
Highliner Mod
StarWars Mod II
Stormcrow Mod

I can't figure it out.

I pasted entries from the affected datafiles into ones that worked, and they worked. I eyeballed them side-by-side, and they're all set up just fine.

DavidG July 28th, 2003 04:21 AM

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

Originally posted by tesco samoa:
dg did you ever increase the number pictures the modder can look at.

component picutures are up to the 1200 range and i think the modderonly goes up to 999

<font size="2" face="Verdana, Helvetica, sans-serif">(just to put things back in this thread :-) )

Yes I believe there is a simple work around to this. The slider bar on the Component pics defaults to a max on 900. IF you double click on the pic to bring up the thumbnail pics the slider bar max gets reset when you close it.

DavidG July 28th, 2003 04:28 AM

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

Originally posted by Urendi Maleldil:
I'm using the SE4 Modder 1.72, and there is a problem viewing vehicle sizes in some mods.

It will show a list of all the entries, but when I click on one of them I get a "Run-time error '380': Invalid property value". I click Okay and it closes the program.

I've compared the vehiclesizes.txt file for all the mods this effects and compared them with other mods that work properly. I can't make out any difference.

The mods this error affects are the:
AST Mod
Adamant Mod
B5 Mod
Star Trek Mod
Rock-Paper-Scissors Mod

There's no error for the:
Stock Data Files
Eclipse Mod
Devnull Mod Gold
Proportions Mod
BOD Mod
Pirates&Nomads Mod
Highliner Mod
StarWars Mod II
Stormcrow Mod


<font size="2" face="Verdana, Helvetica, sans-serif">hehe you could look at these mods forever and not figure out the difference. Which is <drum roll...> They all have a race with pics files named like "_Portrait_frigate" as opposed to "_portrait" (lower case 'p') Seems my program was searching for the lower case Version when looking for the vehicle pic to display. Could explain some of the other porblems in the vehicle page. Like the pic name being listed twice.

I'll try to get a fix done in the next couple of days.

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

Fyron September 15th, 2003 11:17 PM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
Ok... the modder has huge problems with system types such as

Standard 1 No AS I
Standard 1 AS I
etc.

It keeps thinking there are random objects in such system entries that are NOT in the file. There should be a bunch of asteroids, but sometimes it thinks they are planets! http://forum.shrapnelgames.com/images/icons/shock.gif

Needless to say, this has been less than helpful to me. http://forum.shrapnelgames.com/images/icons/icon9.gif http://forum.shrapnelgames.com/images/icons/icon9.gif http://forum.shrapnelgames.com/images/icons/icon9.gif

[ September 15, 2003, 22:18: Message edited by: Imperator Fyron ]

DavidG September 16th, 2003 12:33 AM

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

Originally posted by Imperator Fyron:
[QB]Ok... the modder has huge problems with system types such as

Standard 1 No AS I
Standard 1 AS I
etc.

It keeps thinking there are random objects in such system entries that are NOT in the file. There should be a bunch of asteroids, but sometimes it thinks they are planets! http://forum.shrapnelgames.com/images/icons/shock.gif
[QB]
<font size="2" face="Verdana, Helvetica, sans-serif">As far as i can tell this error occurs only when trying to delete a system object. When you first click the system everying gets shown ok. Does this make sense with what you see?
I have just fixed this. I'll test it a bit more and get a new Version uploaded.

Fyron September 16th, 2003 12:40 AM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
The random objects being shown instead of what is there happens if I click on a system once (displays correctly), then some other systems, then the first one I clicked on again (displays incorrectly). It is weird and does not happen consistently... and not always when I have tried deleting things.

DavidG September 16th, 2003 03:09 AM

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

Originally posted by Imperator Fyron:
The random objects being shown instead of what is there happens if I click on a system once (displays correctly), then some other systems, then the first one I clicked on again (displays incorrectly). It is weird and does not happen consistently... and not always when I have tried deleting things.
<font size="2" face="Verdana, Helvetica, sans-serif">I've uploaded a fix. Seems to work OK on my system anyway. Without getting into a long winded technical description the bug I fixed could have cause some unpredictable results depending on how fast that bit of code could be run.

DavidG October 27th, 2003 12:29 AM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
ARggg how come no one ever told me how annoying those weapon sounds can get after a while http://forum.shrapnelgames.com/images/icons/tongue.gif (since I actually just started using my program to make a mod)

Fyron October 27th, 2003 02:41 AM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
Hey David, those weapon firing sounds whenever you select a weapon are incredibly annoying.

narf poit chez BOOM October 27th, 2003 11:14 PM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
Hey David, those weapon firing sounds whenever you select a weapon are incredibly annoying.

although the sound is off most of the time, so i wouldn't actually know.

deccan October 28th, 2003 12:07 AM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
Hey David, those weapon firing sounds whenever you select a weapon are incredibly annoying.

Should have said this the day I downloaded the program.

narf poit chez BOOM October 28th, 2003 12:08 AM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
and, hey, if you want repetitive posting, i made a thrad to see how many Posts it could get in an hour.

http://www.shrapnelgames.com/cgi-bin...;f=23;t=010268

tesco samoa November 16th, 2003 02:14 AM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
David weird bug...

If I look at the planet size screen it automatically converts the planetsize.txt file to the default one and over rights the mods one and does not ask for a save or anything.

Admiral Wunderbar November 16th, 2003 02:54 AM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
Did anyone get a bug while saving settings? Seems some "true" statements are saved as "0" like in 'Remote Mining Decreases Asteroid Value', and maybe (not sure) some values are altered as well.

DavidG November 16th, 2003 04:38 AM

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

Originally posted by Admiral Wunderbar:
Did anyone get a bug while saving settings? Seems some "true" statements are saved as "0" like in 'Remote Mining Decreases Asteroid Value', and maybe (not sure) some values are altered as well.
<font size="2" face="sans-serif, arial, verdana">Yup thats a bug allright. http://forum.shrapnelgames.com/images/icons/icon9.gif Guess I'll have to go through the rest of the settings and make sure they are ok

Tesco. Haven't manage to recreate the Planet size thing. It seemed to work Ok for me but I'll look at it a bit more.

Gryphin November 16th, 2003 01:55 PM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
David is making a mod? Sheesh I go away for a little while and the whole universe is turned up side down. http://forum.shrapnelgames.com/images/icons/icon12.gif

Dave, those sounds in the weapons section are really realy annoying.

I always loved your program. Thanks
The Grateful Gryphin

tesco samoa November 16th, 2003 11:02 PM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
2 more david.

1. The Components section . Weapons. Can Target does not reconize Fighters. If you set a component to target fighters only the can target will default that component to the Last can target you were looking at. So when you save it it updates that componet from fighters to what ever it thinks the current can target is.

2. In the Mounts section. The Shield Percent is not there so if you have any shield mounts that increase the % of shield strenght it will delete this line.

tesco samoa December 21st, 2003 11:33 PM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
another one.

some strange reason the modder over wrote the intelligence file where it was type= Intelligence Defense it wrote type = Politics Prevent Messages and I cannot even select Intelligence defece from the drop down...

I think I am going back to 1.73 as 1.74 is way to buggy...

DavidG December 22nd, 2003 01:22 AM

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

Originally posted by tesco samoa:
another one.

some strange reason the modder over wrote the intelligence file where it was type= Intelligence Defense it wrote type = Politics Prevent Messages and I cannot even select Intelligence defece from the drop down...

I think I am going back to 1.73 as 1.74 is way to buggy...

<font size="2" face="sans-serif, arial, verdana">OK try ver 1.75. http://forum.shrapnelgames.com/images/icons/icon7.gif (note that type= Intelligence Defense waws missing from the txt header file too which is why I missed it. Plus so far as I know your the first one to use it.)

all Versions since 1.70 have been relativly minor upgrades that fixed reported bugs only so going back to 1.73 won't help much.

"Too buggy" Aw come on. http://forum.shrapnelgames.com/images/icons/icon9.gif I count a grand total of 5 bugs that have been told to me since ver 1.74 came out. (4 of which are now fixed, One I couldn't recreate. http://forum.shrapnelgames.com/images/icons/icon9.gif )

DavidG March 27th, 2004 09:52 PM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
Version 1.76 (se4 1.91 compatible)

- Added Vehicle Type and Weapon list overrides
- Added ver 1.91 abilities
- can turn off annoying weapons sounds
- added 'intelligence defense' type to intel types
- componet pics better now show when image is not found

Links in my sig. Source code here (VB6)-Source code

[ March 27, 2004, 19:54: Message edited by: DavidG ]

Ed Kolis March 27th, 2004 10:36 PM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
Wow... http://forum.shrapnelgames.com/images/icons/icon10.gif

Now you know what would make this the ULTIMATE modding utility???

The ability to make entire sequential families of techs like Krsqk's K-Modder! But not only components - facilities and anything else you might want too! http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/icon6.gif

You say you wrote this in VB6? I'd like to help make this dream a reality, but I don't have VB6 http://forum.shrapnelgames.com/images/icons/icon9.gif ... VB.NET can read VB6 code, but I don't suppose you have .NET, do you? There's a free .NET IDE called SharpDevelop, but it's rather buggy at the moment (at least from what I've seen), and I wouldn't want to force you to switch to .NET... http://forum.shrapnelgames.com/images/icons/tongue.gif

But maybe I could develop a COM component or something you could use... I wonder if I can make COM components in .NET... I like .NET too much http://forum.shrapnelgames.com/image...s/rolleyes.gif What kinds of custom controls and classes can you import into VB6 from other Languages? I'm not going to even touch writing Windows controls in C++ (typedef void **HWNDPROCINSTANCE anyone? http://forum.shrapnelgames.com/image...s/rolleyes.gif )

OR... I could just get a bunch of would be modders to gather together and keep bugging you until you put that feature in on your own! http://forum.shrapnelgames.com/images/icons/icon10.gif


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