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Space Empires V Editor 1.1 Released
Version 1.1 of the editor is released. This version includes the following changes:
Download is available at http://www.devnullsoftware.com/se5 I would recommend uninstalling previous versions first, but it should work even if you don't (though the src directory might be messed up as I reorganized the files in there a bit) |
Re: Space Empires V Editor 1.1 Released
First launch, I try to select the mod directory as GameTypes (not possible) and then select Component, it crashes.
See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box. ************** Exception Text ************** System.IO.DirectoryNotFoundException: Could not find a part of the path "d:\jeux\se5\gametypes\Data\Components.txt". at System.IO.__Error.WinIOError(Int32 errorCode, String str) at System.IO.File.InternalCopy(String sourceFileName, String destFileName, Boolean overwrite) at Se5Editor.Component.ReadFile(ArrayList& itemList) at Se5Editor.ComponentsForm.ReadData() at Se5Editor.ComponentsForm.ComponentsForm_Load(Objec t sender, EventArgs e) at System.Windows.Forms.Form.OnLoad(EventArgs e) at System.Windows.Forms.Form.OnCreateControl() at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible) at System.Windows.Forms.Control.CreateControl() at System.Windows.Forms.Control.WmShowWindow(Message& amp; m) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ScrollableControl.WndProc(Mes sage& m) at System.Windows.Forms.ContainerControl.WndProc(Mess age& m) at System.Windows.Forms.Form.WmShowWindow(Message& ; m) at System.Windows.Forms.Form.WndProc(Message& 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: file:///d:/windows/microsoft.net/fra...2/mscorlib.dll ---------------------------------------- Se5Editor Assembly Version: 1.1.0.0 Win32 Version: 1.1.0.0 CodeBase: file:///D:/Documents%20and%20Setting.../Se5Editor.exe ---------------------------------------- System.Windows.Forms Assembly Version: 1.0.5000.0 Win32 Version: 1.1.4322.573 CodeBase: file:///d:/windows/assembly/gac/syst...dows.forms.dll ---------------------------------------- System Assembly Version: 1.0.5000.0 Win32 Version: 1.1.4322.573 CodeBase: file:///d:/windows/assembly/gac/syst...089/system.dll ---------------------------------------- System.Drawing Assembly Version: 1.0.5000.0 Win32 Version: 1.1.4322.573 CodeBase: file:///d:/windows/assembly/gac/syst...em.drawing.dll ---------------------------------------- ************** 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. Maybe an error message from you would be prettier than the system crash when a file is not found ? I'll try not to make mistake this time and tell you more http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Space Empires V Editor 1.1 Released
grrr. That shouldn't be happening. Let me look into it. I should just have you run my releases before publicly announcing them - you always seem to find problems http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: Space Empires V Editor 1.1 Released
Doh, ok, I apparently wasn't quite draconian enough in enforcing the mod directory http://forum.shrapnelgames.com/images/smilies/happy.gif GameTypes is not a legal mod directory. I'll fix that in the next version. For now, just make sure to choose an actual sub-directory of "GameTypes" as the mod directory http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: Space Empires V Editor 1.1 Released
Ok I tried while selecting my on progress mod and while SEV accept the mod without errors I get the following disturbing message. Below is teh component.txt component description:
Name := CG_Brain Description := Bioengineered brain to use for space monsters, providing control for the whole struture. Picture Number := 42 Maximum Level := 150 Tonnage Space Taken Formula := 50 Tonnage Structure Formula := 25 Cost Minerals Formula := 0 Cost Organics Formula := 0 Cost Radioactives Formula := 0 Supply Amount Used Formula := 0 Ordnance Amount Used Formula := 0 Can Be Placed On Vehicle Types := Ship Can Be Placed In Ship Sections := Outer Hull Component Type List := Organic General Group := Organs Custom Group := 0 Number Of Requirements := 3 Requirements Evaluation Availability := AND Requirements Evaluation Allows Placement := TRUE Requirements Evaluation Allows Usage := TRUE Requirement 1 Description := Empire must have at least tech level 1 in CG_Genetic (needs one more level for every 15 levels). Requirement 1 Formula := Get_Empire_Tech_Level("CG_Genetic") >= [%Level%] / 15 Requirement 2 Description := Empire must have at least tech level 1 in CG_Space Monsters (needs one more level for every 5 levels). Requirement 2 Formula := Get_Empire_Tech_Level("CG_Space Monsters") >= [%Level%] / 5 Requirement 3 Description := Empire must have at least tech level 1 in CG_Brain. Requirement 3 Formula := Get_Empire_Tech_Level("CG_Brain") >= [%Level%] Number Of Abilities := 4 Ability 1 Type := Component - Regeneration Ability 1 Description := Can be regenerated. Ability 1 Scope := Space Object Ability 1 Range Formula := 0 Ability 1 Amount 1 Formula := 0 Ability 1 Amount 2 Formula := 0 Ability 2 Type := Control Center Ability 2 Description := Controls the ship. Ability 2 Scope := Space Object Ability 2 Range Formula := 0 Ability 2 Amount 1 Formula := 0 Ability 2 Amount 2 Formula := 0 Ability 3 Type := Combat To Hit Offense Ability 3 Description := Gives a [%Amount1%]% attack bonus in combat (only 1 component per ship effective). Ability 3 Scope := Space Object Ability 3 Range Formula := 0 Ability 3 Amount 1 Formula := [%Level%] / 2 Ability 3 Amount 2 Formula := 1 Ability 4 Type := Combat To Hit Defense Ability 4 Description := Gives a [%Amount1%]% defense bonus in combat (only 1 component per ship effective). Ability 4 Scope := Space Object Ability 4 Range Formula := 0 Ability 4 Amount 1 Formula := [%Level%] / 2 Ability 4 Amount 2 Formula := 1 Weapon Type := None Then the following error: 1] I click on the CG_Brain in the left list and get: See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box. ************** Exception Text ************** System.ArgumentException: '150' is not a valid value for 'Value'. 'Value' should be between 'Minimum' and 'Maximum'. at System.Windows.Forms.NumericUpDown.set_Value(Decim al value) at Se5Editor.ComponentsForm.SetFormValuesGeneralTab() at Se5Editor.ComponentsForm.SetFormValues(String selectedItemName) at Se5Editor.ComponentsForm.ComponentList_SelectedInd exChanged(Object sender, EventArgs e) at System.Windows.Forms.ListView.OnSelectedIndexChang ed(EventArgs e) at System.Windows.Forms.ListView.WmReflectNotify(Mess age& m) at System.Windows.Forms.ListView.WndProc(Message& 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) I start to feel like the black crow telling you only bad comments. The image on the main program is a very nice touch. http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Space Empires V Editor 1.1 Released
Couple of points on the component editor:
-There's no way to make Damage Type a forumla. -A few of the fields that should be text boxs are lists (Weapon Delivery Type, Explosion, Sound, etc). Having the list works nicely for selecting a common type, but it makes it impossible to enter a custom type. -It screams when adding a custom unit type, component type, or General Group. Not a problem except it won't let you save with these "errors"! EDIT: the error there is the program not liking components with maximum levels > 100. |
Re: Space Empires V Editor 1.1 Released
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2) All fields that are combo boxes get their values from other files or seem to be hardcoded values in the game. If a field in the file would allow arbitrary user input, I had the combo box allow it as well. Most do not. 3) Please elaborate (and give an example) of the third problem? |
Re: Space Empires V Editor 1.1 Released
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As for only telling me bad things - no problem! I want to find the bugs in the program and the faster you guys tell me about them, the faster I can fix them. Fixing them is usually easy - it's just that I don't find them like you guys do because I'm only testing with a limited set of data (i.e. base and balance mod). So, keep on finding problems http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Space Empires V Editor 1.1 Released
1. Actually its not. For example: iif([%Level%] < 10, "Normal", "Burns Armor") results in a weapon that has Normal damage type for levels 1-9, and Burns Armor thereafter. It doesn't work for all variables, though.
2. Weapon Delivery Type is 100% arbitrary. You could put "Chicken" here and SE5 would take it. Explosion is semi-arbirary; you can add a Specific Type onto here, or noew values in the appropriate text file. 3. If you have a unit type "Small Craft", you can't design components for it in your editor. The editor either doesn't see that unit type or assumes it is invalid and throws an error. Same thing with Component Type and General Group. Here are the errors in question.. * Unknown Component Type 'Technic' * Unknown Vehicle Type 'Small Craft' |
Re: Space Empires V Editor 1.1 Released
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I think you can easily max this value to 65536 so to have no more problems. Quote:
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I think you can easily max this value to 65536 so to have no more problems. Quote:
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Re: Space Empires V Editor 1.1 Released
1. Interesting! and annoying. ok, I'll figure out a different way to do that field as a formula
2. Weapon Delivery Type seemed to only have a few hardcoded values, so I was assuming that they were hard-coded as part of the game. How annoying, as I actually use that field in figuring out how to validate some of the other data. Not sure what you mean by Explosion as relates to Weapon Delivery Type? 3. Unit Type? You mean like a vehicle type? I know that some Vehicle Types are in VehicleUnitTypes.txt, but unfortunately only some of them are. non-unit vehicle types (like Base and Ship) seem to be arbitrary and hard-coded. So I decided to just use a hard-coded list and ignore VehicleUnitTypes.txt. Let me re-think that decision a bit and see if I can come up with a better solution. 4. Component Type List and General Group again seemed to be arbitrary hard-coded values. I didn't know if the game would accept values that didn't exist in the current data files, so I decided to play it safe and only allow existing values. If you can confirm that the game will handle other values, I'll make the combo boxes for those editable so that they can accept arbitrary values. |
Re: Space Empires V Editor 1.1 Released
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Re: Space Empires V Editor 1.1 Released
OK, there's enough bugfixes and changes needed that I'm going to fix these and put out a patch release later today. 1.1.1 due soon! http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: Space Empires V Editor 1.1 Released
1. Thanks.
2. That field doesn't do anything. The only time its called at all is when the target ship has the ability that reduces weapon damage by a %. About the explosions: see this line in history.txt. "Weapon Explosion Effect Name" field in Components.txt should be working now. You can specify either a random "Specific Type" or an "Effect Name"." Right now the editor doesn't handle that part very well. 3. Yeah, vehicle type. Simplest method would be to leave it as-is, but remove the error message. The editor loads non-standard vehicle types already (they show up in the lists and in the boxes), it just won't let you USE them. The same problem applies to Target Type, by the way. 4. |
Re: Space Empires V Editor 1.1 Released
The other three effect name fields have files that I can read from to get the data. There is no file to get values from for explosions. What should I use to populate the list?
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Re: Space Empires V Editor 1.1 Released
Actually there is a file:
BitmapEffects_SpaceCombat.txt and BitmapEffects_GroundCombat.txt look for the comment Explosions - Weapon they begin after that. |
Re: Space Empires V Editor 1.1 Released
Ug. How the hell does the game interpret this field? sheesh.
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Re: Space Empires V Editor 1.1 Released
As far as I can tell, there are two ways:
If [Random Specific Type] is present, it reads the next bit of text and picks a random explosion from that type. In stock, there's only one type- Weapon Explosion. So all the weapons pick randomly from the same group of explosions. If [Random Specific Type] is NOT present, the line is read as the name of an explosion. In stock, that would be Weapon Explosion 1 to Weapon Explosion 4. |
Re: Space Empires V Editor 1.1 Released
Yup. So, here's the fixed list so far for 1.1.1:
General Bugfixes:
Component Editor Bugfixes:
Still left to fix:
The last two are somewhat more difficult fixes, though, so unknown how long it will take yet. Hopefully, I'll have a release ready tonight sometime. |
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Re: Space Empires V Editor 1.1 Released
ok, I've got 1.1.1 released on the website. It fixes all of the things I listed above. Feel free to pick more holes in it so we can get a solid and stable editor. I'm really hoping to get this thing stable and useful by the end of this week because then my vacation is over and it's back to work. Who knows how much time I'll have after that to work on this.
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Re: Space Empires V Editor 1.1 Released
Components editor: would it be possible to add a "Save anyway" box to the list of errors when saving? Also, the error list pops up twice when you try to save when errors are present.
Weapon Damage Type formulas aren't working properly. The editor can't, for example, handle the stock Plague Bomb damage type forumla. Weapon Min/Max Damage formula isn't handling some forumlas right. For the Flak cannon, the forumla is: iif([%Range%] <= 100, (50 + (([%Level%] - 1) * 5)) - ([%Range%] * 0.8), 0) which is correct. The parser doesn't read it correctly, however, and says "Invalid parameter count. The function iif requires 3 parameter(s)." The first parameter is 100, the second is (([%Level%] - 1) * 5)) - ([%Range%] * 0.8), the third is 0. |
Re: Space Empires V Editor 1.1 Released
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Re: Space Empires V Editor 1.1 Released
You're right - the parser is barfing on some of the stock formulas. I was apparently testing the wrong data file earlier.
I've got the saving part fixed so you can still allow saves and I've fixed the plague bomb formula problem. The min/max damage formulas are a bit tougher. For some reason, the parser is thinking that (50 + (([%Level%] - 1) * 5)) - ([%Range%] * 0.8) is two parameters. If I surround the whole thing with parens, it works fine. But this definitely does seem to be an issue with the parser. I'm looking into it more now. |
Re: Space Empires V Editor 1.1 Released
I found a problem with the components editor:
Unknown key 'Weapon Damage Type' I have created a new form of damage and your program can’t seem to handle anything out of the stock forms. |
Re: Space Empires V Editor 1.1 Released
ok, got all the formula parsing fixed. There was a bug in the actual parser library that didn't like relational operators as parameters to functions.
The remaining errors in the "stock" components.txt are..actual errors. Basically, some of the components refer to effects that don't exist. For example, Crystalline Torpedo has the lines <font class="small">Code:</font><hr /><pre> Weapon Space Display Effect Name := Torpedo 11 Weapon Ground Display Effect Name := Torpedo 11 </pre><hr /> These should be Torp 11, which actually does exist. So, the errors that it reports for the stock data file are actual errors. |
Re: Space Empires V Editor 1.1 Released
Shang: are you using the 1.08 patch? Because it looks like the editor is seeing an old components.txt line and freaking out (the damage type line was Weapon Damage Type before 1.08, when it changed to Weapon Damage Type Formula).
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Re: Space Empires V Editor 1.1 Released
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Re: Space Empires V Editor 1.1 Released
OK, I've put up version 1.1.2, another bugfix release. It has the following changes:
Version 1.1.2
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Re: Space Empires V Editor 1.1 Released
I sure did, that was the first thing I thought of. I know the entry in the file is correct as I have tested the weapon out and it works as expected. After I hit the Doh! button nothing loads. The exact error I am getting is:
Error(s) reading c:\program files\strategy first\malfador machinations\space empires compilation\se5\gametypes\starfire\Data\Components .txt: line 509: Unknown key 'Weapon Damage Type' line 553: Unknown key 'Weapon Damage Type' line 704: Unknown key 'Weapon Damage Type' line 749: Unknown key 'Weapon Damage Type' line 1415: Unknown key 'Weapon Damage Type' line 1462: Unknown key 'Weapon Damage Type' line 1512: Unknown key 'Weapon Damage Type' line 1604: Unknown key 'Weapon Damage Type' line 1854: Unknown key 'Weapon Damage Type' line 1898: Unknown key 'Weapon Damage Type' line 1989: Unknown key 'Weapon Damage Type' line 2036: Unknown key 'Weapon Damage Type' line 2085: Unknown key 'Weapon Damage Type' line 2131: Unknown key 'Weapon Damage Type' line 2297: Unknown key 'Weapon Damage Type' line 2383: Unknown key 'Weapon Damage Type' line 2496: Unknown key 'Weapon Damage Type' line 2626: Unknown key 'Weapon Damage Type' line 2673: Unknown key 'Weapon Damage Type' line 2750: Unknown key 'Weapon Damage Type' line 2796: Unknown key 'Weapon Damage Type' line 2849: Unknown key 'Weapon Damage Type' line 2971: Unknown key 'Weapon Damage Type' line 3017: Unknown key 'Weapon Damage Type' line 3120: Unknown key 'Weapon Damage Type' line 3197: Unknown key 'Weapon Damage Type' line 3243: Unknown key 'Weapon Damage Type' And the only change I have made to the file is: Damage Type Name := Shields Negate Description := Shields negate all effects of this weapon. Picture Number := 2 Cannot Penetrate Any Kind Of Shields := FALSE Cannot Penetrate Any Kind Of Armor := FALSE Number Of Vehicle Types := 0 Number of Shield Types := 4 Shield Type 1 Name := Normal Shields Shield Type 1 Penetration Percent := 0 Shield Type 1 Damage Percent := 0 Shield Type 2 Name := Phased Shields Shield Type 2 Penetration Percent := 0 Shield Type 2 Damage Percent := 0 Shield Type 3 Name := Plasma Shields Shield Type 3 Penetration Percent := 0 Shield Type 3 Damage Percent := 0 Shield Type 4 Name := Null-Space Shields Shield Type 4 Penetration Percent := 0 Shield Type 4 Damage Percent := 0 Number of Armor Types := 0 Internal Damage Percent := 100 Facility Damage Percent := 100 Population Amount Killed Per Damage Point := 0.25 Crew Amount Killed Per Damage Point := 0 Is Viral Weapon := FALSE Number Of Special Effects := 0 Number Of Requirements := 0 Number Of Abilities := 0 I’m sure the formatting won’t hold... |
Re: Space Empires V Editor 1.1 Released
The key "Weapon Damage Type" is actually an invalid key. I think Phoenix-D is correct - you're using an older version of components.txt from before 1.08. The key it's expecting is "Weapon Damage Type Formula".
You should just be able to do a cut-n-paste in your text file and replace "Weapon Damage Type" with "Weapon Damage Type Formula" to get things working. |
Re: Space Empires V Editor 1.1 Released
That was the problem, working now.
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Re: Space Empires V Editor 1.1 Released
Another very small problem. If I enter a picture number in the component editor, then click on another filed, the picture is not updated. I need to click the 'up' button, then the 'down' to get the right pic to be displayed (I think you should override the "lost focus" event).
But it's getting close to perfection http://forum.shrapnelgames.com/images/smilies/happy.gif Something than would be useful for pic selection would be to be able to have the whole pic grid displayed and just have to click on the you want. Currently you have to either know the pic number or click many times to find the right one. If Image Mod arrives, it will only get worse. EDIT: Another good thing would be to parse teh whole file and indicate on the left column in red the components containing errors. That way you could always be sure you did not insert a new mistyping error without having to click on every single component of the list. Very good the suggestions when you find an error, can be helpful http://forum.shrapnelgames.com/images/smilies/wink.gif |
Re: Space Empires V Editor 1.1 Released
Another problem on the facility editor::
1] I select one facility 2] I modify the pic number by typing 20 in the field 3] I click on another facility What happens is that the orignal pic number is unchanged but the pic number of the second facility is. I guess maybe the same for components. |
Re: Space Empires V Editor 1.1 Released
From what little time I've had to look at it...I say great job...also the pic for the main screen is great...
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Re: Space Empires V Editor 1.1 Released
Just curious what file you will be making an editor for next? *cough* vehicleSizes *cough*.
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Re: Space Empires V Editor 1.1 Released
I would like to see a map editor some day, but that sounds like it would require an entirely different kind of program.
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Re: Space Empires V Editor 1.1 Released
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numeric up-down field, etc. I currently do it for textboxes, but it's a pain in the *** because the IDE does not do LostFocus as the defualt event type so I have to go and add it manually in the windows-generated code. Ah well - it's not a major enough problem that I'm gonna worry about it much, but I'll eventually probably fix it http://forum.shrapnelgames.com/images/smilies/happy.gif Quote:
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Re: Space Empires V Editor 1.1 Released
First, I want everybody to applause for this excellent work!
Now, I just have seen you give us the source code, do you allow us to continue your program with another module? I think about gouvernements/societies editor (as a training...) |
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I'm currently just about done with the TechAreas editor (and Tech Tree viewer), so I'll be releasing a new version shortly. |
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Come here little thing... come closer... |
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