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-   -   Space Empires V Editor 1.1 Released (http://forum.shrapnelgames.com/showthread.php?t=31552)

Devnullicus November 2nd, 2006 06:02 PM

Space Empires V Editor 1.1 Released
 
Version 1.1 of the editor is released. This version includes the following changes:
  • Added Component Editor
  • Better enforcement of legal mod directory locations
  • If the file desired (facility.txt or components.txt currently) doesn't exist in the current mod folder, load them from the SE V data directory and then save the changes to the current mod directory
  • Bugfix: handle bad data input from files better (without throwing uncaught exceptions)
  • Bugfix: formula parser should not use regional settings as the data files are all in American/English
  • Bugfix: comments (lines beginning with //) in the data files will now be retained in a place as close to their original position as possible

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)

Elsemeravin November 2nd, 2006 06:17 PM

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&amp ; 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

Devnullicus November 2nd, 2006 06:19 PM

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

Devnullicus November 2nd, 2006 06:22 PM

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

Elsemeravin November 2nd, 2006 06:25 PM

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

Phoenix-D November 2nd, 2006 06:26 PM

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.

Devnullicus November 2nd, 2006 06:29 PM

Re: Space Empires V Editor 1.1 Released
 
Quote:

Phoenix-D said:
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"!

1) Damage Types are read from "DamageTypes.txt". If you want to add a damage type, you need to edit that file. The field name ending in "Formula" is actually misleading and got me for a while too. In reality, this field is not a formula, but instead a value that references another file.

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?

Devnullicus November 2nd, 2006 06:35 PM

Re: Space Empires V Editor 1.1 Released
 
Quote:

Elsemeravin said:
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.
..
Maximum Level := 150
..


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

The value of 150 in Maximum Level is pretty high. The problem is that the form component is set with a min and max value of 0 and 100 for that field. I suppose I could change that to allow higher values (and I should definitely change the validation code to be in sync with the form components), but I'm not sure why you'd want such a high value for Maximum Level?

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

Phoenix-D November 2nd, 2006 06:46 PM

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'

Elsemeravin November 2nd, 2006 06:53 PM

Re: Space Empires V Editor 1.1 Released
 
Quote:

Devnullicus said:
Quote:

Elsemeravin said:
..
Maximum Level := 150
..
[/i]



The value of 150 in Maximum Level is pretty high. The problem is that the form component is set with a min and max value of 0 and 100 for that field. I suppose I could change that to allow higher values (and I should definitely change the validation code to be in sync with the form components), but I'm not sure why you'd want such a high value for Maximum Level?



My plan is to make research more continuous with many many very small rewards for each step. That way there won't be a big difference between two ships just because of a few turns from the next weapon level. And retrofitting ships won't be possible for every level (too costly) and not worthy.

I think you can easily max this value to 65536 so to have no more problems.

Quote:


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.


I get another problem with previous component because of the group which is normally not hardcoded but refused by the editor:

Quote:


General Group := Organs


I'll keep posting as soon as I meet problems. Just tell me when you have enough so you won't hate me :p

Elsemeravin November 2nd, 2006 06:53 PM

Re: Space Empires V Editor 1.1 Released
 
Quote:

Devnullicus said:
Quote:

Elsemeravin said:
..
Maximum Level := 150
..
[/i]



The value of 150 in Maximum Level is pretty high. The problem is that the form component is set with a min and max value of 0 and 100 for that field. I suppose I could change that to allow higher values (and I should definitely change the validation code to be in sync with the form components), but I'm not sure why you'd want such a high value for Maximum Level?



My plan is to make research more continuous with many many small rewards for each step. That way there won't be a big difference between two ships just because of a few turns from the next weapon level. And retrofitting ships won't be possible for every level (too costly).

I think you can easily max this value to 65536 so to have no more problems.

Quote:


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.


I get another problem with prevous component because of the group which is norally not hardcoded but refuse from the editor:

Quote:


General Group := Organs


I'll keep posting as soon as I meet problems. Just tell me when you have enough so you won't hate me :p

Devnullicus November 2nd, 2006 06:55 PM

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.

Elsemeravin November 2nd, 2006 06:57 PM

Re: Space Empires V Editor 1.1 Released
 
Quote:

Devnullicus said:
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

You're welcome to do it if it helps. http://forum.shrapnelgames.com/images/smilies/smirk.gif

Devnullicus November 2nd, 2006 07:03 PM

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

Phoenix-D November 2nd, 2006 07:04 PM

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.

Devnullicus November 2nd, 2006 07:52 PM

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?

Phoenix-D November 2nd, 2006 07:56 PM

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.

Devnullicus November 2nd, 2006 07:58 PM

Re: Space Empires V Editor 1.1 Released
 
Ug. How the hell does the game interpret this field? sheesh.

Phoenix-D November 2nd, 2006 08:14 PM

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.

Devnullicus November 2nd, 2006 08:32 PM

Re: Space Empires V Editor 1.1 Released
 
Yup. So, here's the fixed list so far for 1.1.1:

General Bugfixes:
  • Bugfix: Even better enforcement of legal mod directory locations (GameTypes is not a legal mod directory)
  • Bugfix: Maximul Level and Custom Groups limited to ranges of [0,65535] and will now complain about the out-of-range data instead of just getting internal errors and doing the figurative equivalent of littering bits all over your computer's floor. *sigh*

Component Editor Bugfixes:
  • All Weapon Effect Name fields have a "None" option now
  • Weapon Explosion Effect Name now reads from BitmapEffects_SpaceCombat.txt and BitmapEffects_GroundCombat.txt to fill in its allowable values.
  • Weapon Space Display Effect Name and Weapon Ground Display Effect Name now only allow "Weapon Explosion" Specific Effect types from BitmapEffects_SpaceCombat.txt and BitmapEffects_GroundCombat.txt.
  • Weapon Delivery Type is apparently not used by the game and can be an arbitrary value. Changed editor to allow arbitrary values for this field
  • Vehicle Types now reads VehicleUnitTypes.txt and adds those to the allowable list so that new vehicle types can be used.
  • Weapon Target Types now reads VehicleUnitTypes.txt and adds those to the allowable list so that new vehicle types can be targeted.
  • General Group can now accept arbitrary values


Still left to fix:
  • Weapon Damage Type Formula seemed to be misleading and not a formula, but it turns out that it is an editable formula with specific variables possible. Fixed the editor to handle this.
  • Component Type List can now accept arbitrary values

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.

Hemperor November 2nd, 2006 09:03 PM

Re: Space Empires V Editor 1.1 Released
 
Any chance will see an events editor??

http://forum.shrapnelgames.com/images/smilies/happy.gif

Combat Wombat November 2nd, 2006 09:26 PM

Re: Space Empires V Editor 1.1 Released
 
Quote:

Hemperor said:
Any chance will see an events editor??

http://forum.shrapnelgames.com/images/smilies/happy.gif

Oh man I hope we get one lol, this scripting stuff for events and AI is giving me a headache. I was just starting to figure out the AI for se4 and bam now I have to start all over again.

Devnullicus November 2nd, 2006 09:38 PM

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.

Phoenix-D November 2nd, 2006 09:53 PM

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.

Devnullicus November 2nd, 2006 10:04 PM

Re: Space Empires V Editor 1.1 Released
 
Quote:

Phoenix-D said:
Components editor:
would it be possible to add a "Save anyway" box to the list of errors when saving?


Yes, though I'm a little leery of doing so as I have no idea what will be written at that point and I don't want to ruin the users data files.

Quote:


Also, the error list pops up twice when you try to save when errors are present.


hmm, hadn't noticed that. I'll look into it.

Quote:


Weapon Damage Type formulas aren't working properly. The editor can't, for example, handle the stock Plague Bomb damage type forumla.


I've tested it on the stock data and it didn't have any errors. Are you sure it's barfing on a stock formula? Can you paste the formula here?

Quote:


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.

The formula parser needs some work, I think. It mostly works, but sometimes gives strange results. I'm going to be revamping it a bit in Version 1.2 and hopefully I'll fix all the little glitches in it.

Devnullicus November 2nd, 2006 11:03 PM

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.

President_Elect_Shang November 2nd, 2006 11:15 PM

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.

Devnullicus November 2nd, 2006 11:30 PM

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.

Phoenix-D November 2nd, 2006 11:30 PM

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).

Devnullicus November 2nd, 2006 11:31 PM

Re: Space Empires V Editor 1.1 Released
 
Quote:

President_Elect_Shang said:
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.

The program reads the file "DamageTypes.txt" to get a list of valid damage types. Did you add your new damage type to that file?

Devnullicus November 2nd, 2006 11:40 PM

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
  • Added ability to save even if there are errors. Use at your own risk - this COULD corrupt your data!
  • Bugfix: When the form warns that your data has errors before saving, it will only show the errors once
  • General bugfixes on the parser to make it handle formulas better
  • Bugfix: Formula Wizard will reset non-selected vars to 1.0 instead of leaving them at previous value

President_Elect_Shang November 2nd, 2006 11:43 PM

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...

Devnullicus November 2nd, 2006 11:47 PM

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.

President_Elect_Shang November 3rd, 2006 12:49 AM

Re: Space Empires V Editor 1.1 Released
 
That was the problem, working now.

Elsemeravin November 3rd, 2006 03:11 AM

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

Elsemeravin November 3rd, 2006 03:20 AM

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.

Kana November 3rd, 2006 04:02 AM

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...

pujal November 7th, 2006 05:21 AM

Re: Space Empires V Editor 1.1 Released
 
Just curious what file you will be making an editor for next? *cough* vehicleSizes *cough*.

Shadowstar November 7th, 2006 10:49 PM

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.

Devnullicus November 13th, 2006 01:04 AM

Re: Space Empires V Editor 1.1 Released
 
Quote:

Elsemeravin said:
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).

Yeah, that's likely what I need to - which also means I probably need to do the same for any editable combobox,
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:


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.


Seems like this would be pretty unwieldy once you got to 100+ images, honestly - not to mention memory-intensive (though admittedly, these images are tiny, so that's probably not a worry). A scrollable pane with images that you can click on to choose would probably work. Sounds tedious to work on, though, honestly http://forum.shrapnelgames.com/images/smilies/happy.gif

Quote:


EDIT: Another good thing would be to parse the 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.


The editor already does exactly that on load and when you try to save it. The last column goes red when there's an error. You might have to widen your window to see it though.

Elsemeravin November 13th, 2006 02:54 PM

Re: Space Empires V Editor 1.1 Released
 
Quote:

Devnullicus said:
Quote:


EDIT: Another good thing would be to parse the 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.


The editor already does exactly that on load and when you try to save it. The last column goes red when there's an error. You might have to widen your window to see it though.

I've seen it since, sorry for the wrong remark :p

wake_of_angels November 13th, 2006 04:11 PM

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...)

Devnullicus November 14th, 2006 06:08 AM

Re: Space Empires V Editor 1.1 Released
 
Quote:

wake_of_angels said:
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...)

It's open source. Feel free to add what you will. In the interests of keeping the tool from getting too splintered, I'd appreciate you sending your changes to me so I can integrate them into the tool, but it's not necessary.

I'm currently just about done with the TechAreas editor (and Tech Tree viewer), so I'll be releasing a new version shortly.

wake_of_angels November 14th, 2006 12:22 PM

Re: Space Empires V Editor 1.1 Released
 
Quote:

Devnullicus said:
It's open source. Feel free to add what you will. In the interests of keeping the tool from getting too splintered, I'd appreciate you sending your changes to me so I can integrate them into the tool, but it's not necessary.


I think that's evident!
Quote:

Devnullicus said:
I'm currently just about done with the TechAreas editor (and Tech Tree viewer), so I'll be releasing a new version shortly.

Great idea!

Elsemeravin November 14th, 2006 03:54 PM

Re: Space Empires V Editor 1.1 Released
 
Quote:

Devnullicus said:
I'm currently just about done with the TechAreas editor (and Tech Tree viewer), so I'll be releasing a new version shortly.

http://forum.shrapnelgames.com/image...es/biggrin.gif
Come here little thing... come closer...


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