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-   -   Space Empires V Editor 1.2 Released (http://forum.shrapnelgames.com/showthread.php?t=31817)

Devnullicus November 14th, 2006 04:39 PM

Space Empires V Editor 1.2 Released
 
Version 1.2
  • Added TechArea Editor
  • Added TechTree Viewer
  • Added Copy button to all editors so that currently selected item can be copied to make data entry faster
  • Made input reading case-insensitive, though output will still match current output formatting
  • Fixed a problem with extra blank lines causing the comment lines in a file to get misplaced.
  • New MainForm image by Rob Allen "Shadowstar" Beckwith (go see http://www.shadowstardesign.com for more of his great work!)
  • Added AI Tag 01-20 to Ability Types drop down
  • Centralized much of the reading, validation, and parsing code to make future updates easier
  • Centralized and modularized much of the form editing code to make future updates easier

Tech Areas Editor:
http://www.devnullsoftware.com/se5/i...eas_editor.jpg

Tech Tree Viewer:
http://www.devnullsoftware.com/se5/img/techtree.jpg

Shadowstar November 14th, 2006 04:56 PM

Re: Space Empires V Editor 1.2 Released
 
One little thing: clicking Cancel on the Browse for Folder dialog boxes results in an error which puts you back in the folder browser until you pick a valid folder and click OK.

Also, not to be picky, but could you give me a mention in the Help>About?

Devnullicus November 14th, 2006 05:02 PM

Re: Space Empires V Editor 1.2 Released
 
Quote:

Shadowstar said:
One little thing: clicking Cancel on the Browse for Folder dialog boxes results in an error which puts you back in the folder browser until you pick a valid folder and click OK.


that's by design. You need to pick a valid mod directory for the editor to work.

Quote:


Also, not to be picky, but could you give me a mention in the Help>About?

Oops, I knew I was forgetting something... Will do soon.

Santiago November 14th, 2006 05:07 PM

Re: Space Empires V Editor 1.2 Released
 
Keep up the great work !

Elsemeravin November 14th, 2006 05:23 PM

Re: Space Empires V Editor 1.2 Released
 
1 Attachment(s)
Impressive !

Extremely useful at first glance. http://forum.shrapnelgames.com/images/smilies/shock.gif

One small thing about the tree display as it does not seem completly optimized for clear display of the picture.
http://forum.shrapnelgames.com/image...es/redface.gif

Devnullicus November 14th, 2006 05:25 PM

Re: Space Empires V Editor 1.2 Released
 
Quote:

Elsemeravin said:
One small thing about the tree display as it does not seem completly optimized for clear display of the picture.
http://forum.shrapnelgames.com/image...es/redface.gif

Need more detail than that http://forum.shrapnelgames.com/images/smilies/happy.gif Describe exactly what isn't "clear" about it? I can't fix what I don't understand http://forum.shrapnelgames.com/images/smilies/happy.gif

Phoenix-D November 14th, 2006 05:35 PM

Re: Space Empires V Editor 1.2 Released
 
It doesn't like that I have SE5 installed on Games\Space Empires V instead of Games\SE5. Won't let me pick the correct directory. :/

EDIT: fixed. For some reason I had an old 1.00 SE5 in the \SE5 directory, and while SFI's reg-key was pointed at the correct location, MM's wasn't.

Oh, and at some point it stopped reading custom vehicle types. :/ I'm back to being unable to use it because it won't let me save with errors and it thinks "Small Craft" is an unvalid vehicle type despite it being in vehicleunittypes.txt.

EDIT2: ok, the save problem isn't there, missed the save anyway button. Comment about the vehicle types still stands though.

Phoenix-D November 14th, 2006 05:50 PM

Re: Space Empires V Editor 1.2 Released
 
What Elsemeravin means, I think, is that the tech tree takes up a small section of the screen.

Speaking of the tech tree, when I try to load my mod it says "Can't find Min Parent Level! in an error box. Everything seems to work fine, except the tech-tree function doesn't work.

Probably because I have some rather twisted logic involved, including OR functions and nested IFs..

Devnullicus November 14th, 2006 05:57 PM

Re: Space Empires V Editor 1.2 Released
 
Quote:

Phoenix-D said:
It doesn't like that I have SE5 installed on Games\Space Empires V instead of Games\SE5. Won't let me pick the correct directory. :/

EDIT: fixed. For some reason I had an old 1.00 SE5 in the \SE5 directory, and while SFI's reg-key was pointed at the correct location, MM's wasn't.

Oh, and at some point it stopped reading custom vehicle types. :/ I'm back to being unable to use it because it won't let me save with errors and it thinks "Small Craft" is an unvalid vehicle type despite it being in vehicleunittypes.txt.

EDIT2: ok, the save problem isn't there, missed the save anyway button. Comment about the vehicle types still stands though.

Hmmm, not sure what happened with vehicle types, I didn't think I did anything that would break that... but apparently I was wrong http://forum.shrapnelgames.com/images/smilies/happy.gif I'll look into it. Thanks for the heads up!

Phoenix-D November 14th, 2006 05:59 PM

Re: Space Empires V Editor 1.2 Released
 
Isn't code fun? I swear sometimes it breaks if you look at it the wrong way. http://forum.shrapnelgames.com/image...ies/tongue.gif

Devnullicus November 14th, 2006 06:01 PM

Re: Space Empires V Editor 1.2 Released
 
Quote:

Phoenix-D said:
What Elsemeravin means, I think, is that the tech tree takes up a small section of the screen.


It takes up the entire tab... I would make the individual controls resizeable so you could widen that section of the screen, but I haven't figured out how to do that - everything I've tried has failed.

Quote:


Speaking of the tech tree, when I try to load my mod it says "Can't find Min Parent Level! in an error box. Everything seems to work fine, except the tech-tree function doesn't work.

Probably because I have some rather twisted logic involved, including OR functions and nested IFs..

Yeah, that probably is exactly what's going on. I really wish Aaron had used XML - this whole process would have been 100x easier. Anyway, yes, the tech tree relies on the requirements formulas for tech dependencies being in the form

<font class="small">Code:</font><hr /><pre>
Get_Empire_Tech_Level("foo") &gt;= N
</pre><hr />

It will compensate for extra whitespace, different character cases, or just a &gt; symbol, etc, but anything more complicated than that and it gets confused when determining tech dependencies for the tree. Otherwise I'd have to parse ANY formula and that's a bigger job than I wanted to tackle for a simple editor.

Phoenix-D November 14th, 2006 06:04 PM

Re: Space Empires V Editor 1.2 Released
 
Yeah, I figured that. It actually isn't a problem- I can cut the arcane stuff down for the editor, then do a search and replace later.

Because I really doubt you'd want to code a way to parse..
(edited out the Requirements of Doom now that Devnull's seen them. http://forum.shrapnelgames.com/images/smilies/wink.gif)

..that. Its messy as hell. http://forum.shrapnelgames.com/images/smilies/happy.gif

Anyway, if you can't get it to re-size, a pop-up window, like you do with the various tools now, might work well..

Devnullicus November 14th, 2006 06:09 PM

Re: Space Empires V Editor 1.2 Released
 
You're right - I don't want to parse that for the tech tree http://forum.shrapnelgames.com/images/smilies/happy.gif The formula parser should actually handle it just fine, but the tech tree needs a pretty clear dependency graph to work.

Devnullicus November 14th, 2006 06:12 PM

Re: Space Empires V Editor 1.2 Released
 
Quote:

Phoenix-D said:
Isn't code fun? I swear sometimes it breaks if you look at it the wrong way. http://forum.shrapnelgames.com/image...ies/tongue.gif

After 26 years of coding, I've gotten pretty good at not breaking old code when I refactor...usually. And I did do a fair bit of refactoring for this release. I'm a big believer in "if you have to cut and paste it more than once, you're doing something wrong".

But no one's perfect http://forum.shrapnelgames.com/images/smilies/happy.gif

Devnullicus November 14th, 2006 06:24 PM

Re: Space Empires V Editor 1.2 Released
 
Quote:

Devnullicus said:
Quote:

Phoenix-D said:
Oh, and at some point it stopped reading custom vehicle types. :/


Hmmm, not sure what happened with vehicle types, I didn't think I did anything that would break that... but apparently I was wrong http://forum.shrapnelgames.com/images/smilies/happy.gif I'll look into it. Thanks for the heads up!

Ah, I think I might know what's going on here. I made a change to optimize things a bit where it would only read these data files once instead of every time you load an editor form. Therefore the first time you load any form, it reads all the other data files it needs and just keeps them around in memory as needed. I meant to add a function to do a manual refresh so you could "hot sync" changes to these files, but then forgot.

I suspect that if you restart the app with any changes, it will read your data correctly?

Or is the problem that it just won't read it at all - even the first time?

Phoenix-D November 14th, 2006 06:27 PM

Re: Space Empires V Editor 1.2 Released
 
Loading the mod first does seem to fix the problem..I didn't notice it had fixed it at first though, since the red ERROR boxes didn't go away until I manually validated. http://forum.shrapnelgames.com/images/smilies/happy.gif

Devnullicus November 14th, 2006 06:40 PM

Re: Space Empires V Editor 1.2 Released
 
LOL. I need to put a "validate all" button in I think. Currently, it only does that when you load and save your data.

Elsemeravin November 14th, 2006 06:49 PM

Re: Space Empires V Editor 1.2 Released
 
Quote:

Devnullicus said:
Quote:

Elsemeravin said:
One small thing about the tree display as it does not seem completly optimized for clear display of the picture.
http://forum.shrapnelgames.com/image...es/redface.gif

Need more detail than that http://forum.shrapnelgames.com/images/smilies/happy.gif Describe exactly what isn't "clear" about it? I can't fix what I don't understand http://forum.shrapnelgames.com/images/smilies/happy.gif

What I meant is that the Cystallurgy and Cultural studies should be much lower. You can see on the pic that every red line is going very much down, instead of aligning the main tech with the child one. http://forum.shrapnelgames.com/images/smilies/happy.gif

However the editor is great !

(I do not dare copyig the crash I just met while browsing throught tech pics http://forum.shrapnelgames.com/image...ies/tongue.gif )

EDIT: finally I dare showing the screen post "crash" when clicking fast on the up/down pic selection button in attachment to this message http://forum.shrapnelgames.com/image...ies/stupid.gif

Fyron November 14th, 2006 06:58 PM

Re: Space Empires V Editor 1.2 Released
 
Devnullicus said:
that's by design. You need to pick a valid mod directory for the editor to work.


So you have to use task manager to kill the process of the program if you decide to cancel? :-\

Elsemeravin November 14th, 2006 07:02 PM

Re: Space Empires V Editor 1.2 Released
 
1 Attachment(s)
Another problem as in attached picture on an unrecognized function.
(that is in Component editor, in Min and Max damage formulas)

Devnullicus November 14th, 2006 07:02 PM

Re: Space Empires V Editor 1.2 Released
 
Quote:

Elsemeravin said:
What I meant is that the Cystallurgy and Cultural studies should be much lower. You can see on the pic that every red line is going very much down, instead of aligning the main tech with the child one. http://forum.shrapnelgames.com/images/smilies/happy.gif


I'm pretty much done trying to organize the nodes in that graph. I spent a lot of time fiddling with it and finally just decided there really is no good way to programmatically generate a really good tech tree graph. The algorithm it uses now is...good, but not perfect. And that's about as good as it's gonna get unless someone else feels like optimizing it http://forum.shrapnelgames.com/images/smilies/happy.gif

Quote:


(I do not dare copyig the crash I just met while browsing throught tech pics http://forum.shrapnelgames.com/image...ies/tongue.gif )

EDIT: finally I dare showing the screen post "crash" when clicking fast on the up/down pic selection button in attachment to this message http://forum.shrapnelgames.com/image...ies/stupid.gif

Not sure what the picture is showing (besides the interesting folder in your taskbar http://forum.shrapnelgames.com/images/smilies/laugh.gif) - where's the crash?

Elsemeravin November 14th, 2006 07:12 PM

Re: Space Empires V Editor 1.2 Released
 
1 Attachment(s)
Quote:

Devnullicus said:
And that's about as good as it's gonna get unless someone else feels like optimizing it http://forum.shrapnelgames.com/images/smilies/happy.gif


Not sure I could.
Quote:



Not sure what the picture is showing (besides the interesting folder in your taskbar http://forum.shrapnelgames.com/images/smilies/laugh.gif) - where's the crash?

Now the pic is clearer (and the folder less http://forum.shrapnelgames.com/image...ies/tongue.gif)

Phoenix-D November 14th, 2006 07:28 PM

Re: Space Empires V Editor 1.2 Released
 
Get_design_ability_total doesn't work in components.txt, just so you know.

*****ing aside, great work Devnull. http://forum.shrapnelgames.com/images/smilies/happy.gif

Devnullicus November 14th, 2006 07:39 PM

Re: Space Empires V Editor 1.2 Released
 
Quote:

Phoenix-D said:
Get_design_ability_total doesn't work in components.txt, just so you know.


I've only added script functions that are currently being used as there isn't a comprehensive list anywhere I've seen of what functions are available, how many arguments they take, etc.

If you are using a function that isn't allowed right now, add it to the SE5Editor/Data/consts.txt file (ScriptFunc1, I believe) and you should be good to go. If you know of a list that I should add, please post it http://forum.shrapnelgames.com/images/smilies/happy.gif

Quote:


*****ing aside, great work Devnull. http://forum.shrapnelgames.com/images/smilies/happy.gif

Thank you. I'm enjoying learning C# - it really is a powerful language. I've found a few things I dislike about it so far, but in general, it's an easy-to-use, powerful language that dramatically increases speed of generating new code and features.

I'm just glad my "learning project" can also be useful to others http://forum.shrapnelgames.com/images/smilies/happy.gif

Devnullicus November 14th, 2006 07:42 PM

Re: Space Empires V Editor 1.2 Released
 
Quote:

Elsemeravin said:
Quote:

Devnullicus said:
Not sure what the picture is showing (besides the interesting folder in your taskbar http://forum.shrapnelgames.com/images/smilies/laugh.gif) - where's the crash?

Now the pic is clearer (and the folder less http://forum.shrapnelgames.com/image...ies/tongue.gif)

No, I saw the red x and all that (I have to admit I'm laughing at your new picture! http://forum.shrapnelgames.com/images/smilies/laugh.gif), I'm just not sure what it means. You say the program crashed? When it crashed, it drew a red x on the up-down buttons? Did the buttons then stop working? Did the program stop accepting any input? Obviously, it didn't totally crash because you still have a screen up to take a screenshot of...

I'm just trying to understand what the error is.

Devnullicus November 14th, 2006 07:58 PM

Re: Space Empires V Editor 1.2 Released
 
Quote:

Imperator Fyron said:
Devnullicus said:
that's by design. You need to pick a valid mod directory for the editor to work.


So you have to use task manager to kill the process of the program if you decide to cancel? :-\

Hmmm, well, ok, that sounds extreme. What it seems like it SHOULD do is that when you cancel, it should tell you that "that's a bad thing, bad modder" and then just not show the editor window (i.e. cancel here just cancels the request to bring up the editor window).

I did something similar already if you're setting the mod directory from the menu - it sound like I should add that kind of functionality to the editor window as well.

Kana November 14th, 2006 08:25 PM

Re: Space Empires V Editor 1.2 Released
 
Quote:

Devnullicus said:
I'm just glad my "learning project" can also be useful to others http://forum.shrapnelgames.com/images/smilies/happy.gif

We are all glad as well...

Devnullicus November 15th, 2006 01:26 AM

Re: Space Empires V Editor 1.2 Released
 
OK, bugs you've all mentioned so far have been fixed for the next version. Here's the current changelist for 1.3:

Version 1.3
  • 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

Currently starting work on the Component Enhancements editor. And since some of you have been wondering what my future plans for the editor are, here's a list, in rough order that I plan to do them. Whether I'll actually have time for all of these or not, I don't know - but these are the files that look like modding them could make the game more interesting.

The items with ? marks next to them are those which I'm unsure of doing or if modding them has any effect in the game.
  • Component Enhancements editor
  • Planet Sizes editor
  • Quadrant Types editor
  • Racial Traits editor
  • Stellar Ability Types ?
  • Stellar Object Types ?
  • System Types editor
  • Vehicle Sizes editor
  • Vehicle Unit Types editor
  • GovernmentTypes editor
  • Intelligence Achievements editor
  • Cultural Achievements editor
  • Formations_Fleet editor
  • Formations_TaskForces editor
  • Strategies editor
  • Ship Experience editor
  • Society Types editor
  • HUDSettings editor ?
  • EventsText editor ?
  • Formulas.txt ?
  • HomeworldStartingFacilities editor

Phoenix-D November 15th, 2006 01:36 AM

Re: Space Empires V Editor 1.2 Released
 
All the ? files have an effect. HUD Settings is rather limited though, EventsText is tied to the events script, and formulas.txt wouldn't benefit much from an editor.

Stellar Ability typ

Devnullicus November 15th, 2006 01:52 AM

Re: Space Empires V Editor 1.2 Released
 
Why wouldn't formulas.txt benefit? The formulas are definitely referenced in other files. Can you not add more? i.e. have different planet gravity formulas for different planets?

Captain Kwok November 15th, 2006 01:59 AM

Re: Space Empires V Editor 1.2 Released
 
You can... in theory... http://forum.shrapnelgames.com/image...ies/tongue.gif

Phoenix-D November 15th, 2006 02:15 AM

Re: Space Empires V Editor 1.2 Released
 
You can, but the file is so simple I'm not sure an editor would help all that much. http://forum.shrapnelgames.com/images/smilies/happy.gif

Captain Kwok November 15th, 2006 02:18 AM

Re: Space Empires V Editor 1.2 Released
 
Quote:

Phoenix-D said:
You can, but the file is so simple I'm not sure an editor would help all that much. http://forum.shrapnelgames.com/images/smilies/happy.gif

Even so, somebody has also made a program to edit the design types file - so there is a precedent. http://forum.shrapnelgames.com/image...ies/tongue.gif

Devnullicus November 15th, 2006 03:57 AM

Re: Space Empires V Editor 1.2 Released
 
Oh, ok, I see why you're objecting. I sort of agree actually, but at this point adding a new editor type for a simple file is about an hour or two of work. I just finished adding and testing the Component Enhancements editor in about 2 hours, and at least part of that was modifying the formula parser to accept functions with 0 arguments!

Shadowstar November 15th, 2006 04:11 AM

Re: Space Empires V Editor 1.2 Released
 
Quote:

Devnullicus said:
Hmmm, well, ok, that sounds extreme. What it seems like it SHOULD do is that when you cancel, it should tell you that "that's a bad thing, bad modder" and then just not show the editor window (i.e. cancel here just cancels the request to bring up the editor window).

The only reason I mentioned it is because I have worked as a tester before and am trained to do stupid or non-sensical things when I first try out a program, just to see if I can break it. http://forum.shrapnelgames.com/images/smilies/wink.gif

Devnullicus November 15th, 2006 07:51 AM

Re: Space Empires V Editor 1.2 Released
 
OK, I'm sick of starting a new thread for every release of the editor, so I'll just announce it in the original thread from now on (btw, 1.3 is now released! http://forum.shrapnelgames.com/images/smilies/happy.gif )

Elsemeravin November 15th, 2006 02:06 PM

Re: Space Empires V Editor 1.2 Released
 
Quote:

Devnullicus said:

No, I saw the red x and all that (I have to admit I'm laughing at your new picture! http://forum.shrapnelgames.com/images/smilies/laugh.gif), I'm just not sure what it means. You say the program crashed? When it crashed, it drew a red x on the up-down buttons? Did the buttons then stop working? Did the program stop accepting any input? Obviously, it didn't totally crash because you still have a screen up to take a screenshot of...

I'm just trying to understand what the error is.

Sorry I said "crash" but it is simply the classical error message box (I lost it without copying its content). However once I close the error message box then the arrows are replaced by the red cross but are still working http://forum.shrapnelgames.com/images/smilies/happy.gif

Anyway not so important.

Thank you again for your work http://forum.shrapnelgames.com/image...ies/tongue.gif

Santiago November 15th, 2006 09:53 PM

Re: Space Empires V Editor 1.2 Released
 
Hi Some observations for you.

1. Why are the pictures in the tech area edit window magnified when Components, Facilities, and Component Enhancement pictures seem to be scaled properly?

2. I downloaded the Golden Eclipse Mod and started a game which works fine but not too far into it. But I took the time to use your editor to look at the mod.

A. Tech area - MainForm error box "An unhandeled exception has occurred in your application. If you click continue, the application will ignore this error and attempt to continue. If you click quit, the application will shut down immediately.

Can't find Min Parent Level!"

************ Exception Text **************
System.Exception: Can't find Min Parent Level!
at Se5Editor.TechArea.GetMinParentLevel(String name)
at Se5Editor.TechArea.AddEdgeToChild(ITechTreeNode child)
at Se5Editor.TechTree.Init()
at Se5Editor.TechAreasForm.ReadFile()
at Se5Editor.EditorForm.OnFormLoad()
at Se5Editor.TechAreasForm.TechAreasForm_Load(Object 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&amp; m)
at System.Windows.Forms.ScrollableControl.WndProc(Mes sage&amp; m)
at System.Windows.Forms.ContainerControl.WndProc(Mess age&amp; m)
at System.Windows.Forms.Form.WmShowWindow(Message&amp ; m)
at System.Windows.Forms.Form.WndProc(Message&amp; m)
at System.Windows.Forms.ControlNativeWindow.OnMessage (Message&amp; m)
at System.Windows.Forms.ControlNativeWindow.WndProc(M essage&amp; 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: 1.1.4322.2032
CodeBase: file:///c:/windows/microsoft.net/fra...2/mscorlib.dll
----------------------------------------
Se5Editor
Assembly Version: 1.3.0.0
Win32 Version: 1.3.0.0
CodeBase: file:///C:/Program%20Files/Space%20E.../Se5Editor.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 1.0.5000.0
Win32 Version: 1.1.4322.2032
CodeBase: file:///c:/windows/assembly/gac/syst...dows.forms.dll
----------------------------------------
System
Assembly Version: 1.0.5000.0
Win32 Version: 1.1.4322.2032
CodeBase: file:///c:/windows/assembly/gac/syst...089/system.dll
----------------------------------------
System.Drawing
Assembly Version: 1.0.5000.0
Win32 Version: 1.1.4322.2032
CodeBase: file:///c:/windows/assembly/gac/syst...em.drawing.dll


I click continue and the Tech editor comes up and five of his techs have errors.



B. Components and Facilites come up with an ErrorListForm.

Error(s) reading c:\program files\strategy first\malfador machinations\space empires compilation\se5\gametypes\golden eclipse\Data\Components.txt:
line 3332: Unknown key 'weapon damage type'
line 3333: Input string was not in a correct format.
line 3380: Unknown key 'weapon damage type'
line 3381: Input string was not in a correct format.
line 3430: Unknown key 'weapon damage type'
line 3431: Input string was not in a correct format.
line 3480: Unknown key 'weapon damage type'
line 3481: Input string was not in a correct format.
line 3530: Unknown key 'weapon damage type'
line 3531: Input string was not in a correct format.
line 3580: Unknown key 'weapon damage type'
line 3581: Input string was not in a correct format.
line 3630: Unknown key 'weapon damage type'
line 3631: Input string was not in a correct format.
line 3676: Unknown key 'weapon damage type'
line 3677: Input string was not in a correct format.
line 3720: Unknown key 'weapon damage type'
line 3721: Input string was not in a correct format.
line 3762: Unknown key 'weapon damage type'
line 3763: Input string was not in a correct format.
line 3777: Input string was not in a correct format.
line 3806: Unknown key 'weapon damage type'
line 3807: Input string was not in a correct format.
line 3848: Unknown key 'weapon damage type'
line 3849: Input string was not in a correct format.
line 3863: Input string was not in a correct format.
line 3892: Unknown key 'weapon damage type'
line 3893: Input string was not in a correct format.
line 3934: Unknown key 'weapon damage type'
line 3935: Input string was not in a correct format.
line 3949: Input string was not in a correct format.
line 3978: Unknown key 'weapon damage type'
line 3979: Input string was not in a correct format.
line 4020: Unknown key 'weapon damage type'
line 4021: Input string was not in a correct format.
line 4064: Unknown key 'weapon damage type'
line 4065: Input string was not in a correct format.
line 4106: Unknown key 'weapon damage type'
line 4107: Input string was not in a correct format.
line 4150: Unknown key 'weapon damage type'
line 4151: Input string was not in a correct format.
line 4192: Unknown key 'weapon damage type'
line 4193: Input string was not in a correct format.
line 4207: Input string was not in a correct format.
line 4236: Unknown key 'weapon damage type'
line 4237: Input string was not in a correct format.
line 4278: Unknown key 'weapon damage type'
line 4279: Input string was not in a correct format.
line 4293: Input string was not in a correct format.
line 4322: Unknown key 'weapon damage type'
line 4323: Input string was not in a correct format.
line 4337: Input string was not in a correct format.
line 4366: Unknown key 'weapon damage type'
line 4367: Input string was not in a correct format.
line 4408: Unknown key 'weapon damage type'
line 4409: Input string was not in a correct format.
line 4423: Input string was not in a correct format.
line 4452: Unknown key 'weapon damage type'
line 4453: Input string was not in a correct format.
line 4494: Unknown key 'weapon damage type'
line 4495: Input string was not in a correct format.
line 4509: Input string was not in a correct format.
line 4538: Unknown key 'weapon damage type'
line 4539: Input string was not in a correct format.
line 4582: Unknown key 'weapon damage type'
line 4583: Input string was not in a correct format.
line 4597: Input string was not in a correct format.
line 4628: Unknown key 'weapon damage type'
line 4629: Input string was not in a correct format.
line 4643: Input string was not in a correct format.
line 4682: Unknown key 'weapon damage type'
line 4683: Input string was not in a correct format.
line 4730: Unknown key 'weapon damage type'
line 4731: Input string was not in a correct format.
line 4780: Unknown key 'weapon damage type'
line 4781: Input string was not in a correct format.
line 4828: Unknown key 'weapon damage type'
line 4829: Input string was not in a correct format.
line 4843: Input string was not in a correct format.
line 4878: Unknown key 'weapon damage type'
line 4879: Input string was not in a correct format.
line 4928: Unknown key 'weapon damage type'
line 4929: Input string was not in a correct format.
line 4943: Input string was not in a correct format.
line 4982: Unknown key 'weapon damage type'
line 4983: Input string was not in a correct format.
line 5035: Unknown key 'weapon damage type'
line 5036: Input string was not in a correct format.
line 5088: Unknown key 'weapon damage type'
line 5089: Input string was not in a correct format.
line 5141: Unknown key 'weapon damage type'
line 5142: Input string was not in a correct format.
line 5194: Unknown key 'weapon damage type'
line 5195: Input string was not in a correct format.
line 5247: Unknown key 'weapon damage type'
line 5248: Input string was not in a correct format.
line 5296: Unknown key 'weapon damage type'
line 5297: Input string was not in a correct format.
line 5343: Unknown key 'weapon damage type'
line 5344: Input string was not in a correct format.
line 5390: Unknown key 'weapon damage type'
line 5391: Input string was not in a correct format.
line 5437: Unknown key 'weapon damage type'
line 5438: Input string was not in a correct format.
line 5490: Unknown key 'weapon damage type'
line 5491: Input string was not in a correct format.
line 5537: Unknown key 'weapon damage type'
line 5538: Input string was not in a correct format.
line 5584: Unknown key 'weapon damage type'
line 5585: Input string was not in a correct format.
line 5631: Unknown key 'weapon damage type'
line 5632: Input string was not in a correct format.
line 5686: Unknown key 'weapon damage type'
line 5687: Input string was not in a correct format.
line 5739: Unknown key 'weapon damage type'
line 5740: Input string was not in a correct format.
line 5792: Unknown key 'weapon damage type'
line 5793: Input string was not in a correct format.
line 5845: Unknown key 'weapon damage type'
line 5846: Input string was not in a correct format.
line 5898: Unknown key 'weapon damage type'
line 5899: Input string was not in a correct format.
line 5951: Unknown key 'weapon damage type'
line 5952: Input string was not in a correct format.
line 6006: Unknown key 'weapon damage type'
line 6007: Input string was not in a correct format.
line 6014: Input string was not in a correct format.
line 6055: Unknown key 'weapon damage type'
line 6056: Input string was not in a correct format.
line 6063: Input string was not in a correct format.
line 6106: Unknown key 'weapon damage type'
line 6107: Input string was not in a correct format.
line 6114: Input string was not in a correct format.
line 6155: Unknown key 'weapon damage type'
line 6156: Input string was not in a correct format.
line 6163: Input string was not in a correct format.
line 6206: Unknown key 'weapon damage type'
line 6207: Input string was not in a correct format.
line 6214: Input string was not in a correct format.
line 6261: Unknown key 'weapon damage type'
line 6262: Input string was not in a correct format.
line 6269: Input string was not in a correct format.
line 6313: Unknown key 'weapon damage type'
line 6314: Input string was not in a correct format.
line 6321: Input string was not in a correct format.
line 6371: Unknown key 'weapon damage type'
line 6372: Input string was not in a correct format.
line 6379: Input string was not in a correct format.
line 6433: Unknown key 'weapon damage type'
line 6434: Input string was not in a correct format.
line 6490: Unknown key 'weapon damage type'
line 6491: Input string was not in a correct format.
line 6548: Unknown key 'weapon damage type'
line 6549: Input string was not in a correct format.
line 6601: Unknown key 'weapon damage type'
line 6602: Input string was not in a correct format.
line 6653: Unknown key 'weapon damage type'
line 6696: Unknown key 'weapon damage type'

This for Components



Error(s) reading c:\program files\strategy first\malfador machinations\space empires compilation\se5\gametypes\golden eclipse\Data\Facilities.txt:
line 442: Unknown Requirement Parameter Type
line 443: Unknown Requirement Parameter Type
line 446: Unknown Requirement Parameter Type
line 484: Unknown Requirement Parameter Type
line 485: Unknown Requirement Parameter Type
line 488: Unknown Requirement Parameter Type
line 514: Unknown Requirement Parameter Type
line 515: Unknown Requirement Parameter Type
line 518: Unknown Requirement Parameter Type
line 544: Unknown Requirement Parameter Type
line 545: Unknown Requirement Parameter Type
line 548: Unknown Requirement Parameter Type

This for Facilities.

I press D'oh and the respective editor comes up but is totally blank. No entries whatsoever.

I guess my question is if a txt file is slightly out of whack, it won't even load anything? Other editors worked fine.

Devnullicus November 15th, 2006 10:04 PM

Re: Space Empires V Editor 1.2 Released
 
Quote:

Santiago said:
Hi Some observations for you.

1. Why are the pictures in the tech area edit window magnified when Components, Facilities, and Component Enhancement pictures seem to be scaled properly?


Because I wanted a consistenly sized image control that I could cut-n-paste to editor forms. The original pictures for components, facilities and component enhancements are larger and don't need to be scaled. The pictures for tech areas are all in one .bmp file and are 36x36 each - so I just scale them to the size that other files use in order to display them.

Quote:


2. I downloaded the Golden Eclipse Mod and started a game which works fine but not too far into it. But I took the time to use your editor to look at the mod.

A. Tech area - MainForm error box "An unhandeled exception has occurred in your application. If you click continue, the application will ignore this error and attempt to continue. If you click quit, the application will shut down immediately.

Can't find Min Parent Level!"
..snip..


That means that there is a technology formula used that doesn't match the expected format and the tech tree can't figure out a dependency.

Obviously, it should give an exception though and I should catch and warn about the error gracefully.

As for the rest of the errors:

The text file is using old data fields. 'weapon damage type' is from pre-1.08 and has been changed to 'weapon damage type formula' as of SEV version 1.08.

Not sure about the Unknown Requirement Parameter Type errors, but I suspect it's the same problem.

In all honesty, I'm reluctant to make the tool read older files because as the game progresses, that will get into a lot of maintenance on my part. But it sounds like I may have to do this. Ug.

Would it be possible for you to post a link to this mod here so that I can download it and test it out with the editor and fix any problems?

Santiago November 15th, 2006 10:26 PM

Re: Space Empires V Editor 1.2 Released
 
Thanks for the quick reply. The Golden Eclipse Beta thread is in the forum a few threads down. Be aware that the download is at 135MB and slow. If you just need the Components and Facilities txt files. Maybe e-mail is quicker.

"Golden Eclipse BETA v1.0 for Space Empires 5 is now available.

This version includes many changes. Here are just a few:

New Components
New Tech Tree
Beta Planet Pack
New Music and Sound

This version does NOT include a functional AI. In fact, any assistance in that regard would be greatly appreciated. The file is sizeable due to the large amount of new content. Dialup users beware!

Size and Format: 196MB - RAR
Download from my site: www.isacommand.homeip.net
SE.net mirror coming soon!

Devnullicus November 19th, 2006 10:21 PM

Re: Space Empires V Editor 1.2 Released
 
Downloading it now. You're right - it's slow http://forum.shrapnelgames.com/images/smilies/happy.gif But I wouldn't mind playing it in any case, so I don't mind. Hopefully this will also allow me to fix a few problems in the editor as well, though.

Devnullicus November 20th, 2006 01:06 AM

Re: Space Empires V Editor 1.2 Released
 
Quote:

Santiago said:
Hi Some observations for you.

B. Facilites come up with an ErrorListForm.

Error(s) reading c:\program files\strategy first\malfador machinations\space empires compilation\se5\gametypes\golden eclipse\Data\Facilities.txt:
line 442: Unknown Requirement Parameter Type
line 443: Unknown Requirement Parameter Type
line 446: Unknown Requirement Parameter Type
line 484: Unknown Requirement Parameter Type
line 485: Unknown Requirement Parameter Type
line 488: Unknown Requirement Parameter Type
line 514: Unknown Requirement Parameter Type
line 515: Unknown Requirement Parameter Type
line 518: Unknown Requirement Parameter Type
line 544: Unknown Requirement Parameter Type
line 545: Unknown Requirement Parameter Type
line 548: Unknown Requirement Parameter Type

I press D'oh and the respective editor comes up but is totally blank. No entries whatsoever.

I guess my question is if a txt file is slightly out of whack, it won't even load anything? Other editors worked fine.

OK, I finally got a chance to download this mod and test it in the editor. I get this same behavior in the facilities file.

The reason for this is because of the following lines in facilities.txt:
<font class="small">Code:</font><hr /><pre>
Requirement 1 Type := Number Per Player
Requirement 1 Name := None
Requirement 1 Amount := 0
</pre><hr />
and various lines like it.

I've never seen any other file use Requirement Type, Requirement Name, or Requirement Amount. I'm not sure what these are supposed to do or why they're in the file.

Does anyone know if these are legitimate entries and if they do anything?

In any case, you're correct that even if it gets these errors, it shouldn't make the whole file unreadable, so I'll work on making the editor handle this error more gracefully for the next release.

Devnullicus November 20th, 2006 01:32 AM

Re: Space Empires V Editor 1.2 Released
 
Opening up components, I get errors like the following:

line 3333: Input string was not in a correct format.

When I look at the line, I see this:

<font class="small">Code:</font><hr /><pre>
Weapon Space At Range Distance Increment := 10.0 + (Get_Empire_Tech_Level("Magnetic Acceleration") * 10)
</pre><hr />

As far as I know, unless the line has a "Formula" at the end, it can't accept formula-type strings. Is this particular line special? Is it legal to have a formula here?


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