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-   -   Space Empires V Editor 1.4 Released (http://forum.shrapnelgames.com/showthread.php?t=31909)

Devnullicus November 20th, 2006 04:28 AM

Space Empires V Editor 1.4 Released
 
Version 1.4 is finally ready!
  • Added View Menu
  • Add Weapon Comparison Viewer
  • Moved Tech Tree Viewer to it's own window (accessed via View Menu)
  • Added Save-To-File button in Tech Tree Viewer (saves to XML format)
  • Added a data-visualization graph function to the Formula Wizard with 2d graphs for 1-var equations and "surface graphs" (actually 3d-spline graphs) for 2 var equations. I'm using a trial version of Super2d3dGraphLibrary from http://www.softwaresigloXXI.com as it allowed me to put a really nice set of graphs in to the tool without taking the time to write my own. If you want graphs without ads, you must purchase your own licensed version, but the trial version included here will work.
  • Added menu option to use graphing formula wizard or not (in case you want the old style (which can be a little speedier)).
  • Added Vehicle Unit Types editor
  • fixed a couple of minor problems when reading older data files (allows some backwards compatibility for the editor since the game seems to do so)
  • More descriptive messages when tech tree finds problems. Also caught some errors that were causing the editor to crash and now handle them more gracefully.
  • Fixed crash where the tech areas editor and tech tree viewer would crash when trying to load a tech tree that has errors. Now it will simply report the errors and continue rather than crashing (it still won't show the tech tree though since it's an invalid tech tree)
  • Editor no longer complains if more than 168 tech area images are used if the underlying image has been expanded to have room for them
  • If a file has read errors, the editors will now still allow editing of the items that it did read correctly. Beware though, saving after this will only write back to the file the parts that the editor understood and is thus NOT recommended.

There's probably a few other things as well that I've forgotten http://forum.shrapnelgames.com/images/smilies/happy.gif

This will probably be the last update for a bit as I need to concentrate on work for the next few weeks. If there are issues, I'll try to fix them quickly, so please let me know, but I don't expect to be adding more features for a bit.

Elsemeravin November 20th, 2006 03:15 PM

Re: Space Empires V Editor 1.4 Released
 
Great !

Kana November 20th, 2006 03:37 PM

Re: Space Empires V Editor 1.4 Released
 
Good work as usual...

You added a Vehicle Unit editor...Are you planning on adding a Vehicle Editor as well...?

Fyron November 20th, 2006 03:40 PM

Re: Space Empires V Editor 1.4 Released
 
Devnullicus said:
If you want graphs without ads, you must purchase your own licensed version, but the trial version included here will work.


That's rather disconcerting...

Devnullicus November 20th, 2006 04:28 PM

Re: Space Empires V Editor 1.4 Released
 
Quote:

Kana said:
Good work as usual...

You added a Vehicle Unit editor...Are you planning on adding a Vehicle Editor as well...?

VehicleSizes.txt editor will probably be in the next version. Not sure when that will be though - I suspect it will be at least a few weeks as I need to concentrate on work for a while.

Devnullicus November 20th, 2006 04:33 PM

Re: Space Empires V Editor 1.4 Released
 
Quote:

Imperator Fyron said:
Devnullicus said:
If you want graphs without ads, you must purchase your own licensed version, but the trial version included here will work.


That's rather disconcerting...

Well, I had 2 choices:
1) use the trial version with ads and get things up and running within a day (which is about how long it took)
2) create my own graphs. Originally, I was going to do exactly that and I have a DirectX9 version that mostly works. But it wasn't quite working correctly and it would have taken more time than I wanted to spend to get a graph that was only mediocre anyway.

So, after dinking around for a bit with option 2, I decided to go with option 1 and get a very nice graphing system at the small cost of some ads in the graph itself.

If you're worried about spyware, etc, I can tell you that the installer doesn't do ANYTHING special for the library. All I do is put the dll into the editor's directory - there's no extra registry settings or .NET install stuff I do for the DLL.

As far as I can tell, and also after some long discussions with the graph library's author, there is nothing funky about the dll - no spyware, etc. It's just a normal DLL http://forum.shrapnelgames.com/images/smilies/happy.gif

Elsemeravin November 20th, 2006 04:45 PM

Re: Space Empires V Editor 1.4 Released
 
Good you go back to work and come back with many new ideas http://forum.shrapnelgames.com/image...ies/tongue.gif

Thy_Reaper November 22nd, 2006 10:59 PM

Re: Space Empires V Editor 1.4 Released
 
I like the editor so far, but it has decided that any changes to the Weapon Reload Rate MS Formula should get stored in the Seeker Speed Formula instead, which causes errors, etc.

Devnullicus November 23rd, 2006 12:16 AM

Re: Space Empires V Editor 1.4 Released
 
Quote:

Thy_Reaper said:
I like the editor so far, but it has decided that any changes to the Weapon Reload Rate MS Formula should get stored in the Seeker Speed Formula instead, which causes errors, etc.

doh...that sounds kind of bad http://forum.shrapnelgames.com/images/smilies/happy.gif I'll look into it tonight.

Fyron November 23rd, 2006 12:29 AM

Re: Space Empires V Editor 1.4 Released
 
Devnullicus said:
If you're worried about spyware, etc, I can tell you that the installer doesn't do ANYTHING special for the library.


I'm just worried about the fact that a simple data file editor is now, in essence, adware... And we as the users have to purchase our own individual licenses of the graphing dll to get rid of the ads. http://forum.shrapnelgames.com/images/smilies/frown.gif

Devnullicus November 23rd, 2006 12:58 AM

Re: Space Empires V Editor 1.4 Released
 
Quote:

Imperator Fyron said:
Devnullicus said:
If you're worried about spyware, etc, I can tell you that the installer doesn't do ANYTHING special for the library.


I'm just worried about the fact that a simple data file editor is now, in essence, adware... And we as the users have to purchase our own individual licenses of the graphing dll to get rid of the ads. http://forum.shrapnelgames.com/images/smilies/frown.gif

Well, there ARE a few other options:

1) don't use the graphs
2) don't use the editor
3) reprogram the editor yourself to make new graphs

See, it's not all doom and gloom, and there's always options http://forum.shrapnelgames.com/images/smilies/happy.gif

Devnullicus November 23rd, 2006 01:02 AM

Re: Space Empires V Editor 1.4 Released
 
Quote:

Thy_Reaper said:
I like the editor so far, but it has decided that any changes to the Weapon Reload Rate MS Formula should get stored in the Seeker Speed Formula instead, which causes errors, etc.

Yup, you were right - a stupid cut-n-paste error on my part. *sigh* It will be fixed in the next version.

Elsemeravin November 23rd, 2006 03:09 AM

Re: Space Empires V Editor 1.4 Released
 
There seems to be a little problème concerning the "copy" button. Indeed it seems that the fields Maximum level and Level cost (maybe others?) for tech area editor are shares among the copies:
1. Changing the value of on does not trigger the "modified" flag
2. If we can finalement trigger the flag through another modification and then save, all copies get the same values for that field apparently.

EDIT: it seems maybe only due to the fact that you do not register the input value, only the arrows, then do not refresh the value when changing to another tech so it looks the same even if different?

Devnullicus November 25th, 2006 07:00 PM

Re: Space Empires V Editor 1.4 Released
 
ok, I've updated the editor to correct a few mistakes and give more info about the tech tree (i.e. what components, etc each tech area unlocks).

You can get version 1.4.1 at the usual place: http://www.devnullsoftware.com/se5

Elsemeravin November 25th, 2006 09:07 PM

Re: Space Empires V Editor 1.4 Released
 
I still get an erroneous error message as follow:

CG_Claws:
* Illegal Weapon Space Min Damage Modifier Formula 'iif([%Range%] <= 10 , 10 + ( 50 * ( Get_Design_Ability_Total("AI Tag 02",1))) , 0)': Invalid parameter count. Function '' requires 1 parameter(s).
* Illegal Weapon Space Max Damage Modifier Formula 'iif([%Range%] <= 10 , 10 + ( 50 * ( Get_Design_Ability_Total("AI Tag 02",1))) , 0)': Invalid parameter count. Function '' requires 1 parameter(s).


But I didn't want to disturb you as you need to focus on work don't you ? http://forum.shrapnelgames.com/image...ies/tongue.gif

Devnullicus November 26th, 2006 02:21 AM

Re: Space Empires V Editor 1.4 Released
 
Quote:

Elsemeravin said:
I still get an erroneous error message as follow:

CG_Claws:
* Illegal Weapon Space Min Damage Modifier Formula 'iif([%Range%] <= 10 , 10 + ( 50 * ( Get_Design_Ability_Total("AI Tag 02",1))) , 0)': Invalid parameter count. Function '' requires 1 parameter(s).
* Illegal Weapon Space Max Damage Modifier Formula 'iif([%Range%] <= 10 , 10 + ( 50 * ( Get_Design_Ability_Total("AI Tag 02",1))) , 0)': Invalid parameter count. Function '' requires 1 parameter(s).


But I didn't want to disturb you as you need to focus on work don't you ? http://forum.shrapnelgames.com/image...ies/tongue.gif

I'm a bit confused by this actually. It's complaining about Get_Design_Ability_Total("AI Tag 02",1) because Get_Design_Ability_Total only takes one argument normally. Does the game accept that function with 2 arguments?

Of course, the error should also say that more clearly, but for some reason it's output'ing a blank for the function name.

As for me focusing on work, well, it's a 4 day weekend http://forum.shrapnelgames.com/images/smilies/happy.gif I've been working on a mod for SE5 most of the weekend and that's why I fixed the errors I did http://forum.shrapnelgames.com/images/smilies/happy.gif

Devnullicus November 26th, 2006 02:29 AM

Re: Space Empires V Editor 1.4 Released
 
Hmm, I take that back. Apparently, it does take 2 arguments, but I have no idea what the second argument is supposed to do. Sure would be nice to have a modder's manual that explained some of this. :/

Elsemeravin November 26th, 2006 06:08 AM

Re: Space Empires V Editor 1.4 Released
 
The second argument is to choose which of the amount you consider.
The best would be to be able to set the number of argument where you define the liste of available funtions (const.txt)

The message you write is very clear, just the error is wrong.

Devnullicus December 1st, 2006 02:56 AM

Re: Space Empires V Editor 1.4 Released
 
A few more bugfixes done.

Version 1.4.3
  • Added more formula-types to weapon comparison viewer
  • Fixed calculation for research cost in weapon comparison viewer
  • Fixed potential crash bug in weapon comparison viewer when component editor is also opened

Version 1.4.2
  • Got rid of duplicate entries in most comboboxes for facilties, components, etc.
  • Get_Design_Ability_Total changed to accept 2 arguments instead of 1
  • Fixed bug that wouldn't allow you to change Seeker Turn Rate to a non-integer value

Version 1.4.1
  • Fixed bug where component editor would use reload formula MS for seeker weapon speed (doh, stupid cut-n-paste errors!)
  • Tech Tree Viewer now shows tech information when you click on a node
  • Tech Tree file dump now shows components, enhancements, and vehicle sizes that are unlocked with each tech area.
  • Numeric inputs handle LostFocus better

skigrinder December 22nd, 2006 02:40 PM

Re: Space Empires V Editor 1.4 Released
 
Hi Devnull,

Hope things are well.

Just curious as to your progress in adding SystemTypes.txt to your editor.

I'm anxious to start generating maps with more interesting solar systems.

Thanx,
skigrinder

Suicide Junkie December 22nd, 2006 02:57 PM

Re: Space Empires V Editor 1.4 Released
 
What's stopping you?

Just fire up notepad, and have at it http://forum.shrapnelgames.com/images/smilies/happy.gif

President_Elect_Shang December 22nd, 2006 03:02 PM

Re: Space Empires V Editor 1.4 Released
 
What needs to be modified to get new planets and systems to work? I have added then both and when I go to generate a new game SE5 is crashing, when I generate a new map from the start-up screen not all the warp points are connecting. Can you list all the files that have to be modified?

Fyron December 22nd, 2006 03:56 PM

Re: Space Empires V Editor 1.4 Released
 
It's not as if the files are complex enough to require an editor...

Shang:
You should probably try testing them separately. Adding new systems only requires editing SystemTypes.txt and QuadrantTypes.txt.

President_Elect_Shang December 22nd, 2006 04:41 PM

Re: Space Empires V Editor 1.4 Released
 
The problem is where to start? I am remaking everything, absolutely nothing from stock except the atmosphere types. New planets, new stars, yada-yada-yada… So if I start with the system types it won’t work because I would be calling for planets that aren’t’ there. I will try this Stellar X file. I missed it before testing.

Phoenix-D December 22nd, 2006 04:42 PM

Re: Space Empires V Editor 1.4 Released
 
Simplest method is to leave the stock stuff in, make your own stuff, THEN cut out the stock stuff..

President_Elect_Shang December 22nd, 2006 05:16 PM

Re: Space Empires V Editor 1.4 Released
 
Um? You mean replace the stock stuff piece by piece? For example write my stars then replace the stock stars with mine? I have just started doing that. What we really need is a map viewer/editor, than I could generate my map and take a look at it to see what is going wrong. Can you make something like that Devnullicus?

Phoenix-D December 22nd, 2006 05:25 PM

Re: Space Empires V Editor 1.4 Released
 
No. I mean taking the file, sticking:

///
///Stock systems
///

above all the stock systems, and doing all your work above that line, with completely new entries. Then when you're done you just deleted everything after that.

President_Elect_Shang December 22nd, 2006 05:51 PM

Re: Space Empires V Editor 1.4 Released
 
Oh I see what you mean. That is just how I did the SystemTypes.txt and I still have the stock entries in. I will have to start over with all stock and replace the other files part by part till I find the one that is broken. I suspect it is in the StellarObjectTypes.txt.

Phoenix-D December 22nd, 2006 06:17 PM

Re: Space Empires V Editor 1.4 Released
 
There's some odd crash bugs as well. I found that if vehiclesize.txt doesn't have at least four entries, the game crashes when you click "new empire".

javaslinger December 22nd, 2006 09:14 PM

Re: Space Empires V Editor 1.4 Released
 
You have a version 1.44 and you haven't told anyone??? Shame, shame...
http://forum.shrapnelgames.com/images/smilies/happy.gif

Javaslinger

Devnullicus December 28th, 2006 03:26 PM

Re: Space Empires V Editor 1.4 Released
 
Quote:

javaslinger said:
You have a version 1.44 and you haven't told anyone??? Shame, shame...
http://forum.shrapnelgames.com/images/smilies/happy.gif

Javaslinger

Meh, it was a relatively minor bugfix release. http://forum.shrapnelgames.com/images/smilies/happy.gif But yes, there is a 1.44 now http://forum.shrapnelgames.com/images/smilies/happy.gif

Of course, now that SEV 1.20 is out, I need to make a new version of the editor...

Raapys January 14th, 2007 01:22 PM

Re: Space Empires V Editor 1.4 Released
 
Some bugs/issues I've noticed with 1.43, all within the components editor. *edit* Dismissed the items listed as fixed in 1.44.

1. The editor will give an error if a formula only contains an iif() function, but I see that's already been registered as a bug and possibly fixed for 1.44?( Can't download 1.44,
it's going at 0.1 kb/s O_O *nvm* just my isp having fun with me)

2. In Firing Type Info, under Bolt, the 'Bolt Speed' field wont update if you write decimal values.

3. It would be a great improvement if the up and down moving of components could be made faster somehow. Perhaps drag and drop? I guess this would apply to the tech area editor and possibly facilities, as well.

4.The Facility editor's 'Facility Group' field doesn't work correctly.

5. Perhaps add a 'Copy ability' function as well?

That's about it, thanks for the work you've done!

Kana March 23rd, 2007 03:09 AM

Re: Space Empires V Editor 1.4 Released
 
Bump for current program progress report.

AgentZero March 23rd, 2007 03:29 AM

Re: Space Empires V Editor 1.4 Released
 
There are laws against necromancy, you know.

But in this case I'll let it go, coz I wanna know too.

Combat Wombat March 23rd, 2007 03:52 AM

Re: Space Empires V Editor 1.4 Released
 
I think devnull has likely gotten back to real life concerns you might get another version out of him but it could take awhile.

Santiago March 23rd, 2007 09:30 AM

Re: Space Empires V Editor 1.4 Released
 
I really would like to see this updated.

Devnullicus August 25th, 2007 02:13 PM

Re: Space Empires V Editor 1.4 Released
 
Sorry, I got taken over by aliens who insisted that I devote all my mental energy to work for the last 8 months or so. But the game is now finished so I can work on the editor some more. I have version 1.5 almost ready for release. Also have DevnullMod alpha almost ready for release.

javaslinger August 25th, 2007 02:16 PM

Re: Space Empires V Editor 1.4 Released
 
That is truly awesome news... Devnul was my mod of choice in SEIV...

Can't wait

Javaslinger

se5a August 25th, 2007 05:06 PM

Re: Space Empires V Editor 1.4 Released
 
just... please tell me it uses bm as a base, rather than stock.

Santiago August 25th, 2007 05:15 PM

Re: Space Empires V Editor 1.4 Released
 
Yay for the editor and the mod !

arthurtuxedo August 25th, 2007 06:25 PM

Re: Space Empires V Editor 1.4 Released
 
Great news. 1.4 still seems to be fully compatible with the latest versions of SE V, though, so I wonder what you're changing. I used it to build the DJAS mod.

Devnullicus August 25th, 2007 07:39 PM

Re: Space Empires V Editor 1.4 Released
 
Mainly, I'm just adding more features. I've got a Damage Types Editor now and am considering a script editor because I'm getting really tired of the idiotic AI. I've been avoiding modifying the AI scripts because I knew it would become a huge time sink for me, but at this point, I don't see a way to make the game fun to play without making the AI reasonable. And I really want this game to be fun.

Devnullicus August 25th, 2007 07:44 PM

Re: Space Empires V Editor 1.4 Released
 
And yes, DevnullMod is using BM Mod 1.09 as a base (though the components, tech areas, and facilties have been almost completely revamped and used BM Mod 0.99 as the base. I've been applying changes selectively from later BM Mod versions in those areas).

Fyron August 25th, 2007 09:04 PM

Re: Space Empires V Editor 1.4 Released
 
What would the script editor do? Provide syntax highlighting and possibly intellisense-type language completion? Its not like the data files that actually have a fairly fixed format. You can define whatever functions you want in the scripts, as well as completely change how any stock function works (or even remove some and rewrite stuff how you like).

Devnullicus August 26th, 2007 12:32 AM

Re: Space Empires V Editor 1.4 Released
 
Not so worried about syntax highlighting (though that would probably be nice), but I'm just too used to Visual Studio's ability to keep track of methods. I want a dropdown to show me what methods are in a file and take me to it quickly. Hunting for a method is annoying.

Fyron August 26th, 2007 03:51 AM

Re: Space Empires V Editor 1.4 Released
 
That might not look very pretty with the crazy SE5 scripts. Look at the Events source, for example: 43 functions! Combine it with Aaron's tendency towards overkill with function names: Execute_Event_Planet_Population_Happiness_Change http://forum.shrapnelgames.com/images/smilies/eek.gif

If you happen to need a list of the scripting language's built in functions, you could probably save some time with this syntax file I made up a bit ago. It has all of the functions from the scripting pdf file in it, as of June.

Devnullicus August 26th, 2007 03:57 AM

Re: Space Empires V Editor 1.4 Released
 
I have a plan http://forum.shrapnelgames.com/images/smilies/happy.gif I'm testing it now, but so far it's looking good. I'm organizing the scripts in a tree structure and you can open up the elements in the tree (i.e. the files) and see a list of alphabetized functions. Click on one and it opens the file at that line number. In addition, the editor will open the file in a tab rather than only being able to have one at a time open. So far, it's been easier than I thought to set up. Sometimes I love C# http://forum.shrapnelgames.com/images/smilies/happy.gif

Fyron August 26th, 2007 03:58 AM

Re: Space Empires V Editor 1.4 Released
 
I performed a silent edit on my post a few minutes after making it, adding a second paragraph. Hopefully you didn't miss it. http://forum.shrapnelgames.com/images/smilies/wink.gif

Devnullicus August 26th, 2007 04:21 AM

Re: Space Empires V Editor 1.4 Released
 
I did miss it actually - thanks. What are you using the file for, just out of curiousity? Also, why not put it into a .ini format or XML instead of that format? Seems like it would be easy to put it into a more standardized format and then be able to use some standardized reading algorithm.

Fyron August 26th, 2007 05:13 AM

Re: Space Empires V Editor 1.4 Released
 
Its a language syntax file for editplus. Its kind of an ugly format, but its what I have to work with. http://forum.shrapnelgames.com/images/smilies/wink.gif If someone wants to rework it into a more generalized format, I can post that on the site too.


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