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K-Editor v1.12
The latest, greatest(?) Version of the K-Editor is now out!
Download links are given in my sig below. Please let me know any comments/questions/suggestions you might have. [ January 03, 2003, 04:32: Message edited by: Krsqk ] |
Re: K-Editor v1.12
error message:
"Class not registered. You need the following file installed on your machine. MSSTDFMT.DLL it's not in the things you needed installed; I put those in. Phoenix-D |
Re: K-Editor v1.12
Try the link in my newly updated sig. I found two DLLs which weren't included. http://forum.shrapnelgames.com/images/icons/icon9.gif
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Re: K-Editor v1.12
same error..
EDIT: I just extracted, haven't rebooted since, and they are in Windows/system. maybe I need to reboot? Phoenix-D [ July 03, 2002, 09:12: Message edited by: Phoenix-D ] |
Re: K-Editor v1.12
Try reboot; also, maybe DLLs in prog dir? All of my DLLs/OCXs were in Windows\System, though.
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Re: K-Editor v1.12
What's a K Editor?
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Re: K-Editor v1.12
The resolution is fairly simple, some dll's and other system files need to be registered, which happens automatically with an install but not with an extract. Just type regsvr32 MSSTDFMT.DLL at a command prompt and hit enter, then reboot.
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Re: K-Editor v1.12
Have rebooted; same error.
"regsvr32 MSSTDFMT.DLL" results in "bad command or file name" |
Re: K-Editor v1.12
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Re: K-Editor v1.12
Run "sfc" and try extracting it from your Windows CD. RegSvr32.exe is supposed to be installed with Windows, or at least it is on my machine.
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Re: K-Editor v1.12
Phoenix-D - We are talking about Win 98 aren't we?
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Re: K-Editor v1.12
Yup. Running from a dos box in Win98SE gave that error.
EDIT: got it. Had to switch to the windows/system directory first. Now to see if it did any good. We are in business.. Phoenix-D [ July 03, 2002, 23:19: Message edited by: Phoenix-D ] |
Re: K-Editor v1.12
Back from a Sprint-induced hiatus over the 3rd and 4th...
Sachmo--The K-Editor is currently a component creator with the capability to create series of a component with increasing/decreasing cost, size, supply usage, abilities, etc. As of v1.0, it supports the creation of matrix/dimensional components as well. Which brings me to... Version 1.0 of the K-Editor is now released. This Version fixes a couple of annoying bugs which somehow escaped me earlier http://forum.shrapnelgames.com/images/icons/icon12.gif and allows matrix component creation. Due to one of the afore-mentioned bugs, data save files may not be compatible with those from earlier Versions. See my sig for details. |
Re: K-Editor v1.12
Version 1.1 is out. Simple changes--updated Restrictions and Damage Types lists. Get it from my sig.
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Re: K-Editor v1.12
http://forum.shrapnelgames.com/images/icons/blush.gif http://forum.shrapnelgames.com/images/icons/blush.gif http://forum.shrapnelgames.com/images/icons/blush.gif Oops. http://forum.shrapnelgames.com/images/icons/blush.gif http://forum.shrapnelgames.com/images/icons/blush.gif http://forum.shrapnelgames.com/images/icons/blush.gif
I just discovered a wee little bug in this little proggy. Just a minor thing--only prevented SEIV from loading...Download the new EXE (v1.11) or the full install in my sig. http://forum.shrapnelgames.com/images/icons/blush.gif I am sooo embarrassed. http://forum.shrapnelgames.com/images/icons/blush.gif |
Re: K-Editor v1.12
bump. this is cool, but im too stupid to make it work. i will try again, but i thought other people might be interested in reviving this thread as well.
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Re: K-Editor v1.12
Cool. http://forum.shrapnelgames.com/images/icons/icon7.gif Always great to have more choices in ship sets, modding tools, and ideas.
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Re: K-Editor v1.12
I mentioned this in another reply, but if you're having difficulty figuring this out, PM or email me. I have an (unposted) improved Version, which may help you out. I don't have time right now to write a tutorial, but I can provide some basic assistance until that tedious task can be done.
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Re: K-Editor v1.12
Yeah, I rememebr this one. It's a pretty cool tility. Has a lot of potential. It's not really needed for general modding, but it can do some things that nobody else has really been able to pull off quite right.
Geoschmo |
Re: K-Editor v1.12
I agree with Geo, Krsqk's modding program has some nifty abilities to it. I hope he keeps working on it http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: K-Editor v1.12
I seem to remeber this having a manual or read-me file explaining how it works once upon a time. My current Version doesn't have one. Did it, or am I just loosing it (again)?
Phoenix-D |
Re: K-Editor v1.12
Thanks for the kind words. They are a big incentive to continue working on this.
As for the Readme.txt, there was one with the old Python-created Version 0.75; I didn't update it for inclusion with the VB6 Versions (v1.0 and up). That was my project Last night/this morning, and here's the new file. I think it's pretty understandable, but it is in a technical manual sort of writing style. If you still have questions, do the email/PM thing. Here's the link: Readme.txt for K-Editor v1.12. I'll get on uploading v1.12 after I fix a couple of minor bugs I found Last night. [ January 03, 2003, 02:25: Message edited by: Krsqk ] |
Re: K-Editor v1.12
Ok, Version 1.12 is officially posted. See my sig for the links. Especially, please let me know what you think of the Readme.txt file--if it can be made any clearer, I would like to do so. Maybe I'll just have to learn about making .HLP files.
I'm considering some changes to the interface, based on Geo's comments. I'd like to make it more intuitive and user-friendly, while still keeping the same features. I'm considering going with a wizard-type interface--step by step through component creation. This would inevitably mean I'd have to add some features--importing TechAreas.txt, creating facilities, maybe vehicle types, etc.--but this would also mean increasing the size of the executable by quite a bit. The question to you is whether it's worth it. I don't plan on getting into importing Components.txt, or anything like that, but it seems a simple interface and some more editing (as opposed to creating) abilities are preferred by at least a few people. Feedback? |
Re: K-Editor v1.12
2 things.
first thing. the first, i got this error when i tried to run the most recent Version Quote:
second thing. Is there a tech tree editor somewhere? Where i could make up racials and stuff easier? If not, any suggestions as to how one should go about a total conVersion of the tech tree, and resulting changes to components. thanks |
Re: K-Editor v1.12
I'll check the new Version out and let you know what I think. If it does tech-grid components well, it'll be a real time-saver. Those are extremely tedious to do by hand..
Phoenix-D |
Re: K-Editor v1.12
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[ January 03, 2003, 23:53: Message edited by: DavidG ] |
Re: K-Editor v1.12
Sometimes called a dimensional component. Take each tech requirement, and it's one dimension to the matrix. Two requirements generates a "square" component, three requirements generates a "cube" component, etc. This would be useful, for example, to create missiles with separate tech levels which affect range, damage, and speed. Here's a sample 2-dimensional component with "sides" of "size" 3; the numbers represent tech levels.
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Damage: 1 2 3 Range: 1 1/1 | 1/2 | 1/3 2 2/1 | 2/2 | 2/3 3 3/1 | 3/2 | 3/3</pre><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Notice that instead of 3 component levels, there are nine. With a three dimensional component, there would be 27: </font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Speed: 1 || 2 || 3 1/1/1 | 1/1/2 | 1/1/3 || 2/1/1 | 2/1/2 | 2/1/3 || 3/1/1 | 3/1/2 | 3/1/3 1/2/1 | 1/2/2 | 1/2/3 || 2/2/1 | 2/2/2 | 2/2/3 || 3/2/1 | 3/2/2 | 3/2/3 1/3/1 | 1/3/2 | 1/3/3 || 2/3/1 | 2/3/2 | 2/3/3 || 3/3/1 | 3/3/2 | 3/3/3 || ||</pre><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">As you can probably imagine, this gets very cumbersome to hand-code, as well as being very error-prone. These issues grow exponentially with every additional dimension or "size" increase. [ January 04, 2003, 04:42: Message edited by: Krsqk ] |
Re: K-Editor v1.12
Bump...was that a clear explanation?
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Re: K-Editor v1.12
Hmm. Having a bit of a problem making a tech-grid component.
Everything is working decently, if not quite how I expected..but the "range at base damage" entry isn't. No matter what I do with that field, the range of the component never changes. Phoenix-D |
Re: K-Editor v1.12
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< Ediot > OK tried your program again after actually reading the readme file so I get it now. Pretty cool! [ January 12, 2003, 01:05: Message edited by: DavidG ] |
Re: K-Editor v1.12
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Re: K-Editor v1.12
Tested and problem confirmed. Incidentally, it doesn't happen with the simple component. I'll check it out and see what the deal is. I also found (another) minor bug with tech dependencies, which I'll also squish while I'm at it.
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Re: K-Editor v1.12
Bugfix 1 for v1.12 is out, included in the patch. Turns out both bugs were related. Range can now be modified for dimensional components. In addition, both the Range and Reload fields accept an entry of 0. This was necessary to get a range-1 dimensional component, due to the way the tech-dependency works. See sig for new link.
P.S. Sorry for the .1 KB size increase. http://forum.shrapnelgames.com/images/icons/icon12.gif |
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