![]() |
SE4 Modder Ver 1.76 (updated for ver 1.91)
Version 1.40 of my modding program is done now.
New features include - editable Tech Areas - editable Vehicle sizes - Components / Facilities and Vehicle Size windows now show their total cost in research points - more detailed help file (at least for component building) Thanks to Imperator Fyron for letting me use bits of his Modding 101 site for this. - fixed bug were if a component had 1 or 2 techs required you could not delete them. - other various bug fixes and enhncements I can't rembember. As always comments, bug reports, etc are appreciated [ March 27, 2004, 19:55: Message edited by: DavidG ] |
Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Nice job. Couple of points:
1) how do you get it to read a different race other than that shown? 2) it looks as if it shows the cost to get to the tech step but not the total cost to get there. Am I looking at it wrongly? Case in point: resupply. 3) I have some experience with help files. [ July 23, 2002, 06:11: Message edited by: Elowan ] |
Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Add support for SystemTypes.txt and QuadrantTypes.txt. http://forum.shrapnelgames.com/images/icons/icon7.gif I am getting tired of copy-pasting the same long thing 40 times with only slight variations. http://forum.shrapnelgames.com/images/icons/icon12.gif
Oh, and I hope you didn't include the part about setting ship targeting weapons to the Point Defense type, cause I think it is wrong. http://forum.shrapnelgames.com/images/icons/icon7.gif I need to get to removing that... |
Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Quote:
2- As far as I can see it is correctly showing the total cost. Resupply depot costs 50000 because it only needs level 1 tech. Emergency Resupply pod show 150000 at medium level. (50000 for lvl 1 and 100000 for lvl 2) 3- I think my only prob with the help files is using a freebie program with limited abilities to make it and the bordum of writing it. |
Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Quote:
|
Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
The tech cost shown do include all the pre-requisites. There is actually a fairly easy way to program this. Get all the req techs (and levels) for a component and put them in a list. Then scroll through the list and check if each tech has any required techs. If so add them to the end of the list (if not already in it). By the time you get to the end of the list you have all the requirements.
|
Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Quote:
Will add SystemTypes.txt to the list of things to do. |
Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Well this is typical. Day after I post a new Version I find a bug. http://forum.shrapnelgames.com/images/icons/blush.gif Well now Version 1.401 will correctly create a weapon of "Point-Defense" type (and not "Point - Defense" with the extra spaces)
|
Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
I've tried to install the modder several time. Each time, it tells me that some files are out of date, and it will update them. So I hit ok. It wants to reboot the comp. I hit ok. Then, I can't install it, and it says the same files are out of date. What's going on?
|
Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Quote:
|
Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
d/l the EXE worked fine.
The program doesn't seem to do the tech req correctly. It doesn't parse the mod's techarea.txt, but instead looks at the default one (or so it seems). |
Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Quote:
|
Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Great program DavidG! Very refined. One feature I'd like to see, though, before I start using your program instead of just editing the text files, is the ability to add, delete, copy, and paste items in the various files.
|
Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
No, not the tech costs. The actual tech req fields. I tried loading my current work on the Magic Mod into the program, and it didn't read the techarea.txt for the req from that mod folder.
|
Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Quote:
[ July 28, 2002, 22:37: Message edited by: DavidG ] |
Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Quote:
Copy and paste: You mean like copying a component from one mod to another? |
Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
If you look at mines then switch say to satelites, some of the entries under mine abilities are still showing.
|
Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
<many curse words censored> Thanks! Problem occured when swithing to an item with 0 abilities. Got it fixed now. I'll post a new Version soon.
|
Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Uploaded a minor update (ver 1.42) that fixes the bugs mentioned in this thread. Also a couple things I was working since Last update which is - editable mounts, expanded help file, and a status bar that provides help the current field or text box
|
Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Dave a defect for when i am creating abilities for facilities.
What I am doing is this With Facilities with greater than 3 abilities ( i.e. the scroll bar appears on the right )... I am going to another facility to copy the description of the ability. But if I have scrolled down on the scroll bar I am unable to view the ability of the other facility. Could you keep the scroll bar visible ? |
Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
boy did i bugger the program up.
it does not even load now.... I was opening up some data files on the desk top and it will not open at all any more.... What are the registry settings please... So I can remove the program.. I have noticed that you set them... And I would like to remove them... or change the settings for the Last mod that was opened.... Help please |
Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Quote:
this is the registry key name HKEY_CURRENT_USER\Software\VB and VBA Program Settings\SE4Viewer under that there is a Settings key that will have 2 entries. 'BaseDir' is the root SE4 directory and 'RootDir' is the directory of the Last selected mod. P.S. Always glad to here the program is getting used. http://forum.shrapnelgames.com/images/icons/icon7.gif [ August 07, 2002, 01:02: Message edited by: DavidG ] |
Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Found a another little bug while testing that abilites thing. If you component has 3 or more abilities or 3 or more techs required then deleting the Last one and then saving it still saves the Last one. http://forum.shrapnelgames.com/images/icons/icon9.gif Deleting one in the middle of the list or when there are 1 or 2 works ok.
|
Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Quote:
|
Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Quote:
|
Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
What are the technical requirements ... ? I can't get this thing to run, at ALL, under Win95. Double-click and ... nothing. Not even an error message.
8P |
Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Another question... Hopefully it was not asked before...
How come the Armor Tech is not located under Applied Sciences where as everything else is... It is located under components... |
Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
David G... Thanks for the program... It is great... Saves allot of time...
When is this new release coming out ???? That would be interesting..... |
Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Quote:
[ August 07, 2002, 23:00: Message edited by: DavidG ] |
Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Quote:
The reason it happened is because armor is one of those few techs were the tech name is the same as the component name (well minus the roman numeral) Will be fixed in the next Version. I'll probably upload a new Version hopefully within a week. I just want to finish up what I'm working on which is editing the SystemTypes.txt file. |
Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Quote:
If you have succesfully run the setup.exe program and it is the se4Modder.exe that seem to do nothing there is one possiblity I can think of. That is if the game is installed in the default directory and some of the .txt files are missing it can get stuck in a loop. If you hit Ctr-Alt-Del does the program show as running? If so this could be the problem. Hope this helps. |
Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
I like this tool very much! http://forum.shrapnelgames.com/images/icons/icon7.gif
However - there are 1 or 2 minor points: 1) - Master Computer. Damage resistance is shown to decrease from lvl1 - lvl3 (40-20). Shouldn't it be the other way 'round or as the others - the same for each lvl? 2)- Ion Engines. Movement bonus (none) is in red at the bottom of the list. The rest of the engine variants show the Movement bonus at the top of the list. For consistancy'e sake I think MB should be either at the top or bottom in all cases. [ August 10, 2002, 17:39: Message edited by: Elowan ] |
Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Quote:
|
Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
"That's just the way Master computers are. Beats me why."
Because the *size* goes down. The first one is 40kt, 40 damage resistance, and it goes down to 20/20. Phoenix-D |
Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Quote:
|
Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
A little feature the utility could use... a selector to pick whether you want to use new sounds or classic sounds; also it doesn't play sounds that are in the mod directory...
|
Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Quote:
|
Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Quote:
|
Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Quote:
OT - Does anyone remember the good old days when you could double click a .wav file and it would just play and whatever program played it would just go away or be invisible instead of bringing up a window demanding you register or poping an add in your face. (kind of like the play button in SE4 modder http://forum.shrapnelgames.com/images/icons/icon7.gif ) Any tips on helping me recapture these glory days would be appreciated. |
Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Yeah, I've stayed away from the latest Versions of both Windows Media Player and RealPlayer. They're both adware now. For now I'm happy with the 'old' WMP 6.4 and RealPlayer 8, but when formats get ahead of these relatively useful players' abilities I'm going to start migrating to the 'Open Source' replacement. It used to be called "FreeAmp" but they had some sort of trademark conflict and changed it to Zinf. Go to www.zinf.org and check it out. Not only does it do .MP3 and .WAV files, it also does the 'open' OGG VORBIS standard, which is unencumbered by patents and other commercial chains. It's not just a Linux program, either. Windows binaries are available. This is the wave of the future! And, most important for your request, NO ADS! http://forum.shrapnelgames.com/images/icons/icon7.gif
[ August 15, 2002, 04:47: Message edited by: Baron Munchausen ] |
Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Using new Modder - I found a glitch. If you look at modded components whose picture number is greater than 273, when you switch back to a component whose picture number is less - the pictures do not change.
Also - I thought you fixed the modder so as to be able to view your own ship pictures rather than the generics or default ones which are displayed now in VechicleSize. Do I have to load a specific text file for that to occur? http://forum.shrapnelgames.com/image...s/confused.gif |
Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Quote:
The vehicle pic thing is a bug. The program only looks for the pics in the base directory instead of checking the mod directory too. |
Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Hmmm. I didn't think about possible missing pics. But how does that relate to earlier pic#'s?
|
Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Quote:
|
Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Hi Dave.... When are you releasing the next Version of your program... I am so excited... *cough* geek *cough*
http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Quote:
I checked and the modified components.bmp was present. I'm checking my components.txt to make sure all references are kosher. I'm off to the office - so I'll get back to you. |
Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
I did find a pic missing - seems to be working now but I still don't see the connection unless it fell through your error trapping.
|
Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Quote:
|
Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Quote:
|
Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Dave will it have the updates for 1.78 and the mounts...
|
All times are GMT -4. The time now is 05:01 AM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.