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  #1  
Old November 2nd, 2006, 06:02 PM

Devnullicus Devnullicus is offline
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Default 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)
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  #2  
Old November 2nd, 2006, 06:17 PM

Elsemeravin Elsemeravin is offline
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Default 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& 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& 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
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  #3  
Old November 2nd, 2006, 06:19 PM

Devnullicus Devnullicus is offline
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Default 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
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  #4  
Old November 2nd, 2006, 06:22 PM

Devnullicus Devnullicus is offline
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Default Re: Space Empires V Editor 1.1 Released

Doh, ok, I apparently wasn't quite draconian enough in enforcing the mod directory 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
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  #5  
Old November 2nd, 2006, 06:57 PM

Elsemeravin Elsemeravin is offline
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Default 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
You're welcome to do it if it helps.
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  #6  
Old November 2nd, 2006, 07:03 PM

Devnullicus Devnullicus is offline
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Default 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!
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  #7  
Old November 2nd, 2006, 07:04 PM

Phoenix-D Phoenix-D is offline
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Default 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.
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  #8  
Old November 2nd, 2006, 07:52 PM

Devnullicus Devnullicus is offline
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Default 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?
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  #9  
Old November 7th, 2006, 05:21 AM

pujal pujal is offline
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Default Re: Space Empires V Editor 1.1 Released

Just curious what file you will be making an editor for next? *cough* vehicleSizes *cough*.
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  #10  
Old November 2nd, 2006, 06:26 PM

Phoenix-D Phoenix-D is offline
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Default 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.
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