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November 2nd, 2006, 06:02 PM
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Sergeant
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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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November 2nd, 2006, 06:17 PM
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Corporal
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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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November 2nd, 2006, 06:19 PM
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Sergeant
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Join Date: Feb 2001
Location: Belmont, CA USA
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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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November 2nd, 2006, 06:22 PM
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Sergeant
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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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November 2nd, 2006, 06:57 PM
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Corporal
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Join Date: Nov 2001
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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
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You're welcome to do it if it helps. 
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November 2nd, 2006, 07:03 PM
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Sergeant
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Join Date: Feb 2001
Location: Belmont, CA USA
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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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November 2nd, 2006, 07:04 PM
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National Security Advisor
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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.
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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November 2nd, 2006, 07:52 PM
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Sergeant
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Join Date: Feb 2001
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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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November 7th, 2006, 05:21 AM
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Private
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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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November 2nd, 2006, 06:26 PM
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National Security Advisor
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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.
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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