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November 14th, 2006, 04:39 PM
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Sergeant
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Space Empires V Editor 1.2 Released
Version 1.2- Added TechArea Editor
- Added TechTree Viewer
- Added Copy button to all editors so that currently selected item can be copied to make data entry faster
- Made input reading case-insensitive, though output will still match current output formatting
- Fixed a problem with extra blank lines causing the comment lines in a file to get misplaced.
- New MainForm image by Rob Allen "Shadowstar" Beckwith (go see http://www.shadowstardesign.com for more of his great work!)
- Added AI Tag 01-20 to Ability Types drop down
- Centralized much of the reading, validation, and parsing code to make future updates easier
- Centralized and modularized much of the form editing code to make future updates easier
Tech Areas Editor:
Tech Tree Viewer:
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November 14th, 2006, 04:56 PM
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Sergeant
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Re: Space Empires V Editor 1.2 Released
One little thing: clicking Cancel on the Browse for Folder dialog boxes results in an error which puts you back in the folder browser until you pick a valid folder and click OK.
Also, not to be picky, but could you give me a mention in the Help>About?
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November 14th, 2006, 05:02 PM
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Sergeant
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Re: Space Empires V Editor 1.2 Released
Quote:
Shadowstar said:
One little thing: clicking Cancel on the Browse for Folder dialog boxes results in an error which puts you back in the folder browser until you pick a valid folder and click OK.
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that's by design. You need to pick a valid mod directory for the editor to work.
Quote:
Also, not to be picky, but could you give me a mention in the Help>About?
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Oops, I knew I was forgetting something... Will do soon.
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November 14th, 2006, 05:07 PM
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Sergeant
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Re: Space Empires V Editor 1.2 Released
Keep up the great work !
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November 14th, 2006, 05:23 PM
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Corporal
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Re: Space Empires V Editor 1.2 Released
Impressive !
Extremely useful at first glance.
One small thing about the tree display as it does not seem completly optimized for clear display of the picture.

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November 14th, 2006, 05:25 PM
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Sergeant
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Re: Space Empires V Editor 1.2 Released
Quote:
Elsemeravin said:
One small thing about the tree display as it does not seem completly optimized for clear display of the picture.
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Need more detail than that  Describe exactly what isn't "clear" about it? I can't fix what I don't understand 
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November 14th, 2006, 05:35 PM
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National Security Advisor
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Re: Space Empires V Editor 1.2 Released
It doesn't like that I have SE5 installed on Games\Space Empires V instead of Games\SE5. Won't let me pick the correct directory. :/
EDIT: fixed. For some reason I had an old 1.00 SE5 in the \SE5 directory, and while SFI's reg-key was pointed at the correct location, MM's wasn't.
Oh, and at some point it stopped reading custom vehicle types. :/ I'm back to being unable to use it because it won't let me save with errors and it thinks "Small Craft" is an unvalid vehicle type despite it being in vehicleunittypes.txt.
EDIT2: ok, the save problem isn't there, missed the save anyway button. Comment about the vehicle types still stands though.
__________________
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 14th, 2006, 06:49 PM
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Corporal
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Re: Space Empires V Editor 1.2 Released
What I meant is that the Cystallurgy and Cultural studies should be much lower. You can see on the pic that every red line is going very much down, instead of aligning the main tech with the child one.
However the editor is great !
(I do not dare copyig the crash I just met while browsing throught tech pics  )
EDIT: finally I dare showing the screen post "crash" when clicking fast on the up/down pic selection button in attachment to this message 
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November 14th, 2006, 06:58 PM
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Shrapnel Fanatic
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Re: Space Empires V Editor 1.2 Released
Devnullicus said:
that's by design. You need to pick a valid mod directory for the editor to work.
So you have to use task manager to kill the process of the program if you decide to cancel? :-\
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November 14th, 2006, 07:58 PM
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Sergeant
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Re: Space Empires V Editor 1.2 Released
Quote:
Imperator Fyron said:
Devnullicus said:
that's by design. You need to pick a valid mod directory for the editor to work.
So you have to use task manager to kill the process of the program if you decide to cancel? :-\
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Hmmm, well, ok, that sounds extreme. What it seems like it SHOULD do is that when you cancel, it should tell you that "that's a bad thing, bad modder" and then just not show the editor window (i.e. cancel here just cancels the request to bring up the editor window).
I did something similar already if you're setting the mod directory from the menu - it sound like I should add that kind of functionality to the editor window as well.
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