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  #151  
Old January 28th, 2003, 01:15 PM
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Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

Quote:
Originally posted by orev_saara:
Hmm. I got that damn sound thingy again. It was run-time error 11 "division by zero". I still can't imagine how that happens. I mean, I know how it happens, but... never mind. Is there some way to turn sounds off completely?

If it helps, I hit the error on the small anti-proton beam I.
Hmm after much clicking I was able to recreate this error which means hopefully I can get it fixed soon. Does it happen all the time on the small anti-proton beam? For me it seemed pretty random

Edit: OK Figured it out. Ther error happens when you view a weapon with a fire rate of 0. like warheads. Hopefully will get a fix out soon.

[ January 28, 2003, 11:53: Message edited by: DavidG ]
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  #152  
Old January 28th, 2003, 07:14 PM
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Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

Yhea, David G! Howha!

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  #153  
Old January 28th, 2003, 11:38 PM

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Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

Other problems I've noted:

Every time I start the modder, it says "cannot create directory". Then it loads fine. This started after I tried to create a mod, it said that, I created manually, it's said it ever since.

After I put in a seperate SE4 install, it "lost" the first one and had to be manully re-selected. This stopped the cannot create directory error. For a while. Then I tried to switch to a mod folder; when I did this the editor didn't display anything any more. The left side list was a blank white box, the right side area was blank black. Exiting and re-entering fixed that, but brought back the cannot create directory error. When I tried to change mods again, the program simply stopped responding. It's done that every time since. This is by using the "open" button.Switching via the recently used file list works fine.

If I press the "create family" button in the base SE4 directory, it gives me an error. OK clears the error..which immediatly pops back up. Repeated some 20 times before it went away.

The modder doesn't seem to like components with no Roman Numeral in the name and a numeral in the code. If you run a Create Family on one of these, it works but moves the component like this:

Was:
3001
----Small Laser
3002
3003

Now:
3001 (empty)
3002
3003
Small Laser
---Small Laser II
---Small Laser III
---etc

The "Small Laser" entry becomes a heading -and- an actual entry.

Guess the modder doesn't like me, or I'm good at breaking it.

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  #154  
Old January 29th, 2003, 03:59 AM
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Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

Quote:
Every time I start the modder, it says "cannot create directory". Then it loads fine. This started after I tried to create a mod, it said that, I created manually, it's said it ever since.
Is that the exact message? Or does it say "Unable to create direcotry." (with the typo in directory)

Re the Open button. This is a big OOPS as I managed to break this with Version 1.6+ At least closing and reopening the program fixes it so you can select the mod from the list.

Quote:
If I press the "create family" button in the base SE4 directory, it gives me an error. OK clears the error..which immediatly pops back up. Repeated some 20 times before it went away.
This is happening because the program doesn't let you change the base files. Although clearly it should repeat this 20 times. I'm guess you tried to create 20 items

Quote:
The modder doesn't seem to like components with no Roman Numeral in the name and a numeral in the code. If you run a Create Family on one of these, it works but moves the component like this:
Yes and no. I think it will create what you expect and work in the game right?? It just doesn't display the way you'd think in the treeview. I guess really the problem here is a question of how should it display? (I'm open to suggestions) The program will try to find a 'base' name for components with Roman numerals by removing any trailing 'I' 'V' or 'X's. If none are found then it will use the Family number so at least they will get grouped together.

Keep on tryng to break it. Give me something to do.
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  #155  
Old January 29th, 2003, 05:25 AM
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Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

I suspect the errors Phoenix-D was getting and some others have had may be cause by invalid directories in that SE4Modder creates so I thought I'd provide some details on the what SE4Modder adds to the registry. (currently invalid entries are supposed to be ignored but will not be deleted)

Under the Key Name "HKEY_CURRENT_USER\Software\VB and VBA Program Settings\SE4Viewer"
there will be two sub keys "Settings" and "mods"

The 'Mods' key contains a entry with a value name of "NumMods" which is the number of mods you have opened and entries with the directory of each mod named "Mod 0", "Mod 1" etc

The settings directory will contain a vaule "RootDir" which should be the driectory of the Last mod you viewed.

I'm pretty sure I've tested the program to ignore invalid registy entries but if you find directories that don't exist here it may be the problem (and if so please let me know )
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  #156  
Old January 30th, 2003, 07:03 AM
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Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

So that's why divide by zero. So it's not actually related to sound? That's a relief. I have little interest in warheads actually, so I should be able to work around this. To answer your question, though it looks like you worked it out, it wasn't just the small anti-proton beam.

EDIT: Ah, yes, I get it now. This shouldn't affect me at all, but of course, it does give you more work. Sorry.

[ January 30, 2003, 05:08: Message edited by: orev_saara ]
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  #157  
Old January 30th, 2003, 07:24 AM

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Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

"Is that the exact message? Or does it say "Unable to create direcotry." (with the typo in directory)"

The typoed Version, sorry.

"This is happening because the program doesn't let you change the base files. Although clearly it should repeat this 20 times. I'm guess you tried to create 20 items"

Figured so. I was only creating 5 items though.

"Yes and no. I think it will create what you expect and work in the game right?? It just doesn't display the way you'd think in the treeview. I guess really the problem here is a question of how should it display? (I'm open to suggestions) The program will try to find a 'base' name for components with Roman numerals by removing any trailing 'I' 'V' or 'X's. If none are found then it will use the Family number so at least they will get grouped together."

Well, not exactly. It sticks the new components at the end of the file. I don't know if it always does this though, since I was just fooling around and recording the errors as I found them.

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  #158  
Old January 30th, 2003, 01:35 PM
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Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

Quote:
Originally posted by Phoenix-D:
"Is that the exact message? Or does it say "Unable to create direcotry." (with the typo in directory)"

The typoed Version, sorry.

Phoenix-D
Well thanks to the typo I can tell that this is occuring when the program tries to create a backup directory. It will try to create a Dirctory called "Data_backup" in the same directory as the data directory. If it is happening on startup it would be trying to do this to the Last mod you viewed. Is there any reason a program would not be able to create a directory on you machine?

Actaully now that I think about it I think someone else had some problems because they had their mods in a directory that was differenct from the usual ...Space Empires 4\ModName\data.

Quote:
Well, not exactly. It sticks the new components at the end of the file. I don't know if it always does this though, since I was just fooling around and recording the errors as I found them.
Yea definatly the order new things go into the Treeview is not necessarily the same as in the data files. I'll have to test it a bit but I think things get saved right in the text file.

[ January 30, 2003, 11:39: Message edited by: DavidG ]
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  #159  
Old January 30th, 2003, 09:29 PM

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Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

"Well thanks to the typo I can tell that this is occuring when the program tries to create a backup directory. It will try to create a Dirctory called "Data_backup" in the same directory as the data directory. If it is happening on startup it would be trying to do this to the Last mod you viewed. Is there any reason a program would not be able to create a directory on you machine?"

Not that I know of.

"Actaully now that I think about it I think someone else had some problems because they had their mods in a directory that was differenct from the usual ...Space Empires 4\ModName\data."

Not this either.

"Yea definatly the order new things go into the Treeview is not necessarily the same as in the data files. I'll have to test it a bit but I think things get saved right in the text file."

The end of the file wasn't the right spot in this case. It was way down from where the first component was.]

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  #160  
Old February 5th, 2003, 01:56 PM
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Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

Just posted a new Version.

This is a very minor update that I mostly posted because of a bug that would crash the program when looking at a warhead.

Re: Phoenix-D's problem with the "Cannot create directory" I still can't figure out this one. the only think I can suggest would be to create a directory called "Data_Backup" in the mod the program is defualting to.

Updates.
- fixed bug that would cause crash when looking at warhead
- Open comand should work now
- Can add 100 ships to a formation
- Create Family function should put things in correct order in txt file.
- Treeview no longer autocloses as this was causeing clicking on the treeview to jump to somthing other than what you clicked on.

[ February 05, 2003, 12:05: Message edited by: DavidG ]
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