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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, 05:50 PM
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National Security Advisor
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Re: Space Empires V Editor 1.2 Released
What Elsemeravin means, I think, is that the tech tree takes up a small section of the screen.
Speaking of the tech tree, when I try to load my mod it says "Can't find Min Parent Level! in an error box. Everything seems to work fine, except the tech-tree function doesn't work.
Probably because I have some rather twisted logic involved, including OR functions and nested IFs..
__________________
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, 06:01 PM
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Sergeant
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Re: Space Empires V Editor 1.2 Released
Quote:
Phoenix-D said:
What Elsemeravin means, I think, is that the tech tree takes up a small section of the screen.
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It takes up the entire tab... I would make the individual controls resizeable so you could widen that section of the screen, but I haven't figured out how to do that - everything I've tried has failed.
Quote:
Speaking of the tech tree, when I try to load my mod it says "Can't find Min Parent Level! in an error box. Everything seems to work fine, except the tech-tree function doesn't work.
Probably because I have some rather twisted logic involved, including OR functions and nested IFs..
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Yeah, that probably is exactly what's going on. I really wish Aaron had used XML - this whole process would have been 100x easier. Anyway, yes, the tech tree relies on the requirements formulas for tech dependencies being in the form
Code:
Get_Empire_Tech_Level("foo") >= N
It will compensate for extra whitespace, different character cases, or just a > symbol, etc, but anything more complicated than that and it gets confused when determining tech dependencies for the tree. Otherwise I'd have to parse ANY formula and that's a bigger job than I wanted to tackle for a simple editor.
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November 14th, 2006, 05:57 PM
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Sergeant
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Location: Belmont, CA USA
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Re: Space Empires V Editor 1.2 Released
Quote:
Phoenix-D said:
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.
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Hmmm, not sure what happened with vehicle types, I didn't think I did anything that would break that... but apparently I was wrong  I'll look into it. Thanks for the heads up!
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November 14th, 2006, 05:59 PM
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National Security Advisor
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Re: Space Empires V Editor 1.2 Released
Isn't code fun? I swear sometimes it breaks if you look at it the wrong way. 
__________________
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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