|
|
|
 |

January 28th, 2003, 06:41 AM
|
 |
Corporal
|
|
Join Date: Jul 2002
Posts: 62
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
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.
__________________
If one binds one's heart firmly and imprisons it one can allow one's spirit many liberties: I have said that before. But no one believes it if he does not already know it...
-Friedrich Nietzsche
|

January 28th, 2003, 01:15 PM
|
 |
Lieutenant Colonel
|
|
Join Date: Jan 2002
Location: Dundas, Ontario, Canada
Posts: 1,498
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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 ]
|

January 28th, 2003, 07:14 PM
|
 |
Major
|
|
Join Date: Oct 2002
Location: Irving, TX
Posts: 1,237
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Yhea, David G! Howha!
mlmbd
|

January 28th, 2003, 11:38 PM
|
National Security Advisor
|
|
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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.
Phoenix-D
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
|

January 29th, 2003, 03:59 AM
|
 |
Lieutenant Colonel
|
|
Join Date: Jan 2002
Location: Dundas, Ontario, Canada
Posts: 1,498
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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. 
|

January 29th, 2003, 05:25 AM
|
 |
Lieutenant Colonel
|
|
Join Date: Jan 2002
Location: Dundas, Ontario, Canada
Posts: 1,498
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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  )
|

January 30th, 2003, 07:03 AM
|
 |
Corporal
|
|
Join Date: Jul 2002
Posts: 62
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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 ]
__________________
If one binds one's heart firmly and imprisons it one can allow one's spirit many liberties: I have said that before. But no one believes it if he does not already know it...
-Friedrich Nietzsche
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|