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  #11  
Old May 25th, 2002, 07:03 AM
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Default Re: Tech tree viewer in the works...

I'm kinda confused, woudl this tech viewer be for only the "vanilla" mod or for any tech tree? Cool either way though, i have trouble planning my sneaky research schemes when im not at a computer with my game open.
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  #12  
Old May 25th, 2002, 06:25 PM

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Default Re: Tech tree viewer in the works...

This will be for any mod, all you have to do is specify the mod directory, and it will create graphical tech tree out of it.
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  #13  
Old May 28th, 2002, 03:57 AM
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Default Re: Tech tree viewer in the works...

Here is a link to a very, very, very simple tech cost program for weapons I wrote Last year sometime:
Download techview 0.13

You tell it where to find the components.txt file, and it tries to read that file and the techarea.txt in the same directory. Except for being pretty unforgiving of errors in those files, it will display the info for the default files or modded files.

The program displays a list of weapons on the left and the cost to research each weapon in the family on the right. You can choose low, medium or high tech cost.

I always hoped to someday expand this program to show tech costs for all the components but RL got in the way (that and RTCW).

[ May 28, 2002, 03:08: Message edited by: raynor ]
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  #14  
Old May 28th, 2002, 06:10 AM

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Default Re: Tech tree viewer in the works...

Excellent program raynor.
I'm trying to find what's the error in my modded files to make it run with them. Any suggestion. What common mistake can be overseen by the game but not by this program?

Showing total tech cost of all tech areas should be more like removing a filter not like adding a new feature.
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  #15  
Old May 28th, 2002, 07:53 AM
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Default Re: Tech tree viewer in the works...

Quote:
Excellent program raynor.
I'm trying to find what's the error in my modded files to make it run with them. Any suggestion. What common mistake can be overseen by the game but not by this program?
Thanks. Mainly, the program is particular about blank lines. The game accepts blank lines inside components and techareas and multiple blank lines between components and techareas. But this simple code doesn't have error checking to check for that. It assumes no blank lines inside components/techareas and just a single blank line between components/techareas.

Quote:
Showing total tech cost of all tech areas should be more like removing a filter not like adding a new feature.
I agree. If I include every component in one big list, then it should be fairly simple. I may have gotten bogged down trying to get a little fancier by adding a tabbed interface to show a tab for each component class such as weapons, engines, etc. We shall see.
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  #16  
Old May 28th, 2002, 10:30 AM

Lemmy Lemmy is offline
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Default Re: Tech tree viewer in the works...

Quote:
Originally posted by Andr&eacutes Lescano:
Excellent program raynor.
I'm trying to find what's the error in my modded files to make it run with them. Any suggestion. What common mistake can be overseen by the game but not by this program?
i just finished my loader class, and like Raynors program it's also unforgiving about errors, but it does tell you in what file and at what line the error is, if you want i can upload it.
It is written in Java, so if you don't have the Java Virtual Machine installed, you would download that too, i think it's not larger than 5 MB's.

i also noticed that certain weapons have a double "Weapon Displyay" field, it will cause an error in my program, maybe also in Raynors...
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  #17  
Old May 28th, 2002, 08:05 PM

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Default Re: Tech tree viewer in the works...

No I don't think that the game accepts blank lines in the middle of a component definition or multiple blank lines (or it interpretes that like a premature EOF).
IIRC the double weapon display was a bug in components.txt fixed many patchs ago, the file I'm trying to load (sci-fi x-over mod's) does not have any of those errors.

Lemmy I'd like to see your program too. I think that windows or IE install a java vm, so you can expect most Users to have it.
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  #18  
Old May 28th, 2002, 09:23 PM

Lemmy Lemmy is offline
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Default Re: Tech tree viewer in the works...

posted here

don't forget to edit se4tv.ini first...
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  #19  
Old May 30th, 2002, 04:35 AM

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Default Re: Tech tree viewer in the works...

Can't get the loader to do anything. It goes Java Main- Bad command and file name, then farts out.. I edited the .ini file, and I think I have Java installed.

EDIT: just downloaded and installed the MS java VM. no effect.

Phoenix-D

[ May 30, 2002, 04:01: Message edited by: Phoenix-D ]
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  #20  
Old May 30th, 2002, 09:52 AM

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Default Re: Tech tree viewer in the works...

hmm, i know what wrong with that, the MS JVM odesn't have the java command, but "jview", that file is located in the c:\windows dir, so all you have to do is replace "java" with "c:\windows\jview" in the bat file.
(eidt: jview could be somewhere else if you downloaded it, just serach for it then)

But then you'll get another error, called java.lang.NoClassDefFoundError, for which i got no solution yet...
I suggest downloading the Sun JVM..i can't find the link yet...it's somwhere on java.sun.com, i'll post it when i find it..

[ May 30, 2002, 08:58: Message edited by: Lemmy ]
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