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  #1  
Old January 23rd, 2001, 09:41 PM

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Default Re: Modders: Text File Editor

quote:
Originally posted by Tampa_Gamer:
and somehow assist with spacing errors between "segments"! Although I don't know how you would program this. . .


Well I'm guessing when you say spacing between segments you are talking about making sure you only have one space between each say Hull? Well the key to this program will be that it has to have a valid file to begin with, and once you start editing with it, it will of course output so you don't have spacing errors. If you mean something else please explain.

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Old January 23rd, 2001, 10:33 PM
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Default Re: Modders: Text File Editor

Well, all I can say is - go for it.
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Old January 23rd, 2001, 10:54 PM
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Default Re: Modders: Text File Editor

Yes, good example. All of the files depend on consistant spacing and hard returns at the end of certain data elements. I, and other modders, have found that it is very easy to slip an additional space or extra return in there. This would not result in an invalid file like you see when you start up the game. Instead, the race will just stop researching, contructing, or designing based on the file in which the extra spacing is located - no error, nothing (very hard to track). Also, any editor should have the ability to compare two files similar to the "track changes" ability in Microsoft Word. This is always the first thing I do when a new patch comes out or I want compare my files with another modder to see what has or needs to be changed.

[This message has been edited by Tampa_Gamer (edited 23 January 2001).]
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Old January 23rd, 2001, 11:52 PM
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Default Re: Modders: Text File Editor

VB? That sounds like some veneral disease! Use C! Now thats a real programming language! (heh, JK, programming in any language is good, but I love C)
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Old January 24th, 2001, 12:35 AM

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Default Re: Modders: Text File Editor

quote:
Originally posted by Tampa_Gamer:
Yes, good example. All of the files depend on consistant spacing and hard returns at the end of certain data elements. I, and other modders, have found that it is very easy to slip an additional space or extra return in there. This would not result in an invalid file like you see when you start up the game. Instead, the race will just stop researching, contructing, or designing based on the file in which the extra spacing is located - no error, nothing (very hard to track). Also, any editor should have the ability to compare two files similar to the "track changes" ability in Microsoft Word. This is always the first thing I do when a new patch comes out or I want compare my files with another modder to see what has or needs to be changed.


Well this is one thing I found too while editing the game, is having those extra spaces and such Very annoying, so this is one way to ensure those problems don't prop up.

Now you have brought up an idea I didn't think of, and thats comparing files. I haven't seen how this works in word (I use wordpad myself, and use someone elses computer to do a spell check But I'll defenitly take a look at it now that you've brought it up....Seems like friend and I need a design meeting

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Old January 24th, 2001, 12:37 AM

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Default Re: Modders: Text File Editor

Yes I also like C (never programmed with C++)
But I want to learn VB (always good to know more Languages, so this helps me out. I've never actually done any visual programming before this, so its a experience

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Old January 24th, 2001, 12:39 AM
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Default Re: Modders: Text File Editor

To see what "tracking changes" looks like, take a look over in the scenario/mod download section. I posted some "blackline" (i.e. comparison) copies of the data and ai files when the 1.19 patch came out to give people an ideal of what types of changes were made. Of course, I think you need to have Word to use those files. . .Oh well.
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