.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
The Star and the Crescent- Save $9.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old November 2nd, 2006, 07:04 PM

Phoenix-D Phoenix-D is offline
National Security Advisor
 
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
Phoenix-D is on a distinguished road
Default Re: Space Empires V Editor 1.1 Released

1. Thanks.


2. That field doesn't do anything. The only time its called at all is when the target ship has the ability that reduces weapon damage by a %.

About the explosions: see this line in history.txt.
"Weapon Explosion Effect Name" field in Components.txt should be working now. You can specify either a random "Specific Type" or an "Effect Name"."

Right now the editor doesn't handle that part very well.

3. Yeah, vehicle type. Simplest method would be to leave it as-is, but remove the error message. The editor loads non-standard vehicle types already (they show up in the lists and in the boxes), it just won't let you USE them. The same problem applies to Target Type, by the way.
4.
__________________
Phoenix-D

I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
-Digger
Reply With Quote
  #2  
Old November 2nd, 2006, 07:52 PM

Devnullicus Devnullicus is offline
Sergeant
 
Join Date: Feb 2001
Location: Belmont, CA USA
Posts: 285
Thanks: 0
Thanked 0 Times in 0 Posts
Devnullicus is on a distinguished road
Default Re: Space Empires V Editor 1.1 Released

The other three effect name fields have files that I can read from to get the data. There is no file to get values from for explosions. What should I use to populate the list?
__________________
How's my Programming? Call 1-800-DEV-NULL
Get the Space Empires V Editor and DevnullMod at http://www.devnullsoftware.com/se5
Reply With Quote
  #3  
Old November 2nd, 2006, 07:56 PM

Phoenix-D Phoenix-D is offline
National Security Advisor
 
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
Phoenix-D is on a distinguished road
Default Re: Space Empires V Editor 1.1 Released

Actually there is a file:
BitmapEffects_SpaceCombat.txt and
BitmapEffects_GroundCombat.txt

look for the comment

Explosions - Weapon

they begin after that.
__________________
Phoenix-D

I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
-Digger
Reply With Quote
  #4  
Old November 2nd, 2006, 07:58 PM

Devnullicus Devnullicus is offline
Sergeant
 
Join Date: Feb 2001
Location: Belmont, CA USA
Posts: 285
Thanks: 0
Thanked 0 Times in 0 Posts
Devnullicus is on a distinguished road
Default Re: Space Empires V Editor 1.1 Released

Ug. How the hell does the game interpret this field? sheesh.
__________________
How's my Programming? Call 1-800-DEV-NULL
Get the Space Empires V Editor and DevnullMod at http://www.devnullsoftware.com/se5
Reply With Quote
  #5  
Old November 2nd, 2006, 08:14 PM

Phoenix-D Phoenix-D is offline
National Security Advisor
 
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
Phoenix-D is on a distinguished road
Default Re: Space Empires V Editor 1.1 Released

As far as I can tell, there are two ways:

If [Random Specific Type] is present, it reads the next bit of text and picks a random explosion from that type. In stock, there's only one type- Weapon Explosion. So all the weapons pick randomly from the same group of explosions.

If [Random Specific Type] is NOT present, the line is read as the name of an explosion. In stock, that would be Weapon Explosion 1 to Weapon Explosion 4.
__________________
Phoenix-D

I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
-Digger
Reply With Quote
  #6  
Old November 2nd, 2006, 08:32 PM

Devnullicus Devnullicus is offline
Sergeant
 
Join Date: Feb 2001
Location: Belmont, CA USA
Posts: 285
Thanks: 0
Thanked 0 Times in 0 Posts
Devnullicus is on a distinguished road
Default Re: Space Empires V Editor 1.1 Released

Yup. So, here's the fixed list so far for 1.1.1:

General Bugfixes:
  • Bugfix: Even better enforcement of legal mod directory locations (GameTypes is not a legal mod directory)
  • Bugfix: Maximul Level and Custom Groups limited to ranges of [0,65535] and will now complain about the out-of-range data instead of just getting internal errors and doing the figurative equivalent of littering bits all over your computer's floor. *sigh*

Component Editor Bugfixes:
  • All Weapon Effect Name fields have a "None" option now
  • Weapon Explosion Effect Name now reads from BitmapEffects_SpaceCombat.txt and BitmapEffects_GroundCombat.txt to fill in its allowable values.
  • Weapon Space Display Effect Name and Weapon Ground Display Effect Name now only allow "Weapon Explosion" Specific Effect types from BitmapEffects_SpaceCombat.txt and BitmapEffects_GroundCombat.txt.
  • Weapon Delivery Type is apparently not used by the game and can be an arbitrary value. Changed editor to allow arbitrary values for this field
  • Vehicle Types now reads VehicleUnitTypes.txt and adds those to the allowable list so that new vehicle types can be used.
  • Weapon Target Types now reads VehicleUnitTypes.txt and adds those to the allowable list so that new vehicle types can be targeted.
  • General Group can now accept arbitrary values


Still left to fix:
  • Weapon Damage Type Formula seemed to be misleading and not a formula, but it turns out that it is an editable formula with specific variables possible. Fixed the editor to handle this.
  • Component Type List can now accept arbitrary values

The last two are somewhat more difficult fixes, though, so unknown how long it will take yet. Hopefully, I'll have a release ready tonight sometime.
__________________
How's my Programming? Call 1-800-DEV-NULL
Get the Space Empires V Editor and DevnullMod at http://www.devnullsoftware.com/se5
Reply With Quote
  #7  
Old November 2nd, 2006, 09:03 PM

Hemperor Hemperor is offline
Private
 
Join Date: Oct 2006
Posts: 3
Thanks: 0
Thanked 0 Times in 0 Posts
Hemperor is on a distinguished road
Default Re: Space Empires V Editor 1.1 Released

Any chance will see an events editor??

Reply With Quote
  #8  
Old November 7th, 2006, 05:21 AM

pujal pujal is offline
Private
 
Join Date: Oct 2006
Posts: 32
Thanks: 0
Thanked 0 Times in 0 Posts
pujal is on a distinguished road
Default Re: Space Empires V Editor 1.1 Released

Just curious what file you will be making an editor for next? *cough* vehicleSizes *cough*.
Reply With Quote
  #9  
Old November 7th, 2006, 10:49 PM

Shadowstar Shadowstar is offline
Sergeant
 
Join Date: May 2002
Posts: 279
Thanks: 2
Thanked 0 Times in 0 Posts
Shadowstar is on a distinguished road
Default Re: Space Empires V Editor 1.1 Released

I would like to see a map editor some day, but that sounds like it would require an entirely different kind of program.
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 01:25 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.