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  #1  
Old November 14th, 2006, 06:24 PM

Devnullicus Devnullicus is offline
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Default Re: Space Empires V Editor 1.2 Released

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Devnullicus said:
Quote:
Phoenix-D said:
Oh, and at some point it stopped reading custom vehicle types. :/

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!
Ah, I think I might know what's going on here. I made a change to optimize things a bit where it would only read these data files once instead of every time you load an editor form. Therefore the first time you load any form, it reads all the other data files it needs and just keeps them around in memory as needed. I meant to add a function to do a manual refresh so you could "hot sync" changes to these files, but then forgot.

I suspect that if you restart the app with any changes, it will read your data correctly?

Or is the problem that it just won't read it at all - even the first time?
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  #2  
Old November 14th, 2006, 06:49 PM

Elsemeravin Elsemeravin is offline
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Default Re: Space Empires V Editor 1.2 Released

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Devnullicus said:
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Elsemeravin said:
One small thing about the tree display as it does not seem completly optimized for clear display of the picture.

Need more detail than that Describe exactly what isn't "clear" about it? I can't fix what I don't understand
What I meant is that the Cystallurgy and Cultural studies should be much lower. You can see on the pic that every red line is going very much down, instead of aligning the main tech with the child one.

However the editor is great !

(I do not dare copyig the crash I just met while browsing throught tech pics )

EDIT: finally I dare showing the screen post "crash" when clicking fast on the up/down pic selection button in attachment to this message
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  #3  
Old November 14th, 2006, 07:02 PM

Devnullicus Devnullicus is offline
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Default Re: Space Empires V Editor 1.2 Released

Quote:
Elsemeravin said:
What I meant is that the Cystallurgy and Cultural studies should be much lower. You can see on the pic that every red line is going very much down, instead of aligning the main tech with the child one.

I'm pretty much done trying to organize the nodes in that graph. I spent a lot of time fiddling with it and finally just decided there really is no good way to programmatically generate a really good tech tree graph. The algorithm it uses now is...good, but not perfect. And that's about as good as it's gonna get unless someone else feels like optimizing it

Quote:

(I do not dare copyig the crash I just met while browsing throught tech pics )

EDIT: finally I dare showing the screen post "crash" when clicking fast on the up/down pic selection button in attachment to this message
Not sure what the picture is showing (besides the interesting folder in your taskbar ) - where's the crash?
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  #4  
Old November 14th, 2006, 07:12 PM

Elsemeravin Elsemeravin is offline
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Default Re: Space Empires V Editor 1.2 Released

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Devnullicus said:
And that's about as good as it's gonna get unless someone else feels like optimizing it

Not sure I could.
Quote:


Not sure what the picture is showing (besides the interesting folder in your taskbar ) - where's the crash?
Now the pic is clearer (and the folder less )
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  #5  
Old November 14th, 2006, 06:58 PM
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Fyron Fyron is offline
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Default Re: Space Empires V Editor 1.2 Released

Devnullicus said:
that's by design. You need to pick a valid mod directory for the editor to work.


So you have to use task manager to kill the process of the program if you decide to cancel? :-\
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  #6  
Old November 14th, 2006, 07:58 PM

Devnullicus Devnullicus is offline
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Default Re: Space Empires V Editor 1.2 Released

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Imperator Fyron said:
Devnullicus said:
that's by design. You need to pick a valid mod directory for the editor to work.


So you have to use task manager to kill the process of the program if you decide to cancel? :-\
Hmmm, well, ok, that sounds extreme. What it seems like it SHOULD do is that when you cancel, it should tell you that "that's a bad thing, bad modder" and then just not show the editor window (i.e. cancel here just cancels the request to bring up the editor window).

I did something similar already if you're setting the mod directory from the menu - it sound like I should add that kind of functionality to the editor window as well.
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Old November 15th, 2006, 04:11 AM

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Default Re: Space Empires V Editor 1.2 Released

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Devnullicus said:
Hmmm, well, ok, that sounds extreme. What it seems like it SHOULD do is that when you cancel, it should tell you that "that's a bad thing, bad modder" and then just not show the editor window (i.e. cancel here just cancels the request to bring up the editor window).
The only reason I mentioned it is because I have worked as a tester before and am trained to do stupid or non-sensical things when I first try out a program, just to see if I can break it.
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  #8  
Old November 15th, 2006, 07:51 AM

Devnullicus Devnullicus is offline
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Default Re: Space Empires V Editor 1.2 Released

OK, I'm sick of starting a new thread for every release of the editor, so I'll just announce it in the original thread from now on (btw, 1.3 is now released! )
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