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  #11  
Old January 24th, 2001, 12:39 AM
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Tampa_Gamer Tampa_Gamer is offline
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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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  #12  
Old January 24th, 2001, 12:51 AM

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Default Re: Modders: Text File Editor

quote:
Originally posted by Tampa_Gamer:
Of course, I think you need to have Word to use those files. . .Oh well.


Well I do have access to Word, just never heard/used that feature Is it in all Versions? I have access to '97 here, just don't have it.

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  #13  
Old January 24th, 2001, 07:40 AM

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Default Re: Modders: Text File Editor

For those who care
You can try out the first Version of the editor at http://www.mystaria.com/seiv

Its no where near being done, but we do enjoy sleep as much as the next person

IMPORTANT NOTE! Right now you can't add new abilites and such.

Number of Abilities := 1

If you change this to 2, it won't work in SEIV, since you can't add those new parts right now
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  #14  
Old January 24th, 2001, 05:16 PM

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Default Re: Modders: Text File Editor

I like the editor. It makes finding componets etc... a lot easier. Good job to all that worked on it!
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  #15  
Old January 24th, 2001, 06:04 PM

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Default Re: Modders: Text File Editor

whoohoo feedback
hehe

Yeah at first we only had the editor with next and prev, with no lookup for items...needless to say when you have like 100+ in a file, it can get boring, the goto is a nice feature, if you know where a certain item is
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  #16  
Old January 24th, 2001, 07:24 PM

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Default Re: Modders: Text File Editor

What keeps the editor from reading the remaining data files?
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  #17  
Old January 24th, 2001, 07:32 PM

Kimball Kimball is offline
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Default Re: Modders: Text File Editor

I found a bug. I opened the components.txt file, hit the 'go to' button, hit 'cancel' and got the following error:

run-time error '13'
type mismatch
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  #18  
Old January 24th, 2001, 07:39 PM

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Default Re: Modders: Text File Editor

Well which data files are you referring too? (if you mean like empiretypes.txt and such, those are formated completly differently then others, so we'll need different load routines).

Ok some of the cancel's will give you errors, but the program should still run fine hehe
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  #19  
Old January 24th, 2001, 07:46 PM

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Default Re: Modders: Text File Editor

I didn't have any particular file in mind, I just noticed that your website listed fewer data files than actually exist.

The editor is a lot more efficient than using wordpad or some other program. Thank you for the effort.
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  #20  
Old January 24th, 2001, 08:04 PM

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Default Re: Modders: Text File Editor

Yeah just to clarify, all the data files not listed, are generally ones that just list names (ship names, emperor names, empire types, etc).

We haven't even looked at the AI files yet, so I don't know what those are like
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