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  #11  
Old November 14th, 2006, 06:01 PM

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

Quote:
Phoenix-D said:
What Elsemeravin means, I think, is that the tech tree takes up a small section of the screen.

It takes up the entire tab... I would make the individual controls resizeable so you could widen that section of the screen, but I haven't figured out how to do that - everything I've tried has failed.

Quote:

Speaking of the tech tree, when I try to load my mod it says "Can't find Min Parent Level! in an error box. Everything seems to work fine, except the tech-tree function doesn't work.

Probably because I have some rather twisted logic involved, including OR functions and nested IFs..
Yeah, that probably is exactly what's going on. I really wish Aaron had used XML - this whole process would have been 100x easier. Anyway, yes, the tech tree relies on the requirements formulas for tech dependencies being in the form

Code:

Get_Empire_Tech_Level("foo") >= N



It will compensate for extra whitespace, different character cases, or just a > symbol, etc, but anything more complicated than that and it gets confused when determining tech dependencies for the tree. Otherwise I'd have to parse ANY formula and that's a bigger job than I wanted to tackle for a simple editor.
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  #12  
Old November 14th, 2006, 06:04 PM

Phoenix-D Phoenix-D is offline
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Default Re: Space Empires V Editor 1.2 Released

Yeah, I figured that. It actually isn't a problem- I can cut the arcane stuff down for the editor, then do a search and replace later.

Because I really doubt you'd want to code a way to parse..
(edited out the Requirements of Doom now that Devnull's seen them. )

..that. Its messy as hell.

Anyway, if you can't get it to re-size, a pop-up window, like you do with the various tools now, might work well..
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  #13  
Old November 14th, 2006, 06:09 PM

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Default Re: Space Empires V Editor 1.2 Released

You're right - I don't want to parse that for the tech tree The formula parser should actually handle it just fine, but the tech tree needs a pretty clear dependency graph to work.
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  #14  
Old November 14th, 2006, 06:12 PM

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Default Re: Space Empires V Editor 1.2 Released

Quote:
Phoenix-D said:
Isn't code fun? I swear sometimes it breaks if you look at it the wrong way.
After 26 years of coding, I've gotten pretty good at not breaking old code when I refactor...usually. And I did do a fair bit of refactoring for this release. I'm a big believer in "if you have to cut and paste it more than once, you're doing something wrong".

But no one's perfect
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  #15  
Old November 14th, 2006, 06:24 PM

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Default Re: Space Empires V Editor 1.2 Released

Quote:
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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  #16  
Old November 14th, 2006, 06:27 PM

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Default Re: Space Empires V Editor 1.2 Released

Loading the mod first does seem to fix the problem..I didn't notice it had fixed it at first though, since the red ERROR boxes didn't go away until I manually validated.
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  #17  
Old November 14th, 2006, 06:40 PM

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Default Re: Space Empires V Editor 1.2 Released

LOL. I need to put a "validate all" button in I think. Currently, it only does that when you load and save your data.
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  #18  
Old November 14th, 2006, 06:49 PM

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Default Re: Space Empires V Editor 1.2 Released

Quote:
Devnullicus said:
Quote:
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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  #19  
Old November 14th, 2006, 06:58 PM
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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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  #20  
Old November 14th, 2006, 07:02 PM

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Default Re: Space Empires V Editor 1.2 Released

Another problem as in attached picture on an unrecognized function.
(that is in Component editor, in Min and Max damage formulas)
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File Type: jpg 470580-se5_3.JPG (53.4 KB, 125 views)
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