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July 8th, 2003, 11:46 AM
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Brigadier General
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Join Date: Jun 2002
Location: Kleigat Pampercity
Posts: 1,804
Thanks: 5
Thanked 2 Times in 2 Posts
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Hi DavidG,
Since 1.84 is out you haven't released a new Version of the SE4 Modder. And there have been some minor changes, like the added two targeting types (Ships/Planets/Sat and Ships/Planets/Sat/Drones). Could you release a new Version of your great Modding Tool?
BTW, I've been busy on the 2.0 Version of the B5Mod and all I used was your SE4 Modder, it's really great! Keep up the good work.
Edit: Ehh... I don't know how to tell you this, but I've been looking with my nose. I didn't see your signature before I posted. OOPS!! Sorry mate, my humble apologies. Must have had too much sleep.
[ July 08, 2003, 10:48: Message edited by: Timstone ]
__________________
I can only please one person per day, and today is not your day. And tomorrow isn't looking too good either.
Gabriella in Blood 2
Men may control the free world, but women control the boobs.
Brent in Plaver vs. Player
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July 8th, 2003, 12:40 PM
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Lieutenant Colonel
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Join Date: Feb 2001
Location: iola, ks, usa
Posts: 1,319
Thanks: 3
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
The Damage At Range grid has a slight but confusing discrepency. The 3 range (and possibly the one beneath it, I didn't think to check) is the only square that isn't wide enough to display a 4 digit damage value. So, for example, the P&N Massive shield generator shows up as:
2000, 2000, 200, 2000, 2000, etc. etc. etc.
It's not until you try to change the damage value in range 3 that you realize that it's already set at 2000, it just can't display all 4 digits. Then you send in a bug report to the mod author, and they reply that everything is as it should be, and you get all embarrassed and humiliated at your stupid mistake, etc. etc. etc.
Just a little FYI for ya.
edit: my keyboard can't spell.
[ July 08, 2003, 11:41: Message edited by: dumbluck ]
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July 12th, 2003, 12:59 AM
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Lieutenant Colonel
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Join Date: Jan 2002
Location: Dundas, Ontario, Canada
Posts: 1,498
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Thanks for the feed back. I actually though the program was totally 1.84 compatible. I guess I'd better review the 1.84 history and see if there is anything else I missed. 
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July 12th, 2003, 07:04 AM
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First Lieutenant
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Join Date: Jan 2001
Location: Toledo, OH
Posts: 641
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Does the modder crash for anyone else when they minimize it? (I have WinXP)
[ July 12, 2003, 06:04: Message edited by: Spoo ]
__________________
Assume you have a 1kg squirrel
E=mc^2
E=1kg(3x10^8m/s)^2=9x10^16J
which, if I'm not mistaken, is equivilent to roughly a 50 megaton nuclear bomb.
Fear the squirrel.
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July 12th, 2003, 06:28 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
Thanks: 1
Thanked 14 Times in 12 Posts
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Quote:
Originally posted by Spoo:
Does the modder crash for anyone else when they minimize it? (I have WinXP)
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It doesn't for me and I use WinXP pro. Perhaps there is some sort of conflict or the mod data is bad etc...
DavidG: I'm much impressed by 1.72 - you've sure added lots of stuff. Excellent work! 
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July 12th, 2003, 06:37 PM
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Lieutenant Colonel
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Join Date: Jan 2002
Location: Dundas, Ontario, Canada
Posts: 1,498
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Quote:
Originally posted by Captain Kwok:
DavidG: I'm much impressed by 1.72 - you've sure added lots of stuff. Excellent work!
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hehe thanks. Just so no one gets too exciting Ver 1.7 was the major upgrade. Ver 1.71 and 1.72 were really just minor bug fixes.
I tested the minimuize thing on ME and no problems. I'll have to try it on my other compter with XP too.
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July 14th, 2003, 07:21 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
Posts: 15,630
Thanks: 0
Thanked 30 Times in 18 Posts
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Yes indeed this is a great program.
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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July 26th, 2003, 10:27 PM
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Major
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Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
I'm using the SE4 Modder 1.72, and there is a problem viewing vehicle sizes in some mods.
It will show a list of all the entries, but when I click on one of them I get a "Run-time error '380': Invalid property value". I click Okay and it closes the program.
I've compared the vehiclesizes.txt file for all the mods this effects and compared them with other mods that work properly. I can't make out any difference.
The mods this error affects are the:
AST Mod
Adamant Mod
B5 Mod
Star Trek Mod
Rock-Paper-Scissors Mod
There's no error for the:
Stock Data Files
Eclipse Mod
Devnull Mod Gold
Proportions Mod
BOD Mod
Pirates&Nomads Mod
Highliner Mod
StarWars Mod II
Stormcrow Mod
I can't figure it out.
I pasted entries from the affected datafiles into ones that worked, and they worked. I eyeballed them side-by-side, and they're all set up just fine.
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July 28th, 2003, 04:21 AM
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Lieutenant Colonel
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Join Date: Jan 2002
Location: Dundas, Ontario, Canada
Posts: 1,498
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Quote:
Originally posted by tesco samoa:
dg did you ever increase the number pictures the modder can look at.
component picutures are up to the 1200 range and i think the modderonly goes up to 999
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(just to put things back in this thread :-) )
Yes I believe there is a simple work around to this. The slider bar on the Component pics defaults to a max on 900. IF you double click on the pic to bring up the thumbnail pics the slider bar max gets reset when you close it.
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July 28th, 2003, 04:28 AM
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Lieutenant Colonel
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Join Date: Jan 2002
Location: Dundas, Ontario, Canada
Posts: 1,498
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Quote:
Originally posted by Urendi Maleldil:
I'm using the SE4 Modder 1.72, and there is a problem viewing vehicle sizes in some mods.
It will show a list of all the entries, but when I click on one of them I get a "Run-time error '380': Invalid property value". I click Okay and it closes the program.
I've compared the vehiclesizes.txt file for all the mods this effects and compared them with other mods that work properly. I can't make out any difference.
The mods this error affects are the:
AST Mod
Adamant Mod
B5 Mod
Star Trek Mod
Rock-Paper-Scissors Mod
There's no error for the:
Stock Data Files
Eclipse Mod
Devnull Mod Gold
Proportions Mod
BOD Mod
Pirates&Nomads Mod
Highliner Mod
StarWars Mod II
Stormcrow Mod
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hehe you could look at these mods forever and not figure out the difference. Which is They all have a race with pics files named like "_Portrait_frigate" as opposed to "_portrait" (lower case 'p') Seems my program was searching for the lower case Version when looking for the vehicle pic to display. Could explain some of the other porblems in the vehicle page. Like the pic name being listed twice.
I'll try to get a fix done in the next couple of days.
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