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  #201  
Old July 8th, 2003, 11:46 AM
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Default 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 ]
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  #202  
Old July 8th, 2003, 12:40 PM

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Default 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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  #203  
Old July 12th, 2003, 12:59 AM
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Default 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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  #204  
Old July 12th, 2003, 07:04 AM
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Default 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 ]
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  #205  
Old July 12th, 2003, 06:28 PM
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Default 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)
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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  #206  
Old July 12th, 2003, 06:37 PM
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Default 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!
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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  #207  
Old July 14th, 2003, 07:21 AM
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Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

Yes indeed this is a great program.
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  #208  
Old July 26th, 2003, 10:27 PM
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Default 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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  #209  
Old July 28th, 2003, 04:21 AM
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Default 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
(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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  #210  
Old July 28th, 2003, 04:28 AM
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Default 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

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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