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  #1  
Old November 2nd, 2006, 06:02 PM

Devnullicus Devnullicus is offline
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Default Space Empires V Editor 1.1 Released

Version 1.1 of the editor is released. This version includes the following changes:
  • Added Component Editor
  • Better enforcement of legal mod directory locations
  • If the file desired (facility.txt or components.txt currently) doesn't exist in the current mod folder, load them from the SE V data directory and then save the changes to the current mod directory
  • Bugfix: handle bad data input from files better (without throwing uncaught exceptions)
  • Bugfix: formula parser should not use regional settings as the data files are all in American/English
  • Bugfix: comments (lines beginning with //) in the data files will now be retained in a place as close to their original position as possible

Download is available at http://www.devnullsoftware.com/se5

I would recommend uninstalling previous versions first, but it should work even if you don't (though the src directory might be messed up as I reorganized the files in there a bit)
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  #2  
Old November 2nd, 2006, 06:17 PM

Elsemeravin Elsemeravin is offline
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Default Re: Space Empires V Editor 1.1 Released

First launch, I try to select the mod directory as GameTypes (not possible) and then select Component, it crashes.

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.IO.DirectoryNotFoundException: Could not find a part of the path "d:\jeux\se5\gametypes\Data\Components.txt".
at System.IO.__Error.WinIOError(Int32 errorCode, String str)
at System.IO.File.InternalCopy(String sourceFileName, String destFileName, Boolean overwrite)
at Se5Editor.Component.ReadFile(ArrayList& itemList)
at Se5Editor.ComponentsForm.ReadData()
at Se5Editor.ComponentsForm.ComponentsForm_Load(Objec t sender, EventArgs e)
at System.Windows.Forms.Form.OnLoad(EventArgs e)
at System.Windows.Forms.Form.OnCreateControl()
at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
at System.Windows.Forms.Control.CreateControl()
at System.Windows.Forms.Control.WmShowWindow(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Mes sage& m)
at System.Windows.Forms.ContainerControl.WndProc(Mess age& m)
at System.Windows.Forms.Form.WmShowWindow(Message& m)
at System.Windows.Forms.Form.WndProc(Message& m)
at System.Windows.Forms.ControlNativeWindow.OnMessage (Message& m)
at System.Windows.Forms.ControlNativeWindow.WndProc(M essage& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 1.0.5000.0
Win32 Version: 1.1.4322.573
CodeBase: file:///d:/windows/microsoft.net/fra...2/mscorlib.dll
----------------------------------------
Se5Editor
Assembly Version: 1.1.0.0
Win32 Version: 1.1.0.0
CodeBase: file:///D:/Documents%20and%20Setting.../Se5Editor.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 1.0.5000.0
Win32 Version: 1.1.4322.573
CodeBase: file:///d:/windows/assembly/gac/syst...dows.forms.dll
----------------------------------------
System
Assembly Version: 1.0.5000.0
Win32 Version: 1.1.4322.573
CodeBase: file:///d:/windows/assembly/gac/syst...089/system.dll
----------------------------------------
System.Drawing
Assembly Version: 1.0.5000.0
Win32 Version: 1.1.4322.573
CodeBase: file:///d:/windows/assembly/gac/syst...em.drawing.dll
----------------------------------------

************** JIT Debugging **************
To enable just in time (JIT) debugging, the config file for this
application or machine (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the machine
rather than being handled by this dialog.


Maybe an error message from you would be prettier than the system crash when a file is not found ?

I'll try not to make mistake this time and tell you more
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  #3  
Old November 2nd, 2006, 06:19 PM

Devnullicus Devnullicus is offline
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Default Re: Space Empires V Editor 1.1 Released

grrr. That shouldn't be happening. Let me look into it. I should just have you run my releases before publicly announcing them - you always seem to find problems
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  #4  
Old November 2nd, 2006, 06:22 PM

Devnullicus Devnullicus is offline
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Default Re: Space Empires V Editor 1.1 Released

Doh, ok, I apparently wasn't quite draconian enough in enforcing the mod directory GameTypes is not a legal mod directory. I'll fix that in the next version. For now, just make sure to choose an actual sub-directory of "GameTypes" as the mod directory
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  #5  
Old November 2nd, 2006, 06:25 PM

Elsemeravin Elsemeravin is offline
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Default Re: Space Empires V Editor 1.1 Released

Ok I tried while selecting my on progress mod and while SEV accept the mod without errors I get the following disturbing message. Below is teh component.txt component description:


Name := CG_Brain
Description := Bioengineered brain to use for space monsters, providing control for the whole struture.
Picture Number := 42
Maximum Level := 150
Tonnage Space Taken Formula := 50
Tonnage Structure Formula := 25
Cost Minerals Formula := 0
Cost Organics Formula := 0
Cost Radioactives Formula := 0
Supply Amount Used Formula := 0
Ordnance Amount Used Formula := 0
Can Be Placed On Vehicle Types := Ship
Can Be Placed In Ship Sections := Outer Hull
Component Type List := Organic
General Group := Organs
Custom Group := 0
Number Of Requirements := 3
Requirements Evaluation Availability := AND
Requirements Evaluation Allows Placement := TRUE
Requirements Evaluation Allows Usage := TRUE
Requirement 1 Description := Empire must have at least tech level 1 in CG_Genetic (needs one more level for every 15 levels).
Requirement 1 Formula := Get_Empire_Tech_Level("CG_Genetic") >= [%Level%] / 15
Requirement 2 Description := Empire must have at least tech level 1 in CG_Space Monsters (needs one more level for every 5 levels).
Requirement 2 Formula := Get_Empire_Tech_Level("CG_Space Monsters") >= [%Level%] / 5
Requirement 3 Description := Empire must have at least tech level 1 in CG_Brain.
Requirement 3 Formula := Get_Empire_Tech_Level("CG_Brain") >= [%Level%]
Number Of Abilities := 4
Ability 1 Type := Component - Regeneration
Ability 1 Description := Can be regenerated.
Ability 1 Scope := Space Object
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := 0
Ability 1 Amount 2 Formula := 0
Ability 2 Type := Control Center
Ability 2 Description := Controls the ship.
Ability 2 Scope := Space Object
Ability 2 Range Formula := 0
Ability 2 Amount 1 Formula := 0
Ability 2 Amount 2 Formula := 0
Ability 3 Type := Combat To Hit Offense
Ability 3 Description := Gives a [%Amount1%]% attack bonus in combat (only 1 component per ship effective).
Ability 3 Scope := Space Object
Ability 3 Range Formula := 0
Ability 3 Amount 1 Formula := [%Level%] / 2
Ability 3 Amount 2 Formula := 1
Ability 4 Type := Combat To Hit Defense
Ability 4 Description := Gives a [%Amount1%]% defense bonus in combat (only 1 component per ship effective).
Ability 4 Scope := Space Object
Ability 4 Range Formula := 0
Ability 4 Amount 1 Formula := [%Level%] / 2
Ability 4 Amount 2 Formula := 1
Weapon Type := None



Then the following error:

1] I click on the CG_Brain in the left list and get:

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.ArgumentException: '150' is not a valid value for 'Value'. 'Value' should be between 'Minimum' and 'Maximum'.
at System.Windows.Forms.NumericUpDown.set_Value(Decim al value)
at Se5Editor.ComponentsForm.SetFormValuesGeneralTab()
at Se5Editor.ComponentsForm.SetFormValues(String selectedItemName)
at Se5Editor.ComponentsForm.ComponentList_SelectedInd exChanged(Object sender, EventArgs e)
at System.Windows.Forms.ListView.OnSelectedIndexChang ed(EventArgs e)
at System.Windows.Forms.ListView.WmReflectNotify(Mess age& m)
at System.Windows.Forms.ListView.WndProc(Message& m)
at System.Windows.Forms.ControlNativeWindow.OnMessage (Message& m)
at System.Windows.Forms.ControlNativeWindow.WndProc(M essage& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)



I start to feel like the black crow telling you only bad comments.

The image on the main program is a very nice touch.
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  #6  
Old November 2nd, 2006, 06:26 PM

Phoenix-D Phoenix-D is offline
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Default Re: Space Empires V Editor 1.1 Released

Couple of points on the component editor:
-There's no way to make Damage Type a forumla.
-A few of the fields that should be text boxs are lists (Weapon Delivery Type, Explosion, Sound, etc). Having the list works nicely for selecting a common type, but it makes it impossible to enter a custom type.
-It screams when adding a custom unit type, component type, or General Group. Not a problem except it won't let you save with these "errors"!

EDIT: the error there is the program not liking components with maximum levels > 100.
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  #7  
Old November 2nd, 2006, 06:29 PM

Devnullicus Devnullicus is offline
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Default Re: Space Empires V Editor 1.1 Released

Quote:
Phoenix-D said:
Couple of points on the component editor:
-There's no way to make Damage Type a forumla.
-A few of the fields that should be text boxs are lists (Weapon Delivery Type, Explosion, Sound, etc). Having the list works nicely for selecting a common type, but it makes it impossible to enter a custom type.
-It screams when adding a custom unit type, component type, or General Group. Not a problem except it won't let you save with these "errors"!
1) Damage Types are read from "DamageTypes.txt". If you want to add a damage type, you need to edit that file. The field name ending in "Formula" is actually misleading and got me for a while too. In reality, this field is not a formula, but instead a value that references another file.

2) All fields that are combo boxes get their values from other files or seem to be hardcoded values in the game. If a field in the file would allow arbitrary user input, I had the combo box allow it as well. Most do not.

3) Please elaborate (and give an example) of the third problem?
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  #8  
Old November 2nd, 2006, 06:35 PM

Devnullicus Devnullicus is offline
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Default Re: Space Empires V Editor 1.1 Released

Quote:
Elsemeravin said:
Ok I tried while selecting my on progress mod and while SEV accept the mod without errors I get the following disturbing message. Below is teh component.txt component description:


Name := CG_Brain
Description := Bioengineered brain to use for space monsters, providing control for the whole struture.
..
Maximum Level := 150
..


Then the following error:

1] I click on the CG_Brain in the left list and get:

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.ArgumentException: '150' is not a valid value for 'Value'. 'Value' should be between 'Minimum' and 'Maximum'.
at System.Windows.Forms.NumericUpDown.set_Value(Decim al value)
at Se5Editor.ComponentsForm.SetFormValuesGeneralTab()
at Se5Editor.ComponentsForm.SetFormValues(String selectedItemName)
at Se5Editor.ComponentsForm.ComponentList_SelectedInd exChanged(Object sender, EventArgs e)
at System.Windows.Forms.ListView.OnSelectedIndexChang ed(EventArgs e)
at System.Windows.Forms.ListView.WmReflectNotify(Mess age& m)
at System.Windows.Forms.ListView.WndProc(Message& m)
at System.Windows.Forms.ControlNativeWindow.OnMessage (Message& m)
at System.Windows.Forms.ControlNativeWindow.WndProc(M essage& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


I start to feel like the black crow telling you only bad comments.

The image on the main program is a very nice touch.
The value of 150 in Maximum Level is pretty high. The problem is that the form component is set with a min and max value of 0 and 100 for that field. I suppose I could change that to allow higher values (and I should definitely change the validation code to be in sync with the form components), but I'm not sure why you'd want such a high value for Maximum Level?

As for only telling me bad things - no problem! I want to find the bugs in the program and the faster you guys tell me about them, the faster I can fix them. Fixing them is usually easy - it's just that I don't find them like you guys do because I'm only testing with a limited set of data (i.e. base and balance mod).

So, keep on finding problems
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  #9  
Old November 2nd, 2006, 06:46 PM

Phoenix-D Phoenix-D is offline
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Default Re: Space Empires V Editor 1.1 Released

1. Actually its not. For example: iif([%Level%] < 10, "Normal", "Burns Armor") results in a weapon that has Normal damage type for levels 1-9, and Burns Armor thereafter. It doesn't work for all variables, though.

2. Weapon Delivery Type is 100% arbitrary. You could put "Chicken" here and SE5 would take it. Explosion is semi-arbirary; you can add a Specific Type onto here, or noew values in the appropriate text file.

3. If you have a unit type "Small Craft", you can't design components for it in your editor. The editor either doesn't see that unit type or assumes it is invalid and throws an error.

Same thing with Component Type and General Group. Here are the errors in question..
* Unknown Component Type 'Technic'
* Unknown Vehicle Type 'Small Craft'
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  #10  
Old November 2nd, 2006, 06:53 PM

Elsemeravin Elsemeravin is offline
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Default Re: Space Empires V Editor 1.1 Released

Quote:
Devnullicus said:
Quote:
Elsemeravin said:
..
Maximum Level := 150
..
[/i]


The value of 150 in Maximum Level is pretty high. The problem is that the form component is set with a min and max value of 0 and 100 for that field. I suppose I could change that to allow higher values (and I should definitely change the validation code to be in sync with the form components), but I'm not sure why you'd want such a high value for Maximum Level?


My plan is to make research more continuous with many many very small rewards for each step. That way there won't be a big difference between two ships just because of a few turns from the next weapon level. And retrofitting ships won't be possible for every level (too costly) and not worthy.

I think you can easily max this value to 65536 so to have no more problems.

Quote:

2) All fields that are combo boxes get their values from other files or seem to be hardcoded values in the game. If a field in the file would allow arbitrary user input, I had the combo box allow it as well. Most do not.

I get another problem with previous component because of the group which is normally not hardcoded but refused by the editor:

Quote:

General Group := Organs

I'll keep posting as soon as I meet problems. Just tell me when you have enough so you won't hate me
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