View Full Version : se4 modder - found bug.
se5a
February 13th, 2004, 11:20 AM
the value at range and alpha strike at range is being calculated from the damage resistance not the size...
its a verry cool program btw.
just wondering, how many modders out there use it and how many just use wordpad?
edit: oh yea, I guess I better mention that I am useing se4 modder ver 1.75
I presume its the latest I cant find any other Versions.
[ February 13, 2004, 10:45: Message edited by: se5a ]
Fyron
February 13th, 2004, 06:08 PM
I find it a lot faster to mod by using an advanced text editor, such as EditPlus2. Others use programs such as MetaPad, which is roughly the same thing.
Aiken
February 13th, 2004, 06:45 PM
I found that SE4 Modder is much more useful for tester rather than for modder. A lot of bugs become manifest when looking into the configs with SE4 Modder. Of course it is not perfection, for example it really hates tabs (modders, please use your space button instead!), but it is great anyway.
Btw, UltraEdit rules! Right now I'm doing syntax highlighting and autocompletion files for it - greatly improves readability.
Fyron
February 13th, 2004, 07:01 PM
EditPlus2 has those, and I think MetaPad does to. As I said, they are all the same. http://forum.shrapnelgames.com/images/icons/icon12.gif
tesco samoa
February 13th, 2004, 07:14 PM
perhaps 1.76 should have a notepad added http://forum.shrapnelgames.com/images/icons/icon7.gif
Paul1980au
February 13th, 2004, 09:27 PM
You know a notepad is a great idea.
se5a
February 13th, 2004, 09:53 PM
Originally posted by tesco samoa:
perhaps 1.76 should have a notepad added http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="sans-serif, arial, verdana">there already is, well kind of anyway.
you just go to the source files tab
tesco samoa
February 14th, 2004, 04:45 PM
i think one great improvement would be for you to be able to insert items where you want in the text files..
example. You have created 3 more levels of armor.
instead of putting them at the end it prompts you if you would like to insert it after the current armor in the text file ( could be an option you turn off or on )
THis wouldhelp with keeping the text files clean.
And I would love to see the ability for the modder to show a family ( seperate window ) so you could see all the components or facilites in that family at once.
Then allow you to edit it on the family tree.
And another cool idea i have is the create family
where you create the first item and then it asks you what you wish to see for the cost factors for each level afterwards ( ie cost in minerals , size , damage resistance , and then values and weapon stuff )
then the family window pops up with the results and then you can commit that family or edit it and save the changes or cancel it.
P.S.
I use the modder all the time. It is fantastic.
But to use it you do need the ability to keep track of families pictures used etc...
Perhaps another release with some reports on what is currently being used in the mod http://forum.shrapnelgames.com/images/icons/icon7.gif
DavidG
February 14th, 2004, 06:57 PM
Originally posted by tesco samoa:
i think one great improvement would be for you to be able to insert items where you want in the text files..
example. You have created 3 more levels of armor.
instead of putting them at the end it prompts you if you would like to insert it after the current armor in the text file ( could be an option you turn off or on )
<font size="2" face="sans-serif, arial, verdana">I don't understand, does it not do this already?
Originally posted by tesco samoa:
And I would love to see the ability for the modder to show a family ( seperate window ) so you could see all the components or facilites in that family at once.
Then allow you to edit it on the family tree.
<font size="2" face="sans-serif, arial, verdana">yea this would be nice. Not quite what you want but have you tried the print command from the file menu? It won't actually Print when you select it but will open up a list of components or facilities organized by family in your text editor. (thus allowing you to print it from there if you want)
Originally posted by tesco samoa:
And another cool idea i have is the create family
where you create the first item and then it asks you what you wish to see for the cost factors for each level afterwards ( ie cost in minerals , size , damage resistance , and then values and weapon stuff )
then the family window pops up with the results and then you can commit that family or edit it and save the changes or cancel it.
<font size="2" face="sans-serif, arial, verdana">Uh isn't this already in there? Other that the Last bit. Clicking OK in the Create Family window commits the changes. They would then have to be edited in the usually way
DavidG
February 15th, 2004, 02:48 AM
Originally posted by se5a:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by tesco samoa:
perhaps 1.76 should have a notepad added http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="sans-serif, arial, verdana">there already is, well kind of anyway.
you just go to the source files tab </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">or EditPlus2 http://forum.shrapnelgames.com/images/icons/icon12.gif . That option opens up the source files in your default text editor.
Yea the modder does hate TABS (at least it used to). Although I thought I had mostly fixed that in the latest Version. Hmmm else maybe I fixed it and nver uploaded it...
I've used the program as a tester for other mods too. It works great if you go through the Reasearch items to see what they Lead To. Any typos in the data files or wrong research requirements will be easy to spot.
Thanks for the bug reports.
se5a
February 15th, 2004, 09:35 AM
soo what about the bug i posted?
can you fix it easly?
DavidG
February 15th, 2004, 03:02 PM
Originally posted by se5a:
soo what about the bug i posted?
can you fix it easly? <font size="2" face="sans-serif, arial, verdana">Yup. I'll upload it shortly. Anymore little bugs? ie has anyone an example of where the program still hates Tabs? (in ver 1.75 that is)
DavidG
February 15th, 2004, 03:04 PM
Originally posted by DavidG:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by tesco samoa:
i think one great improvement would be for you to be able to insert items where you want in the text files..
example. You have created 3 more levels of armor.
instead of putting them at the end it prompts you if you would like to insert it after the current armor in the text file ( could be an option you turn off or on )
<font size="2" face="sans-serif, arial, verdana">I don't understand, does it not do this already?
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Ah i think i see what you mean. if you click the New button it puts it at the end of the file. If however you say edit 'Armor III' and change the name and everything else to your new armor type it will let you save it after Armor III
tesco samoa
February 15th, 2004, 05:03 PM
Hi David Yes that is what I was saying.
For the other two suggestions it is just on presentation of data. And make it easier to see a whole family with one frame...
Aiken
February 15th, 2004, 07:27 PM
Originally posted by DavidG:
ie has anyone an example of where the program still hates Tabs? (in ver 1.75 that is) <font size="2" face="sans-serif, arial, verdana">Components.txt from AST Mod v.1.9.6. Some of the components are invisible, after convertation of tabs to spaces, everything ok.
ace joh
February 15th, 2004, 09:32 PM
Originally posted by DavidG:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by se5a:
soo what about the bug i posted?
can you fix it easly? <font size="2" face="sans-serif, arial, verdana">Yup. I'll upload it shortly. Anymore little bugs? ie has anyone an example of where the program still hates Tabs? (in ver 1.75 that is) </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Well, the image mod contains more than 1000 component images, but the modder only goes up to 900. Unless I'm missing something here?
DavidG
February 15th, 2004, 11:46 PM
Originally posted by ace joh:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by DavidG:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by se5a:
soo what about the bug i posted?
can you fix it easly? <font size="2" face="sans-serif, arial, verdana">Yup. I'll upload it shortly. Anymore little bugs? ie has anyone an example of where the program still hates Tabs? (in ver 1.75 that is) </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Well, the image mod contains more than 1000 component images, but the modder only goes up to 900. Unless I'm missing something here? </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Double clicking the component image will reset the max value for the slider bar.
Litcube
February 16th, 2004, 10:24 PM
Here's something that, mostly likely, no one else has run accross due to the age of the K-Modder.
The K-Modder's Ability Val, doesn't capitalize properly on it's second ability. DavidG's Mod program requires that the abilities are case sensitive.
You could probably fix that quite easily couldn't you? A few uppercase methods, and away you go.
se5a
March 10th, 2004, 07:27 AM
are you going to update the modder to include some of the latest patch goodies?
DavidG
March 11th, 2004, 02:25 AM
Originally posted by se5a:
are you going to update the modder to include some of the latest patch goodies? <font size="2" face="sans-serif, arial, verdana">Yea I plan to. I have started working on this. Just have to find time/motivation to finish it.
se5a
March 20th, 2004, 10:45 PM
*hands DavidG some motivation*
Elowan
June 11th, 2004, 04:53 PM
In Version 1.76 - I'm still getting the numeral '17' in the 1st listing under Sensors.
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