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Devnullicus
October 25th, 2006, 10:49 PM
Just as an FYI, I'm currently working on an editor for the SE5 data files that should help a lot with modding. I'm starting with facilities, but plan to do most of the data files eventually. Progress has been very good so far and I expect to have a very rough alpha version done in another day or two.

Here's a screenshot of what the facilities editor screen looks like so far:

http://www.devnullsoftware.com/img/se5/facilities_editor1.png

When I get the facilities editor done, I'll start on the components editor. I'm doing this in C# using .Net 1.1, so it should be pretty easy for most people to install and use. We'll see. I'll post more as I do more.

Raapys
October 25th, 2006, 10:51 PM
That's completely neat!

Fyron
October 25th, 2006, 11:03 PM
You might want to add some sort of built-in formula builder to help the less mathematically-inclined. It could include presets for all sorts of different effects, like exponential decay for diminishing returns. If you make the app do work for the modder, it will be a lot more useful than just being a "visual" editor, in my opinion.

Also, might want to have a way to move facilities around in the file, for better organization.

pujal
October 25th, 2006, 11:07 PM
Looks nice, looking forward to the release.

Devnullicus
October 25th, 2006, 11:07 PM
The little ? buttons next to each formula textbox are intended to be a formula wizard and will show values at various levels.

Looking into a generic formula parsing algorithm now, in fact.

Hmmm, hadn't thought about moving them around in the file. Could be done relatively easily, but would make the sorting I do in the list-view a bit harder. I'll have to think about a good way to do it. With a good GUI, I'm not sure why you'd care about the order in the text file, honestly.

Shadowstar
October 25th, 2006, 11:21 PM
Great idea. Hopefully you can avoid the pitfalls of the SEIV Component Modder application. It was fairly useful at times, though a bit tricky due to bugs and weird "features".

A suggestion: a weapon damage calculator for the component modder section, to assist in balancing weapons vs each other.

I think there is already a damage calculator out there, maybe see about integrating it?

Ironmanbc
October 25th, 2006, 11:23 PM
cool that will help alot of us http://forum.shrapnelgames.com/images/smilies/happy.gif

Devnullicus
October 25th, 2006, 11:25 PM
Yup, I'd definitely planned on some weapon damage charts, but haven't thought far enough ahead about how to integrate them. Definitely something I want to do though since I think the weapon damages could definitely use some tweaking.

Fyron
October 26th, 2006, 01:24 AM
Devnullicus said:
With a good GUI, I'm not sure why you'd care about the order in the text file, honestly.

Because it makes a massive difference to gameplay. A poorly sorted (eg: alphabetized) list makes it take forever to design ships.

Could be done relatively easily, but would make the sorting I do in the list-view a bit harder.

How are you doing it? You can just tie an ArrayList into the list view object to handle it automatically.

Kana
October 26th, 2006, 01:31 AM
All I have to say is YAAAAAA!!!!!!!!!!!

Phoenix-D
October 26th, 2006, 01:46 AM
Devnullicus said:
Hmmm, hadn't thought about moving them around in the file. Could be done relatively easily, but would make the sorting I do in the list-view a bit harder. I'll have to think about a good way to do it. With a good GUI, I'm not sure why you'd care about the order in the text file, honestly.



In case Fyron's response wasn't clear enough: the order in the text file determines the order in-game (at least when alpha sorting is off).

Devnullicus
October 26th, 2006, 02:05 AM
For facilities, the "Facility Group" seems to control the order within the game. Within a particular Facility Group, I would guess the order to be the same as in the file, but I haven't verified that.

For components, I would guess that the "General Group" field works similarly to "Facility Group", but again, haven't verified that.

As for how I'm doing the sorting, it can currently be sorted in ascending or descending order by name or by facility group. I'm using some slightly modified code I found on Microsoft http://support.microsoft.com/kb/319401

But yes, now that I think about it, alphabetical sorting doesn't make as much sense. I think I'll modify it so you can drag the facilities to whatever order you wish and get rid of the alpha-sorting.

Or maybe I'll just add some info to make it know what order to put it in the file, because the alpha-sorting by name or facility group is actually kind of useful as well. Will have to think a bit more on this one.

Thanks for the suggestions!

Jarena
October 26th, 2006, 02:30 AM
this is insanely ultimate
Devnullicus, I tip my hat to you.

Fyron
October 26th, 2006, 02:43 AM
For components, I would guess that the "General Group" field works similarly to "Facility Group", but again, haven't verified that.

Nope, just one big list for components. You can use component groups in filters (which makes the list only show components in that group), but those are very slow to use compared to good sorting.

Or maybe I'll just add some info to make it know what order to put it in the file, because the alpha-sorting by name or facility group is actually kind of useful as well.

I think you run the risk of making a confusing interface here. You want to let the user move the items, but still want it alphasorted? You've got to go one way or the other here, or provide some sort of option to switch between them.

Kamog
October 26th, 2006, 02:57 AM
Wow, that looks like a very handy and helpful program for modding. http://forum.shrapnelgames.com/images/smilies/happy.gif Very nice!!

Suicide Junkie
October 26th, 2006, 03:31 AM
The component group is used for prioritizing repairs.
I find that there tends to be serious conflicts between filtering on that and getting useful repair priorities.

Since the order of components is everything a filter is, but better, and bad repair priorities have no workaround, repair priorities win.

Hemperor
October 26th, 2006, 04:50 AM
Any chance youll do one for events?

Devnullicus
October 26th, 2006, 06:03 AM
My plan is to do editors for all the data files and maybe the racial data files as well. Currently, I'm on vacation and having fun doing the code for this. When my vacation ends in a week and a half or so, I doubt I'll have a lot of time to work on this any more, so we'll see how much I get done by then.

Whatever I get done, I'll release along with full source code in case anyone feels like finishing up what I don't have time for.

I'm currently just about done with Facilities - I still have to finish up the reordering, adding and deleting items from the various lists, and saving the data back to the file. I also have the formula wizard to do, and I suspect that will take much of tomorrow.

At this point, I think I have a good idea of how to do most of the rest of the data files, so they should start going quicker. Except for Components, most of the rest of the data files aren't as complex. Components is what I'm planning on next - I'm guessing I'll get to those by sometime tomorrow. After that, I could probably do Events, but have no definite priorities yet.

The best part about this is that I'm having a blast and learning a new language (C#) as well http://forum.shrapnelgames.com/images/smilies/happy.gif I suspect I'd be getting this done a little faster if I wasn't having to look up so much syntax, but even so, I'm finding C# to be one of the fastest development languages for this kind of task I've ever used. I'm pretty impressed with how easy this program has been to throw together so far.

tmcc
October 26th, 2006, 10:25 AM
Devnullicus, this is awesome. Should be a huge help. Any chance to do this for AI scripts? I personally that AI is the most "broken" part of the game and needs a ton of modder help.

Devnullicus
October 26th, 2006, 03:06 PM
Just a quick update. The Facilities Editor UI is pretty much in final form and I'm starting on the formula parser/wizard. Here's a screenshot of what the editor looks like now.

http://www.devnullsoftware.com/img/se5/facilities_editor2.jpg

Kana
October 26th, 2006, 03:13 PM
Again Yaaaa !!!!

Combat Wombat
October 26th, 2006, 03:32 PM
damn devnull this stuff is great!

Devnullicus
October 26th, 2006, 09:40 PM
I've now done a successful test of loading a facilities file, modifying some data and saving it back out. All that's really left at this point is the formula parser which I'll be starting on tonight. Hopefully, I'll be able to make a release of this code tomorrow or this weekend.

As part of the "polish", I'm doing stuff like the about-menu, etc. and I noticed I have no icon. Since my art ability is about nil, I was wondering if any of you artsy types feel like making an icon for the editor?

MasterChiToes
October 26th, 2006, 10:32 PM
Here is an online icon maker... you can upload any image to it. I've used it to make favicons for websites.

http://www.imageauthor.com/

Devnullicus
October 26th, 2006, 10:34 PM
Did you see the part where I said "my art ability is about nil"? http://forum.shrapnelgames.com/images/smilies/happy.gif

Think "programmer-art" and shudder in fear.

Atrocities
October 26th, 2006, 11:43 PM
YOU ARE MY HERO!

MasterChiToes
October 27th, 2006, 01:21 AM
Devnullicus said:
Did you see the part where I said "my art ability is about nil"? http://forum.shrapnelgames.com/images/smilies/happy.gif

Think "programmer-art" and shudder in fear.



Few graphics editors do icons, so that might still be a handy option for whomever makes the icon. Nice, considering that that site can import uploads in other image formats... someone just needs to make a square picture.

Of course, I've been wrong before... like about the unstable warp point to the center of that black hole. http://forum.shrapnelgames.com/images/smilies/stupid.gif

Fyron
October 27th, 2006, 03:00 AM
For reference, Visual Studio has a built-in icon editor.

Devnullicus
October 27th, 2006, 03:37 AM
I have photoshop and all sorts of tools to make images. It doesn't even need to be a .ico or .bmp file, I can use jpg, gif, png, etc.

What I'm lacking is SKILL at making any kind of reasonable-looking image. http://forum.shrapnelgames.com/images/smilies/happy.gif Really, I have close to zero artistic ability.

I've got a temporary image I'm using for now, but what I'm hoping is that someone artistic feels like making a nifty image for the "About" window. If you also feel like making a nifty .ico file for the program icon, that'd be neat, too.

If no one feels like doing this..that's ok too! I'll happily release without things like nifty icons. I just think they make things a little more polished is all.

Combat Wombat
October 27th, 2006, 03:41 AM
Hows this work for ya Devnull?

http://www.secenter.org/se5edit.ico

Devnullicus
October 27th, 2006, 03:55 AM
Perfect! Thank you! If you let me know any information you wish to have known in the credits, I'll put ya in http://forum.shrapnelgames.com/images/smilies/happy.gif

Combat Wombat
October 27th, 2006, 04:09 AM
Just credit James "Combat Wombat" Phillips

Devnullicus
October 27th, 2006, 05:53 AM
Woohoo! I've got the formula parser working. It will now evaluate a formula and tell if its valid or not. I can also plug in values for any "variables" in the formula and calculate the answers.

Next steps: Formula wizard to help create formulas and show the values of the formulas at various levels.

Getting close! http://forum.shrapnelgames.com/images/smilies/happy.gif

Devnullicus
October 27th, 2006, 08:33 AM
Here's some shots of the Formula Wizard - it's turning out quite well, actually.

Valid Formula:
http://www.devnullsoftware.com/img/se5/formula_wizard1.jpg

Invalid Formula (with explanation of error):
http://www.devnullsoftware.com/img/se5/formula_wizard2.jpg

I'm just about done with the formula wizard. After that, I need to debug the column sorting and reordering in the facility list (it works MOST of the time, but sometimes not, so I need to find out why and fix it) and then package it all up with an installer.

Once I release the initial version, I'll start on the component editor.

Suicide Junkie
October 27th, 2006, 08:41 AM
Here is something that may catch you:
What is 100 + 10 - 10 - 100?

And another good one is:
100 / 2 / 2 / 2
Also ask yourself if the answer should be rounded off.

Fyron
October 27th, 2006, 01:48 PM
Yeah... SE5 has its own unique interpretation of arithmetic.

Devnullicus
October 27th, 2006, 02:07 PM
Suicide Junkie said:
Here is something that may catch you:
What is 100 + 10 - 10 - 100?

And another good one is:
100 / 2 / 2 / 2
Also ask yourself if the answer should be rounded off.



According to the wizard, the values for those are:
0 and 12.5

I have no idea how SEV does its rounding. The library I'm using does all the calculations as doubles (floating point values).

Are there some strange rules that SE5 uses that I should try to put in the calculator?

Timstone
October 27th, 2006, 05:38 PM
This editor is absolutely fantastic.
Top notch work Devnullicus! http://forum.shrapnelgames.com/images/icons/icon14.gif

Devnullicus
October 30th, 2006, 07:10 PM
ok, now that the facility editor is done, I've started on the components editor. There sure is an awful lot of info for each component! I had to go to a tabbed Form just to hold all the options! Anyway, here's a few screenshots to show what the GUI layout will be:

General Tab:
http://www.devnullsoftware.com/se5/img/components_editor1.png

Requirements & Abilities Tab:
http://www.devnullsoftware.com/se5/img/components_editor2.png

Weapon Tab:
http://www.devnullsoftware.com/se5/img/components_editor3.png

President_Elect_Shang
October 31st, 2006, 12:57 AM
Dev will your editor take into account mad men with nuty mods? For instance one weapon I made has this range formula:

0 - iif([%Range%] < 20, 0, iif([%Range%] < 50, 10, iif([%Range%] < 90, 20, iif([%Range%] < 140, 30, iif([%Range%] < 170, 40, iif([%Range%] < 200, 50, iif([%Range%] < 230, 60, iif([%Range%] < 250, 70, iif([%Range%] < 270, 80, iif([%Range%] < 500, 90, 0))))))))))

And another has this damage formula:

iif([%Range%] <= 10, 80, iif([%Range%] <= 20, 70, iif([%Range%] <= 30, 50, iif([%Range%] <= 60, 40, iif([%Range%] <= 90, 30, iif([%Range%] <= 130, 20, iif([%Range%] <= 240, 10, iif([%Range%] > 241, 0, 0))))))))

Fyron
October 31st, 2006, 03:20 AM
It should be noted that you do not actually need the iffs to get SE4-like damage at range; just use the damage at range fields (SJ posted an example in another thread).

Devnullicus
October 31st, 2006, 04:32 AM
It should, as soon as I get the rest of the functions like "iif" into the editor. For this release, I only implemented the ones used by facilities.txt.

But as long as the formula is a valid mathematical expression, it should work in the editor.

President_Elect_Shang
October 31st, 2006, 10:12 AM
Imperator Fyron said:
It should be noted that you do not actually need the iffs to get SE4-like damage at range; just use the damage at range fields (SJ posted an example in another thread).



Mmm? I’m not using SE4 style damage.

skigrinder
October 31st, 2006, 02:23 PM
This editor will be of great help!!
I've always hated mucking with the text files.

I installed v1.0 (using all defaults) but get the following when I fire up the Editor:

"The application failed to initialize properly...."

Do I need to be in a specific folder when I execute the install procedure?
Did I do something wrong.

Please help.

Also, any chance you'll do something similar for the SEV map files?
Is there any way to include specifications for moons on SEV planets?
I really miss having moons in SEV

Thanx,
skigrinder

Combat Wombat
October 31st, 2006, 02:40 PM
Devnull for the editors you need to have it show the iamge that is selected for the component or ship or whatever is being edited.

Devnullicus
October 31st, 2006, 03:30 PM
Combat Wombat said:
Devnull for the editors you need to have it show the iamge that is selected for the component or ship or whatever is being edited.



Umm..it does, I thought?

Devnullicus
October 31st, 2006, 03:33 PM
skigrinder said:
I installed v1.0 (using all defaults) but get the following when I fire up the Editor:

"The application failed to initialize properly...."

Do I need to be in a specific folder when I execute the install procedure?




Nope, the installer should set the appropriate registry settings so that when the editor starts up, it knows where to find its data files.

What version of Windows are you using? Do you have the .NET framework 1.1 or greater installed?

skigrinder
October 31st, 2006, 04:01 PM
Any way to make the editor work without .NET?

I'm running XP SP2 and have Visual Studio 6.0 installed and don't want to install .NET for fear of messing up a development environment that is critical for an app that I support.

Any ideas?
Am I being paranoid about not installing .NET?

Devnullicus
October 31st, 2006, 04:03 PM
Nope, it's written in C# and requires .NET. Sorry.

Elsemeravin
October 31st, 2006, 04:06 PM
When using the facility editor, it does list as variable only [%Amount1%] [%Amount2%] and [%level%].
Would it be possible to add more (there must be more, like the tonnage or structure of the facility isn't it ?)

Kana
October 31st, 2006, 04:07 PM
skigrinder said:
Any way to make the editor work without .NET?

I'm running XP SP2 and have Visual Studio 6.0 installed and don't want to install .NET for fear of messing up a development environment that is critical for an app that I support.

Any ideas?
Am I being paranoid about not installing .NET?



You running support for apps, and you dont have virtural enviroments to run them in. Not sure what the webpage is, but MS has a virtual pc program, that allow you to run programs and OS in a virtual space on your machine, without affecting other parts of the machine and current OS.

Fyron
October 31st, 2006, 04:10 PM
skigrinder said:
Am I being paranoid about not installing .NET?

The .NET runtime won't interfere with the normal c++ runtime libraries.

Combat Wombat
October 31st, 2006, 04:23 PM
Devnullicus said:

Combat Wombat said:
Devnull for the editors you need to have it show the iamge that is selected for the component or ship or whatever is being edited.



Umm..it does, I thought?



rofl I missed the box in the upper right corner of the first picture http://forum.shrapnelgames.com/images/smilies/laugh.gif just ignore me

Devnullicus
October 31st, 2006, 04:24 PM
Elsemeravin said:
When using the facility editor, it does list as variable only [%Amount1%] [%Amount2%] and [%level%].
Would it be possible to add more (there must be more, like the tonnage or structure of the facility isn't it ?)



The known variables are not fully fleshed out yet, honestly. For the initial release, I only allowed the variables that were actually used in facilties.txt already. However, if you just type in the variable names you want, it should recognize them as variables.

Also, if you want to get really ambitious, you can add them to the formula wizard's list of possible variables by editing the SE5Editor/Data/consts.txt file and adding any new variable names you want by adding more "ReplacementStringFacility" entries. Do this at your own risk, however, as it will likely get overwritten when I come out with the next version of the editor.

If you have specific variables that make sense for me to add permanently, let me know and I can add them to the list for my next release.

Devnullicus
November 1st, 2006, 09:02 PM
OK, I'm doing the final steps for the next release of the editor, but I'm thinking that the main page looks awfully..blank.

I'd like to use some snazzy artwork for the main page, but I don't want to use any of the SE V artwork (worried about permission issues) and I have no skill at creating artwork.

Does anyone feel like creating an image I could use for the editor? I'd prefer an image around 800x600, if possible, though any size of 640x480 or greater will do. I would, of course, give full kudos in the credits, readme, etc.

Combat Wombat
November 1st, 2006, 09:25 PM
Would something made from a SEV screenshot be fine? or Do you want something completely original?

Devnullicus
November 1st, 2006, 09:57 PM
Personally, I'd love to use the awesome artwork from SE V, but .. I worry about copyright issues. I've gotten permission from Aaron to use the images from the game data in the modding tool, but I don't know if I'd feel comfortable using the artwork as..well, artwork. A screenshot seems iffy in the copyright dept, too.

So, yeah, I'm thinking something based on SE V, but not from SE V, if that makes sense.

Suicide Junkie
November 2nd, 2006, 01:42 AM
What about simply not including them?

Instead, load up the images from the pictures folder when you start.

Devnullicus
November 2nd, 2006, 01:46 AM
I do already - that's not what I'm talking about. I can certainly load one of the game's images into the main page of the editor (pictures/UI/Dlg_Credits.bmp looks marvelous, in fact!) I don't WANT to do that, however.

Using the component images, etc in order to mod them is one thing. Using the game's artwork to make my program look nicer is another. It's a subtle difference, but one that I'd like to pay attention to.

That said, if no one feels like making some artwork, I can live with that. The main page will just be ... blank. http://forum.shrapnelgames.com/images/smilies/happy.gif

Kana
November 2nd, 2006, 04:58 AM
Well if it picks an image from random from the SEV directory of whoevers computer its on, I'm not sure how that can be considered copywrite infringment.

Fyron
November 2nd, 2006, 03:01 PM
Why would they want to sue you over using images from a game you are explicitly making an editor for? I don't understand the concern.

Shadowstar
November 2nd, 2006, 06:42 PM
I don't think he's talking about copyrights. He'd just like to have some original artwork for his program. It's more of a aesthetic preference than anything, as I understand.

Maybe I could whip something up. Let me know and I'll see what I can do if I can find some time this weekend.

Devnullicus
November 2nd, 2006, 06:45 PM
That would be great, actually. I've used an SE5 image and put some strategically placed text boxes over it in places to get the effect I want for now, but I'd still rather use some original artwork there.

Though, I must say that I am somewhat pleased with the current image. *shrug*

Devnullicus
November 3rd, 2006, 06:25 PM
A jpg, png, gif, bmp, or whatever is fine. C# will handle them all. As for where, just email it as an attachment to devnull at devnullsoftware.com

Shadowstar
November 4th, 2006, 03:59 AM
Where should I send the new image?

Suicide Junkie
November 4th, 2006, 04:05 AM
You could always upload it here...

Shadowstar
November 4th, 2006, 04:11 AM
Ok, but it's a bitmap, since the original image he's using is a bitmap and I designed my image so that he could just swap the files and it would fit perfectly. I even put the Space Empires 5 logo on it so that it would line up with his text-boxes. I can provide a version without the logo if needed.

Suicide Junkie
November 4th, 2006, 04:55 AM
Well, a zipped bitmap, at least.

Since you're not trying to display it online, there's no reason not to compress it down to a nice size.

Shadowstar
November 4th, 2006, 05:08 AM
Good point. I've modified the original attachement so that it is a zip now.

Santiago
November 4th, 2006, 10:47 AM
Nice opening picture.

On the components editor-
I was looking at Kwok's mod (great mod btw) just to see how the editor worked. On the General tab, General group, the drop down box to select the group is listing the groups twice, ie cargo cargo, engines engines, weapons weapons, etc etc. Also the same with the Weapon Delivery type under the Weapons tab.

The component listing is sorted by group. It would be nice to be able to sort by name by clicking on "Name" Same for the Facilities editor.

Great work ! What's next?

Devnullicus
November 4th, 2006, 04:04 PM
Santiago said:
Nice opening picture.

On the components editor-
I was looking at Kwok's mod (great mod btw) just to see how the editor worked. On the General tab, General group, the drop down box to select the group is listing the groups twice, ie cargo cargo, engines engines, weapons weapons, etc etc. Also the same with the Weapon Delivery type under the Weapons tab.



Hmm, I'm guessing that this only happened after opening the components editor window more than once. I think I might know what's going on there. I'll look into it.


The component listing is sorted by group. It would be nice to be able to sort by name by clicking on "Name" Same for the Facilities editor.



I actually had the listview sortable by any column at one point (and all the code is still there to do it), but it made the move-up and move-down buttons work very strangely, so I disabled the sorting. I'm sure it's a solvable problem - I just had better things to work on. Meh, if I have free time and not much else to do, I'll probably look at that one again http://forum.shrapnelgames.com/images/smilies/happy.gif


Great work ! What's next?


Working on showing graphs in the formula editor, currently. I want to be able to see a graphical representation of the equation. I've got that mostly working at this point. Then I'll be working on an editor for techareas.txt.

Shadowstar
November 4th, 2006, 04:40 PM
Did you get the email I sent you? Gmail was acting funny so I wasn't sure it went through.

Devnullicus
November 4th, 2006, 08:42 PM
Yes, I did. Sorry, forgot to reply http://forum.shrapnelgames.com/images/smilies/happy.gif I've got the image replaced for the next version. Thanks for doing this? Who (i.e what name) should I give credit to?

Shadowstar
November 4th, 2006, 09:16 PM
Credit should go to: Rob Allen Beckwith

If you want, you could also mention my business, Shadowstar Design at www.shadowstardesign.com. (http://www.shadowstardesign.com.) This is where I sell most of my artwork, though I've had to cut back on that quite a bit in order to save money.

Elsemeravin
November 5th, 2006, 07:13 PM
I am starting to use your editor for real purpose (not testing) as it makes the file editing so much more natural.
But I met a new problem. The "AI Tag xx" abilities are not accepted in the component editor. As I am cirrently implementing that part I need to go back to notepad http://forum.shrapnelgames.com/images/smilies/happy.gif

Devnullicus
November 5th, 2006, 07:35 PM
Hmmm, I thought I put those in there. Well, if you want a quick fix, find the file <SE5Editor home dir>/data/consts.txt. Add the appropriate type to the AbilityType section.

skigrinder
November 6th, 2006, 12:51 PM
Any chance you'll extend the SEV Editor to include the systemtypes.txt files?

Elsemeravin
November 6th, 2006, 04:47 PM
Devnullicus said:
Hmmm, I thought I put those in there. Well, if you want a quick fix, find the file <SE5Editor home dir>/data/consts.txt. Add the appropriate type to the AbilityType section.



It solves the problem, thanks.

Elsemeravin
November 6th, 2006, 07:11 PM
Hey, would it be possible to add a "copy component" button in addition to current "add" and "remove" buttons? Indeed very often I'm using an existing component not to have to write every caracteristic from scratch. http://forum.shrapnelgames.com/images/smilies/redface.gif

Devnullicus
November 13th, 2006, 12:53 AM
Elsemeravin said:
Hey, would it be possible to add a "copy component" button in addition to current "add" and "remove" buttons? Indeed very often I'm using an existing component not to have to write every caracteristic from scratch. http://forum.shrapnelgames.com/images/smilies/redface.gif



Yeah, that's a really good idea. Too bad I completely missed this until just now. I'll see about adding it soon though - it should be easy to implement.

Devnullicus
November 15th, 2006, 07:53 AM
OK, I'm sick of starting a new thread for every release of the editor, so I'll just announce it here from now on

Version 1.3 is released
Added Component Enhancements Editor
Added Planet Sizes editor
Added more script functions
Better behavior when cancelling setting of mod directory
Added Validate All button to editors
Enabled Help Menu item
Enabled Tech Tree to be resized better


Enjoy! I'm off to GenCon for the weekend http://forum.shrapnelgames.com/images/smilies/happy.gif

Elsemeravin
November 18th, 2006, 08:56 PM
Hi,

First of all, you should know I stopped editing the files manually and I'm currently using only your editor http://forum.shrapnelgames.com/images/smilies/happy.gif

Then, I met another problem. I added many pictures into Bmp_TechIcons.bmp as I have many new techs. To do so I increased the height of the bitmap and added 5 lines of pics. However, while the image reference of 169 is ok in the game, the editor complains about it:

CG_Claws:
* Invalid Picture # 169: e:\jeux\space empires v\Pictures\UI\Bmp_TechIcons.bmp only contains images [1 - 168]


EDIT: one more consequence is the impossibility to see the tech tree while the problem remains:


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

************** Exception Text **************
System.ArgumentNullException: Value cannot be null.
Parameter name: image
at System.Drawing.Graphics.DrawImage(Image image, Int32 x, Int32 y)
at System.Drawing.Graphics.DrawImageUnscaled(Image image, Rectangle rect)
at Se5Editor.TechAreasForm.panelTechTree_Paint(Object sender, PaintEventArgs e)
at System.Windows.Forms.Control.OnPaint(PaintEventArg s e)
at System.Windows.Forms.Control.PaintWithErrorHandlin g(PaintEventArgs e, Int16 layer, Boolean disposeEventArgs)
at System.Windows.Forms.Control.WmPaint(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Mes sage& 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: <a href="file:///d:/windows/microsoft.net/framework/v1.1.4322/mscorlib.dll" target="_blank">file:///d:/windows/microsoft.net/framework/v1.1.4322/mscorlib.dll</a>
----------------------------------------
Se5Editor
Assembly Version: 1.3.0.0
Win32 Version: 1.3.0.0
CodeBase: <a href="file:///D:/Documents%20and%20Settings/thuylvain.MAIN/Mes%20documents/SEV/Space%20Empires%20V%20Editor/Se5Editor.exe" target="_blank">file:///D:/Documents%20and%20Settings/thuylvain.MAIN/Mes%20documents/SEV/Space%20Empires%20V%20Editor/Se5Editor.exe</a>
----------------------------------------
System.Windows.Forms
Assembly Version: 1.0.5000.0
Win32 Version: 1.1.4322.573
CodeBase: <a href="file:///d:/windows/assembly/gac/system.windows.forms/1.0.5000.0__b77a5c561934e089/system.windows.forms.dll" target="_blank">file:///d:/windows/assembly/gac/system.windows.forms/1.0.5000.0__b77a5c561934e089/system.windows.forms.dll</a>
----------------------------------------
System
Assembly Version: 1.0.5000.0
Win32 Version: 1.1.4322.573
CodeBase: <a href="file:///d:/windows/assembly/gac/system/1.0.5000.0__b77a5c561934e089/system.dll" target="_blank">file:///d:/windows/assembly/gac/system/1.0.5000.0__b77a5c561934e089/system.dll</a>
----------------------------------------
System.Drawing
Assembly Version: 1.0.5000.0
Win32 Version: 1.1.4322.573
CodeBase: <a href="file:///d:/windows/assembly/gac/system.drawing/1.0.5000.0__b03f5f7f11d50a3a/system.drawing.dll" target="_blank">file:///d:/windows/assembly/gac/system.drawing/1.0.5000.0__b03f5f7f11d50a3a/system.drawing.dll</a>
----------------------------------------

************** 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.



(I hope I am clearer than last time...)

Devnullicus
November 19th, 2006, 09:50 PM
Interesting. I didn't realize the game could expand on the pictures in that file. Well, that's easily fixable at least. I'll make sure that's in the new version, due in the next day or so.

Elsemeravin
November 20th, 2006, 03:11 PM
Thanks, I'm heavily working on that file and while it is still usable, it's not as nice (are we becoming demanding? http://forum.shrapnelgames.com/images/smilies/tongue.gif)

Fyron
November 20th, 2006, 03:41 PM
All such mini icon files are expandable, to my knowledge.

Elsemeravin
November 20th, 2006, 04:00 PM
Solved ! Thanks ! http://forum.shrapnelgames.com/images/smilies/cool.gif