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View Full Version : Space Empires V Editor 1.4 Released


Devnullicus
November 20th, 2006, 04:28 AM
Version 1.4 is finally ready!

Added View Menu
Add Weapon Comparison Viewer
Moved Tech Tree Viewer to it's own window (accessed via View Menu)
Added Save-To-File button in Tech Tree Viewer (saves to XML format)
Added a data-visualization graph function to the Formula Wizard with 2d graphs for 1-var equations and "surface graphs" (actually 3d-spline graphs) for 2 var equations. I'm using a trial version of Super2d3dGraphLibrary from http://www.softwaresigloXXI.com as it allowed me to put a really nice set of graphs in to the tool without taking the time to write my own. If you want graphs without ads, you must purchase your own licensed version, but the trial version included here will work.
Added menu option to use graphing formula wizard or not (in case you want the old style (which can be a little speedier)).
Added Vehicle Unit Types editor
fixed a couple of minor problems when reading older data files (allows some backwards compatibility for the editor since the game seems to do so)
More descriptive messages when tech tree finds problems. Also caught some errors that were causing the editor to crash and now handle them more gracefully.
Fixed crash where the tech areas editor and tech tree viewer would crash when trying to load a tech tree that has errors. Now it will simply report the errors and continue rather than crashing (it still won't show the tech tree though since it's an invalid tech tree)
Editor no longer complains if more than 168 tech area images are used if the underlying image has been expanded to have room for them
If a file has read errors, the editors will now still allow editing of the items that it did read correctly. Beware though, saving after this will only write back to the file the parts that the editor understood and is thus NOT recommended.


There's probably a few other things as well that I've forgotten http://forum.shrapnelgames.com/images/smilies/happy.gif

This will probably be the last update for a bit as I need to concentrate on work for the next few weeks. If there are issues, I'll try to fix them quickly, so please let me know, but I don't expect to be adding more features for a bit.

Elsemeravin
November 20th, 2006, 03:15 PM
Great !

Kana
November 20th, 2006, 03:37 PM
Good work as usual...

You added a Vehicle Unit editor...Are you planning on adding a Vehicle Editor as well...?

Fyron
November 20th, 2006, 03:40 PM
Devnullicus said:
If you want graphs without ads, you must purchase your own licensed version, but the trial version included here will work.

That's rather disconcerting...

Devnullicus
November 20th, 2006, 04:28 PM
Kana said:
Good work as usual...

You added a Vehicle Unit editor...Are you planning on adding a Vehicle Editor as well...?



VehicleSizes.txt editor will probably be in the next version. Not sure when that will be though - I suspect it will be at least a few weeks as I need to concentrate on work for a while.

Devnullicus
November 20th, 2006, 04:33 PM
Imperator Fyron said:
Devnullicus said:
If you want graphs without ads, you must purchase your own licensed version, but the trial version included here will work.

That's rather disconcerting...



Well, I had 2 choices:
1) use the trial version with ads and get things up and running within a day (which is about how long it took)
2) create my own graphs. Originally, I was going to do exactly that and I have a DirectX9 version that mostly works. But it wasn't quite working correctly and it would have taken more time than I wanted to spend to get a graph that was only mediocre anyway.

So, after dinking around for a bit with option 2, I decided to go with option 1 and get a very nice graphing system at the small cost of some ads in the graph itself.

If you're worried about spyware, etc, I can tell you that the installer doesn't do ANYTHING special for the library. All I do is put the dll into the editor's directory - there's no extra registry settings or .NET install stuff I do for the DLL.

As far as I can tell, and also after some long discussions with the graph library's author, there is nothing funky about the dll - no spyware, etc. It's just a normal DLL http://forum.shrapnelgames.com/images/smilies/happy.gif

Elsemeravin
November 20th, 2006, 04:45 PM
Good you go back to work and come back with many new ideas http://forum.shrapnelgames.com/images/smilies/tongue.gif

Thy_Reaper
November 22nd, 2006, 10:59 PM
I like the editor so far, but it has decided that any changes to the Weapon Reload Rate MS Formula should get stored in the Seeker Speed Formula instead, which causes errors, etc.

Devnullicus
November 23rd, 2006, 12:16 AM
Thy_Reaper said:
I like the editor so far, but it has decided that any changes to the Weapon Reload Rate MS Formula should get stored in the Seeker Speed Formula instead, which causes errors, etc.



doh...that sounds kind of bad http://forum.shrapnelgames.com/images/smilies/happy.gif I'll look into it tonight.

Fyron
November 23rd, 2006, 12:29 AM
Devnullicus said:
If you're worried about spyware, etc, I can tell you that the installer doesn't do ANYTHING special for the library.

I'm just worried about the fact that a simple data file editor is now, in essence, adware... And we as the users have to purchase our own individual licenses of the graphing dll to get rid of the ads. http://forum.shrapnelgames.com/images/smilies/frown.gif

Devnullicus
November 23rd, 2006, 12:58 AM
Imperator Fyron said:
Devnullicus said:
If you're worried about spyware, etc, I can tell you that the installer doesn't do ANYTHING special for the library.

I'm just worried about the fact that a simple data file editor is now, in essence, adware... And we as the users have to purchase our own individual licenses of the graphing dll to get rid of the ads. http://forum.shrapnelgames.com/images/smilies/frown.gif



Well, there ARE a few other options:

1) don't use the graphs
2) don't use the editor
3) reprogram the editor yourself to make new graphs

See, it's not all doom and gloom, and there's always options http://forum.shrapnelgames.com/images/smilies/happy.gif

Devnullicus
November 23rd, 2006, 01:02 AM
Thy_Reaper said:
I like the editor so far, but it has decided that any changes to the Weapon Reload Rate MS Formula should get stored in the Seeker Speed Formula instead, which causes errors, etc.



Yup, you were right - a stupid cut-n-paste error on my part. *sigh* It will be fixed in the next version.

Elsemeravin
November 23rd, 2006, 03:09 AM
There seems to be a little problème concerning the "copy" button. Indeed it seems that the fields Maximum level and Level cost (maybe others?) for tech area editor are shares among the copies:
1. Changing the value of on does not trigger the "modified" flag
2. If we can finalement trigger the flag through another modification and then save, all copies get the same values for that field apparently.

EDIT: it seems maybe only due to the fact that you do not register the input value, only the arrows, then do not refresh the value when changing to another tech so it looks the same even if different?

Devnullicus
November 25th, 2006, 07:00 PM
ok, I've updated the editor to correct a few mistakes and give more info about the tech tree (i.e. what components, etc each tech area unlocks).

You can get version 1.4.1 at the usual place: http://www.devnullsoftware.com/se5

Elsemeravin
November 25th, 2006, 09:07 PM
I still get an erroneous error message as follow:

CG_Claws:
* Illegal Weapon Space Min Damage Modifier Formula 'iif([%Range%] <= 10 , 10 + ( 50 * ( Get_Design_Ability_Total("AI Tag 02",1))) , 0)': Invalid parameter count. Function '' requires 1 parameter(s).
* Illegal Weapon Space Max Damage Modifier Formula 'iif([%Range%] <= 10 , 10 + ( 50 * ( Get_Design_Ability_Total("AI Tag 02",1))) , 0)': Invalid parameter count. Function '' requires 1 parameter(s).


But I didn't want to disturb you as you need to focus on work don't you ? http://forum.shrapnelgames.com/images/smilies/tongue.gif

Devnullicus
November 26th, 2006, 02:21 AM
Elsemeravin said:
I still get an erroneous error message as follow:

CG_Claws:
* Illegal Weapon Space Min Damage Modifier Formula 'iif([%Range%] <= 10 , 10 + ( 50 * ( Get_Design_Ability_Total("AI Tag 02",1))) , 0)': Invalid parameter count. Function '' requires 1 parameter(s).
* Illegal Weapon Space Max Damage Modifier Formula 'iif([%Range%] <= 10 , 10 + ( 50 * ( Get_Design_Ability_Total("AI Tag 02",1))) , 0)': Invalid parameter count. Function '' requires 1 parameter(s).


But I didn't want to disturb you as you need to focus on work don't you ? http://forum.shrapnelgames.com/images/smilies/tongue.gif



I'm a bit confused by this actually. It's complaining about Get_Design_Ability_Total("AI Tag 02",1) because Get_Design_Ability_Total only takes one argument normally. Does the game accept that function with 2 arguments?

Of course, the error should also say that more clearly, but for some reason it's output'ing a blank for the function name.

As for me focusing on work, well, it's a 4 day weekend http://forum.shrapnelgames.com/images/smilies/happy.gif I've been working on a mod for SE5 most of the weekend and that's why I fixed the errors I did http://forum.shrapnelgames.com/images/smilies/happy.gif

Devnullicus
November 26th, 2006, 02:29 AM
Hmm, I take that back. Apparently, it does take 2 arguments, but I have no idea what the second argument is supposed to do. Sure would be nice to have a modder's manual that explained some of this. :/

Elsemeravin
November 26th, 2006, 06:08 AM
The second argument is to choose which of the amount you consider.
The best would be to be able to set the number of argument where you define the liste of available funtions (const.txt)

The message you write is very clear, just the error is wrong.

Devnullicus
December 1st, 2006, 02:56 AM
A few more bugfixes done.

Version 1.4.3
Added more formula-types to weapon comparison viewer
Fixed calculation for research cost in weapon comparison viewer
Fixed potential crash bug in weapon comparison viewer when component editor is also opened


Version 1.4.2
Got rid of duplicate entries in most comboboxes for facilties, components, etc.
Get_Design_Ability_Total changed to accept 2 arguments instead of 1
Fixed bug that wouldn't allow you to change Seeker Turn Rate to a non-integer value


Version 1.4.1
Fixed bug where component editor would use reload formula MS for seeker weapon speed (doh, stupid cut-n-paste errors!)
Tech Tree Viewer now shows tech information when you click on a node
Tech Tree file dump now shows components, enhancements, and vehicle sizes that are unlocked with each tech area.
Numeric inputs handle LostFocus better

skigrinder
December 22nd, 2006, 02:40 PM
Hi Devnull,

Hope things are well.

Just curious as to your progress in adding SystemTypes.txt to your editor.

I'm anxious to start generating maps with more interesting solar systems.

Thanx,
skigrinder

Suicide Junkie
December 22nd, 2006, 02:57 PM
What's stopping you?

Just fire up notepad, and have at it http://forum.shrapnelgames.com/images/smilies/happy.gif

President_Elect_Shang
December 22nd, 2006, 03:02 PM
What needs to be modified to get new planets and systems to work? I have added then both and when I go to generate a new game SE5 is crashing, when I generate a new map from the start-up screen not all the warp points are connecting. Can you list all the files that have to be modified?

Fyron
December 22nd, 2006, 03:56 PM
It's not as if the files are complex enough to require an editor...

Shang:
You should probably try testing them separately. Adding new systems only requires editing SystemTypes.txt and QuadrantTypes.txt.

President_Elect_Shang
December 22nd, 2006, 04:41 PM
The problem is where to start? I am remaking everything, absolutely nothing from stock except the atmosphere types. New planets, new stars, yada-yada-yada… So if I start with the system types it won’t work because I would be calling for planets that aren’t’ there. I will try this Stellar X file. I missed it before testing.

Phoenix-D
December 22nd, 2006, 04:42 PM
Simplest method is to leave the stock stuff in, make your own stuff, THEN cut out the stock stuff..

President_Elect_Shang
December 22nd, 2006, 05:16 PM
Um? You mean replace the stock stuff piece by piece? For example write my stars then replace the stock stars with mine? I have just started doing that. What we really need is a map viewer/editor, than I could generate my map and take a look at it to see what is going wrong. Can you make something like that Devnullicus?

Phoenix-D
December 22nd, 2006, 05:25 PM
No. I mean taking the file, sticking:

///
///Stock systems
///

above all the stock systems, and doing all your work above that line, with completely new entries. Then when you're done you just deleted everything after that.

President_Elect_Shang
December 22nd, 2006, 05:51 PM
Oh I see what you mean. That is just how I did the SystemTypes.txt and I still have the stock entries in. I will have to start over with all stock and replace the other files part by part till I find the one that is broken. I suspect it is in the StellarObjectTypes.txt.

Phoenix-D
December 22nd, 2006, 06:17 PM
There's some odd crash bugs as well. I found that if vehiclesize.txt doesn't have at least four entries, the game crashes when you click "new empire".

javaslinger
December 22nd, 2006, 09:14 PM
You have a version 1.44 and you haven't told anyone??? Shame, shame...
http://forum.shrapnelgames.com/images/smilies/happy.gif

Javaslinger

Devnullicus
December 28th, 2006, 03:26 PM
javaslinger said:
You have a version 1.44 and you haven't told anyone??? Shame, shame...
http://forum.shrapnelgames.com/images/smilies/happy.gif

Javaslinger



Meh, it was a relatively minor bugfix release. http://forum.shrapnelgames.com/images/smilies/happy.gif But yes, there is a 1.44 now http://forum.shrapnelgames.com/images/smilies/happy.gif

Of course, now that SEV 1.20 is out, I need to make a new version of the editor...

Raapys
January 14th, 2007, 01:22 PM
Some bugs/issues I've noticed with 1.43, all within the components editor. *edit* Dismissed the items listed as fixed in 1.44.

1. The editor will give an error if a formula only contains an iif() function, but I see that's already been registered as a bug and possibly fixed for 1.44?( Can't download 1.44,
it's going at 0.1 kb/s O_O *nvm* just my isp having fun with me)

2. In Firing Type Info, under Bolt, the 'Bolt Speed' field wont update if you write decimal values.

3. It would be a great improvement if the up and down moving of components could be made faster somehow. Perhaps drag and drop? I guess this would apply to the tech area editor and possibly facilities, as well.

4.The Facility editor's 'Facility Group' field doesn't work correctly.

5. Perhaps add a 'Copy ability' function as well?

That's about it, thanks for the work you've done!

Kana
March 23rd, 2007, 03:09 AM
Bump for current program progress report.

AgentZero
March 23rd, 2007, 03:29 AM
There are laws against necromancy, you know.

But in this case I'll let it go, coz I wanna know too.

Combat Wombat
March 23rd, 2007, 03:52 AM
I think devnull has likely gotten back to real life concerns you might get another version out of him but it could take awhile.

Santiago
March 23rd, 2007, 09:30 AM
I really would like to see this updated.

Devnullicus
August 25th, 2007, 02:13 PM
Sorry, I got taken over by aliens who insisted that I devote all my mental energy to work for the last 8 months or so. But the game is now finished so I can work on the editor some more. I have version 1.5 almost ready for release. Also have DevnullMod alpha almost ready for release.

javaslinger
August 25th, 2007, 02:16 PM
That is truly awesome news... Devnul was my mod of choice in SEIV...

Can't wait

Javaslinger

se5a
August 25th, 2007, 05:06 PM
just... please tell me it uses bm as a base, rather than stock.

Santiago
August 25th, 2007, 05:15 PM
Yay for the editor and the mod !

arthurtuxedo
August 25th, 2007, 06:25 PM
Great news. 1.4 still seems to be fully compatible with the latest versions of SE V, though, so I wonder what you're changing. I used it to build the DJAS mod.

Devnullicus
August 25th, 2007, 07:39 PM
Mainly, I'm just adding more features. I've got a Damage Types Editor now and am considering a script editor because I'm getting really tired of the idiotic AI. I've been avoiding modifying the AI scripts because I knew it would become a huge time sink for me, but at this point, I don't see a way to make the game fun to play without making the AI reasonable. And I really want this game to be fun.

Devnullicus
August 25th, 2007, 07:44 PM
And yes, DevnullMod is using BM Mod 1.09 as a base (though the components, tech areas, and facilties have been almost completely revamped and used BM Mod 0.99 as the base. I've been applying changes selectively from later BM Mod versions in those areas).

Fyron
August 25th, 2007, 09:04 PM
What would the script editor do? Provide syntax highlighting and possibly intellisense-type language completion? Its not like the data files that actually have a fairly fixed format. You can define whatever functions you want in the scripts, as well as completely change how any stock function works (or even remove some and rewrite stuff how you like).

Devnullicus
August 26th, 2007, 12:32 AM
Not so worried about syntax highlighting (though that would probably be nice), but I'm just too used to Visual Studio's ability to keep track of methods. I want a dropdown to show me what methods are in a file and take me to it quickly. Hunting for a method is annoying.

Fyron
August 26th, 2007, 03:51 AM
That might not look very pretty with the crazy SE5 scripts. Look at the Events source, for example: 43 functions! Combine it with Aaron's tendency towards overkill with function names: Execute_Event_Planet_Population_Happiness_Change http://forum.shrapnelgames.com/images/smilies/eek.gif

If you happen to need a list of the scripting language's built in functions, you could probably save some time with this syntax file (http://home.spaceempires.net/downloads-file-630.html) I made up a bit ago. It has all of the functions from the scripting pdf file in it, as of June.

Devnullicus
August 26th, 2007, 03:57 AM
I have a plan http://forum.shrapnelgames.com/images/smilies/happy.gif I'm testing it now, but so far it's looking good. I'm organizing the scripts in a tree structure and you can open up the elements in the tree (i.e. the files) and see a list of alphabetized functions. Click on one and it opens the file at that line number. In addition, the editor will open the file in a tab rather than only being able to have one at a time open. So far, it's been easier than I thought to set up. Sometimes I love C# http://forum.shrapnelgames.com/images/smilies/happy.gif

Fyron
August 26th, 2007, 03:58 AM
I performed a silent edit on my post a few minutes after making it, adding a second paragraph. Hopefully you didn't miss it. http://forum.shrapnelgames.com/images/smilies/wink.gif

Devnullicus
August 26th, 2007, 04:21 AM
I did miss it actually - thanks. What are you using the file for, just out of curiousity? Also, why not put it into a .ini format or XML instead of that format? Seems like it would be easy to put it into a more standardized format and then be able to use some standardized reading algorithm.

Fyron
August 26th, 2007, 05:13 AM
Its a language syntax file for editplus (http://www.editplus.com/). Its kind of an ugly format, but its what I have to work with. http://forum.shrapnelgames.com/images/smilies/wink.gif If someone wants to rework it into a more generalized format, I can post that on the site too.

skigrinder
August 30th, 2007, 10:42 AM
Any chance you could include a section in the Editor for the SystemTypes.txt file?

Kana
August 30th, 2007, 01:01 PM
I'm just glad your back Devnull, and that your willing to continue work on your great program.

Raapys
August 30th, 2007, 01:59 PM
Yah, further development would be great. The program really speeds up modding and gives a much better overview.

Devnullicus
September 4th, 2007, 03:54 PM
SystemTypes should be pretty easy to make an editor for - I'll see if I can whip something out for the next version.

I've been playtesting the new DevnullMod getting it ready for release. I'm definitely at the "tweak" stage and it will hopefully be ready by late this week. Of course, I also start my new job tomorrow, so we'll see http://forum.shrapnelgames.com/images/smilies/happy.gif

I think I'm going to give up on the script editor though. The tree view is nice, but there's so much more to do to make it a competent editor that it's just not worth the time. Ah well, it was an interesting experiment and taught me that I don't want to get in the business of writing code editors http://forum.shrapnelgames.com/images/smilies/happy.gif