View Full Version : SE4 Modder Ver 1.76 (updated for ver 1.91)
DavidG
July 23rd, 2002, 03:02 AM
Version 1.40 of my modding program is done now.
New features include
- editable Tech Areas
- editable Vehicle sizes
- Components / Facilities and Vehicle Size windows now show their total cost in research points
- more detailed help file (at least for component building) Thanks to Imperator Fyron for letting me use bits of his Modding 101 site for this.
- fixed bug were if a component had 1 or 2 techs required you could not delete them.
- other various bug fixes and enhncements I can't rembember.
As always comments, bug reports, etc are appreciated
[ March 27, 2004, 19:55: Message edited by: DavidG ]
Elowan
July 23rd, 2002, 07:10 AM
Nice job. Couple of points:
1) how do you get it to read a different race other than that shown?
2) it looks as if it shows the cost to get to the tech step but not the total cost to get there. Am I looking at it wrongly? Case in point: resupply.
3) I have some experience with help files.
[ July 23, 2002, 06:11: Message edited by: Elowan ]
Fyron
July 23rd, 2002, 09:53 AM
Add support for SystemTypes.txt and QuadrantTypes.txt. http://forum.shrapnelgames.com/images/icons/icon7.gif I am getting tired of copy-pasting the same long thing 40 times with only slight variations. http://forum.shrapnelgames.com/images/icons/icon12.gif
Oh, and I hope you didn't include the part about setting ship targeting weapons to the Point Defense type, cause I think it is wrong. http://forum.shrapnelgames.com/images/icons/icon7.gif I need to get to removing that...
DavidG
July 23rd, 2002, 12:30 PM
Originally posted by Elowan:
Nice job. Couple of points:
1) how do you get it to read a different race other than that shown?
2) it looks as if it shows the cost to get to the tech step but not the total cost to get there. Am I looking at it wrongly? Case in point: resupply.
3) I have some experience with help files.<font size="2" face="Verdana, Helvetica, sans-serif">1- I assume you mean in the Vehicle Size screen which is the only part of the program that reads the races to display the ship pics?? There is a pulldown list that you can select the races from.
2- As far as I can see it is correctly showing the total cost. Resupply depot costs 50000 because it only needs level 1 tech. Emergency Resupply pod show 150000 at medium level. (50000 for lvl 1 and 100000 for lvl 2)
3- I think my only prob with the help files is using a freebie program with limited abilities to make it and the bordum of writing it.
Baron Munchausen
July 23rd, 2002, 05:53 PM
Originally posted by Elowan:
Nice job. Couple of points:
2) it looks as if it shows the cost to get to the tech step but not the total cost to get there. Am I looking at it wrongly? Case in point: resupply.
<font size="2" face="Verdana, Helvetica, sans-serif">Are you referring to prerequisites? Showing the total cost including prerequisites would be quite a bit more complicated. You cannot just check for immediate prerequisites. You have to sort the whole tech tree and arrange it in order of dependencies, because any tech that is a prerequisite to the current field could also have prerequisites of its own. If he can just show the research costs of the immediately required techs (a component can have more than one of course) that is good enough.
DavidG
July 23rd, 2002, 11:21 PM
The tech cost shown do include all the pre-requisites. There is actually a fairly easy way to program this. Get all the req techs (and levels) for a component and put them in a list. Then scroll through the list and check if each tech has any required techs. If so add them to the end of the list (if not already in it). By the time you get to the end of the list you have all the requirements.
DavidG
July 24th, 2002, 01:06 AM
Originally posted by Imperator Fyron:
Oh, and I hope you didn't include the part about setting ship targeting weapons to the Point Defense type, cause I think it is wrong. http://forum.shrapnelgames.com/images/icons/icon7.gif I need to get to removing that...<font size="2" face="Verdana, Helvetica, sans-serif">Damn I was looking forward to using that. But yea I just tested in with point-defense DUC's and they did not auto fire on other ships. http://forum.shrapnelgames.com/images/icons/icon9.gif
Will add SystemTypes.txt to the list of things to do.
DavidG
July 24th, 2002, 02:42 AM
Well this is typical. Day after I post a new Version I find a bug. http://forum.shrapnelgames.com/images/icons/blush.gif Well now Version 1.401 will correctly create a weapon of "Point-Defense" type (and not "Point - Defense" with the extra spaces)
Fyron
July 24th, 2002, 02:56 AM
I've tried to install the modder several time. Each time, it tells me that some files are out of date, and it will update them. So I hit ok. It wants to reboot the comp. I hit ok. Then, I can't install it, and it says the same files are out of date. What's going on?
DavidG
July 24th, 2002, 03:48 AM
Originally posted by Imperator Fyron:
I've tried to install the modder several time. Each time, it tells me that some files are out of date, and it will update them. So I hit ok. It wants to reboot the comp. I hit ok. Then, I can't install it, and it says the same files are out of date. What's going on?<font size="2" face="Verdana, Helvetica, sans-serif">Hmmmm Does it tell you what files they are? I know the install program will sometimes give an acces violation when it finds a file in use. This you can just ignore/cancel and it still installs. I'd suggest you try download just the EXE part and try running it. If the program tells you it is missing files let me know what they are. It sounds like the setup.exe program which VB makes automatically is mesing up and maybe I'll have make my own setup program or provide manual install instructions.
Fyron
July 24th, 2002, 05:36 AM
d/l the EXE worked fine.
The program doesn't seem to do the tech req correctly. It doesn't parse the mod's techarea.txt, but instead looks at the default one (or so it seems).
DavidG
July 24th, 2002, 12:31 PM
Originally posted by Imperator Fyron:
The program doesn't seem to do the tech req correctly. It doesn't parse the mod's techarea.txt, but instead looks at the default one (or so it seems).<font size="2" face="Verdana, Helvetica, sans-serif">Do you mean the Total research points cost? I've done some testing with the P&N mod and proportions and can't seem to find a problem. It does look at the mods techarea.txt file so I don't think that's the problem. Can you give me some details?
Ed Kolis
July 25th, 2002, 02:00 AM
Great program DavidG! Very refined. One feature I'd like to see, though, before I start using your program instead of just editing the text files, is the ability to add, delete, copy, and paste items in the various files.
Fyron
July 25th, 2002, 02:14 AM
No, not the tech costs. The actual tech req fields. I tried loading my current work on the Magic Mod into the program, and it didn't read the techarea.txt for the req from that mod folder.
DavidG
July 25th, 2002, 04:02 AM
Originally posted by Imperator Fyron:
No, not the tech costs. The actual tech req fields. I tried loading my current work on the Magic Mod into the program, and it didn't read the techarea.txt for the req from that mod folder.<font size="2" face="Verdana, Helvetica, sans-serif">Ah I think I see what you mean. When you click Open to select your mod it does not reload the tech cmbo boxes in the Tech Req area. A work around would be to close the program and restart it, then select your mod from the File list it works OK. (I did notice while testing this on your Magic mod files that the program can get stuck in a loop if if it does not find certain file like racialtraits.txt in the mod directory) Will have to fix it so that it looks for all files in the base directory too.
[ July 28, 2002, 22:37: Message edited by: DavidG ]
DavidG
July 25th, 2002, 04:10 AM
Originally posted by Ed Kolis:
Great program DavidG! Very refined. One feature I'd like to see, though, before I start using your program instead of just editing the text files, is the ability to add, delete, copy, and paste items in the various files.<font size="2" face="Verdana, Helvetica, sans-serif">Add and Delete are in there?? Use the new button to clear the screen to default values. Or alternately if you edit the name of a component/facilitiy etc you will be asked if want to save it as a new item or you want to edit the old ones name.
Copy and paste: You mean like copying a component from one mod to another?
Elowan
July 28th, 2002, 05:30 PM
If you look at mines then switch say to satelites, some of the entries under mine abilities are still showing.
DavidG
July 28th, 2002, 10:37 PM
<many curse words censored> Thanks! Problem occured when swithing to an item with 0 abilities. Got it fixed now. I'll post a new Version soon.
DavidG
July 31st, 2002, 02:07 AM
Uploaded a minor update (ver 1.42) that fixes the bugs mentioned in this thread. Also a couple things I was working since Last update which is - editable mounts, expanded help file, and a status bar that provides help the current field or text box
tesco samoa
August 6th, 2002, 09:14 PM
Dave a defect for when i am creating abilities for facilities.
What I am doing is this
With Facilities with greater than 3 abilities ( i.e. the scroll bar appears on the right )...
I am going to another facility to copy the description of the ability. But if I have scrolled down on the scroll bar I am unable to view the ability of the other facility. Could you keep the scroll bar visible ?
tesco samoa
August 6th, 2002, 09:36 PM
boy did i bugger the program up.
it does not even load now....
I was opening up some data files on the desk top and it will not open at all any more....
What are the registry settings please... So I can remove the program..
I have noticed that you set them... And I would like to remove them...
or change the settings for the Last mod that was opened....
Help please
DavidG
August 7th, 2002, 02:00 AM
Originally posted by tesco samoa:
Dave a defect for when i am creating abilities for facilities.
What I am doing is this
With Facilities with greater than 3 abilities ( i.e. the scroll bar appears on the right )...
I am going to another facility to copy the description of the ability. But if I have scrolled down on the scroll bar I am unable to view the ability of the other facility. Could you keep the scroll bar visible ?<font size="2" face="Verdana, Helvetica, sans-serif">Yup that's a bug alright. http://forum.shrapnelgames.com/images/icons/icon9.gif As a temporary workaround you could scroll up to the top before swithing to a new facility.
this is the registry key name
HKEY_CURRENT_USER\Software\VB and VBA Program Settings\SE4Viewer
under that there is a Settings key that will have 2 entries. 'BaseDir' is the root SE4 directory and 'RootDir' is the directory of the Last selected mod.
P.S. Always glad to here the program is getting used. http://forum.shrapnelgames.com/images/icons/icon7.gif
[ August 07, 2002, 01:02: Message edited by: DavidG ]
DavidG
August 7th, 2002, 02:36 AM
Found a another little bug while testing that abilites thing. If you component has 3 or more abilities or 3 or more techs required then deleting the Last one and then saving it still saves the Last one. http://forum.shrapnelgames.com/images/icons/icon9.gif Deleting one in the middle of the list or when there are 1 or 2 works ok.
Ed Kolis
August 7th, 2002, 02:44 AM
Originally posted by DavidG:
Add and Delete are in there?? Use the new button to clear the screen to default values. Or alternately if you edit the name of a component/facilitiy etc you will be asked if want to save it as a new item or you want to edit the old ones name.
Copy and paste: You mean like copying a component from one mod to another?<font size="2" face="Verdana, Helvetica, sans-serif">Oh, guess I didn't play around with it enough to note that! As for copying and pasting, copying between mods would be useful but what I was thinking of is, say you have Component I-III, and you want to extend the series to IV and V. So you copy Component III and rename it Component IV and change all its attributes to the appropriate values, and repeat for Component V. But I guess your program does that automatically, based on what you've described - just edit a component and save it as a new one!
DavidG
August 7th, 2002, 02:59 AM
Originally posted by Ed Kolis:
But I guess your program does that automatically, based on what you've described - just edit a component and save it as a new one!<font size="2" face="Verdana, Helvetica, sans-serif">Yup. Also got a new feature that will be in next Version where if you create component I, you can click a button and automatically create level II, III, IV etc.
Pax
August 7th, 2002, 05:20 AM
What are the technical requirements ... ? I can't get this thing to run, at ALL, under Win95. Double-click and ... nothing. Not even an error message.
8P
tesco samoa
August 7th, 2002, 05:51 PM
Another question... Hopefully it was not asked before...
How come the Armor Tech is not located under Applied Sciences where as everything else is...
It is located under components...
tesco samoa
August 7th, 2002, 05:53 PM
David G... Thanks for the program... It is great... Saves allot of time...
When is this new release coming out ???? That would be interesting.....
DavidG
August 7th, 2002, 11:48 PM
Originally posted by Pax:
What are the technical requirements ... ? I can't get this thing to run, at ALL, under Win95. Double-click and ... nothing. Not even an error message.
8P<font size="2" face="Verdana, Helvetica, sans-serif">Well to be honest I'm not really sure. I think some guys have got it to run under win95?? Next time the boss leaves early I'll test it out on a win95 computer at work. http://forum.shrapnelgames.com/images/icons/icon7.gif What .exe file are you trying to run that does nothing? Is it the setup.exe or se4modder.exe? If the latter did you already run the setup.exe? (note there are 2 download links in my sig. One is the full install and the other is just the exe which you can use just to get a new Version)
[ August 07, 2002, 23:00: Message edited by: DavidG ]
DavidG
August 8th, 2002, 12:07 AM
Originally posted by tesco samoa:
Another question... Hopefully it was not asked before...
How come the Armor Tech is not located under Applied Sciences where as everything else is...
It is located under components...<font size="2" face="Verdana, Helvetica, sans-serif">The short answer is it is another wee bug (One that I would have sworn I fixed already http://forum.shrapnelgames.com/images/icons/icon9.gif )
The reason it happened is because armor is one of those few techs were the tech name is the same as the component name (well minus the roman numeral) Will be fixed in the next Version.
I'll probably upload a new Version hopefully within a week. I just want to finish up what I'm working on which is editing the SystemTypes.txt file.
DavidG
August 9th, 2002, 12:13 AM
Originally posted by Pax:
What are the technical requirements ... ? I can't get this thing to run, at ALL, under Win95. Double-click and ... nothing. Not even an error message.
8P<font size="2" face="Verdana, Helvetica, sans-serif">I tested the game to day on a Pentium 120 with Win95 and it seemed to work OK ( at least as far as it will work with no SE4 on the HD)
If you have succesfully run the setup.exe program and it is the se4Modder.exe that seem to do nothing there is one possiblity I can think of. That is if the game is installed in the default directory and some of the .txt files are missing it can get stuck in a loop. If you hit Ctr-Alt-Del does the program show as running? If so this could be the problem. Hope this helps.
Elowan
August 10th, 2002, 06:37 PM
I like this tool very much! http://forum.shrapnelgames.com/images/icons/icon7.gif
However - there are 1 or 2 minor points:
1) - Master Computer. Damage resistance is shown to decrease from lvl1 - lvl3 (40-20). Shouldn't it be the other way 'round or as the others - the same for each lvl?
2)- Ion Engines. Movement bonus (none) is in red at the bottom of the list. The rest of the engine variants show the Movement bonus at the top of the list. For consistancy'e sake I think MB should be either at the top or bottom in all cases.
[ August 10, 2002, 17:39: Message edited by: Elowan ]
DavidG
August 10th, 2002, 08:17 PM
Originally posted by Elowan:
I like this tool very much! http://forum.shrapnelgames.com/images/icons/icon7.gif
However - there are 1 or 2 minor points:
1) - Master Computer. Damage resistance is shown to decrease from lvl1 - lvl3 (40-20). Shouldn't it be the other way 'round or as the others - the same for each lvl?
2)- Ion Engines. Movement bonus (none) is in red at the bottom of the list. The rest of the engine variants show the Movement bonus at the top of the list. For consistancy'e sake I think MB should be either at the top or bottom in all cases.<font size="2" face="Verdana, Helvetica, sans-serif">Glad you like it. http://forum.shrapnelgames.com/images/icons/icon7.gif Both of those 2 points are really just based on the values in the components.txt file. That's just the way Master computers are. Beats me why. The same goes with the engines. The abilities are just listed in the order they are found in the file. The reason it is shown as red for the description is that the movment bonus for the Ion engine has no description in the components.txt file. The fact that it is shown red as opposed to just leaving it blank is really just some left over code from when the program was just a viewer and the desc was all you would see. I'll probably remove that from future Versions.
Phoenix-D
August 10th, 2002, 08:41 PM
"That's just the way Master computers are. Beats me why."
Because the *size* goes down. The first one is 40kt, 40 damage resistance, and it goes down to 20/20.
Phoenix-D
Elowan
August 10th, 2002, 08:46 PM
Originally posted by Phoenix-D:
"That's just the way Master computers are. Beats me why."
Because the *size* goes down. The first one is 40kt, 40 damage resistance, and it goes down to 20/20.
Phoenix-D<font size="2" face="Verdana, Helvetica, sans-serif">Ah! So! Silly me! Of course! http://forum.shrapnelgames.com/images/smilies/rolleyes.gif
Ed Kolis
August 14th, 2002, 05:17 PM
A little feature the utility could use... a selector to pick whether you want to use new sounds or classic sounds; also it doesn't play sounds that are in the mod directory...
DavidG
August 15th, 2002, 03:20 AM
Originally posted by Ed Kolis:
A little feature the utility could use... a selector to pick whether you want to use new sounds or classic sounds; also it doesn't play sounds that are in the mod directory...<font size="2" face="Verdana, Helvetica, sans-serif">Huh? New and classic sounds?? The reason it does not read the sounds from the mod directory is because I though I'd read somewhere in this forum that the game did not read sounds from there?? If this is incorrect I will change it.
Baron Munchausen
August 15th, 2002, 03:59 AM
Originally posted by Ed Kolis:
A little feature the utility could use... a selector to pick whether you want to use new sounds or classic sounds; also it doesn't play sounds that are in the mod directory...<font size="2" face="Verdana, Helvetica, sans-serif">There's a toggle in the game options that controls whether classic or new sounds are used. No need to go editing the components every time you want to use one set or the other.
DavidG
August 15th, 2002, 04:27 AM
Originally posted by Baron Munchausen:
There's a toggle in the game options that controls whether classic or new sounds are used. No need to go editing the components every time you want to use one set or the other.<font size="2" face="Verdana, Helvetica, sans-serif">Ahh Cool. thus explaining the 'new' directory in the sounds directory. http://forum.shrapnelgames.com/images/icons/icon7.gif
OT - Does anyone remember the good old days when you could double click a .wav file and it would just play and whatever program played it would just go away or be invisible instead of bringing up a window demanding you register or poping an add in your face. (kind of like the play button in SE4 modder http://forum.shrapnelgames.com/images/icons/icon7.gif ) Any tips on helping me recapture these glory days would be appreciated.
Baron Munchausen
August 15th, 2002, 05:46 AM
Yeah, I've stayed away from the latest Versions of both Windows Media Player and RealPlayer. They're both adware now. For now I'm happy with the 'old' WMP 6.4 and RealPlayer 8, but when formats get ahead of these relatively useful players' abilities I'm going to start migrating to the 'Open Source' replacement. It used to be called "FreeAmp" but they had some sort of trademark conflict and changed it to Zinf. Go to www.zinf.org (http://www.zinf.org) and check it out. Not only does it do .MP3 and .WAV files, it also does the 'open' OGG VORBIS standard, which is unencumbered by patents and other commercial chains. It's not just a Linux program, either. Windows binaries are available. This is the wave of the future! And, most important for your request, NO ADS! http://forum.shrapnelgames.com/images/icons/icon7.gif
[ August 15, 2002, 04:47: Message edited by: Baron Munchausen ]
Elowan
August 18th, 2002, 05:48 PM
Using new Modder - I found a glitch. If you look at modded components whose picture number is greater than 273, when you switch back to a component whose picture number is less - the pictures do not change.
Also - I thought you fixed the modder so as to be able to view your own ship pictures rather than the generics or default ones which are displayed now in VechicleSize.
Do I have to load a specific text file for that to occur? http://forum.shrapnelgames.com/images/icons/confused.gif
DavidG
August 19th, 2002, 02:48 AM
Originally posted by Elowan:
Using new Modder - I found a glitch. If you look at modded components whose picture number is greater than 273, when you switch back to a component whose picture number is less - the pictures do not change.
Also - I thought you fixed the modder so as to be able to view your own ship pictures rather than the generics or default ones which are displayed now in VechicleSize.
Do I have to load a specific text file for that to occur? http://forum.shrapnelgames.com/images/icons/confused.gif <font size="2" face="Verdana, Helvetica, sans-serif">I haven't been able to recreate the commponent pic problem. When you switch to the new component does the pic file exist? If the pic file does not exist in the mod or base directory then pic shown will remain the same as the previous one.
The vehicle pic thing is a bug. The program only looks for the pics in the base directory instead of checking the mod directory too.
Elowan
August 19th, 2002, 04:57 AM
Hmmm. I didn't think about possible missing pics. But how does that relate to earlier pic#'s?
DavidG
August 19th, 2002, 12:34 PM
Originally posted by Elowan:
Hmmm. I didn't think about possible missing pics. But how does that relate to earlier pic#'s?<font size="2" face="Verdana, Helvetica, sans-serif">That's the part I can't really figure out. The number 272 is significant because that is how many pics the unmodded games has. If the Comp_XXX.bmp pics are in the ..Pictures/Components directory of the mod or the base game then the program 'should' find them. Can you view a component pic with a number less than 273 then not after viewing a component with a higher pic number?
tesco samoa
August 19th, 2002, 03:44 PM
Hi Dave.... When are you releasing the next Version of your program... I am so excited... *cough* geek *cough*
http://forum.shrapnelgames.com/images/icons/icon10.gif
Elowan
August 19th, 2002, 05:21 PM
Originally posted by DavidG:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by Elowan:
Hmmm. I didn't think about possible missing pics. But how does that relate to earlier pic#'s?<font size="2" face="Verdana, Helvetica, sans-serif">That's the part I can't really figure out. The number 272 is significant because that is how many pics the unmodded games has. If the Comp_XXX.bmp pics are in the ..Pictures/Components directory of the mod or the base game then the program 'should' find them. Can you view a component pic with a number less than 273 then not after viewing a component with a higher pic number?</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">It seemed to be working well enough until I accessed a modded component with a higher number than 272 - 284 in fact.
I checked and the modified components.bmp was present.
I'm checking my components.txt to make sure all references are kosher. I'm off to the office - so I'll get back to you.
Elowan
August 19th, 2002, 08:29 PM
I did find a pic missing - seems to be working now but I still don't see the connection unless it fell through your error trapping.
DavidG
August 20th, 2002, 12:27 PM
Originally posted by Elowan:
I did find a pic missing - seems to be working now but I still don't see the connection unless it fell through your error trapping.<font size="2" face="Verdana, Helvetica, sans-serif">Hmmm if you can view components pics less the 273 and then not after after viewing a higher one there is some kind of bug. Do you have your modded pics in a mod directory and the unmodded ones in the base directroy? Not that this should matter (I've test it and it works on my comp) but might help me find out what is going on.
DavidG
August 20th, 2002, 12:30 PM
Originally posted by tesco samoa:
Hi Dave.... When are you releasing the next Version of your program... I am so excited... *cough* geek *cough*
http://forum.shrapnelgames.com/images/icons/icon10.gif <font size="2" face="Verdana, Helvetica, sans-serif">Yea I guess my earlier estimate was a bit off http://forum.shrapnelgames.com/images/smilies/rolleyes.gif . I blame my sister and family who arrived in town earlier than I thought. http://forum.shrapnelgames.com/images/icons/icon7.gif Will definately have something complete before the end of August.
tesco samoa
August 20th, 2002, 09:50 PM
Dave will it have the updates for 1.78 and the mounts...
DavidG
August 20th, 2002, 11:38 PM
Originally posted by tesco samoa:
Dave will it have the updates for 1.78 and the mounts...<font size="2" face="Verdana, Helvetica, sans-serif">Yea I think so. I haven't actaully got ver 1.78 yet but I've read the history and I think the changes should be pretty easy to put in.
Lemmy
August 26th, 2002, 12:20 AM
uhm, i think i killed your program David http://forum.shrapnelgames.com/images/icons/blush.gif
I accidently selected an empty "Data" dir in the "Open" dialog, it got stuck there, i shut down the program through the task manager, but when i run the program again it gets stuck every time, probably trying to open that empty "Data" dir....is there anyplace where i can reset that or something?
Removing and reinstalling the program doesn't work.
DavidG
August 26th, 2002, 02:10 AM
Originally posted by Lemmy:
uhm, i think i killed your program David<font size="2" face="Verdana, Helvetica, sans-serif">Oops. I'm surprised uninstalling it doesn't work but yea it is stuck in a loop looking for that *BEGIN* in a non exixtant file. To fix it run regedit.exe and search for "SE4Viewer" and either just delete the entire key or change the /Settings/RootDir key to a valid directory.
edit->
this is the registry key name
HKEY_CURRENT_USER\Software\VB and VBA Program Settings\SE4Viewer
[ August 26, 2002, 03:42: Message edited by: DavidG ]
Lemmy
August 26th, 2002, 11:17 AM
wheee, it's alive again http://forum.shrapnelgames.com/images/icons/icon7.gif
DavidG
August 30th, 2002, 03:44 AM
New Version 1.5 now done.
New Features:
- Ver 1.78 additions
- editable System Types
- editable Quadrant Types
- Ability to create family of components or facilities
- Will play 'new' sounds.
- Misc bug fixes including most bugs mentioned in this thread (I think)
pathfinder
August 30th, 2002, 04:50 AM
DavidG: Looks like a very nice App. If only i had an idea for a unique MOD http://forum.shrapnelgames.com/images/icons/icon12.gif
tesco samoa
August 30th, 2002, 04:52 AM
David G your da man... Why if you didn't live so close to steel town I would head down there and buy you a beer
Nebraskan
August 31st, 2002, 05:15 AM
David G. This is a very well designed program for making mods. Superb. Very good work. My thanks to you for your time and dedication to this pinnacle of the programmers art. http://forum.shrapnelgames.com/images/icons/shock.gif
DavidG
August 31st, 2002, 02:33 PM
Thanks for all the positive feedback http://forum.shrapnelgames.com/images/icons/icon7.gif (without which I'd likely lose the motiviation to keep working on it)
P.S. Any suggestion on what I can add next. I guess Races is the obvious one but man some of those files are long and complicated.
P.S.S. Any VB programers know if VB has a limit of the number of controls you can have in an app?
Elowan
September 1st, 2002, 01:18 AM
Originally posted by DavidG:
P.S.S. Any VB programers know if VB has a limit of the number of controls you can have in an app?<font size="2" face="Verdana, Helvetica, sans-serif">There is a limit on the number of controls on a particular 'form' -- but not in an app (unless it's 64k cntrls - which I doubt). I've never run into a limitation except in VB3.
[ September 01, 2002, 00:19: Message edited by: Elowan ]
Baron Munchausen
September 1st, 2002, 04:31 AM
Originally posted by DavidG:
Thanks for all the positive feedback http://forum.shrapnelgames.com/images/icons/icon7.gif (without which I'd likely lose the motiviation to keep working on it)
P.S. Any suggestion on what I can add next. I guess Races is the obvious one but man some of those files are long and complicated.
P.S.S. Any VB programers know if VB has a limit of the number of controls you can have in an app?<font size="2" face="Verdana, Helvetica, sans-serif">The 'obvious' next utility might not be so easy. We really need a formation editor that can handle the new 100 ships limit. Manually laying out a formation and writing the X/Y coordinates is a royal pain even for the old 30 ship limit. Now it's 100!? Eek! http://forum.shrapnelgames.com/images/icons/shock.gif The formation editor that was available previously (might still be in the download area?) worked well enough. It let you use a 'click & drag' interface to position the ships. It's just not able to handle 100 ships and the author refuses to try to update it.
[ September 01, 2002, 03:32: Message edited by: Baron Munchausen ]
Nebraskan
September 1st, 2002, 04:04 PM
DavidG, I love your SEModder 1.5 and am starting my own mod. I have a question though.
On the left side a tree is displayed where you select the part you want to mod. One branch of that tree is Races, but you cannot alter anything in those Races files. Is this function not yet incorporated? If it is not do you plan to incorporate at some future date?
Thank you for an excellent modding tool. http://forum.shrapnelgames.com/images/icons/icon7.gif
DavidG
September 1st, 2002, 04:29 PM
Originally posted by Nebraskan:
DavidG, I love your SEModder 1.5 and am starting my own mod. I have a question though.
On the left side a tree is displayed where you select the part you want to mod. One branch of that tree is Races, but you cannot alter anything in those Races files. Is this function not yet incorporated? If it is not do you plan to incorporate at some future date?
Thank you for an excellent modding tool. http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="Verdana, Helvetica, sans-serif">hehe. I actually meant to hide that when I compiled the final ver 1.5. Ooops. I was thinking about incorporating Races but after taking a closer look at the Race .txt files they seem insanely complex compared to the data txt files so i'm not sure. I think for the imediate future I'll add some more of the txt files in the data directory like formations.txt and maybe the settings.txt
Nebraskan
September 1st, 2002, 10:12 PM
DavidG, I am further along on my mod now and have found a problem area, not critical, but needs some improvement.
I was making a new set of weapons just for bases and weapons platforms. The first weapon was Base Point Defense. I used the ship point defense as a template to make the first Base PD. Saved that and went to the new listing at the bottom of the weapons list. I wanted to make a group of 5 so I used the create group button with the Base PD still highlighted. It asked for the damage increase percentage, I put in 25. For the range increase I put 1. My original Base PD had a range of 8, damage at all ranges 60. After clicking OK I watched the group files added to the weapons list, neat http://forum.shrapnelgames.com/images/icons/icon10.gif . I then went and looked at the 4 new listings. Mostly good but the damage at range was not what I was expecting. The original was 60,60,60,60,60,60,60,60 and I was expecting 75,75,75,75,75,75,75,75,75 what I got was 75,75,60,60,60,60,60,60 you can see what happened. It did not increase the max range only the range of increased damage. Is this how it was intended or a programming error or oversight?
I still love SE4Modder but you asked for any errors or suggestions. I think you need to add a couple of controls on the Group window, one for setting damage to increase the same over the whole range of the weapon or incrementally. Another for the range, increase max range or just damage increase range.
Again thank you for an excellent modding tool.
Harold
Nebraskan
September 2nd, 2002, 02:57 AM
DavidG, I'm sorry, I think I found another slight problem. Please don't yell at me. http://forum.shrapnelgames.com/images/icons/icon10.gif
I was changing system types to how I want them and those that I changed moved the suns and I did not realize it. Evidently when SE4Modder loads in the system types file it assigns Coord X,Y to the suns. However in only uses a valid number for X, Y is set to 0. I did not notice this and when I started a game I had some binary and trinary systems with all the stars in the 0,0 coordinant not down near 6,6 where they should have been. Now I'm really confused because I went back to SE4Modder and looked at the binary and trunary system types and the suns were set to coord 7,0 or 5,0 or 6,0 something like that but they were at 0,0 when I went into Mapmaker to lood at the systems in the quadrent.
Just thought I should alert you to this little minor strange problem.
Please keep fixing these minor problems and very soon this will be the Ultimate Modding Tool for SE4. Thank you
Harold
DavidG
September 2nd, 2002, 03:11 AM
Originally posted by Nebraskan:
DavidG, I'm sorry, I think I found another slight problem. Please don't yell at me. http://forum.shrapnelgames.com/images/icons/icon10.gif
Harold<font size="2" face="Verdana, Helvetica, sans-serif">No worries. I like solving problems. means people are using the program http://forum.shrapnelgames.com/images/icons/icon7.gif
The problem with the systems was it wasn't saving the Y coord at all. in the txt File it would read "Coord 1" Since this is invalid I guess SE4 didn't know where to put the sun so put it in the corner. I've fixed this and I'll look at the other thing and post a fix soon.
DavidG
September 2nd, 2002, 08:00 PM
Uploaded a Version that fixes the bugs mentioned by Nebraskan. As far as the Create Family goes it currently works like this:
A damage at range of:
60 60 60 60 60 60 60
using Nebraskan's example will in Level 2 become:
75 75 75 75 75 75 75 60
Various weapons differ in what the damage of the extendeded range slots are. I may add some more options in the future but for now a little tweeking of the new componets may be needed after you use the Create Family command.
DavidG
September 5th, 2002, 04:15 AM
New Version now with Formation Editor! Yes now you too can taunt your foe by arranging your ships into rude words.
Ships (up to 99) can by positioned by dragging and dropping. To delete a ship select it (selected ship turns red) and hit delete button.
Currently the 'Design Type' field is set as 'Any' for all ships mostly becuase I don't know what the vailid values are. so if someone can tell me I'll see if I can add that.
[ September 05, 2002, 03:17: Message edited by: DavidG ]
Krsqk
September 5th, 2002, 04:44 AM
Currently the 'Design Type' field is set as 'Any'<font size="2" face="Verdana, Helvetica, sans-serif">AFAIK, design types would correspond to the AI_DesignCreation.txt files. Although you could probably put in any vehicle type there (useful for modders who create unique formations for their race), it would probably be best to stick to the default types. Also, the game seems to accept comma-delimited lists of types (see Dark Wing formation in TDM-modpack for example). Maybe a list box with toggle-able items would work here.
P.S.S. Any VB programers know if VB has a limit of the number of controls you can have in an app?<font size="2" face="Verdana, Helvetica, sans-serif">According to VB6 Professional Edition, limits are:
- 32,000 unique identifiers (anything named)
- no limit on objects in a project
- non-graphical controls (all but label, line, image, and shape) limited by available system resources
- 254 control names per form
- control array indexes 0 through 32767 (counts as a single control name)
- 25 levels of nested controls (frames in frames in frames...)
The biggest hurdle seems to be the control names per form, unless you like piling everything into control arrays with lots of Select Case statements. http://forum.shrapnelgames.com/images/icons/icon7.gif
[ September 05, 2002, 03:51: Message edited by: Krsqk ]
Baron Munchausen
September 5th, 2002, 04:58 AM
Originally posted by DavidG:
New Version now with Formation Editor! Yes now you too can taunt your foe by arranging your ships into rude words.
Ships (up to 99) can by positioned by dragging and dropping. To delete a ship select it (selected ship turns red) and hit delete button.
Currently the 'Design Type' field is set as 'Any' for all ships mostly becuase I don't know what the vailid values are. so if someone can tell me I'll see if I can add that.<font size="2" face="Verdana, Helvetica, sans-serif">The design type can be any text string, as far as I know. But you're probably best off sticking with the default types that the AI recognizes, as Krsqk said. Attack Ship, Defense Ship, Attack Base(ship), Troop Transport, etc.
I'll have to try this out now. Oh, and one annoying thing about the default behavior of the modder: Why does it have to make all those backup files in the same directory with your data files? Can't it put them in some other specified directory? I like to be able to zip up my data files into a neat package but I have to delete or move all those backups if I use this modder. If it would keep them in another location this owuld be much more convenient.
[ September 05, 2002, 03:59: Message edited by: Baron Munchausen ]
DavidG
September 6th, 2002, 01:07 AM
Originally posted by Baron Munchausen:
Why does it have to make all those backup files in the same directory with your data files? Can't it put them in some other specified directory? <font size="2" face="Verdana, Helvetica, sans-serif">hehe no reason other than I never realized it was a problem before. I guess I could make a "data_backup" directory under the mod directory and put them in there. Thanks for the feedback.
Thanks for the info Krsqk!!
Nebraskan
September 6th, 2002, 12:49 PM
DavidG, Sorry false alarm.
[ September 06, 2002, 18:36: Message edited by: Nebraskan ]
DavidG
September 6th, 2002, 11:13 PM
Originally posted by Nebraskan:
DavidG, Sorry false alarm.<font size="2" face="Verdana, Helvetica, sans-serif">Huh?? I kind of wish you'd left your message up. I already read it and there is a bug there although I found things a bit different than what you described. I actaully had a response mostly written but had to go to work before I posted it:
Yup bit of a problem here. http://forum.shrapnelgames.com/images/icons/icon9.gif
As a heads up to anyone using the program here is what's happening.
When you edit a component name then save it as a new component it is saved after the component you edited. This is obviously usefull for say adding one more level to a group but not if it is a brand new component. (although I'm thinking SE4 may not be too picky about the order as longs as I is before II, perhaps even if another component is in between) I'm going to create an option to specify were you want the new component insterted.
The Create Family command put all the new items at the end of the list but only named them correctly to level 5 (Ooop! http://forum.shrapnelgames.com/images/icons/blush.gif ) (after level 5 they all got the same name http://forum.shrapnelgames.com/images/icons/icon9.gif )
Also the due to the nature of the Treeview the order things are listed is not necessarily the same order as in the .txt file.
I should have a fix done pretty soon and I guess I should finally get around to writing that Order components bit.
[ September 06, 2002, 22:13: Message edited by: DavidG ]
Nebraskan
September 7th, 2002, 01:43 AM
DavidG, I am sorry. I thought that most of what happened to me was because I was changing 2 different tech level requirements in each level of the weapon. I could see part of what you described though. Makes me feel better anyhow to know I wasn't totally losing my mind. http://forum.shrapnelgames.com/images/icons/icon10.gif What you describe as happening when you modify a current component to make a new similar component was definetly part of the problem, and the Family Group putting the rest of the family on the bottom of the .txt file but not showing that in the Tree really had me confused.
I hope you are able to do something about this. It is so much easier to use your SE4Modder to make a mod. I straightened out the problems, in my mod that this caused, manually. It only took about 3 hours whereas it only took about 10 minutes to do using the modder.
Keep refining the program. It has excellent potential. Thank you.
TerranC
September 7th, 2002, 02:15 AM
This is off the mark, out of the box, shot up in your face http://forum.shrapnelgames.com/images/icons/icon10.gif
Thank you for putting your time and life so that you could make us lowlives who do not know what the data files do make mods.
I am eternaly grateful.
jimbob
September 7th, 2002, 07:41 PM
Just downloaded and fiddled with this modding tool. Very cool! I opened up the B5 mod (which is gargantuan) and it just flew through the files... Waaaay better than crawling through the text files manually!
Great Work Dave!
Edit: Oh and the Canadian Maple Leaf made me feel all patriotic and misty eyed too http://forum.shrapnelgames.com/images/icons/icon12.gif
[ September 07, 2002, 18:42: Message edited by: jimbob ]
jimbob
September 10th, 2002, 01:03 AM
DavidG:
I was just looking at the help file and it mentioned what weapon damage types are allowed, but it looked like it was all v.1.49 damage types. Is it possible to use the latest gold patch weapon damage types (such as 2x damage to shields, etc.) using your program? (sorry I don't have gold Version here with me).
Thanks
[ September 10, 2002, 00:04: Message edited by: jimbob ]
DavidG
September 10th, 2002, 01:58 AM
Thanks for the feedback guys http://forum.shrapnelgames.com/images/icons/icon7.gif
Made some minor additions:
- The Create Family hopefully works a bit better now. up to 20 per group and they should be ordered correctly
- Formations now allow you to specify ship types
(ship type options are read from DefaultDesignTypes.txt (excluding Mines, Sats etc)
- Backup files are now put in a separate directory under the mod directory called "data_backup" Any backup files in the data directory currently will also be moved here.
- When saving a new item you can now specify where to save it. (ie at the end or after the Last item you were viewing
Well now for some fun programming since I ran into that roadblock mentioned by Krsqk a few Messages down. http://forum.shrapnelgames.com/images/icons/icon9.gif Pretty much means I will have to cut and past every single line a code to new locations if I want to add anything new.
[ September 09, 2002, 12:58: Message edited by: DavidG ]
DavidG
September 10th, 2002, 04:45 AM
Originally posted by jimbob:
DavidG:
I was just looking at the help file and it mentioned what weapon damage types are allowed, but it looked like it was all v.1.49 damage types. Is it possible to use the latest gold patch weapon damage types (such as 2x damage to shields, etc.) using your program? (sorry I don't have gold Version here with me).
Thanks<font size="2" face="Verdana, Helvetica, sans-serif">Yup. The program should be 1.78 compatibale now. If you notice anything that is not let me know. The help file is larely based on Imperator Fyrons Website and on the headers of the txt files (which do have some errors and omissions) . I haven't actually updated the help file for a bit.
Urendi Maleldil
September 10th, 2002, 10:32 PM
I keep getting a "can't create new directory" error every time I open the editor or change directories. I'm assuming it can't create the backup directory for some reason.
DavidG
September 10th, 2002, 11:58 PM
Originally posted by Urendi Maleldil:
I keep getting a "can't create new directory" error every time I open the editor or change directories. I'm assuming it can't create the backup directory for some reason.<font size="2" face="Verdana, Helvetica, sans-serif">Hmm never seen that one before. I thinking too that it must be the backup directory. Trying creating it in windows. The directory name should be "data_backup" and will be in the mods folder (the same one as the 'data' directory)
geoschmo
November 1st, 2002, 07:38 PM
SE4 Modder ROCKS! http://forum.shrapnelgames.com/images/icons/icon10.gif
Not sure if it's been mentioned already or not. I just downloaded Version 1.53, and the help about says Version 1.51. Minor little pickyune thing, but I can't find anything else to complain about dude!
I haven't looked at it in a while. I remeber playing with an early Version of the modder, but this latest Version is awesome man. Great work!
Geoschmo
DavidG
November 2nd, 2002, 06:04 AM
Woohoo!! finally something to fix! http://forum.shrapnelgames.com/images/icons/icon7.gif
Based on the lack of Posts in here either no one is using the program or it is working perfectly. http://forum.shrapnelgames.com/images/icons/tongue.gif
Feel free to post any bugs or suggestions for future Versions.
Captain Kwok
November 2nd, 2002, 06:13 AM
I've encountered a number of bugs recently including:
</font> <font size="2" face="Verdana, Helvetica, sans-serif">Systemtypes not scrolling beyond the 7th entry occassionally.</font> <font size="2" face="Verdana, Helvetica, sans-serif">Random errors while editing that cause the program to crash without notice (I'll try to be more specific next time).</font> <font size="2" face="Verdana, Helvetica, sans-serif">Opening error "Unable to create mod directory"
</font><font size="2" face="Verdana, Helvetica, sans-serif">It is a very good program and I look forward to many future updates.
Phoenix-D
November 2nd, 2002, 06:13 AM
Suggestion: scroll bars!
I run 800x600 and a lot of stuff seems to be constantly off the screen, with no scrolling http://forum.shrapnelgames.com/images/icons/icon9.gif
Phoenix-D
geoschmo
November 2nd, 2002, 06:40 AM
Ok, I noticed something kind of wierd. Looking at the vehicle size screen, if you click on each size it shows the same image for primary and secondary, as you would expect using the stock files. But when I click on baseship, it shows the primary image as the Last vehicle size I clicked on. I am assuming this is because in the stock files it lists "Baseship" as the primary, and the stock AI races don't have baseship images. Perhaps it would be better to have the modder select some place holder image if the primary or secondary image isn't available in the selected AI race shipset.
Also DavidG, when do you think you will tackle the AI text files? Or are you even planning on trying to add those to the modder program?
Also, what about adding support for the sector types file?
Geoschmo
[ November 02, 2002, 04:41: Message edited by: geoschmo ]
DavidG
November 3rd, 2002, 02:01 AM
Geo: Yup I know exactly what you mean with the vehicle size pics. This is actually alreay fixed in the Version I'm working on.
My intention is to eventually get all the files in the data directory into the program. I've got Intel editable and was plannin on gett RacialTraits and Cultres before posting the next Version. I'm still undecided on adding the AI files.
Phoenix-D: It was definatly my intention to get it to work at 800x600. Will have to do some more testing at that resolutuion (PS You are using that button that slides the treeview out the way right? )
Casptain Kwok. So far I've been unanble to duplicate those error but will keep an ey out for them. With the Systemstyps not scrolling is it becuase the scroll bar dissappears? Or is it still there but just doesn't scroll?
Captain Kwok
November 3rd, 2002, 02:21 AM
The scroll bar scrolls, but it doesn't move the list of objects.
Another error that I encountered was also with the system types editor. I had went to an additional entry, but it wouldn't display the drop box for physical type for that entry.
However, both problems were not fixed by restarting the program - but were by restarting the computer.
Captain Kwok
November 3rd, 2002, 05:20 PM
Another problem I encounter with the editor is that it eats a lot of resources! I have 320Mb of RAM and it'll scoop up 45%!
[ November 03, 2002, 15:20: Message edited by: Captain Kwok ]
DavidG
November 3rd, 2002, 07:19 PM
Originally posted by Captain Kwok:
Another problem I encounter with the editor is that it eats a lot of resources! I have 320Mb of RAM and it'll scoop up 45%!<font size="2" face="Verdana, Helvetica, sans-serif">I knew it was a pig that way. Didn't know it was that high though!!! I think my next Version should dramatically change that. I've made some pretty major changes (although it should look pretty much the same to the user)
PS What tool are you using that tells you the program takes that much memory?
[ November 03, 2002, 21:33: Message edited by: DavidG ]
Captain Kwok
November 3rd, 2002, 07:35 PM
I just looked at "My Computer" under performance - it is usually at 80%-82% and when I only run the SE:IV Modder it drops to 35-45% depending on what things I edit.
PaladinX
November 4th, 2002, 01:21 AM
When messing with tech areas, the app chokes if you try to create a tech area with a tech group that doesn't exist yet. Like if you're redesigning the whole tech tree from scratch, and have obviously deleted all the old techs to start fresh, and try to add a new tech, it won't let you. You have to go in and write up one tech area in a specific tech group by hand in a text editor and restart the app to get it to allow you to create techs with that group.
My suggestion is to allow the creation of tech Groups on the fly...
-Paladin
DavidG
November 4th, 2002, 01:53 PM
Originally posted by PaladinX:
My suggestion is to allow the creation of tech Groups on the fly...
-Paladin<font size="2" face="Verdana, Helvetica, sans-serif">Most definately the way it should work. Will fix this. :-)
CombatSquirrel
November 7th, 2002, 05:05 PM
Originally posted by DavidG:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by Lemmy:
uhm, i think i killed your program David<font size="2" face="Verdana, Helvetica, sans-serif">Oops. I'm surprised uninstalling it doesn't work but yea it is stuck in a loop looking for that *BEGIN* in a non exixtant file. To fix it run regedit.exe and search for "SE4Viewer" and either just delete the entire key or change the /Settings/RootDir key to a valid directory.
edit->
this is the registry key name
HKEY_CURRENT_USER\Software\VB and VBA Program Settings\SE4Viewer</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">DavidG,
I am having the same trouble, but this is on a network machine where my ability to use Regedit is disabled. Is there someway to have SE4Modder remove this Key automatically on uninstall?
CombatSquirrel
DavidG
November 8th, 2002, 04:50 AM
Originally posted by CombatSquirrel:
I am having the same trouble, but this is on a network machine where my ability to use Regedit is disabled. Is there someway to have SE4Modder remove this Key automatically on uninstall?
CombatSquirrel<font size="2" face="Verdana, Helvetica, sans-serif">Possibly but the easier solution I'm going to try is to simply make the program check registry values first. Unfortunatley this doesn't really help you untill I get the new Version done http://forum.shrapnelgames.com/images/icons/icon9.gif
CombatSquirrel
November 8th, 2002, 04:56 AM
Patience, then, is the answer for CombatSquirrel...
CombatSquirrel
November 10th, 2002, 03:28 AM
DavidG,
Under damage types for weapons, SEModder lists "Only Security Systems , "
That " , " is a killer... chokes the component file.
CombatSquirrel
DavidG
November 10th, 2002, 03:55 AM
Originally posted by CombatSquirrel:
DavidG,
Under damage types for weapons, SEModder lists "Only Security Systems , "
That " , " is a killer... chokes the component file.
CombatSquirrel<font size="2" face="Verdana, Helvetica, sans-serif">Oops. Amazing how one little character can mess up a program. http://forum.shrapnelgames.com/images/icons/blush.gif
CombatSquirrel
November 10th, 2002, 05:57 AM
By the way,
I really love this utility. I am using it more than straight text editing for data files. If you want my wishlist, though, it would be:
1) some string search feature under SE4Modder to allow you to go through components, facilities, vehicles, etc with a common denominator one by one (although you cleverly let us access the source files already),
2) feature to do a printout of the complete list of families, weapon families, and their associated components
3) feature to show the progression or current of "latest" components, facilities, etc under any particular tech level.
I would also like to be able to spit lightning bolts, too...
CombatSquirrel
[ November 10, 2002, 14:14: Message edited by: CombatSquirrel ]
DavidG
November 13th, 2002, 12:46 AM
#1 is definatly on my to-do list. I know it's a pain finding specific thing in the list.
#2 Were you thinking just a list of all the item names in a certain family or a detail list.
I'm not really sure what you mean in #3. isn't this basically what you get when you view a tech? It shows you what each level will get you.
Let me know if you get that spiting lightning bolts thing working for you. http://forum.shrapnelgames.com/images/icons/icon7.gif
[ November 12, 2002, 22:49: Message edited by: DavidG ]
DavidG
November 13th, 2002, 01:05 AM
Just a heads up for anyone using this program:
If you open an existing mod that has several differnt components or facilities with the same name (such as P&N) SE4 modder will not view them correctly. ie in P&N only one Research Center I will appear in the treeview and when you click it what will be displayed is the first one in the txt file. I also encountered some problems if I made component that had the same name as a group. (Ie Creating a component called 'Weapons')
Due to the nature of the Treeview control I don't plan on fixing this so if you are using SE4Modder you should use start with a base that has unique component and facility names.
Captain Kwok
November 13th, 2002, 06:20 AM
For modding in general - I think it would be practice if we all avoided using duplicate component/facility names. I believe it can cause some messed up things in game as SJ has mentioned earlier in the P&N 1.78 thread.
dumbluck
November 17th, 2002, 11:16 AM
typo:
Hold your mouse over the "modified maintenance cost" value 1 area, and a popup box displays this message (emphasis added): "Percentage of normal maintenance (10%=110% of normal, -10%=90% or normal)
Not that this is a program crashing bug or anything.... http://forum.shrapnelgames.com/images/icons/icon12.gif
Edit: found another one. No matter which mount I edit, then save, it always says: "You have edited < the Last component I had in the edit window>. Do you wish to save?"
[ November 17, 2002, 10:19: Message edited by: dumbluck ]
DavidG
November 17th, 2002, 03:36 PM
Originally posted by dumbluck:
typo:
Hold your mouse over the "modified maintenance cost" value 1 area, and a popup box displays this message (emphasis added): "Percentage of normal maintenance (10%=110% of normal, -10%=90% or normal)
<font size="2" face="Verdana, Helvetica, sans-serif">I'm going to have to blame that one on MM since that line is extracted from abilities.txt http://forum.shrapnelgames.com/images/icons/icon10.gif
I have noticed a lot of times it asks you 'do you want to save' when it shouldn't although I can save a mount in ver 1.53. ??
DavidG
November 17th, 2002, 03:54 PM
Anyone like to help me with this:
One thing I've added to my new Version is an ability to filter out abilities that do not apply. So when you are viewing a component you will only be able to select abilities that will work on a component. You will be able to toggle this filtering on and off since I know occasionally modders knowingly add abilites that don't work for good reasons. I added this feature by editing the abilites.txt file and adding a "type :=" line with 3 options: Component, Facility, or System. (for Vehicles I assume if if works on a component it works on a vehicle) I was hoping someone with some modding experience could look at the new file and tell me If I've got anything wrong.
AbilitiesNew.txt (http://www3.sympatico.ca/dgunsten/AbilitiesNew.txt)
CombatSquirrel
November 17th, 2002, 05:26 PM
Originally posted by DavidG:
[QB
I'm not really sure what you mean in #3. isn't this basically what you get when you view a tech? It shows you what each level will get you.
[/QB]<font size="2" face="Verdana, Helvetica, sans-serif">For me, I consider a component or facility obsolete if:
1) If a component or facility will be upgraded by use of the "Upgrade" feature under the ship construction window, or "Upgrade" button under the planet construction window
2) If a component/facility will no longer be displayed when the "Latest" button is actived either under the ship construction window,or the planet construction window.
What I mean is a new feature that would allow you to could enter a certain tech level (perhaps under your current tech tree setup, but with a "Latest" button), and the Modder would display only those components/facilities which would be shown by the SEIV engine as "LATEST" in the construction windows for design ships or facilities.
Only those components/facilites which do not have another component/facility at this particular tech level, or better yet, combination of tech levels , which makes them obsolete would be displayed. It would allow a snap shot of what a race will be upgrading to and utilizing at a particular point (tech level) in the game.
It would be sharp if this could be done; it would easily allow you see if your upgrade plan in a mod was broken or not. Allow you to see if your modded components will surplant the right other components at the right time, and if "this" will really ugrade to "that", when you finally hit the proper tech levels.
CombatSquirrel
CombatSquirrel
November 17th, 2002, 05:37 PM
Originally posted by DavidG:
#2 Were you thinking just a list of all the item names in a certain family or a detail list.
<font size="2" face="Verdana, Helvetica, sans-serif">Just an easy print out list:
FAMILY #: COMPONENTS IN FAMILY
9007
BaHa Agur Atomizer Compartment
Uniform Repair Room
Captain's Private Theatre
9008
BaHa Agur Weapons Locker
Ships Armory
And something similar for weapons families and facility families.
CombatSquirrel
[ November 17, 2002, 15:40: Message edited by: CombatSquirrel ]
DavidG
November 18th, 2002, 01:25 AM
Well what can I say I got bored with all the testing so I just decided to post a new Version before I added some of the features I planned. (hoping some brave soles will do some of the testing http://forum.shrapnelgames.com/images/icons/icon7.gif ) This Version should look pretty much the same although it is radically different internally (due to some bad initial program design)
Some new features area
- Editable Intel projects
- Should be much better for 800 x 600 Users. Part if this is that the treeview is now sizable.
- Fixed the bug mention by PaladinX so you can now create new Groups. (this was a lot harder to fix than I thought it would be)
- Abilities can now be filtered (see post a few down) so you can show only Component abilities when editing a component
- other misc bug fixes that I really should keep track off.
- possibly various undocumented features due to radically different program design. (some people call these bugs)
As always feel free to post or e-mail me any bugs or suggestions
DavidG
Instar
November 18th, 2002, 02:16 AM
Could you expand the pic scrollers to beyond 900? I downloaded the official pic set, and it has more than 900 components. Maybe you could have it just go to the EOF. Also, could you possibly make a "no picture here" kind of thing for pic numbers that do not contain a pic?
[ November 18, 2002, 00:17: Message edited by: Instar ]
Instar
November 18th, 2002, 02:27 AM
My bad. No text here. EOF
[ November 18, 2002, 00:29: Message edited by: Instar ]
DavidG
November 18th, 2002, 03:00 AM
Originally posted by Instar:
Could you expand the pic scrollers to beyond 900? I downloaded the official pic set, and it has more than 900 components. Maybe you could have it just go to the EOF. Also, could you possibly make a "no picture here" kind of thing for pic numbers that do not contain a pic?<font size="2" face="Verdana, Helvetica, sans-serif">Just tested this and here's how to get around it:
Double click on the image. This will open up a window of little pics you can pic from. It will also reset the maximum value of the slider bar. The 900 value looks like it was just a default that I neglected to reset untill after you double click the picture.
PS Good idea with the 'no image' thing. Just added it. Will be in next vesion. http://forum.shrapnelgames.com/images/icons/icon7.gif
[ November 18, 2002, 01:13: Message edited by: DavidG ]
Instar
November 18th, 2002, 03:34 AM
I dont know if I am doing it right but I am occasionally getting some wonky stuff. Ill try to figure out what I am doing wrong
Instar
November 18th, 2002, 03:48 AM
I think I got it figured out.
mlmbd
November 23rd, 2002, 11:04 PM
This is the place.
mlmbd http://forum.shrapnelgames.com/images/icons/shock.gif
geoschmo
November 25th, 2002, 03:27 PM
Originally posted by DavidG:
Anyone like to help me with this:
One thing I've added to my new Version is an ability to filter out abilities that do not apply. So when you are viewing a component you will only be able to select abilities that will work on a component. You will be able to toggle this filtering on and off since I know occasionally modders knowingly add abilites that don't work for good reasons. I added this feature by editing the abilites.txt file and adding a "type :=" line with 3 options: Component, Facility, or System. (for Vehicles I assume if if works on a component it works on a vehicle) I was hoping someone with some modding experience could look at the new file and tell me If I've got anything wrong.
AbilitiesNew.txt (http://www3.sympatico.ca/dgunsten/AbilitiesNew.txt)<font size="2" face="Verdana, Helvetica, sans-serif">Ok, you say this can be toggled on and off, but I don't see how to do it. I know of one mistake. There are probably others. </font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Type := Component
Phased Shield Generation
Value1 = Amount of phased shields generated.
Value2 = </pre><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">This ability can be used for facilities as well as components.
I seem to recall at one point finding out that there were abilities in the game that are not listed anywhere in the abilities file. I can't confirm that at the moment, perhaps someone else can help with that. Maybe cross checking the components and facilities files with the abilities file will turn something up. If there are some then you are going to want to either add them to your modified ability file, or allow manual entry and not just selecting from the drop down list.
Geoschmo
DavidG
November 26th, 2002, 01:06 AM
Originally posted by geoschmo:
Ok, you say this can be toggled on and off, but I don't see how to do it. I know of one mistake.
Geoschmo<font size="2" face="Verdana, Helvetica, sans-serif">Under the file menu you will see 'Filter Abilities list" It can be checked on and off there. I'm sure there are a few mistakes in that list scince I really have spent much time modding myself.
The only ability I know of that is not in the Abilities.txt is 'Launch Drones' This item is added to the list. I wrote a little prgram that scanned the abilities mention in components.txt and 'launch drones' was the only one not found also in abilities.txt. I really should check the facility and other files too.
Thanks for looking it over. http://forum.shrapnelgames.com/images/icons/icon7.gif
Edit: I noticed another one wrong: Component Repair. I also noticed that that the ability gets listed wrong if it is not correct in the new abilities file. ie when clicking Ship Yard facility the 'component repair' ability is not in the list so shows up as 'change bad event chance' even though it is ok in the txt file.
I suggest anyone useing ver 1.6 leave the 'Filter Abilities list' unchecked untill I perfect it a bit more.
[ November 25, 2002, 23:19: Message edited by: DavidG ]
DavidG
November 26th, 2002, 04:20 AM
So I wrote a little program that compared my modified AbilitiesNew.txt file to the components, facilities, vehicles and systemtypes files. The only ability missing was Launch Drones (which my program adds anyway). A couple errors in the file include: Cargo Storage and Component Repair should be Component and Facility items and Stop Open Warp Point and Close Open Warp Point were omited and should be for facilites.
I tested the new file with Stock, P&N and Proportions. Things seemed OK with stock and P&N files with the exeption that SJ uses the Star - Unstable ability to add notes. Proprotions did not fair so well. There seem to be a lot of abilites added to facilities that seem a bit strange to me. (ie like Boarding Attack for a Research Center. There may be a reason for these I dont know about. Anyway here is the updated file
AbilitiesNew.txt (http://www3.sympatico.ca/dgunsten/AbilitiesNew.txt)
Edit: here is the explaination for the unusual abilites in Proportions: Proportions question re: abilities (http://www.shrapnelgames.com/cgi-bin/ultimatebb.cgi?ubb=get_topic;f=23;t=007509)
[ November 26, 2002, 11:53: Message edited by: DavidG ]
Krsqk
November 26th, 2002, 05:32 AM
Just checking...do you make allowances for abilities which have more than one use? I.e., the component repair for components and facilities? Or do you need to turn filtering off for that?
DavidG
November 26th, 2002, 01:43 PM
Originally posted by Krsqk:
Just checking...do you make allowances for abilities which have more than one use? I.e., the component repair for components and facilities? Or do you need to turn filtering off for that?<font size="2" face="Verdana, Helvetica, sans-serif">Yea. I added lines to the txt file that say for example "Type := Component, Facility". Values can be Component, Facility, or System. For vehicles I assumed that if it works on a Component it works on a Vehcile.
Dan C.
December 13th, 2002, 11:24 PM
DavidG,
What does the "Use new sounds" actually do? Weapons components spedify a sound file, so by selecting "Use new sounds" is it going to a different directory?
I really like the program, I tend to make all the changes with vi, but the total cumulative cost and the leads to list really help when trying to get an overview or balance things.
DavidG
December 14th, 2002, 12:35 AM
Originally posted by Dan C.:
DavidG,
What does the "Use new sounds" actually do? Weapons components spedify a sound file, so by selecting "Use new sounds" is it going to a different directory?
<font size="2" face="Verdana, Helvetica, sans-serif">Yup that is it exactly. If you look in the SE4 sounds directory you'll see another folder called 'New' with a similarly named set of wave files. Somewhere in the game there is a setting that lets you use the new sounds. No matter which you use the components.txt file will be the same.
Krsqk
December 14th, 2002, 06:01 AM
The new sounds are much better. http://forum.shrapnelgames.com/images/icons/icon7.gif Each weapon has a distinct sound (including small weapons), and I think they are at a higher sample rate, too. The only bad sound is the plasma torp in my install--I saved something else over it, and now it's the old standard CSM sound. http://forum.shrapnelgames.com/images/icons/icon9.gif Not worth a full reinstall.
DavidG
December 14th, 2002, 04:39 PM
Dan C. I think I realises now why you wondered what the 'Use New Sounds' option does. Because in Version 1.60 it does nothing. DOH! I think I must have somehow broke this feature in ver 1.60
< Edit > Correction it does nothing if you are viewing the stock files. It works when viewing a mod
[ December 14, 2002, 14:43: Message edited by: DavidG ]
President_Elect_Shang
December 16th, 2002, 11:54 AM
I just posted something on another thread about the SEModder too. My question is are you going to develop an updated Version, 1.60 has been out for some time and was it ever designed to work with gold? I had to stop using it becouse of the number of crashes and errors it kept having when I was working on my Personal Mod.
Lemmy
December 16th, 2002, 07:01 PM
David, would it be possible for you to include a view like in my techviewer (see screenshot/source code below) in your program?
Urendi Maleldil
December 16th, 2002, 09:24 PM
Yeah! then we could edit techlevels graphically.
DavidG
December 17th, 2002, 01:48 PM
Originally posted by President Elect Shang:
I just posted something on another thread about the SEModder too. My question is are you going to develop an updated Version, 1.60 has been out for some time and was it ever designed to work with gold? I had to stop using it becouse of the number of crashes and errors it kept having when I was working on my Personal Mod.<font size="2" face="Verdana, Helvetica, sans-serif">Yes it should work with Gold. Actaully I only test it with Gold. I do have a minor upgrade that is almost ready. But I don't think it will solve you problem as I havn't heard anything about a serious problem with crashes and errors. Can you give me some details?
DavidG
December 17th, 2002, 01:51 PM
Originally posted by Lemmy:
David, would it be possible for you to include a view like in my techviewer (see screenshot/source code below) in your program?<font size="2" face="Verdana, Helvetica, sans-serif">I guess anything is possible. http://forum.shrapnelgames.com/images/icons/icon7.gif Looks like a lot of work though. I'll have to give it some thought.
Dan C.
December 17th, 2002, 05:33 PM
DavidG, I noticed that the leads-to seems to have a built in limit of 20 items/techs/facilites for each level of a tech. Is there a reason for this restriction?
Captain Kwok
December 17th, 2002, 06:20 PM
Originally posted by Dan C.:
DavidG, I noticed that the leads-to seems to have a built in limit of 20 items/techs/facilites for each level of a tech. Is there a reason for this restriction?<font size="2" face="Verdana, Helvetica, sans-serif">It's a hardcoded limit.
DavidG
December 18th, 2002, 12:36 AM
Originally posted by Dan C.:
DavidG, I noticed that the leads-to seems to have a built in limit of 20 items/techs/facilites for each level of a tech. Is there a reason for this restriction?<font size="2" face="Verdana, Helvetica, sans-serif">Ooops sory forgot to respond to your earlier message. Yea it is hardcoded and no there is no reason for it. ( I don't think SE4 has a limit here) Just seemed reasonable when I fist did it. Since it is obviously too low I've bumped it up to 50 for the next Version. I could probably make it unlimited but that's a lot more work.
DavidG
December 18th, 2002, 12:42 AM
Is anybody else having serious problems with error Messages and crashes like Shang? If I get some details I may be able to fix them.
P.S. I know ver 1.6 introduced a bug were if you open a new mod the se4modder screen would go all black. Closing and reopening the program lets you view the mod)
DavidG
December 20th, 2002, 02:45 AM
Bump.
So anybody else having major crashing problems?? I'd really like to fix this if it is common.
Timstone
December 21st, 2002, 02:49 AM
Sorry for the critics, but it's very unclear how a certain (new) item is saved. I tried to make a component (weapon) and save it. I wanted it to be saved under the specific weapongroup (Pointdefense), but the program said I could either save it at the end of the file of after a certain weapon family. I didn't fully understand.
DavidG
December 21st, 2002, 04:59 AM
Originally posted by Timstone:
Sorry for the critics, but it's very unclear how a certain (new) item is saved. I tried to make a component (weapon) and save it. I wanted it to be saved under the specific weapongroup (Pointdefense), but the program said I could either save it at the end of the file of after a certain weapon family. I didn't fully understand.<font size="2" face="Verdana, Helvetica, sans-serif">Don't appologize. I love the opportunity to explain my program or fix bugs
The question you are being asked just refers to where in the ".txt" file you want the new item saved.
When you create a new component or facility etc. either by clicking the New button or editing the Name you will be asked were you want to save the new item. The options are to either save it after the Last item you were viewing or add it to the end of the file.
You may wish to save your new component after the Last item you were viewing if you are for example adding to a sequence of items ( IE if you edit Capital Missle V to add a Capatile Missle VI component)
If you are creating a brand new item then you may want to just save it at then end of the file.
P.S. If the above makes no sense please tell me and I will try to clarify. Due to my just having come back from my office x-mas party, with at least a bottle of wine carefully concealed in my stomach I suspect I may not be explaining things too clearly
Timstone
December 22nd, 2002, 12:43 PM
Hahaha... LOL!!! Good work with the wine DavidG!
That's ought to teach the wine. Sitting all day long in that cozy bottle mocking everyone from behind it's safe glass barrier. No, he won't do that again.
It's somewhat clearer now. Thanks. I have a few questions more.
1) How can I change the input files (component.txt, facilities.txt, etc...)?
2) I want to start a brand new mod. I want to create EVERYTHING from scratch. So I don't want anything to be copied from the previous mod I used. How do I do that?
The program you wrote is very cool. The graphics are very nice and the incorporation of the soundfiles is even better. Although somewhat slow, that's not very annoying. Yes, it's a true gem. Be proud DavidG. http://forum.shrapnelgames.com/images/icons/icon6.gif
Edited for typos.
[ December 22, 2002, 10:45: Message edited by: Timstone ]
Timstone
December 22nd, 2002, 03:26 PM
Haha... no not everything. I just want to add a few weapons and buildings to the B5Mod. But I don't want them incorporated in the mod yet. They have to be approved by Val. So, I want to makeonly those weapons, but nothing else.
Wow, Version .61, I'm waiting. Thanks for the swift answer.
DavidG
December 22nd, 2002, 06:18 PM
Version 1.61 now posted.
This a a fairly minor update. Features/fixes as follows:
- Ability to make printouts (see Combat Squirrel suggestion below.
- Finally did the reorder components and facilities bit.
- Added some info to the Weapons damage page as per suggestin from Pablo. I'll let hime explains as I'm not really sure what you'd use this info for: " Add "value at range" boxes below each weapon's "damage at range" boxes (value = Damage/(reload*Weight)). And you can also add "Alpha Strike at range" (AS= Damage/Weight). This is A MUST for weapon balancing."
- Made some fixes so Treeview better reflects the families in the data files (ie Families like armour and multiplex traking and the unusual ones in Poportions will now be grouped together)
DavidG
December 23rd, 2002, 02:10 AM
Originally posted by Timstone:
1) How can I change the input files (component.txt, facilities.txt, etc...)?
2) I want to start a brand new mod. I want to create EVERYTHING from scratch. So I don't want anything to be copied from the previous mod I used. How do I do that?
<font size="2" face="Verdana, Helvetica, sans-serif">EVERYTHING??! Do you realy meant that? Even like SystemTypes? I'll Assume maybe you want to start with a bland. Components, Facilities, TechArea and Vehicle file. Do do this I'd suggest you use the "Ceate New Mod" option and then edit the files in a txt editor (ie pick them from the 'Source Files' menu And then delete everything in beteen the *BEGIN* and *END* ie It will look like this:
================
*BEGIN*
================
================
*END*
================
To refresh the Treeview click your mod name from the file menu. And now for the MOST IMPORTANT PART: Use Version 1.61 of the program which I plan on posting latter today. (1.60 craps out with a total empty file)
Timstone
December 23rd, 2002, 05:05 PM
I put it through it's paces, and it is beautifull! It works like a charm.
DavidG, thanks for the help on the other questions. I figured them out.
jimbob
December 24th, 2002, 09:11 PM
Very sweet, the program has come a long way since the first edition!
The damage ratio is useful because it tells you how many damage points the weapon will punch out each turn per kT of space it takes up on your ship. (the calculation takes the reload time into consideration so the damage/kT is reported as if the weapon fires every turn)
The Alpha (First) strike value is useful because it tells you the ratio of damage done by the weapon on the first round of combat*. This is cool, because some weapons have a long reload time.. so their damage ratio as calculated above might suck. HOWEVER if the first strike value is really high, you can cripple your opponent on the first volly, and then the second, third and even fourth rounds cease to be a concern 'cause the other guy is either dead or close to it!
These two values are very important (IMHO) for making sure the weapons are balanced.
EDIT: Just one thing that I noticed when using the modder. When more than 4 abilities are attached to a component or facility, there is no scroll bar to allow you to look at the additional abilities. This is of course most important when lookin and editing things like the B5 mod, where some facilities have 7+ abilities.
EDIT #2: Is it now possible to define what ship type will be found in a specific location within a fleet formation?!!?
Edit #3: Oh, and I think that the program reports the ability 'star unstable' as armor. Would it be possible to change this, as many mods use this non-sense place holder for descriptions, etc.
* well it's not just the first round of combat, but every round that the weapon fires. I just said first round for the sake of simplicity.
[ December 24, 2002, 20:06: Message edited by: jimbob ]
Fyron
December 25th, 2002, 04:51 AM
The Formations editor won't add a ship 99 or 100.
dumbluck
December 25th, 2002, 07:28 AM
Man, I really ought to get around to switching to the new Version....
DavidG
December 25th, 2002, 11:51 PM
Originally posted by jimbob:
Edit #3: Oh, and I think that the program reports the ability 'star unstable' as armor. Would it be possible to change this, as many mods use this non-sense place holder for descriptions, etc.
<font size="2" face="Verdana, Helvetica, sans-serif">Think is caused by having the 'Filter Abilities List" under the file menu checked on. This was designed to make it easier for rookies to tell what abilities worked with components, facilities. etc. However if you open a mod that has a non standard ability like you mentioned it will show it wrong. To fix unclick the option and then select your mod from the file menu (this will force the abilites list to be refilled)
As far as the scroll bar for abilites there is one! Can you tell me what mod you were view or what you did that caused it to not appear?
[ December 25, 2002, 21:58: Message edited by: DavidG ]
DavidG
December 25th, 2002, 11:56 PM
Originally posted by jimbob:
EDIT #2: Is it now possible to define what ship type will be found in a specific location within a fleet formation?!!?
<font size="2" face="Verdana, Helvetica, sans-serif">As far as I know it has always been possible at least in gold. (except in gold all the postions are like "Position 1 Type:= Any) I know the TDM mod formations use them although I haven't tested it extensively enough to know how well it works in game.
DavidG
December 25th, 2002, 11:57 PM
Originally posted by Imperator Fyron:
The Formations editor won't add a ship 99 or 100.<font size="2" face="Verdana, Helvetica, sans-serif">Gees who knew someone would actaully want a 99 ship formation! http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/shock.gif
mlmbd
December 26th, 2002, 04:10 PM
DavidG, Gees who knew someone would actaully want a 99 ship formation! http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/shock.gif <font size="2" face="Verdana, Helvetica, sans-serif">You know Fyron! http://forum.shrapnelgames.com/images/icons/icon10.gif
mlmbd http://www.shrapnelgames.com//ubb/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/shock.gif
Fyron
December 27th, 2002, 02:00 AM
Originally posted by DavidG:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by Imperator Fyron:
The Formations editor won't add a ship 99 or 100.<font size="2" face="Verdana, Helvetica, sans-serif">Gees who knew someone would actaully want a 99 ship formation! http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/shock.gif </font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">I know someone that would! http://forum.shrapnelgames.com/images/icons/icon7.gif I can add the 99 and 100 ships to the formations file manually, and the editor will then be able to read and use them. But, it just won't add anything after 98 in the editor. http://forum.shrapnelgames.com/images/icons/icon7.gif
jimbob
December 29th, 2002, 12:27 AM
David:
Okay, thanks for the help on the 'Abilities Filter Setting'. That's all better now.
As to the scroll bar, I'm an idiot! My screen is only 15" and I didn't scroll over far enough to see it! Sorry for any wasted time that you may have spent wondering about that...
orev_saara
January 28th, 2003, 06:41 AM
Hmm. I got that damn sound thingy again. It was run-time error 11 "division by zero". I still can't imagine how that happens. I mean, I know how it happens, but... never mind. Is there some way to turn sounds off completely?
If it helps, I hit the error on the small anti-proton beam I.
DavidG
January 28th, 2003, 01:15 PM
Originally posted by orev_saara:
Hmm. I got that damn sound thingy again. It was run-time error 11 "division by zero". I still can't imagine how that happens. I mean, I know how it happens, but... never mind. Is there some way to turn sounds off completely?
If it helps, I hit the error on the small anti-proton beam I.<font size="2" face="Verdana, Helvetica, sans-serif">Hmm after much clicking I was able to recreate this error which means hopefully I can get it fixed soon. Does it happen all the time on the small anti-proton beam? For me it seemed pretty random
Edit: OK Figured it out. Ther error happens when you view a weapon with a fire rate of 0. like warheads. Hopefully will get a fix out soon.
[ January 28, 2003, 11:53: Message edited by: DavidG ]
mlmbd
January 28th, 2003, 07:14 PM
Yhea, David G! Howha!
<font color=purple>mlmbd http://www.shrapnelgames.com//ubb/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/shock.gif </font>
Phoenix-D
January 28th, 2003, 11:38 PM
Other problems I've noted:
Every time I start the modder, it says "cannot create directory". Then it loads fine. This started after I tried to create a mod, it said that, I created manually, it's said it ever since.
After I put in a seperate SE4 install, it "lost" the first one and had to be manully re-selected. This stopped the cannot create directory error. For a while. Then I tried to switch to a mod folder; when I did this the editor didn't display anything any more. The left side list was a blank white box, the right side area was blank black. Exiting and re-entering fixed that, but brought back the cannot create directory error. When I tried to change mods again, the program simply stopped responding. It's done that every time since. This is by using the "open" button.Switching via the recently used file list works fine.
If I press the "create family" button in the base SE4 directory, it gives me an error. OK clears the error..which immediatly pops back up. Repeated some 20 times before it went away.
The modder doesn't seem to like components with no Roman Numeral in the name and a numeral in the code. If you run a Create Family on one of these, it works but moves the component like this:
Was:
3001
----Small Laser
3002
3003
Now:
3001 (empty)
3002
3003
Small Laser
---Small Laser II
---Small Laser III
---etc
The "Small Laser" entry becomes a heading -and- an actual entry.
Guess the modder doesn't like me, or I'm good at breaking it. http://forum.shrapnelgames.com/images/icons/icon12.gif
Phoenix-D
DavidG
January 29th, 2003, 03:59 AM
Every time I start the modder, it says "cannot create directory". Then it loads fine. This started after I tried to create a mod, it said that, I created manually, it's said it ever since.<font size="2" face="Verdana, Helvetica, sans-serif">Is that the exact message? Or does it say "Unable to create direcotry." (with the typo in directory)
Re the Open button. This is a big OOPS as I managed to break this with Version 1.6+ http://forum.shrapnelgames.com/images/icons/icon9.gif At least closing and reopening the program fixes it so you can select the mod from the list.
If I press the "create family" button in the base SE4 directory, it gives me an error. OK clears the error..which immediatly pops back up. Repeated some 20 times before it went away.<font size="2" face="Verdana, Helvetica, sans-serif">This is happening because the program doesn't let you change the base files. Although clearly it should repeat this 20 times. I'm guess you tried to create 20 items
The modder doesn't seem to like components with no Roman Numeral in the name and a numeral in the code. If you run a Create Family on one of these, it works but moves the component like this:
<font size="2" face="Verdana, Helvetica, sans-serif">Yes and no. I think it will create what you expect and work in the game right?? It just doesn't display the way you'd think in the treeview. I guess really the problem here is a question of how should it display? (I'm open to suggestions) The program will try to find a 'base' name for components with Roman numerals by removing any trailing 'I' 'V' or 'X's. If none are found then it will use the Family number so at least they will get grouped together.
Keep on tryng to break it. Give me something to do. http://forum.shrapnelgames.com/images/icons/icon10.gif
DavidG
January 29th, 2003, 05:25 AM
I suspect the errors Phoenix-D was getting and some others have had may be cause by invalid directories in that SE4Modder creates so I thought I'd provide some details on the what SE4Modder adds to the registry. (currently invalid entries are supposed to be ignored but will not be deleted)
Under the Key Name "HKEY_CURRENT_USER\Software\VB and VBA Program Settings\SE4Viewer"
there will be two sub keys "Settings" and "mods"
The 'Mods' key contains a entry with a value name of "NumMods" which is the number of mods you have opened and entries with the directory of each mod named "Mod 0", "Mod 1" etc
The settings directory will contain a vaule "RootDir" which should be the driectory of the Last mod you viewed.
I'm pretty sure I've tested the program to ignore invalid registy entries but if you find directories that don't exist here it may be the problem (and if so please let me know http://forum.shrapnelgames.com/images/icons/icon7.gif )
orev_saara
January 30th, 2003, 07:03 AM
So that's why divide by zero. So it's not actually related to sound? That's a relief. I have little interest in warheads actually, so I should be able to work around this. To answer your question, though it looks like you worked it out, it wasn't just the small anti-proton beam.
EDIT: Ah, yes, I get it now. This shouldn't affect me at all, but of course, it does give you more work. Sorry.
[ January 30, 2003, 05:08: Message edited by: orev_saara ]
Phoenix-D
January 30th, 2003, 07:24 AM
"Is that the exact message? Or does it say "Unable to create direcotry." (with the typo in directory)"
The typoed Version, sorry.
"This is happening because the program doesn't let you change the base files. Although clearly it should repeat this 20 times. I'm guess you tried to create 20 items"
Figured so. I was only creating 5 items though.
"Yes and no. I think it will create what you expect and work in the game right?? It just doesn't display the way you'd think in the treeview. I guess really the problem here is a question of how should it display? (I'm open to suggestions) The program will try to find a 'base' name for components with Roman numerals by removing any trailing 'I' 'V' or 'X's. If none are found then it will use the Family number so at least they will get grouped together."
Well, not exactly. It sticks the new components at the end of the file. I don't know if it always does this though, since I was just fooling around and recording the errors as I found them.
Phoenix-D
DavidG
January 30th, 2003, 01:35 PM
Originally posted by Phoenix-D:
"Is that the exact message? Or does it say "Unable to create direcotry." (with the typo in directory)"
The typoed Version, sorry.
Phoenix-D<font size="2" face="Verdana, Helvetica, sans-serif">Well thanks to the typo I can tell that this is occuring when the program tries to create a backup directory. It will try to create a Dirctory called "Data_backup" in the same directory as the data directory. If it is happening on startup it would be trying to do this to the Last mod you viewed. Is there any reason a program would not be able to create a directory on you machine?
Actaully now that I think about it I think someone else had some problems because they had their mods in a directory that was differenct from the usual ...Space Empires 4\ModName\data.
Well, not exactly. It sticks the new components at the end of the file. I don't know if it always does this though, since I was just fooling around and recording the errors as I found them.
<font size="2" face="Verdana, Helvetica, sans-serif">Yea definatly the order new things go into the Treeview is not necessarily the same as in the data files. I'll have to test it a bit but I think things get saved right in the text file.
[ January 30, 2003, 11:39: Message edited by: DavidG ]
Phoenix-D
January 30th, 2003, 09:29 PM
"Well thanks to the typo I can tell that this is occuring when the program tries to create a backup directory. It will try to create a Dirctory called "Data_backup" in the same directory as the data directory. If it is happening on startup it would be trying to do this to the Last mod you viewed. Is there any reason a program would not be able to create a directory on you machine?"
Not that I know of.
"Actaully now that I think about it I think someone else had some problems because they had their mods in a directory that was differenct from the usual ...Space Empires 4\ModName\data."
Not this either.
"Yea definatly the order new things go into the Treeview is not necessarily the same as in the data files. I'll have to test it a bit but I think things get saved right in the text file."
The end of the file wasn't the right spot in this case. http://forum.shrapnelgames.com/images/icons/icon7.gif It was way down from where the first component was.]
Phoenix-D
DavidG
February 5th, 2003, 01:56 PM
Just posted a new Version.
This is a very minor update that I mostly posted because of a bug that would crash the program when looking at a warhead.
Re: Phoenix-D's problem with the "Cannot create directory" I still can't figure out this one. the only think I can suggest would be to create a directory called "Data_Backup" in the mod the program is defualting to.
Updates.
- fixed bug that would cause crash when looking at warhead
- Open comand should work now
- Can add 100 ships to a formation
- Create Family function should put things in correct order in txt file.
- Treeview no longer autocloses as this was causeing clicking on the treeview to jump to somthing other than what you clicked on.
[ February 05, 2003, 12:05: Message edited by: DavidG ]
F Te antKe
February 6th, 2003, 03:50 AM
DavidG
Thanks for a great program!
Could you or someone please tell me what the
"Comp Family Req" is or does?
DavidG
February 6th, 2003, 04:41 AM
Originally posted by F Te antKe:
DavidG
Thanks for a great program!
Could you or someone please tell me what the
"Comp Family Req" is or does?<font size="2" face="Verdana, Helvetica, sans-serif">Thanks http://forum.shrapnelgames.com/images/icons/icon7.gif
Comp Family Req = Component Family Requirement: A comma separated list of the component families which can use this mount. If this field is not present, then all families can use this mount.
This way you can make a mount available for only a specific set of components.
DavidG
February 7th, 2003, 02:45 AM
So I've been adding support for the Settings.txt file to my program and I thought it would be cool if I can add some kind of automatic function that would create a whole load of population modifiers. The only problem is I can't really think of a function that would do a good job of this. Anyone got any ideas?
Captain Kwok
February 7th, 2003, 07:16 AM
Originally posted by DavidG:
So I've been adding support for the Settings.txt file to my program and I thought it would be cool if I can add some kind of automatic function that would create a whole load of population modifiers. The only problem is I can't really think of a function that would do a good job of this. Anyone got any ideas?<font size="2" face="Verdana, Helvetica, sans-serif">Whatever you do, do not use SuicideJunkie's P&N pop modifiers! I hate them!!!
Perhaps something using ln for every 10M?
Phoenix-D
February 13th, 2003, 01:48 AM
Great program. It's been really useful so far and I've only used it to pick component features and calculate tech costs.
I did find a weird bug though. Military Science isn't being counted in the tech costs. Combat Sensors costs 425000 research to max; ECM is only listed as needing 375000. Torpedos and point-defense weapons are similarly affected, as are the Ship Training and Fleet Training facilities; anything that has military science as a pre-requisite.
As far as I can tell, it is limited to only the mil sci tech area not being counted toward research costs.
Phoenix-D
DavidG
February 13th, 2003, 02:46 AM
Huh?? ditto on the wierd. Right you are though PD should cost 55000 to get to level 1 not 5000. Have to look into it http://forum.shrapnelgames.com/images/icons/confused.gif
Edit: Aww crap this problem goes much deeper than just Military Science... Doh!
Edit2: Ok got it fixed now. Although I'm really not sure why the error I found didn't bugger up other things. I really should document my code better. http://forum.shrapnelgames.com/images/smilies/rolleyes.gif Now all I gotta do is finish the other stuff I was working on and post a new Version. http://forum.shrapnelgames.com/images/icons/icon7.gif
[ February 13, 2003, 02:55: Message edited by: DavidG ]
DavidG
February 27th, 2003, 06:06 AM
Bump
I've been working of a fairly big update so just wanted to let everyone know work is on going. So if you've got any complaints, bugs or other suggestions let me know?
PS hey Phoneix-D Are you still getting that 'cannot create directory' error"
Phoenix-D
February 27th, 2003, 06:20 AM
Not that I've been using it as much, but yes.
Phoenix-D
Gryphin
February 27th, 2003, 01:28 PM
I got the, 'cannot create directory' trying to use it a across our peer to peer network at home.
I love the Modder. I really apriciate all of the hard work. I could never do the things I am doing without it.
Request? Just the one about I always have about colors and SE. It would be greate if the Mineral and Organics colors could be brighter or larger. I can only read them if I highlight them.
Thanks again. It is a superb tool.
Captain Kwok
February 27th, 2003, 04:14 PM
I always get the 'unable to create directory error' on startup.
I don't usually use the modder for components, but when I use it for systemtypes - I usually end up getting an error that causes the 'physical type' box not to display and therefore I can't add any more entries. It sticks at whatever object # it occurs at and is still present after closing the program and restarting.
The program eats a lot of memory. Can you work on that? Perhaps only load individual files instead of the whole mod at once?
I think a few improvements to the interface would be nice, but not totally necessary. I just don't like those grey controls in the middle of the black blackground, it just looks wierd http://forum.shrapnelgames.com/images/icons/icon7.gif .
Lastly, I must commend you on this fine program and I look forward to the next Version!
DavidG
February 28th, 2003, 04:49 AM
Hmm that "unable to create directory" is a tough one since the code that causes it is quite simple. It's basically one line that calls a windows routine. The only thing I can suggest if anyone finds this annoying is to create a directory in the mod directory that you have the program defaulting to called "Data_backup".
Yea grey buttons on a black background suck. But not so easy to fix as VB won't allow you to set a color to buttons.
I suspect the memory pigishness of the program is more a funtion of Visual Basic. I actaully did try to reduce it with Version 6. You may have notice with this Version tha when viewing say a component and thn swithing to another type like facility it takes a bit longer to load. This is because it unloads the Components window and then loads the Facility one. So the program is not really 'loading' the entire mod other than to fill up the treeview.
Gryphin: You mean the Mineral and Organics costs for things that are Blue and Green?
DavidG
March 2nd, 2003, 05:11 PM
Originally posted by Captain Kwok:
I don't usually use the modder for components, but when I use it for systemtypes - I usually end up getting an error that causes the 'physical type' box not to display and therefore I can't add any more entries. It sticks at whatever object # it occurs at and is still present after closing the program and restarting.
<font size="2" face="Verdana, Helvetica, sans-serif">Hmm just got this myself. Is definately a memory thing which means it's gonna be a pain to fix. http://forum.shrapnelgames.com/images/icons/icon9.gif
Edit: Just did a litle more testing and it would seen the memory pigishness of the program is just in the System Types screen. In the test I ran running the prorgram dropped my free resources from 57% - 46%. Viewing most things changed this slightly but viewing System Types droped it to 6% then 2% http://forum.shrapnelgames.com/images/icons/shock.gif
[ March 02, 2003, 15:21: Message edited by: DavidG ]
Gryphin
March 3rd, 2003, 06:21 AM
"Gryphin: You mean the Mineral and Organics costs for things that are Blue and Green?"
Yes those. I have the same problem in the game itself. I don't expect a change. I love the programe.
You proably know about this issue:
When Loading Quadrants I get.
Run-time Error '340'
Control Array Ellement '62' doesn't exist.
At the top to the right of "System type" there is Num=62
When you click "Ok" it closes the program. If you load the program again and try to load another quadrant it gets up to Num=65.
Not a big deal to me since I know how to create the type of Quads I like by editting the text files.
Thanks again for the program
DavidG
March 11th, 2003, 03:48 AM
Version 1.70 now posted.
Changes/additions include
- Ability to view and edit all files in the data directory (yup all of them http://forum.shrapnelgames.com/images/icons/icon10.gif )
- Memory pigishness in System Types and Quadrant types largely reduced.
- bug in tech cost fixed
Hmm now what am I going to do. http://forum.shrapnelgames.com/images/icons/icon7.gif
[ March 11, 2003, 02:13: Message edited by: DavidG ]
Ed Kolis
March 11th, 2003, 05:15 AM
Add the ability to set the shield percent for mounts! You forgot that! http://forum.shrapnelgames.com/images/icons/icon12.gif (And possibly a few other new entries... I'm sure there were more than two or three!)
Captain Kwok
March 11th, 2003, 07:14 AM
It looks like you've done an excellent job with the new additions and even got rid of that system types null entry problem that drove me crazy!
I did get an 'unable to create backup file directory during create backup file directory routine' on start up or something like that.
Phoenix-D
March 11th, 2003, 08:17 AM
"Hmm now what am I going to do."
Well, we still need a program that can create tech-grid components.. http://forum.shrapnelgames.com/images/icons/icon7.gif
Krsk's program did that, but there's a fatal bug in the Last Version that he can't fix.
Phoenix-D
raynor
March 11th, 2003, 10:08 AM
Awesome program!
geoschmo
March 12th, 2003, 03:24 AM
David, I must be missing something. Am I not suposed to be able to edit the quadrant types file any longer from within the modder? I keep getting a "Field is read only" or some such error.
Geoschmo
DavidG
March 12th, 2003, 05:03 AM
Originally posted by geoschmo:
David, I must be missing something. Am I not suposed to be able to edit the quadrant types file any longer from within the modder? I keep getting a "Field is read only" or some such error.
Geoschmo<font size="2" face="Verdana, Helvetica, sans-serif">http://forum.shrapnelgames.com/images/icons/confused.gif http://forum.shrapnelgames.com/images/icons/confused.gif Seems to work OK here. When does that error pop up?
Ahh I think I just figured this out. I think you must have a System Type in the Quadrant Types file that is not listed in the SystemTypes files. Seems the program craps out when you do this. Oops
[ March 12, 2003, 03:11: Message edited by: DavidG ]
DavidG
March 12th, 2003, 05:05 AM
Originally posted by Captain Kwok:
I did get an 'unable to create backup file directory during create backup file directory routine' on start up or something like that.<font size="2" face="Verdana, Helvetica, sans-serif">Have you or anyone else who gets this error tried to create a directory called "Data_Backup" in the default mod directory as I described a few Posts down? This bug has me a bit stumped. All the program is trying to do is to create the Data_backup directory so it can copy the data files there for a backup.
Phoenix-D
March 12th, 2003, 06:07 AM
"Have you or anyone else who gets this error tried to create a directory called "Data_Backup" in the default mod directory as I described a few Posts down?"
As I mentioned lower down, yes. Did nothing.
Phoenix-D
tesco samoa
April 13th, 2003, 04:14 AM
Hi Dave when I edit facilities I am getting a subscript out of range error in save file. facility not saved.and then the total cost in research points do not change when i switch to different facilities. I will email you the data files. This did not happen in the previous Version
Ruatha
April 13th, 2003, 12:56 PM
From a non modding perspective this program is great.
I plan my future tech research in the games based upon info from the modder proggie.
DavidG
April 13th, 2003, 07:16 PM
Originally posted by tesco samoa:
Hi Dave when I edit facilities I am getting a subscript out of range error in save file. facility not saved.and then the total cost in research points do not change when i switch to different facilities. I will email you the data files. This did not happen in the previous Version<font size="2" face="Verdana, Helvetica, sans-serif">Shoot all kinds of things you can't save. http://forum.shrapnelgames.com/images/icons/icon9.gif Looks like I broke some things when I rewrote the Calc Tech cost thing. Anyway I think I got it working. Just uploaded a new Version.
- Note this Version has some AI modding ability (anger, research and facilities) which I was working on however it hasn't really been tested that well so far.
tesco samoa
April 13th, 2003, 07:32 PM
Thanks Dave... That worked great...
Love how the family works with the Facilities.
Makes it nice and easy...
Thanks again.
Fyron
May 1st, 2003, 08:05 PM
DavidG, please do not make future zip files have read-only attributes. I have to go through extra work to overwrite the older Version...
DavidG
May 13th, 2003, 04:51 AM
bump for Longstreet http://forum.shrapnelgames.com/images/icons/icon7.gif
tesco samoa
May 27th, 2003, 05:32 PM
Another bug. When building Familys of greater than 7 the program cannot handle it. Try creating a family of 10 and see its output.
Gryphin
May 27th, 2003, 07:49 PM
About unable to create backup directories.
Just a random thought. What happens when you share out the entire folder from the Empire Root with Read / Write permisions?
tesco samoa
May 29th, 2003, 10:04 PM
bump for davidg
DavidG
May 30th, 2003, 03:28 AM
Originally posted by tesco samoa:
bump for davidg<font size="2" face="Verdana, Helvetica, sans-serif">Oops sorry. http://forum.shrapnelgames.com/images/icons/blush.gif I did see your post just haven't got off my but to look into it yet but I will. http://forum.shrapnelgames.com/images/icons/icon7.gif
Phoenix-D
May 31st, 2003, 01:48 AM
Hmm. I've tested it and I KNOW the defaults for strategies use type priorities- the check box is backwards.
But in SE Modder and the text files is insists it works the other way.
DavidG
May 31st, 2003, 04:20 AM
Originally posted by Phoenix-D:
Hmm. I've tested it and I KNOW the defaults for strategies use type priorities- the check box is backwards.
But in SE Modder and the text files is insists it works the other way.<font size="2" face="Verdana, Helvetica, sans-serif">I just tested it too and got the opposite result I think. Do you mean that when you go to the strategies menu you see "Do not Use Type Priorities" and that it is unchecked implying that type priorites are used?
Since the caption changes when you click it to "Use Type Before Targeting Priorities" my impression is that the current setting is whatever the caption says even though there is no green dot when it says "Do not use type priorites"
DavidG
May 31st, 2003, 04:21 AM
Originally posted by Gryphin:
About unable to create backup directories.
Just a random thought. What happens when you share out the entire folder from the Empire Root with Read / Write permisions?<font size="2" face="Verdana, Helvetica, sans-serif">I'd answer that if I could but I've never been able to recreate this bug. :-(
Phoenix-D
May 31st, 2003, 07:09 AM
"I just tested it too and got the opposite result I think. Do you mean that when you go to the strategies menu you see "Do not Use Type Priorities" and that it is unchecked implying that type priorites are used?
Since the caption changes when you click it to "Use Type Before Targeting Priorities" my impression is that the current setting is whatever the caption says even though there is no green dot when it says "Do not use type priorites""
I mean that when it WAS checked, the fighters are tested it on ignored type priorities. When it wasn't- and the text said "Do not use Type Priorities"- they followed them.
Phoenix-D
June 6th, 2003, 08:49 PM
Huh. I think I found a couple more bugs..
First, if you click on the Events heading in SE modder, it corrupts the events file. (the "num of start entries" field is removed from all the events)
Second, it seems to have deleted my racialtraits.txt file's heading. The area where the information about the file is listed. Its gone from the stock folder, from my mod folder..from any folder I've opened with SE Modder.
EDIT: OK, its gone from -all- my folders. Odd.
EDIT2: because it was never there in the first place; I was looking at the wrong file. http://forum.shrapnelgames.com/images/icons/tongue.gif First error still stands though
[ June 06, 2003, 20:00: Message edited by: Phoenix-D ]
Gryphin
June 21st, 2003, 05:56 PM
David as always
Thanks! for a great program.
I just sent installed 1.72
I need to fix something I create in v1.70
I am trying to delete a Family? I think and getting the message:
Input beyond end of file.
Do I need to do this manualy?
(and sorry if you alwready answered this)
Edit: Never mind, I reloaded the mod and the Family in question is gone.
Not important but the intro screen says 1.71 http://forum.shrapnelgames.com/images/icons/icon12.gif
Thanks again
[ June 21, 2003, 17:35: Message edited by: Gryphin ]
DavidG
June 22nd, 2003, 01:40 AM
OK 1 month to fix 2 tiny bugs. http://forum.shrapnelgames.com/images/icons/tongue.gif Oh well at least I finally got off my butt and fixed them. The Create Family thing should work up to 20 now and the Events puts that missing field in. (saving the events will fixed everything if you've got a corrupted Version due to the old Version)
DavidG
June 24th, 2003, 03:27 AM
Originally posted by Gryphin:
Not important but the intro screen says 1.71 http://forum.shrapnelgames.com/images/icons/icon12.gif
Thanks again<font size="2" face="Verdana, Helvetica, sans-serif">hehe Should have know someone would notice that. I actaully noticed it myself and fixed in the the "EXE" Version. just didn't get around to fixing it in the full install Version. http://forum.shrapnelgames.com/images/icons/icon12.gif
Timstone
July 8th, 2003, 11:46 AM
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 ]
dumbluck
July 8th, 2003, 12:40 PM
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. http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/smilies/rolleyes.gif http://forum.shrapnelgames.com/images/icons/tongue.gif
Just a little FYI for ya. http://forum.shrapnelgames.com/images/icons/icon12.gif
edit: my keyboard can't spell.
[ July 08, 2003, 11:41: Message edited by: dumbluck ]
DavidG
July 12th, 2003, 12:59 AM
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. http://forum.shrapnelgames.com/images/icons/icon7.gif
Spoo
July 12th, 2003, 07:04 AM
Does the modder crash for anyone else when they minimize it? (I have WinXP)
[ July 12, 2003, 06:04: Message edited by: Spoo ]
Captain Kwok
July 12th, 2003, 06:28 PM
Originally posted by Spoo:
Does the modder crash for anyone else when they minimize it? (I have WinXP)<font size="2" face="Verdana, Helvetica, sans-serif">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! http://forum.shrapnelgames.com/images/icons/tongue.gif
DavidG
July 12th, 2003, 06:37 PM
Originally posted by Captain Kwok:
DavidG: I'm much impressed by 1.72 - you've sure added lots of stuff. Excellent work! http://forum.shrapnelgames.com/images/icons/tongue.gif <font size="2" face="Verdana, Helvetica, sans-serif">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.
Atrocities
July 14th, 2003, 07:21 AM
Yes indeed this is a great program.
Urendi Maleldil
July 26th, 2003, 10:27 PM
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.
DavidG
July 28th, 2003, 04:21 AM
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<font size="2" face="Verdana, Helvetica, sans-serif">(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.
DavidG
July 28th, 2003, 04:28 AM
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
<font size="2" face="Verdana, Helvetica, sans-serif">hehe you could look at these mods forever and not figure out the difference. Which is <drum roll...> 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.
DavidG
August 1st, 2003, 09:07 PM
So I uploaded a fix for that vehicle sizes bug. Geuss maybe I should have told someone. hehe
tesco samoa
August 3rd, 2003, 05:24 AM
david g check yoru pm
Z.e.r.o
August 3rd, 2003, 06:34 AM
Great work, looking forward to the implementation of the other AI editors, though. http://forum.shrapnelgames.com/images/icons/icon10.gif
Oh, and I have a req: is possible to have draggable records in the tables for research and constructionfacilities (and maybe for the other tables once they're done)? http://forum.shrapnelgames.com/images/icons/confused.gif
Even a CTRL or ALT + cursors should be nice to move rows along instead of clicking 100 time the move up/move down buttons.
[ August 03, 2003, 05:35: Message edited by: Z.e.r.o ]
tesco samoa
August 3rd, 2003, 03:28 PM
dg you will have to increase the picture number field by one as it is only able to show 3 numbers
DavidG
August 4th, 2003, 02:28 PM
Originally posted by Z.e.r.o:
Great work, looking forward to the implementation of the other AI editors, though. http://forum.shrapnelgames.com/images/icons/icon10.gif
<font size="2" face="Verdana, Helvetica, sans-serif">Thanks. Don't hold your breath waiting for the other AI editors. http://forum.shrapnelgames.com/images/icons/icon12.gif Since Version 1.70 I haven't really worked on the program much. Lake of motivation I guess. I didn't realize anyone actualy used the AI editing bits. I know they are a bit crude right now.
tesco samoa
August 4th, 2003, 03:00 PM
David... I think that the AI bits would be fantastic.
Your modding tool is so close to being finished... I would love to see the it completed.
Also I think that you should contact Aaron about creating a modding tool for his next se release and the one after that.
Good work deservers rewards david. And the modding tool is IMHO the second most important thing to have ... ( sorry the game itself is more important )
So back to work http://forum.shrapnelgames.com/images/icons/tongue.gif
tesco samoa
August 7th, 2003, 04:45 PM
Hey David check your PM
DavidG
August 7th, 2003, 08:51 PM
Per request: thousands of lines of undocumented spaghetti code written in VB6. http://forum.shrapnelgames.com/images/icons/icon12.gif
http://www3.sympatico.ca/dgunsten/SE4ModderSource170.zip
I'll upload Version 1.73 source when I get home.
Fyron
September 15th, 2003, 11:12 PM
Here is a horrible bug for ya...
When editing SystemTypes.txt, if I delete an object in the middle of the list, the program creates a new entry at the end that is identical to the Last entry, rather than just lowering the number of objects by 1.
Ex:
Pre-altered:
star
asteroid
asteroid
asteroid
planet
After deleting an asteroid:
star
asteroid
asteroid
planet
planet
It should not be creating a new planet there... :'S
Fyron
September 15th, 2003, 11:14 PM
In addition to that, it seems to enjoy deleting multiple entries at a time. :'S
Fyron
September 15th, 2003, 11:17 PM
Ok... the modder has huge problems with system types such as
Standard 1 No AS I
Standard 1 AS I
etc.
It keeps thinking there are random objects in such system entries that are NOT in the file. There should be a bunch of asteroids, but sometimes it thinks they are planets! http://forum.shrapnelgames.com/images/icons/shock.gif
Needless to say, this has been less than helpful to me. http://forum.shrapnelgames.com/images/icons/icon9.gif http://forum.shrapnelgames.com/images/icons/icon9.gif http://forum.shrapnelgames.com/images/icons/icon9.gif
[ September 15, 2003, 22:18: Message edited by: Imperator Fyron ]
DavidG
September 16th, 2003, 12:33 AM
Originally posted by Imperator Fyron:
[QB]Ok... the modder has huge problems with system types such as
Standard 1 No AS I
Standard 1 AS I
etc.
It keeps thinking there are random objects in such system entries that are NOT in the file. There should be a bunch of asteroids, but sometimes it thinks they are planets! http://forum.shrapnelgames.com/images/icons/shock.gif
[QB]<font size="2" face="Verdana, Helvetica, sans-serif">As far as i can tell this error occurs only when trying to delete a system object. When you first click the system everying gets shown ok. Does this make sense with what you see?
I have just fixed this. I'll test it a bit more and get a new Version uploaded.
Fyron
September 16th, 2003, 12:40 AM
The random objects being shown instead of what is there happens if I click on a system once (displays correctly), then some other systems, then the first one I clicked on again (displays incorrectly). It is weird and does not happen consistently... and not always when I have tried deleting things.
DavidG
September 16th, 2003, 03:09 AM
Originally posted by Imperator Fyron:
The random objects being shown instead of what is there happens if I click on a system once (displays correctly), then some other systems, then the first one I clicked on again (displays incorrectly). It is weird and does not happen consistently... and not always when I have tried deleting things.<font size="2" face="Verdana, Helvetica, sans-serif">I've uploaded a fix. Seems to work OK on my system anyway. Without getting into a long winded technical description the bug I fixed could have cause some unpredictable results depending on how fast that bit of code could be run.
DavidG
October 27th, 2003, 12:29 AM
ARggg how come no one ever told me how annoying those weapon sounds can get after a while http://forum.shrapnelgames.com/images/icons/tongue.gif (since I actually just started using my program to make a mod)
Fyron
October 27th, 2003, 02:41 AM
Hey David, those weapon firing sounds whenever you select a weapon are incredibly annoying.
narf poit chez BOOM
October 27th, 2003, 11:14 PM
Hey David, those weapon firing sounds whenever you select a weapon are incredibly annoying.
although the sound is off most of the time, so i wouldn't actually know.
deccan
October 28th, 2003, 12:07 AM
Hey David, those weapon firing sounds whenever you select a weapon are incredibly annoying.
Should have said this the day I downloaded the program.
narf poit chez BOOM
October 28th, 2003, 12:08 AM
and, hey, if you want repetitive posting, i made a thrad to see how many Posts it could get in an hour.
http://www.shrapnelgames.com/cgi-bin/ultimatebb.cgi?ubb=get_topic;f=23;t=010268
tesco samoa
November 16th, 2003, 02:14 AM
David weird bug...
If I look at the planet size screen it automatically converts the planetsize.txt file to the default one and over rights the mods one and does not ask for a save or anything.
Admiral Wunderbar
November 16th, 2003, 02:54 AM
Did anyone get a bug while saving settings? Seems some "true" statements are saved as "0" like in 'Remote Mining Decreases Asteroid Value', and maybe (not sure) some values are altered as well.
DavidG
November 16th, 2003, 04:38 AM
Originally posted by Admiral Wunderbar:
Did anyone get a bug while saving settings? Seems some "true" statements are saved as "0" like in 'Remote Mining Decreases Asteroid Value', and maybe (not sure) some values are altered as well. <font size="2" face="sans-serif, arial, verdana">Yup thats a bug allright. http://forum.shrapnelgames.com/images/icons/icon9.gif Guess I'll have to go through the rest of the settings and make sure they are ok
Tesco. Haven't manage to recreate the Planet size thing. It seemed to work Ok for me but I'll look at it a bit more.
Gryphin
November 16th, 2003, 01:55 PM
David is making a mod? Sheesh I go away for a little while and the whole universe is turned up side down. http://forum.shrapnelgames.com/images/icons/icon12.gif
Dave, those sounds in the weapons section are really realy annoying.
I always loved your program. Thanks
The Grateful Gryphin
tesco samoa
November 16th, 2003, 11:02 PM
2 more david.
1. The Components section . Weapons. Can Target does not reconize Fighters. If you set a component to target fighters only the can target will default that component to the Last can target you were looking at. So when you save it it updates that componet from fighters to what ever it thinks the current can target is.
2. In the Mounts section. The Shield Percent is not there so if you have any shield mounts that increase the % of shield strenght it will delete this line.
tesco samoa
December 21st, 2003, 11:33 PM
another one.
some strange reason the modder over wrote the intelligence file where it was type= Intelligence Defense it wrote type = Politics Prevent Messages and I cannot even select Intelligence defece from the drop down...
I think I am going back to 1.73 as 1.74 is way to buggy...
DavidG
December 22nd, 2003, 01:22 AM
Originally posted by tesco samoa:
another one.
some strange reason the modder over wrote the intelligence file where it was type= Intelligence Defense it wrote type = Politics Prevent Messages and I cannot even select Intelligence defece from the drop down...
I think I am going back to 1.73 as 1.74 is way to buggy... <font size="2" face="sans-serif, arial, verdana">OK try ver 1.75. http://forum.shrapnelgames.com/images/icons/icon7.gif (note that type= Intelligence Defense waws missing from the txt header file too which is why I missed it. Plus so far as I know your the first one to use it.)
all Versions since 1.70 have been relativly minor upgrades that fixed reported bugs only so going back to 1.73 won't help much.
"Too buggy" Aw come on. http://forum.shrapnelgames.com/images/icons/icon9.gif I count a grand total of 5 bugs that have been told to me since ver 1.74 came out. (4 of which are now fixed, One I couldn't recreate. http://forum.shrapnelgames.com/images/icons/icon9.gif )
DavidG
March 27th, 2004, 09:52 PM
Version 1.76 (se4 1.91 compatible)
- Added Vehicle Type and Weapon list overrides
- Added ver 1.91 abilities
- can turn off annoying weapons sounds
- added 'intelligence defense' type to intel types
- componet pics better now show when image is not found
Links in my sig. Source code here (VB6)-Source code (http://www3.sympatico.ca\dgunstensen\SE4ModderSource176.z ip)
[ March 27, 2004, 19:54: Message edited by: DavidG ]
Ed Kolis
March 27th, 2004, 10:36 PM
Wow... http://forum.shrapnelgames.com/images/icons/icon10.gif
Now you know what would make this the ULTIMATE modding utility???
The ability to make entire sequential families of techs like Krsqk's K-Modder! But not only components - facilities and anything else you might want too! http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/icon6.gif
You say you wrote this in VB6? I'd like to help make this dream a reality, but I don't have VB6 http://forum.shrapnelgames.com/images/icons/icon9.gif ... VB.NET can read VB6 code, but I don't suppose you have .NET, do you? There's a free .NET IDE called SharpDevelop, but it's rather buggy at the moment (at least from what I've seen), and I wouldn't want to force you to switch to .NET... http://forum.shrapnelgames.com/images/icons/tongue.gif
But maybe I could develop a COM component or something you could use... I wonder if I can make COM components in .NET... I like .NET too much http://forum.shrapnelgames.com/images/smilies/rolleyes.gif What kinds of custom controls and classes can you import into VB6 from other Languages? I'm not going to even touch writing Windows controls in C++ (typedef void **HWNDPROCINSTANCE anyone? http://forum.shrapnelgames.com/images/smilies/rolleyes.gif )
OR... I could just get a bunch of would be modders to gather together and keep bugging you until you put that feature in on your own! http://forum.shrapnelgames.com/images/icons/icon10.gif
vBulletin® v3.8.1, Copyright ©2000-2025, Jelsoft Enterprises Ltd.