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  #11  
Old November 23rd, 2006, 12:58 AM

Devnullicus Devnullicus is offline
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Default Re: Space Empires V Editor 1.4 Released

Quote:
Imperator Fyron said:
Devnullicus said:
If you're worried about spyware, etc, I can tell you that the installer doesn't do ANYTHING special for the library.


I'm just worried about the fact that a simple data file editor is now, in essence, adware... And we as the users have to purchase our own individual licenses of the graphing dll to get rid of the ads.
Well, there ARE a few other options:

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

See, it's not all doom and gloom, and there's always options
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  #12  
Old November 23rd, 2006, 01:02 AM

Devnullicus Devnullicus is offline
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Default Re: Space Empires V Editor 1.4 Released

Quote:
Thy_Reaper said:
I like the editor so far, but it has decided that any changes to the Weapon Reload Rate MS Formula should get stored in the Seeker Speed Formula instead, which causes errors, etc.
Yup, you were right - a stupid cut-n-paste error on my part. *sigh* It will be fixed in the next version.
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  #13  
Old November 23rd, 2006, 03:09 AM

Elsemeravin Elsemeravin is offline
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Default Re: Space Empires V Editor 1.4 Released

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

EDIT: it seems maybe only due to the fact that you do not register the input value, only the arrows, then do not refresh the value when changing to another tech so it looks the same even if different?
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  #14  
Old November 25th, 2006, 07:00 PM

Devnullicus Devnullicus is offline
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Default Re: Space Empires V Editor 1.4 Released

ok, I've updated the editor to correct a few mistakes and give more info about the tech tree (i.e. what components, etc each tech area unlocks).

You can get version 1.4.1 at the usual place: http://www.devnullsoftware.com/se5
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  #15  
Old November 25th, 2006, 09:07 PM

Elsemeravin Elsemeravin is offline
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Default Re: Space Empires V Editor 1.4 Released

I still get an erroneous error message as follow:

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


But I didn't want to disturb you as you need to focus on work don't you ?
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  #16  
Old November 26th, 2006, 02:21 AM

Devnullicus Devnullicus is offline
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Default Re: Space Empires V Editor 1.4 Released

Quote:
Elsemeravin said:
I still get an erroneous error message as follow:

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


But I didn't want to disturb you as you need to focus on work don't you ?
I'm a bit confused by this actually. It's complaining about Get_Design_Ability_Total("AI Tag 02",1) because Get_Design_Ability_Total only takes one argument normally. Does the game accept that function with 2 arguments?

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

As for me focusing on work, well, it's a 4 day weekend I've been working on a mod for SE5 most of the weekend and that's why I fixed the errors I did
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  #17  
Old November 26th, 2006, 02:29 AM

Devnullicus Devnullicus is offline
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Default Re: Space Empires V Editor 1.4 Released

Hmm, I take that back. Apparently, it does take 2 arguments, but I have no idea what the second argument is supposed to do. Sure would be nice to have a modder's manual that explained some of this. :/
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  #18  
Old November 26th, 2006, 06:08 AM

Elsemeravin Elsemeravin is offline
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Default Re: Space Empires V Editor 1.4 Released

The second argument is to choose which of the amount you consider.
The best would be to be able to set the number of argument where you define the liste of available funtions (const.txt)

The message you write is very clear, just the error is wrong.
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  #19  
Old December 1st, 2006, 02:56 AM

Devnullicus Devnullicus is offline
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Default Re: Space Empires V Editor 1.4 Released

A few more bugfixes done.

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

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

Version 1.4.1
  • Fixed bug where component editor would use reload formula MS for seeker weapon speed (doh, stupid cut-n-paste errors!)
  • Tech Tree Viewer now shows tech information when you click on a node
  • Tech Tree file dump now shows components, enhancements, and vehicle sizes that are unlocked with each tech area.
  • Numeric inputs handle LostFocus better
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  #20  
Old December 22nd, 2006, 02:40 PM

skigrinder skigrinder is offline
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Default Re: Space Empires V Editor 1.4 Released

Hi Devnull,

Hope things are well.

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

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

Thanx,
skigrinder
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