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				November 2nd, 2006, 06:02 PM
			
			
			
		  
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				Space Empires V Editor 1.1 Released
	
			 
             
			
		
		
		
		Version 1.1 of the editor is released.  This version includes the following changes: 
-  Added Component Editor
 
-  Better enforcement of legal mod directory locations
 
-  If the file desired (facility.txt or components.txt currently) doesn't exist in the current mod folder, load them from the SE V data directory and then save the changes to the current mod directory
 
-  Bugfix: handle bad data input from files better (without throwing uncaught exceptions)
 
-  Bugfix: formula parser should not use regional settings as the data files are all in American/English
 
-  Bugfix: comments (lines beginning with //) in the data files will now be retained in a place as close to their original position as possible
 
 
Download is available at  http://www.devnullsoftware.com/se5
I would recommend uninstalling previous versions first, but it should work even if you don't (though the src directory might be messed up as I reorganized the files in there a bit)  
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				November 2nd, 2006, 06:17 PM
			
			
			
		  
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				Corporal 
				
				
				
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				Re: Space Empires V Editor 1.1 Released
			 
             
			
		
		
		
		First launch, I try to select the mod directory as GameTypes (not possible) and then select Component, it crashes. 
  
See the end of this message for details on invoking  
just-in-time (JIT) debugging instead of this dialog box. 
 
************** Exception Text ************** 
System.IO.DirectoryNotFoundException: Could not find a part of the path "d:\jeux\se5\gametypes\Data\Components.txt". 
   at System.IO.__Error.WinIOError(Int32 errorCode, String str) 
   at System.IO.File.InternalCopy(String sourceFileName, String destFileName, Boolean overwrite) 
   at Se5Editor.Component.ReadFile(ArrayList& itemList) 
   at Se5Editor.ComponentsForm.ReadData() 
   at Se5Editor.ComponentsForm.ComponentsForm_Load(Objec  t sender, EventArgs e) 
   at System.Windows.Forms.Form.OnLoad(EventArgs e) 
   at System.Windows.Forms.Form.OnCreateControl() 
   at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible) 
   at System.Windows.Forms.Control.CreateControl() 
   at System.Windows.Forms.Control.WmShowWindow(Message& m) 
   at System.Windows.Forms.Control.WndProc(Message& m) 
   at System.Windows.Forms.ScrollableControl.WndProc(Mes  sage& m) 
   at System.Windows.Forms.ContainerControl.WndProc(Mess  age& m) 
   at System.Windows.Forms.Form.WmShowWindow(Message& m) 
   at System.Windows.Forms.Form.WndProc(Message& m) 
   at System.Windows.Forms.ControlNativeWindow.OnMessage  (Message& m) 
   at System.Windows.Forms.ControlNativeWindow.WndProc(M  essage& m) 
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) 
 
 
************** Loaded Assemblies ************** 
mscorlib 
    Assembly Version: 1.0.5000.0 
    Win32 Version: 1.1.4322.573 
    CodeBase: file:///d:/windows/microsoft.net/fra...2/mscorlib.dll 
---------------------------------------- 
Se5Editor 
    Assembly Version: 1.1.0.0 
    Win32 Version: 1.1.0.0 
    CodeBase: file:///D:/Documents%20and%20Setting.../Se5Editor.exe 
---------------------------------------- 
System.Windows.Forms 
    Assembly Version: 1.0.5000.0 
    Win32 Version: 1.1.4322.573 
    CodeBase: file:///d:/windows/assembly/gac/syst...dows.forms.dll 
---------------------------------------- 
System 
    Assembly Version: 1.0.5000.0 
    Win32 Version: 1.1.4322.573 
    CodeBase: file:///d:/windows/assembly/gac/syst...089/system.dll 
---------------------------------------- 
System.Drawing 
    Assembly Version: 1.0.5000.0 
    Win32 Version: 1.1.4322.573 
    CodeBase: file:///d:/windows/assembly/gac/syst...em.drawing.dll 
---------------------------------------- 
 
************** JIT Debugging ************** 
To enable just in time (JIT) debugging, the config file for this 
application or machine (machine.config) must have the 
jitDebugging value set in the system.windows.forms section. 
The application must also be compiled with debugging 
enabled. 
 
For example: 
 
<configuration> 
    <system.windows.forms jitDebugging="true" /> 
</configuration> 
 
When JIT debugging is enabled, any unhandled exception 
will be sent to the JIT debugger registered on the machine 
rather than being handled by this dialog. 
Maybe an error message from you would be prettier than the system crash when a file is not found ?
 
I'll try not to make mistake this time and tell you more    
		
	
		
		
		
		
		
		
		
		
		
	
		
			
			
			
			
				 
			
			
			
			
            
			
			
				
			
			
			
		 
		
	
	
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				November 2nd, 2006, 06:19 PM
			
			
			
		  
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				Sergeant 
				
				
				
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				Re: Space Empires V Editor 1.1 Released
			 
             
			
		
		
		
		grrr.   That shouldn't be happening.  Let me look into it.  I should just have you run my releases before publicly announcing them - you always seem to find problems    
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				November 2nd, 2006, 06:22 PM
			
			
			
		  
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				Re: Space Empires V Editor 1.1 Released
			 
             
			
		
		
		
		Doh, ok, I apparently wasn't quite draconian enough in enforcing the mod directory     GameTypes is not a legal mod directory.   I'll fix that in the next version.  For now, just make sure to choose an actual sub-directory of "GameTypes" as the mod directory    
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				November 2nd, 2006, 06:25 PM
			
			
			
		  
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				Corporal 
				
				
				
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				Re: Space Empires V Editor 1.1 Released
			 
             
			
		
		
		
		Ok I tried while selecting my on progress mod and while SEV accept the mod without errors I get the following disturbing message. Below is teh component.txt component description: 
 
Name                                            := CG_Brain 
Description                                     := Bioengineered brain to use for space monsters, providing control for the whole struture. 
Picture Number                                  := 42 
Maximum Level                                   := 150 
Tonnage Space Taken Formula                     := 50 
Tonnage Structure Formula                       := 25 
Cost Minerals Formula                           := 0 
Cost Organics Formula                           := 0 
Cost Radioactives Formula                       := 0 
Supply Amount Used Formula                      := 0 
Ordnance Amount Used Formula                    := 0 
Can Be Placed On Vehicle Types                  := Ship 
Can Be Placed In Ship Sections                  := Outer Hull 
Component Type List                             := Organic 
General Group                                   := Organs 
Custom Group                                    := 0 
Number Of Requirements                          := 3 
Requirements Evaluation Availability            := AND 
Requirements Evaluation Allows Placement        := TRUE 
Requirements Evaluation Allows Usage            := TRUE 
Requirement 1 Description                       := Empire must have at least tech level 1 in CG_Genetic (needs one more level for every 15 levels). 
Requirement 1 Formula                           := Get_Empire_Tech_Level("CG_Genetic") >= [%Level%] / 15 
Requirement 2 Description                       := Empire must have at least tech level 1 in CG_Space Monsters (needs one more level for every 5 levels). 
Requirement 2 Formula                           := Get_Empire_Tech_Level("CG_Space Monsters") >= [%Level%] / 5 
Requirement 3 Description                       := Empire must have at least tech level 1 in CG_Brain. 
Requirement 3 Formula                           := Get_Empire_Tech_Level("CG_Brain") >= [%Level%]  
Number Of Abilities                             := 4 
Ability 1 Type                                  := Component - Regeneration 
Ability 1 Description                           := Can be regenerated. 
Ability 1 Scope                                 := Space Object 
Ability 1 Range Formula                         := 0 
Ability 1 Amount 1 Formula                      := 0 
Ability 1 Amount 2 Formula                      := 0 
Ability 2 Type                                  := Control Center 
Ability 2 Description                           := Controls the ship. 
Ability 2 Scope                                 := Space Object 
Ability 2 Range Formula                         := 0 
Ability 2 Amount 1 Formula                      := 0 
Ability 2 Amount 2 Formula                      := 0 
Ability 3 Type                                  := Combat To Hit Offense 
Ability 3 Description                           := Gives a [%Amount1%]% attack bonus in combat (only 1 component per ship effective). 
Ability 3 Scope                                 := Space Object 
Ability 3 Range Formula                         := 0 
Ability 3 Amount 1 Formula                      := [%Level%] / 2 
Ability 3 Amount 2 Formula                      := 1 
Ability 4 Type                                  := Combat To Hit Defense 
Ability 4 Description                           := Gives a [%Amount1%]% defense bonus in combat (only 1 component per ship effective). 
Ability 4 Scope                                 := Space Object 
Ability 4 Range Formula                         := 0 
Ability 4 Amount 1 Formula                      := [%Level%] / 2 
Ability 4 Amount 2 Formula                      := 1 
Weapon Type                                     := None 
 
Then the following error:
 
1] I click on the CG_Brain in the left list and get:
 See the end of this message for details on invoking  
just-in-time (JIT) debugging instead of this dialog box. 
 
************** Exception Text ************** 
System.ArgumentException: '150' is not a valid value for 'Value'. 'Value' should be between 'Minimum' and 'Maximum'. 
   at System.Windows.Forms.NumericUpDown.set_Value(Decim  al value) 
   at Se5Editor.ComponentsForm.SetFormValuesGeneralTab() 
   at Se5Editor.ComponentsForm.SetFormValues(String selectedItemName) 
   at Se5Editor.ComponentsForm.ComponentList_SelectedInd  exChanged(Object sender, EventArgs e) 
   at System.Windows.Forms.ListView.OnSelectedIndexChang  ed(EventArgs e) 
   at System.Windows.Forms.ListView.WmReflectNotify(Mess  age& m) 
   at System.Windows.Forms.ListView.WndProc(Message& m) 
   at System.Windows.Forms.ControlNativeWindow.OnMessage  (Message& m) 
   at System.Windows.Forms.ControlNativeWindow.WndProc(M  essage& m) 
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) 
 
I start to feel like the black crow telling you only bad comments. 
 
The image on the main program is a very nice touch.    
		
	
		
		
		
		
		
		
		
		
		
	
		
			
			
			
			
				 
			
			
			
			
            
			
			
				
			
			
			
		 
		
	
	
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				November 2nd, 2006, 06:26 PM
			
			
			
		  
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				National Security Advisor 
				
				
				
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				Re: Space Empires V Editor 1.1 Released
			 
             
			
		
		
		
		Couple of points on the component editor: 
-There's no way to make Damage Type a forumla. 
-A few of the fields that should be text boxs are lists (Weapon Delivery Type, Explosion, Sound, etc). Having the list works nicely for selecting a common type, but it makes it impossible to enter a custom type. 
-It screams when adding a custom unit type, component type, or General Group. Not a problem except it won't let you save with these "errors"! 
 
EDIT: the error there is the program not liking components with maximum levels > 100. 
		
	
		
		
		
		
		
		
			
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I am not senile. I just talk to myself because the rest of you don't provide adequate conversation. 
- Digger
			 
		
		
		
		
		
		
	
		
		
	
	
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				November 2nd, 2006, 06:29 PM
			
			
			
		  
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				Sergeant 
				
				
				
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				Re: Space Empires V Editor 1.1 Released
			 
             
			
		
		
		
		
	Quote: 
	
	
		
			
				Phoenix-D said: 
Couple of points on the component editor: 
-There's no way to make Damage Type a forumla. 
-A few of the fields that should be text boxs are lists (Weapon Delivery Type, Explosion, Sound, etc). Having the list works nicely for selecting a common type, but it makes it impossible to enter a custom type. 
-It screams when adding a custom unit type, component type, or General Group. Not a problem except it won't let you save with these "errors"!  
			
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 1) Damage Types are read from "DamageTypes.txt".  If you want to add a damage type, you need to edit that file.  The field name ending in "Formula" is actually misleading and got me for a while too.  In reality, this field is not a formula, but instead a value that references another file.
 
2) All fields that are combo boxes get their values from other files or seem to be hardcoded values in the game.  If a field in the file would allow arbitrary user input, I had the combo box allow it as well.  Most do not.
 
3) Please elaborate (and give an example) of the third problem?  
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				November 2nd, 2006, 06:35 PM
			
			
			
		  
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				Sergeant 
				
				
				
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				Re: Space Empires V Editor 1.1 Released
			 
             
			
		
		
		
		
	Quote: 
	
	
		
			
				Elsemeravin said: 
Ok I tried while selecting my on progress mod and while SEV accept the mod without errors I get the following disturbing message. Below is teh component.txt component description: 
 
 
Name                                            := CG_Brain 
Description                                     := Bioengineered brain to use for space monsters, providing control for the whole struture. 
.. 
Maximum Level                                   := 150 
.. 
 
 
Then the following error: 
 
1] I click on the CG_Brain in the left list and get: 
 
See the end of this message for details on invoking  
just-in-time (JIT) debugging instead of this dialog box. 
 
************** Exception Text ************** 
System.ArgumentException: '150' is not a valid value for 'Value'. 'Value' should be between 'Minimum' and 'Maximum'. 
   at System.Windows.Forms.NumericUpDown.set_Value(Decim  al value) 
   at Se5Editor.ComponentsForm.SetFormValuesGeneralTab() 
   at Se5Editor.ComponentsForm.SetFormValues(String selectedItemName) 
   at Se5Editor.ComponentsForm.ComponentList_SelectedInd  exChanged(Object sender, EventArgs e) 
   at System.Windows.Forms.ListView.OnSelectedIndexChang  ed(EventArgs e) 
   at System.Windows.Forms.ListView.WmReflectNotify(Mess  age& m) 
   at System.Windows.Forms.ListView.WndProc(Message& m) 
   at System.Windows.Forms.ControlNativeWindow.OnMessage  (Message& m) 
   at System.Windows.Forms.ControlNativeWindow.WndProc(M  essage& m) 
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) 
 
 
I start to feel like the black crow telling you only bad comments.  
 
The image on the main program is a very nice touch.    
			
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 The value of 150 in Maximum Level is pretty high.  The problem is that the form component is set with a min and max value of 0 and 100 for that field.  I suppose I could change that to allow higher values (and I should definitely change the validation code to be in sync with the form components), but I'm not sure why you'd want such a high value for Maximum Level?
 
As for only telling me bad things - no problem!  I want to find the bugs in the program and the faster you guys tell me about them, the faster I can fix them.  Fixing them is usually easy - it's just that I don't find them like you guys do because I'm only testing with a limited set of data (i.e. base and balance mod).
 
So, keep on finding problems    
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				November 2nd, 2006, 06:46 PM
			
			
			
		  
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				National Security Advisor 
				
				
				
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				Re: Space Empires V Editor 1.1 Released
			 
             
			
		
		
		
		1. Actually its not. For example: iif([%Level%] < 10, "Normal", "Burns Armor") results in a weapon that has Normal damage type for levels 1-9, and Burns Armor thereafter. It doesn't work for all variables, though. 
 
2. Weapon Delivery Type is 100% arbitrary. You could put "Chicken" here and SE5 would take it. Explosion is semi-arbirary; you can add a Specific Type onto here, or noew values in the appropriate text file. 
 
3. If you have a unit type "Small Craft", you can't design components for it in your editor. The editor either doesn't see that unit type or assumes it is invalid and throws an error. 
 
Same thing with Component Type and General Group. Here are the errors in question.. 
 * Unknown Component Type 'Technic' 
 * Unknown Vehicle Type 'Small Craft' 
		
	
		
		
		
		
		
		
			
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				Phoenix-D
 
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation. 
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				November 2nd, 2006, 06:53 PM
			
			
			
		  
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				Corporal 
				
				
				
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				Re: Space Empires V Editor 1.1 Released
			 
             
			
		
		
		
		
	Quote: 
	
	
		
			
				Devnullicus said: 
	Quote: 
	
	
		
			
				Elsemeravin said: 
.. 
Maximum Level                                   := 150 
.. 
[/i] 
 
 
			
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 The value of 150 in Maximum Level is pretty high.  The problem is that the form component is set with a min and max value of 0 and 100 for that field.  I suppose I could change that to allow higher values (and I should definitely change the validation code to be in sync with the form components), but I'm not sure why you'd want such a high value for Maximum Level? 
 
 
			
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 My plan is to make research more continuous with many many very small rewards for each step. That way there won't be a big difference between two ships just because of a few turns from the next weapon level. And retrofitting ships won't be possible for every level (too costly) and not worthy.
 
I think you can easily max this value to 65536 so to have no more problems.
 
	Quote: 
	
	
		
			
				 
2) All fields that are combo boxes get their values from other files or seem to be hardcoded values in the game. If a field in the file would allow arbitrary user input, I had the combo box allow it as well. Most do not. 
 
			
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 I get another problem with previous component because of the group which is normally not hardcoded but refused by the editor:
 I'll keep posting as soon as I meet problems. Just tell me when you have enough so you won't hate me    
		
	
		
		
		
		
		
		
		
		
		
	
		
			
			
			
			
				 
			
			
			
			
            
			
			
				
			
			
			
		 
		
	
	
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