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  #1  
Old November 2nd, 2006, 07:58 PM

Devnullicus Devnullicus is offline
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Default Re: Space Empires V Editor 1.1 Released

Ug. How the hell does the game interpret this field? sheesh.
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Old November 2nd, 2006, 08:14 PM

Phoenix-D Phoenix-D is offline
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Default Re: Space Empires V Editor 1.1 Released

As far as I can tell, there are two ways:

If [Random Specific Type] is present, it reads the next bit of text and picks a random explosion from that type. In stock, there's only one type- Weapon Explosion. So all the weapons pick randomly from the same group of explosions.

If [Random Specific Type] is NOT present, the line is read as the name of an explosion. In stock, that would be Weapon Explosion 1 to Weapon Explosion 4.
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  #3  
Old November 2nd, 2006, 08:32 PM

Devnullicus Devnullicus is offline
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Default Re: Space Empires V Editor 1.1 Released

Yup. So, here's the fixed list so far for 1.1.1:

General Bugfixes:
  • Bugfix: Even better enforcement of legal mod directory locations (GameTypes is not a legal mod directory)
  • Bugfix: Maximul Level and Custom Groups limited to ranges of [0,65535] and will now complain about the out-of-range data instead of just getting internal errors and doing the figurative equivalent of littering bits all over your computer's floor. *sigh*

Component Editor Bugfixes:
  • All Weapon Effect Name fields have a "None" option now
  • Weapon Explosion Effect Name now reads from BitmapEffects_SpaceCombat.txt and BitmapEffects_GroundCombat.txt to fill in its allowable values.
  • Weapon Space Display Effect Name and Weapon Ground Display Effect Name now only allow "Weapon Explosion" Specific Effect types from BitmapEffects_SpaceCombat.txt and BitmapEffects_GroundCombat.txt.
  • Weapon Delivery Type is apparently not used by the game and can be an arbitrary value. Changed editor to allow arbitrary values for this field
  • Vehicle Types now reads VehicleUnitTypes.txt and adds those to the allowable list so that new vehicle types can be used.
  • Weapon Target Types now reads VehicleUnitTypes.txt and adds those to the allowable list so that new vehicle types can be targeted.
  • General Group can now accept arbitrary values


Still left to fix:
  • Weapon Damage Type Formula seemed to be misleading and not a formula, but it turns out that it is an editable formula with specific variables possible. Fixed the editor to handle this.
  • Component Type List can now accept arbitrary values

The last two are somewhat more difficult fixes, though, so unknown how long it will take yet. Hopefully, I'll have a release ready tonight sometime.
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Old November 2nd, 2006, 09:03 PM

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Default Re: Space Empires V Editor 1.1 Released

Any chance will see an events editor??

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Old November 2nd, 2006, 09:26 PM
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Default Re: Space Empires V Editor 1.1 Released

Quote:
Hemperor said:
Any chance will see an events editor??


Oh man I hope we get one lol, this scripting stuff for events and AI is giving me a headache. I was just starting to figure out the AI for se4 and bam now I have to start all over again.
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Old November 2nd, 2006, 09:38 PM

Devnullicus Devnullicus is offline
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Default Re: Space Empires V Editor 1.1 Released

ok, I've got 1.1.1 released on the website. It fixes all of the things I listed above. Feel free to pick more holes in it so we can get a solid and stable editor. I'm really hoping to get this thing stable and useful by the end of this week because then my vacation is over and it's back to work. Who knows how much time I'll have after that to work on this.
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Old November 2nd, 2006, 09:53 PM

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Default Re: Space Empires V Editor 1.1 Released

Components editor: would it be possible to add a "Save anyway" box to the list of errors when saving? Also, the error list pops up twice when you try to save when errors are present.

Weapon Damage Type formulas aren't working properly. The editor can't, for example, handle the stock Plague Bomb damage type forumla.

Weapon Min/Max Damage formula isn't handling some forumlas right. For the Flak cannon, the forumla is:

iif([%Range%] <= 100, (50 + (([%Level%] - 1) * 5)) - ([%Range%] * 0.8), 0)

which is correct. The parser doesn't read it correctly, however, and says "Invalid parameter count. The function iif requires 3 parameter(s)."

The first parameter is 100, the second is (([%Level%] - 1) * 5)) - ([%Range%] * 0.8), the third is 0.
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