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  #1  
Old November 14th, 2006, 05:57 PM

Devnullicus Devnullicus is offline
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Default Re: Space Empires V Editor 1.2 Released

Quote:
Phoenix-D said:
It doesn't like that I have SE5 installed on Games\Space Empires V instead of Games\SE5. Won't let me pick the correct directory. :/

EDIT: fixed. For some reason I had an old 1.00 SE5 in the \SE5 directory, and while SFI's reg-key was pointed at the correct location, MM's wasn't.

Oh, and at some point it stopped reading custom vehicle types. :/ I'm back to being unable to use it because it won't let me save with errors and it thinks "Small Craft" is an unvalid vehicle type despite it being in vehicleunittypes.txt.

EDIT2: ok, the save problem isn't there, missed the save anyway button. Comment about the vehicle types still stands though.
Hmmm, not sure what happened with vehicle types, I didn't think I did anything that would break that... but apparently I was wrong I'll look into it. Thanks for the heads up!
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  #2  
Old November 14th, 2006, 05:59 PM

Phoenix-D Phoenix-D is offline
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Default Re: Space Empires V Editor 1.2 Released

Isn't code fun? I swear sometimes it breaks if you look at it the wrong way.
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  #3  
Old November 14th, 2006, 06:12 PM

Devnullicus Devnullicus is offline
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Default Re: Space Empires V Editor 1.2 Released

Quote:
Phoenix-D said:
Isn't code fun? I swear sometimes it breaks if you look at it the wrong way.
After 26 years of coding, I've gotten pretty good at not breaking old code when I refactor...usually. And I did do a fair bit of refactoring for this release. I'm a big believer in "if you have to cut and paste it more than once, you're doing something wrong".

But no one's perfect
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  #4  
Old November 14th, 2006, 06:24 PM

Devnullicus Devnullicus is offline
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Default Re: Space Empires V Editor 1.2 Released

Quote:
Devnullicus said:
Quote:
Phoenix-D said:
Oh, and at some point it stopped reading custom vehicle types. :/

Hmmm, not sure what happened with vehicle types, I didn't think I did anything that would break that... but apparently I was wrong I'll look into it. Thanks for the heads up!
Ah, I think I might know what's going on here. I made a change to optimize things a bit where it would only read these data files once instead of every time you load an editor form. Therefore the first time you load any form, it reads all the other data files it needs and just keeps them around in memory as needed. I meant to add a function to do a manual refresh so you could "hot sync" changes to these files, but then forgot.

I suspect that if you restart the app with any changes, it will read your data correctly?

Or is the problem that it just won't read it at all - even the first time?
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  #5  
Old November 14th, 2006, 06:27 PM

Phoenix-D Phoenix-D is offline
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Default Re: Space Empires V Editor 1.2 Released

Loading the mod first does seem to fix the problem..I didn't notice it had fixed it at first though, since the red ERROR boxes didn't go away until I manually validated.
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  #6  
Old November 14th, 2006, 06:40 PM

Devnullicus Devnullicus is offline
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Default Re: Space Empires V Editor 1.2 Released

LOL. I need to put a "validate all" button in I think. Currently, it only does that when you load and save your data.
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  #7  
Old November 14th, 2006, 07:02 PM

Elsemeravin Elsemeravin is offline
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Default Re: Space Empires V Editor 1.2 Released

Another problem as in attached picture on an unrecognized function.
(that is in Component editor, in Min and Max damage formulas)
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File Type: jpg 470580-se5_3.JPG (53.4 KB, 131 views)
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