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November 3rd, 2002, 02:01 AM
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Lieutenant Colonel
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Join Date: Jan 2002
Location: Dundas, Ontario, Canada
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
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?
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November 3rd, 2002, 02:21 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
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.
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November 3rd, 2002, 05:20 PM
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National Security Advisor
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Join Date: Oct 2001
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
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 ]
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November 3rd, 2002, 07:19 PM
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Lieutenant Colonel
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Quote:
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%!
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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 ]
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November 3rd, 2002, 07:35 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
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.
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November 4th, 2002, 01:21 AM
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Private
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
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
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November 4th, 2002, 01:53 PM
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Lieutenant Colonel
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Join Date: Jan 2002
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Quote:
Originally posted by PaladinX:
My suggestion is to allow the creation of tech Groups on the fly...
-Paladin
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Most definately the way it should work. Will fix this. :-)
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