Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: Modding Tool

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Distant Worlds 1 Series >> Design and Modding >> RE: Modding Tool Page: <<   < prev  11 12 [13] 14 15   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: Modding Tool - 6/21/2017 6:12:39 AM   
Darkspire


Posts: 1986
Joined: 6/12/2003
From: My Own Private Hell
Status: offline
This error(?) came up and I can not find any value matching in the pirate subfolder or the policy files, the pirate policy files do not have a planet destroyers line in them, nor "", the race policy files all have N as the value for BuildPlanetDestroyers.

Invalid build planet destroyers (pirate race)? value "" found in Policies record 0) Ackdarian, value changed to "N"

Darkspire

_____________________________


(in reply to Darkspire)
Post #: 361
RE: Modding Tool - 6/21/2017 8:23:37 AM   
Sabranan

 

Posts: 418
Joined: 2/24/2016
Status: offline
That kind of warning comes up if a file is missing a variable entirely, as well as if the variable is there but the value isn't. It just means if you haven't put something in it'll populate it with a default value for you.

I think I'm right in saying that aside from the dialogues and design templates, the tool will auto-populate any missing variables in the rest of the files.

_____________________________


(in reply to Darkspire)
Post #: 362
RE: Modding Tool - 7/9/2017 7:56:20 PM   
Rochndil

 

Posts: 7
Joined: 6/30/2017
Status: offline
Good afternoon!

I'm VERY new to DW: U, though quite technically capable and familiar with modding in general. I tried to use your tool to add a race to the Unleashed Extended II mod ( Link redacted because I can't post such; it's not hard to find. ), but on its first analysis/housekeeping pass, something it updates breaks the mod such that you cannot start a game with it (even before starting to add my race). If you like, I can produce logs and the exaxct error message (which was extremely long and completely inscrutable to me). Other than that, I think you've crafted a really slick piece of software. My only complaint is that the race edit screen is not small-screen-size friendly.

Rochndil, making his first post here...

(in reply to Sabranan)
Post #: 363
RE: Modding Tool - 7/9/2017 10:24:11 PM   
Sabranan

 

Posts: 418
Joined: 2/24/2016
Status: offline
Hi Rochndil,

I've just downloaded the UE II mod and run it through the tool. Although there are some issues (mostly just typos) with it, I can't see anything game breaking in the log and if I output everything to disk without manually changing anything the resulting theme loads in game, at least for me.

So for diagnosis, I'd say first up use the "Send Log File on Close?" box on the main menu after outputting all the files to disk and it'll send me a logfile with your input/output logs so I can see what's going on. If you stick your forum username in the box that comes up when you close the tool that'll let me know it's from you.

By all means stick your DW error log here, it can't hurt. You might be able to attach it as a txt file to the post, I'm not sure if there's a restriction on that or not for new users. If it doesn't let you it's fine to just copy/paste it into the post itself.

_____________________________


(in reply to Rochndil)
Post #: 364
RE: Modding Tool - 7/10/2017 3:44:25 AM   
Retreat1970


Posts: 948
Joined: 11/6/2013
From: Wisconsin
Status: offline
51st shipset?

(in reply to Sabranan)
Post #: 365
RE: Modding Tool - 7/11/2017 12:28:37 AM   
Rochndil

 

Posts: 7
Joined: 6/30/2017
Status: offline
And hello again!

I've recreated the error twice.

I started by downloading a fresh copy of Unleashed Extended II (from this forum), just to be sure it wasn't a corruption issue. I copied the contents to the Customization directory (and got rid of the extra sub-directory. I then launched the game and switched my theme to UE-II, and successfully started a game (introductory game because it's just one click). Success!

Returned to main menu, and switched theme to something else. Then, I ran your tool, let it do its basic housekeeping pass on that mod. Log should have been sent to your server (seemed successful on this end). Saved ALL changes with backups disabled. Exited tool to send logs. Re-selected UE-II theme. Selection process good (but it always was). Then, tried again to start an introductory game, and about 30 seconds in, BAM! Error time! I don't think I can attach the screen cap, and the text wasn't selectable, so I'll have to transcribe it manually. If I futz it up, that's on me. Error message follows:

"There was an error while attempting to start a new game. If you are using a theme, please revert to the default Distant Worlds theme and try again.

Error details:

System.NullReferenceException: Object reference not set to an instance of an object.
at DistantWorlds.Types.Galaxy.GeneratePirateEmpire(Habitat habitat, Int32 offsetx, Int32 offsety, Race race, Int32 designPictureFamilyIndex, Double techLevel, PiratePlayStyle, piratePlayStyle, Boolean isPlayerEmpire, Boolean isSuperPirates)
at DistantWorlds.Types.Galaxy.GeneratePirateEmpire(Habitat habitat, Int32 offsetx, Int32 offsety, Boolean useRace)
at DistantWorlds.Types.Galaxy.GenerateNewPirateEmpires()
at DistantWorlds.Types.Galaxy.DoTasks(Boolean GameFinished, Empire playerEmpire, VictoryConditions globalVictoryConditions, EmpireVictoryConditions playerConditionstoAchieve, EmpireVictoryConditions playerConditionstoPrevent)
at DistantWorlds.Start.e03OrPRhJAFG88ocShQ(Object, Boolean, Object, Object, Object, Object)
at DistantWorlds.Start.OYWJFHBRu7(GalaxyShape ,Int32 ,Int32 ,Boolean ,Double ,Int32 ,Double ,Double ,Int32 ,Double ,Double ,Int32 ,Double ,EmpireStart ,EmpireStartList ,VictoryConditions ,EmpireVictoryConditions ,EmpireVictoryConditions ,Boolean ,Boolean ,GameStartResets )"

Note that the spacing oddity in the last reference was copied as given, even though it breaks pattern.

Rochndil, hoping that this information is useful...

(in reply to Retreat1970)
Post #: 366
RE: Modding Tool - 7/11/2017 9:27:06 PM   
Bloodly

 

Posts: 94
Joined: 4/14/2010
Status: offline
What are the rules of Manufactured resources?

This is driving me batty.

I am trying to use the mod tool to make some generic manufactured resources. Manufactured i.e 'no prevalence, they spawn as a colony develops'. The mod tool outputs fine, no errors. Distant Worlds crashes, asking for Prevalence and types. Which don't apply, because they're meant to be A MANUFACTURED RESOURCE.

(in reply to Rochndil)
Post #: 367
RE: Modding Tool - 7/11/2017 10:03:19 PM   
Sabranan

 

Posts: 418
Joined: 2/24/2016
Status: offline
Rochndil,

First I'd better tell you than whenever DW generates those error messages that don't have selectable text, it automatically copies the text into the clipboard, so in the future you can just paste it without having to type it all out!

From what I can tell (actually having to use process monitor to see what's going on) it's failing when it tries to load the mortalen or naxxilian pirate races, but I can't see anything wrong with them.

I'll look into this some more tomorrow.

Bloodly,

I'm afraid I don't know exactly how manufactured resources work, but evidentially they do need to have at least one set of location values. Perhaps the location(s) determine what colony types the resource can spawn on? Even if, I have no idea what prevalence or abundance values would do (if anything at all).

When I get a chance tomorrow, I'll add a warning that enforces setting at least one resource location.

_____________________________


(in reply to Bloodly)
Post #: 368
RE: Modding Tool - 7/15/2017 5:39:46 PM   
Sabranan

 

Posts: 418
Joined: 2/24/2016
Status: offline
Ok, took rather longer than I was hoping (sorry about that) but I think I've cracked this issue. Basically the game doesn't like having blank design templates and the tool created them for you if you loaded in a mod that didn't have some. So the mortalen, naxxilian and probably some others ended up having these empty design templates and the game had a hissy-fit over them.

It should no longer do that, if it loads in a blank or non-existant template it just won't bother outputting those files. So Rochndil if you load them in again and output them (should be fine to just output the design templates) that should fix this issue.

Also Bloodly I've added the warning when you delete the last resource location, so at least the user is told now.

That's revision 6.

_____________________________


(in reply to Sabranan)
Post #: 369
RE: Modding Tool - 7/17/2017 1:39:57 PM   
Rochndil

 

Posts: 7
Joined: 6/30/2017
Status: offline
Glad you got it figured out!

I've been busy finding ways to break the game. And, then, ways to fix it. I've been tweaking UE-II to my tastes and adding in (small) additions, and of course my custom race. So far I've managed to create a functional mod, but with your tool back in action it's guaranteed to be better (and easier, that race grid is a pain!).

Rochndil, looking forward to maxing out the race list at 50...

(in reply to Sabranan)
Post #: 370
RE: Modding Tool - 7/21/2017 6:49:11 PM   
Rochndil

 

Posts: 7
Joined: 6/30/2017
Status: offline
Good afternoon!

I've been continuing with my mod project (which, as they tend to do, has grown in scope - now I'm adding 7 new races and tweaking a bunch of stuff). Your tool has not produced any more game-crashing errors (yay!), but it is doing something incorrectly. To a certain degree, this is not your fault, since the readme.txt file in the game folder is actually inaccurate.

The Tactics settings for design templates (added in some version I don't remember), as noted in that readme, are WRONG. Using the formatting indicated does NOT work. The doc says:

TacticsWeaker: Evade (and others)

This is wrong and does not function. After a good deal of tinkering and experimentation, I found a format that DOES work. There may be others, but this tested right.

TacticsWeaker; Evade (and others)

Note the lack of space after the variable name, the semicolon, and one space before the value. Your tool is currently outputting something like:

TacticsWeaker[TAB][TAB]: Evade

This doesn't work, even though it's basically what the dev docs say to use. Bad dev! While this is hardly a planet-busting error, I'd definitely add it to the fix pile (should be pretty trivial) for the next iteration.

Now, I've got a different issue to mention. This isn't strictly a bug, and it may be a bit tricky to fix. If a race does not have a pirate design template folder, your tool will create one. It does this even if the race is set NOT to be a pirate! Now, creating a bunch of files that won't then be used isn't really a big deal, but it's technically not necessary if the race explicitly is set not to need them. A logic check against the race file would quickly determine the need for such files, but how complex that would be to code in (and, really, how necessary) is your call.

Rochndil, throwing out the GREP program he was using after determining it doesn't support replace operations...


(in reply to Rochndil)
Post #: 371
RE: Modding Tool - 7/22/2017 3:19:03 PM   
Sabranan

 

Posts: 418
Joined: 2/24/2016
Status: offline
I hate it when they do that lol, so annoying and the modding guide/text files are full of issues like this. As you say though, easy enough to fix. Internally, the tool actually changes any colons in the design templates to semi-colons anyway for ease of coding, so all I needed to do was change what it actually outputted. It means it'll even correct any files you might have that are still using colons next time you output. I've also removed the tab character that was in there, I'm not sure why that was there in the first place.

As for the other issue, it does create the folder path for the pirate version of a race but it doesn't create any design template files unless you've loaded them in or populated at least one value for them with the tool. I don't really want to have it automatically remove design templates based on the CanBeNormalEmpire/CanBePirate options in the race file, because that would create a situation where a simple unnoticed mis-click could result in you losing a folder full of design templates.

Instead, I've added three buttons at the bottom of the design template form to purge either the current template, all the standard/pirate templates for the race or just all the templates for the race. They all have confirmation boxes so you can't accidentally wipe them, but they should allow you to easily control what files you don't want created.

That's revision 7.

_____________________________


(in reply to Rochndil)
Post #: 372
RE: Modding Tool - 7/30/2017 12:02:23 AM   
Rochndil

 

Posts: 7
Joined: 6/30/2017
Status: offline
Good evening!

No bugs to report, yay!

I do have a feature request to think about, which could possibly open up a whole new method of modding. I've been tinkering with the scaling attribute for ship designs, and feel that it really adds a lot to the game. When your explorer ships are pretty visually close in size to your capitals, it looks a bit weird. But when you scale those suckers down to represent their relative tonnage, wow what a difference! The problem then becomes everybody ELSE's ships. And, of course, that can also be fixed...by editing 50 different sets of ship designs, PLUS all the pirate versions. And, yes, some of that can be done relatively efficiently by opening all "cruiser.txt" files at once, and doing a global replace on all, but that's still pretty tedious.

What would be really cool is to have a feature in the editing tool that applies a given change to ALL designs of a type (or similar groupings) at once. I wouldn't think the database work would be too tedious, but you'd need a new interface screen to control the process. And, what other fun things could you do with an interface like that? Bump up the shields on ALL pirate ships at once? Easily edit all the ships of one empire to reflect a technology/weapons change? There are probably other bulk changes that folks have wanted to try that were simply too much trouble to accomplish by hand.

Give it some thought - I'm sure there are potential challenges I'm not knowledgeable enough to consider, but the possibilities are still inspiring.

Rochndil, re-jiggering a bunch of stuff, slaving away in the mod fields...

(in reply to Sabranan)
Post #: 373
RE: Modding Tool - 7/30/2017 3:24:57 AM   
Sabranan

 

Posts: 418
Joined: 2/24/2016
Status: offline
That's an interesting thought actually, you might have noticed that the components and resources forms already have some multiplier functions you can apply in batch, so the concept is there already. I don't see why it couldn't be done for design templates too, I'll have a look at what can be done there over the next week.

_____________________________


(in reply to Rochndil)
Post #: 374
RE: Modding Tool - 7/30/2017 1:56:18 PM   
Hattori Hanzo


Posts: 734
Joined: 3/21/2011
From: Okinawa
Status: offline
the "scaling feature" suggested by Rochndil seem extremely interesting: it's so weird that the smaller ships in the game are so similar to the capital ships

(in reply to Sabranan)
Post #: 375
RE: Modding Tool - 7/31/2017 3:06:19 AM   
Capshades

 

Posts: 138
Joined: 8/2/2014
Status: offline
This would be fantastic, a much faster way to balance and do those small edits when polishing a mod.

(in reply to Hattori Hanzo)
Post #: 376
RE: Modding Tool - 8/5/2017 12:13:10 AM   
Sabranan

 

Posts: 418
Joined: 2/24/2016
Status: offline
Ok, I've just put together a batch tasks subform for the design templates. So in revision 8 you can apply an absolute or scaling value to any combination of ships/bases, for either standard, pirate races or both at the same time. You can do this for multiple races at once too, so it should be easy to standardise scaling across all your races.

You can also apply the value as a multiplier to whatever the existing value is, you'll need to be a bit careful doing that to stay within the acceptable range but it means you can do scaled changes across all of your design templates.

Lastly, I've put in something so you can set tactics on mass. So if you want to set every race's troop transports to invade immediately, you can do that in a few clicks rather than changing them all individually. You can set tactics one tactic type at a time, all at once or any combination thereof.

Hopefully that should give you much greater control over your tactics and scaling!

_____________________________


(in reply to Capshades)
Post #: 377
RE: Modding Tool - 8/5/2017 1:08:15 AM   
Sabranan

 

Posts: 418
Joined: 2/24/2016
Status: offline
Turns out components wasn't that hard either, so in revision 9 you can now set or multiply each component type in your design templates in the same way you can for the scaling or tactics!

_____________________________


(in reply to Sabranan)
Post #: 378
RE: Modding Tool - 8/7/2017 8:58:53 PM   
Overlord015

 

Posts: 46
Joined: 1/20/2015
Status: offline
Hello,

I've recently been trying to mod the troop techs and I've hit a wall, I'm not sure if its a bug or I'm dong something wrong. What I'm trying to do is create a new troop tech that increases both attack and defense. Whenever I try to define the troop type it affects it always seems to default to the all troop types option when i close the abilities sub-menu or switch to another ability line (I'm trying to limit it to infantry).

(in reply to Sabranan)
Post #: 379
RE: Modding Tool - 8/8/2017 3:40:35 AM   
Sabranan

 

Posts: 418
Joined: 2/24/2016
Status: offline
Thanks Overlord015, I've fixed that now in revision 10.

_____________________________


(in reply to Overlord015)
Post #: 380
RE: Modding Tool - 8/8/2017 6:31:08 PM   
Overlord015

 

Posts: 46
Joined: 1/20/2015
Status: offline
Thank you for the prompt response. I'm working with facilities atm, I think I caught a few other issues:

In the variable section for the Spy Academy (facility type from the drop down menu) its labelled as increasing the spawn chances for troop generals (rather than spies).
Same issue also with the Science Academy where its labelled as increasing the chances for spies and the Military Academy increasing the spawn chances for scientists (the Naval Academy seems fine).

Again, thank you for the work you've put into this tool, I've been going crazy with it for some time now, loving it so far. I will probably keep dropping by if I keep finding other things. Would you rather I use the direct comm feature on the tool? Or are you okay with me posting up here as I find things?

(in reply to Sabranan)
Post #: 381
RE: Modding Tool - 8/8/2017 8:34:36 PM   
Sabranan

 

Posts: 418
Joined: 2/24/2016
Status: offline
It's probably easiest to report problems here, I get an email notification every time someone posts on this thread so it'll likely be the fastest way.

Posting steps to reproduce issues help a lot, as does using the internal log reporter in the tool if it's crashing or inputting/outputting incorrect data. It's not needed for reporting wrong labels and such though, since that's just an inconvenience and won't actually effect your mod as long as you're aware of it.

I've sorted the facility labels now so that's revision 11.

_____________________________


(in reply to Overlord015)
Post #: 382
RE: Modding Tool - 8/9/2017 12:26:14 PM   
Rochndil

 

Posts: 7
Joined: 6/30/2017
Status: offline
Greetings!

I re-scaled all the standard and pirate versions of 50 races' ships, and also fixed the carrier tactics (for some weird reason someone had them going all weapons). Other than a mistake of my own making, everything worked perfectly. Awesome improvement; it made the impossibly tedious simple.

Rochndil, still deciding if his smaller ships are too small...

(in reply to Sabranan)
Post #: 383
RE: Modding Tool - 8/10/2017 11:34:23 PM   
Hattori Hanzo


Posts: 734
Joined: 3/21/2011
From: Okinawa
Status: offline
very, very good indeed Sabranan !!!!!

(in reply to Rochndil)
Post #: 384
RE: Modding Tool - 8/19/2017 5:45:18 AM   
Sabranan

 

Posts: 418
Joined: 2/24/2016
Status: offline
At this point I'm happy that the data validation is stable enough to be released as 1.1.0.0, so up it goes!

I'll update the OP with this version too.

_____________________________


(in reply to Hattori Hanzo)
Post #: 385
RE: Modding Tool - 8/22/2017 11:05:03 PM   
Overlord015

 

Posts: 46
Joined: 1/20/2015
Status: offline
Hi there, been working with facilities and I've been encountering some issues:

First this error:
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.InvalidCastException: Conversion from string "" to type 'Integer' is not valid. ---> System.FormatException: Input string was not in a correct format.
at Microsoft.VisualBasic.CompilerServices.Conversions.ParseDouble(String Value, NumberFormatInfo NumberFormat)
at Microsoft.VisualBasic.CompilerServices.Conversions.ToInteger(String Value)
--- End of inner exception stack trace ---
at Microsoft.VisualBasic.CompilerServices.Conversions.ToInteger(String Value)
at Distant_Worlds_Mod_Editor.frm_facilities.btn_deleteproject_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.7.2102.0 built by: NET47REL1LAST
CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v4.0.30319/mscorlib.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.7.2103.2 built by: NET47REL1LAST
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
Distant Worlds Mod Editor
Assembly Version: 0.0.0.1
Win32 Version: 0.0.0.1
CodeBase: file:///C:/Users/Overlord/AppData/Local/Apps/2.0/JRMLOMBM.35K/VD5KZVGV.N38/dist..tion_0000000000000000_0001.0000_9e2a0b2d88c7f570/Distant%20Worlds%20Mod%20Editor.exe
----------------------------------------
Microsoft.VisualBasic
Assembly Version: 10.0.0.0
Win32 Version: 14.7.2046.0 built by: NET47REL1
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/Microsoft.VisualBasic/v4.0_10.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System.Core
Assembly Version: 4.0.0.0
Win32 Version: 4.7.2102.0 built by: NET47REL1LAST
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.7.2104.0 built by: NET47REL1LAST
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.7.2046.0 built by: NET47REL1
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Configuration
Assembly Version: 4.0.0.0
Win32 Version: 4.7.2046.0 built by: NET47REL1
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Xml
Assembly Version: 4.0.0.0
Win32 Version: 4.7.2102.0 built by: NET47REL1LAST
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
System.Runtime.Remoting
Assembly Version: 4.0.0.0
Win32 Version: 4.7.2046.0 built by: NET47REL1
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Runtime.Remoting/v4.0_4.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------
System.Deployment
Assembly Version: 4.0.0.0
Win32 Version: 4.7.2046.0 built by: NET47REL1
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Deployment/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Deployment.dll
----------------------------------------
Accessibility
Assembly Version: 4.0.0.0
Win32 Version: 4.7.2046.0 built by: NET47REL1
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/Accessibility/v4.0_4.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

Error above occurs when deleting facilities, if I press continue and try to scroll down to other facilities the settings and information remain the same as the old ones (the entry for the one deleted seems to remain). Although if I exit and then go back into the facilities section everything goes to normal, and the deleted one is indeed gone.

Next, validation seems to be mishandling facilities. It eliminates any descriptions on newly made facilities and making some nonsensical changes to values (changing one wonder’s maintenance 25 from 25000 for ex.). It also seems it doesn’t allow you to use values above 100000 (changing one worth 100000 to 10,000) for costs. Strangely enough this doesn’t seem to affect vanilla facilities, only newly added ones, even when modified (I changed one to be worth 1500000 with 250000 maintenance for ex.). Also it seems to misplace some values, in turn causing errors. Looking at the facility text file it seems that its moving values to the wrong spots. Also, I have a fleeting suspicion that it is doing this when I'm writing values in the regular way too, but i haven't tested for this one.

And finally, a minor glitch: if scrolling through facilities and you go through multiple facilities with planet restrictions all reflect the same setting as the first one (even though the original setting seems to be unaffected, this is only visual).

(Attachment is a copy of the modified facility file)

Attachment (1)

< Message edited by Overlord015 -- 8/22/2017 11:06:16 PM >

(in reply to Sabranan)
Post #: 386
RE: Modding Tool - 8/23/2017 6:17:41 AM   
Sabranan

 

Posts: 418
Joined: 2/24/2016
Status: offline
Ok, I've pushed a revision to address your post Overlord.

It's hard to say at the moment whether I've solved it all, but I have found two issues.

One is that when you delete a facility it was looping through policies in an incorrect way, for me, this generated an "out of range" error. I'm not sure why it was giving you a "Input string was not in a correct format" error though, but I have a feeling that pressing continue probably corrupted the values in some way.

The other issue I've solved is on creating new facilities it wasn't creating proper default values, so there was no picture reference. That pushed all the other values to the left in the text file, so build cost was being read as the picture reference etc. That would certainly cause data validation issues.

I'll have a look at the other forms that involve this later on today to see if they might have the same problem, but in the meantime see if this version sorts it.

_____________________________


(in reply to Overlord015)
Post #: 387
RE: Modding Tool - 8/23/2017 10:18:00 PM   
Overlord015

 

Posts: 46
Joined: 1/20/2015
Status: offline
Did a little bit of testing, I tried a fresh facility file, created a new facility as a test, then deleted it, got the error below. Also, tried testing for this with other mods, couldn’t replicate it, so I think you may be correct in your suspicion on something getting corrupted somewhere. I’ll just remake the mod from scratch as I’m just experimenting before getting into the real effort, no loss. The issue on misplaced values seems to be 100% resolved though.

************** Exception Text **************
System.InvalidCastException: Conversion from string "" to type 'Integer' is not valid. ---> System.FormatException: Input string was not in a correct format.
at Microsoft.VisualBasic.CompilerServices.Conversions.ParseDouble(String Value, NumberFormatInfo NumberFormat)
at Microsoft.VisualBasic.CompilerServices.Conversions.ToInteger(String Value)
--- End of inner exception stack trace ---
at Microsoft.VisualBasic.CompilerServices.Conversions.ToInteger(String Value)
at Distant_Worlds_Mod_Editor.frm_facilities.btn_deleteproject_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

(in reply to Sabranan)
Post #: 388
RE: Modding Tool - 10/3/2017 5:58:09 PM   
Sabranan

 

Posts: 418
Joined: 2/24/2016
Status: offline
Ok, so what with RogerBacon intending to release (at the time of writing) a version of his mod that uses the two unused values of the Terraforming facility type, I figured it would be nice if my tool supported it too.

So in revision 4 it now detects whether the Bacon Mod is installed (it just checks to see if you have a BaconSettings.txt file in your DW installation folder) when you first load a mod. If you want to enable/disable this feature at will, you can do so with the new checkbox on the main menu after you've loaded a mod.

It can't tell what version of the Bacon mod you have installed, but it doesn't really matter since DW will ignore unused values anyway.

For right now, this just means that the terraforming facility type supports two new values as detailed here.

_____________________________


(in reply to Overlord015)
Post #: 389
RE: Modding Tool - 10/4/2017 12:38:58 AM   
AngelScott

 

Posts: 4
Joined: 3/20/2014
Status: offline
I just wanna give a shout out to Sabranan the man for making this awesome tool. Codeforce should have done this years ago.

(in reply to Shogouki)
Post #: 390
Page:   <<   < prev  11 12 [13] 14 15   next >   >>
All Forums >> [New Releases from Matrix Games] >> Distant Worlds 1 Series >> Design and Modding >> RE: Modding Tool Page: <<   < prev  11 12 [13] 14 15   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

4.936