IndieStone - Visual Tech Tree Editor

Yeah. The .ismod confused me at first too. The other menu imports your tech tree though. The file that the Editor puts out later isn't called .ismod either though. It has no file extension at all. Should I just rename it into Hundred Years War.ismod?
 
Additionally.. Loading the base civ5 stuff isn't working... gives and error;

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

************** Exception Text **************
System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
at IndieStoneTechEditor.Tech.Default(String value)
at IndieStoneTechEditor.Tech..ctor()
at IndieStoneTechEditor.TechEditorGlobals.CreateTech()
at IndieStoneTechEditor.TechTree.designer_ElementAdded(Object sender, ElementEventArgs e)
at IndieStoneTechEditor.Diagram.Designer.OnElementAdded(ElementEventArgs e)
at IndieStoneTechEditor.Diagram.Designer.OnDoubleClick(EventArgs e)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.UserControl.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.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: 4.0.30319.1 (RTMRel.030319-0100)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
IndieStoneTechEditor
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///E:/Utilities/Steam/steamapps/common/IndieStoneTechEditor.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
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: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
IndieStoneTools
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///E:/Utilities/Steam/steamapps/common/IndieStoneTools.DLL
----------------------------------------
System.Xml
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.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.

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 computer
rather than be handled by this dialog box.



Now initially I created a new directory 'Civ5stuff' and dropped all of 'Assets' into their with your proggie in the root dir... worked on your initial release fine... Now I get the error from my last post when starting the program, hitting continue, using the 'Load/New from civ5 tree' option says it's loading, but nothing comes up... clicking on a blank slot to add a new tech gives the above error.

Tried moving the tech editor to the 'common' dir, to the root civ5 install dir, into the assets dir... all the same results.

There is no 'New blank tech tree' option, unless that's the default state at app start.
 
Additionally, after starting app, choosing 'Mod' by '.modinfo' get you this error;

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

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at IndieStoneTechEditor.TechTree.DoLoad(String[] FileNames)
at IndieStoneTechEditor.TechTree.LoadMod()
at IndieStoneTechEditor.Form1.modmodinfoIntoCurrentToolStripMenuItem_Click(Object sender, EventArgs e)
at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ToolStrip.WndProc(Message& m)
at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.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: 4.0.30319.1 (RTMRel.030319-0100)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
IndieStoneTechEditor
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///E:/Utilities/Steam/steamapps/common/IndieStoneTechEditor.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
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: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
IndieStoneTools
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///E:/Utilities/Steam/steamapps/common/IndieStoneTools.DLL
----------------------------------------
System.Xml
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.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.

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 computer
rather than be handled by this dialog box.




All in all, sadness.:(

But, coding is as much an art as a science... So I'll be patient... ... ... (is it fixed yet? ;p)
 
Mynex, looks from the error like you've messed up your Civ 5 XML files somehow. A missing tag in Goody Huts? Have you changed them at all?

Nope, straight clean files. I'll go check again... but I've got nothing that messes with the goodyhut or handicap info's...
 
Additionally, after starting app, choosing 'Mod' by '.modinfo' get you this error;

Well you would do, it failed to load your Civ5 files so anything after that point will be broken. ;)

And it's C# going 'Load an XML file' so it's not even my code it's crashing in.

I have the line of code:

xml.Load("<civpath>\Civ5HandicapInfos.xml");

and it crashes in there. And it works fine on mine and others, so if c# XML loader says it's had <Row> tag mismatches then you must have inadvertently edited that file at some point.

I'm talking about your actual Civ 5 files, btw, not your mod. It's possible that the Civ 5 XML loader is less fussy than .NET's XML loader.
 
Er. It's called an ismod here. :S

Not here. I actually had to rename the file into an .ismod and it works OK. I hope it was because I was using the Editor version from this morning and that the new one changes it. Not that it's a biggie either.
 
Checked through again, nothing odd or out of place, went into the file and checked, changed/saved nothing, just closed it...

fired up the editor again... and now it's working. :s

I have no idea... sometimes my computer just decides to be a biatch for no reason. :|

*shrug* so nevermind... for now. :p

(looks purdy Lemmy... now to go play with it! :D)
 
Request - Mouseover info on items in a tech... Right click options on them are spiffy to get to the editors and get the name... Not a high priority item, just a 'nifty'. :)

This is a phenomenal tool Lemmy... While there's still a few roadblocks in place for really hardcore mods, you've managed to overcome and make easy modding a lot of what we can.

Thank you.
 
Request - Mouseover info on items in a tech... Right click options on them are spiffy to get to the editors and get the name... Not a high priority item, just a 'nifty'. :)

This is a phenomenal tool Lemmy... While there's still a few roadblocks in place for really hardcore mods, you've managed to overcome and make easy modding a lot of what we can.

Thank you.

Yeah that's something that's definitely planned, I figured it was lower priority now the right click menu is there for the name but now all the basics are in there it's going to be that kind of polish that makes a difference. :) Thanks!
 
Hey lemmy,

i get following error when loading my mods techtree xml. is the editor not able to load the new techs icon atlas graphics?

Spoiler :
System.Collections.Generic.KeyNotFoundException: Der angegebene Schlüssel war nicht im Wörterbuch angegeben.
bei System.Collections.Generic.Dictionary`2.get_Item(TKey key)
bei IndieStoneTools.AtlasManager.GetAtlasRowForEditor(String atlas)
bei IndieStoneTechEditor.Tech.Draw(Graphics graphics, RectangleElement rectangle)
bei IndieStoneTechEditor.Diagram.RectangleNode.Draw(Graphics g)
bei IndieStoneTechEditor.Diagram.NodeElement.Draw(Graphics g, Boolean drawConnector)
bei IndieStoneTechEditor.Diagram.Document.DrawElements(Graphics g, Rectangle clippingRegion)
bei IndieStoneTechEditor.Diagram.Designer.OnPaint(PaintEventArgs e)
bei System.Windows.Forms.Control.PaintWithErrorHandling(PaintEventArgs e, Int16 layer)
bei System.Windows.Forms.Control.WmPaint(Message& m)
bei System.Windows.Forms.Control.WndProc(Message& m)
bei System.Windows.Forms.ScrollableControl.WndProc(Message& m)
bei System.Windows.Forms.UserControl.WndProc(Message& m)
bei System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
bei System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
bei System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
 
Hmm it should do, but perhaps not. Will look into it, ta. :)

Could you give me your atlas XML and one of your techs that use it's XML? so I can replicate your situation here? I can sort out the DDS myself if you'd rather not share yet. :)

send you the whole files. hope that will help you. thanks for your help:)

edit: oops...they're not attached...wait a second

Icon Atlas xml example:
Spoiler :
<Row>
<Atlas>CIV_UNIT_ATLAS_MWM</Atlas>
<IconSize>256</IconSize>
<Filename>UnitIconsMWM256.dds</Filename>
<IconsPerRow>8</IconsPerRow>
<IconsPerColumn>8</IconsPerColumn>
</Row>


tech using this atlas example:
Spoiler :
<Row>
<Type>TECH_STORYTELLING</Type>
<Cost>25</Cost>
<Description>Storytelling</Description>
<Civilopedia>TXT_KEY_TECH_STORYTELLING_DESC</Civilopedia>
<Help>TXT_KEY_TECH_STORYTELLING_HELP</Help>
<Era>ERA_ANCIENT</Era>
<Trade>true</Trade>
<GoodyTech>true</GoodyTech>
<GridX>0</GridX>
<GridY>5</GridY>
<Quote>"Storytelling reveals meaning without committing the error of defining it." - Hannah Arendt</Quote>
<PortraitIndex>17</PortraitIndex>
<IconAtlas>CIV_UNIT_ATLAS_MWM</IconAtlas>
<AudioIntro>AS2D_TECH_STORYTELLING</AudioIntro>
<AudioIntroHeader>AS2D_HEADING_TECH_STORYTELLING</AudioIntroHeader>
</Row>
 
Feedback;

Scroll wheel doesn't work on 'unassigned' or the info window below it (does on the Atlas Manager)

After Deleting all Techs

No Icons for;
Builds; Construct a Road, Construct a Railroad, Remove Jungle, Chop Down a Forest, Clear Marsh

Buildings: Walls of Babylon (Which is duplicated)

Units; SS Stasis Chamber, SS Engine, Keshik, Bowman (Which is duplicated)

Need to add a blank line below the last of the unassigned resources and the header for unassigned builds (Other 'last line' and 'headers' have this line)

Those are the quick and obvious ones... if/as I find more, I'll let you know.

EDIT - ADD
Scroll wheel doesn't work on Row Editor
The duplicate bowman thing - Plain load of default files, I see 2 icons under archery for bowman - right clicking on 1st displays archer info, right clicking on 2nd displays hanging gardens.
 
Ah well that's why the editor's crashing. It looks for the 64x64 version for displaying the tech icons and 45x45 icons for units etc. Will get it to check and pick a higher one and shrink it otherwise.

was just an example. the whole icon atlas xml is here (i have 64x64 and 45x45 icons):

Spoiler :
<?xml version="1.0" encoding="utf-8"?>
<!-- Created by ModBuddy on 10/11/2010 6:25:18 PM -->
<GameData>
<IconTextureAtlases>
<Row>
<Atlas>CIV_UNIT_ATLAS_MWM</Atlas>
<IconSize>256</IconSize>
<Filename>UnitIconsMWM256.dds</Filename>
<IconsPerRow>8</IconsPerRow>
<IconsPerColumn>8</IconsPerColumn>
</Row>
<Row>
<Atlas>CIV_UNIT_ATLAS_MWM</Atlas>
<IconSize>214</IconSize>
<Filename>UnitIconsMWM214.dds</Filename>
<IconsPerRow>8</IconsPerRow>
<IconsPerColumn>8</IconsPerColumn>
</Row>
<Row>
<Atlas>CIV_UNIT_ATLAS_MWM</Atlas>
<IconSize>128</IconSize>
<Filename>UnitIconsMWM128.dds</Filename>
<IconsPerRow>8</IconsPerRow>
<IconsPerColumn>8</IconsPerColumn>
</Row>
<Row>
<Atlas>CIV_UNIT_ATLAS_MWM</Atlas>
<IconSize>80</IconSize>
<Filename>UnitIconsMWM80.dds</Filename>
<IconsPerRow>8</IconsPerRow>
<IconsPerColumn>8</IconsPerColumn>
</Row>
<Row>
<Atlas>CIV_UNIT_ATLAS_MWM</Atlas>
<IconSize>64</IconSize>
<Filename>UnitIconsMWM64.dds</Filename>
<IconsPerRow>8</IconsPerRow>
<IconsPerColumn>8</IconsPerColumn>
</Row>
<Row>
<Atlas>CIV_UNIT_ATLAS_MWM</Atlas>
<IconSize>45</IconSize>
<Filename>UnitIconsMWM45.dds</Filename>
<IconsPerRow>8</IconsPerRow>
<IconsPerColumn>8</IconsPerColumn>
</Row>
<Row>
<Atlas>CIV_UNIT_ATLAS_MWM</Atlas>
<IconSize>32</IconSize>
<Filename>UnitIconsMWM32.dds</Filename>
<IconsPerRow>8</IconsPerRow>
<IconsPerColumn>8</IconsPerColumn>
</Row>
<Row>
<Atlas>MWM_ICONS_ATLAS_2</Atlas>
<IconSize>256</IconSize>
<Filename>2ndIconsMWM256.dds</Filename>
<IconsPerRow>8</IconsPerRow>
<IconsPerColumn>8</IconsPerColumn>
</Row>
<Row>
<Atlas>MWM_ICONS_ATLAS_2</Atlas>
<IconSize>214</IconSize>
<Filename>2ndIconsMWM214.dds</Filename>
<IconsPerRow>8</IconsPerRow>
<IconsPerColumn>8</IconsPerColumn>
</Row>
<Row>
<Atlas>MWM_ICONS_ATLAS_2</Atlas>
<IconSize>128</IconSize>
<Filename>2ndIconsMWM128.dds</Filename>
<IconsPerRow>8</IconsPerRow>
<IconsPerColumn>8</IconsPerColumn>
</Row>
<Row>
<Atlas>MWM_ICONS_ATLAS_2</Atlas>
<IconSize>80</IconSize>
<Filename>2ndIconsMWM80.dds</Filename>
<IconsPerRow>8</IconsPerRow>
<IconsPerColumn>8</IconsPerColumn>
</Row>
<Row>
<Atlas>MWM_ICONS_ATLAS_2</Atlas>
<IconSize>64</IconSize>
<Filename>2ndIconsMWM64.dds</Filename>
<IconsPerRow>8</IconsPerRow>
<IconsPerColumn>8</IconsPerColumn>
</Row>
<Row>
<Atlas>MWM_ICONS_ATLAS_2</Atlas>
<IconSize>45</IconSize>
<Filename>2ndIconsMWM45.dds</Filename>
<IconsPerRow>8</IconsPerRow>
<IconsPerColumn>8</IconsPerColumn>
</Row>
<Row>
<Atlas>MWM_ICONS_ATLAS_2</Atlas>
<IconSize>32</IconSize>
<Filename>2ndIconsMWM32.dds</Filename>
<IconsPerRow>8</IconsPerRow>
<IconsPerColumn>8</IconsPerColumn>
</Row>
<Row>
<Atlas>MWM_ICONS_ATLAS_3</Atlas>
<IconSize>256</IconSize>
<Filename>3rdIconsMWM256.dds</Filename>
<IconsPerRow>8</IconsPerRow>
<IconsPerColumn>8</IconsPerColumn>
</Row>
<Row>
<Atlas>MWM_ICONS_ATLAS_3</Atlas>
<IconSize>214</IconSize>
<Filename>3rdIconsMWM214.dds</Filename>
<IconsPerRow>8</IconsPerRow>
<IconsPerColumn>8</IconsPerColumn>
</Row>
<Row>
<Atlas>MWM_ICONS_ATLAS_3</Atlas>
<IconSize>128</IconSize>
<Filename>3rdIconsMWM128.dds</Filename>
<IconsPerRow>8</IconsPerRow>
<IconsPerColumn>8</IconsPerColumn>
</Row>
<Row>
<Atlas>MWM_ICONS_ATLAS_3</Atlas>
<IconSize>80</IconSize>
<Filename>3rdIconsMWM80.dds</Filename>
<IconsPerRow>8</IconsPerRow>
<IconsPerColumn>8</IconsPerColumn>
</Row>
<Row>
<Atlas>MWM_ICONS_ATLAS_3</Atlas>
<IconSize>64</IconSize>
<Filename>3rdIconsMWM64.dds</Filename>
<IconsPerRow>8</IconsPerRow>
<IconsPerColumn>8</IconsPerColumn>
</Row>
<Row>
<Atlas>MWM_ICONS_ATLAS_3</Atlas>
<IconSize>45</IconSize>
<Filename>3rdIconsMWM45.dds</Filename>
<IconsPerRow>8</IconsPerRow>
<IconsPerColumn>8</IconsPerColumn>
</Row>
<Row>
<Atlas>MWM_ICONS_ATLAS_3</Atlas>
<IconSize>32</IconSize>
<Filename>3rdIconsMWM32.dds</Filename>
<IconsPerRow>8</IconsPerRow>
<IconsPerColumn>8</IconsPerColumn>
</Row>
</IconTextureAtlases>
</GameData>
 
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